Hello :) I'm super hyped with the build but I'm wondering if it's viable as a league starter. I'm starting to read the topic page by page and found one statement made by author - "I recommend to start the build if you can afford the cluster jewels + uniques of the build". Does it mean it is not a good idea to start 3.14 league with it and just gather some currency within progressing ? Does the build work on crap items picked up from the ground from lets say acts to yellow maps till i get at least 5l xoph's nurture/berek's respise/primordial chain? I would be very thankful for solid answer about that cause I was considering to start a league with the build if it's not gonna get nerfed.
I cant give you a very detailed answer but i levelled this build once without clusters. I started out as flamewall/fireball until early 30s, then i bought some cheap uniques, Drillneck for quiver which usually is 1c and Stromcloud/Tempest, later Doomfletch, for Bow. It worked pretty well this way, but without bereks respite its slower to clear. At leaguestart this may be a problem since bereks isnt very cheap. And this build is not SSF friendly imo.
Last edited by Innex2#1170 on Mar 31, 2021, 6:03:50 AM
Well I'm not planning to go ssf. Last league starts berek was 100-150c. I can handle slower clearing, I will just shoot more times. I'm more wondering if dps is enough to progress smoothly through content? When I get the bow/ring for example but don't have fire dot on hunter items, just regular life/res stuff. I've tried bleed bow on league start and without good bow (multiple exalts) I was struggling with tankier rares on t14 maps, not mentioning bosses :) My plan is to buy this storm cloud->xoph bow (its fairly cheap if I checked it right), tabula and then gather money for berek respite filling rest of slots with life/res stuff so I can gather money consistently for further upgrades. I just don't wanna block myself like I did once :D
Last edited by VVrzask#0541 on Mar 31, 2021, 10:09:10 AM
This Build is for you if you like to see Wraeclast burn
Burning Arrow Ignite builds weren't in the worst state before 3.13, but the new changes to Elementalist pushed it into an S+ Tier Mapper and melts every boss in the game:
This guide will be further enhanced over the next couple days with additional Q&A / Videos / Budget section / etc.
++ Boss Damage
++ Clearspeed
++ Performance out of Invest
++ Off-Meta
++ Good Defence (Details below in Defensive Layers)
++ Scales with any kind of Damage -> Flexible if you pick Wrath/Anger/Hatred and Jewels
++ Can run all reflect mods
- Avoid Elemental Ailments Maps (Can be done, but 80% avoidance means you have to hit on average 5 times, until one ignite is applied)
GEAR
Spoiler
My gear is already pretty min-maxed, but even with 50% of the damage you faceroll any content in the game. Will add a budget section later.
IMPORTANT: Requirements on your gear: Dexterity For the bow we have to get 185 Dexterity on Gear / Jewels / Tree. Please read carefully in the item breakdown, where you can focus on Dexterity on your gear.
Accuracy
As we don't scale any accuracy we have to achieve 99%+ Hit-Chance. As we heavily buff our Ice golem (increased Accuracy Rating) it's sufficient to have around +200 Accuracy Rating on your Gear / Jewels. I use for example the following Jewel:
See below for a breakdown on each single piece
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Weapon:
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Best in Slot due to 7-link with Ignite Proliferation on the bow. For Min-Maxer any corruption with additional damage is fine.
Quiver:
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For clearspeed we need our projectiles to pierce. The best way is to choose a Penetrating Arrow Quiver. Focus on stats with the following priority:
Life >> Fire dot multi >> Elemental Damage with Attacks >> Damage over time Multi
Budget Option:
Body Armour:
Spoiler
Budget option (actually more damage than endgame setup but less survivability) Amazing option as it helps covering Dex Requirements:
Endgame:
Take a Hunter Influenced Astral Plate and use Dex-Essences (+51-58 Dex) until you hit T1 Life. +1 Curse can be forced via Augment Caster on Prefix
Helmet:
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The new base is best in slot for damage. For endgame focus on Redeemer influence with following stat priority:
Life >> Resistances >> Craft dex as suffix if you miss dex
For Min-Maxing:
Ignites deal dmg faster (via Mavens Orb) >> Physical Damage taken as Cold
Useful Enchants:
Damage:
Burning Arrow Debuff Effect >> Burning Arrow Phys as Extra Fire
Quality of Life:
15% Mana Reservation for one of your Auras you play (Malevolence/Anger/Wrath/Hatred)
Crafting Guide for Best in Slot Stats
Spoiler
I bought a base and did a breakdown of each single step and price it took me to get the Item to the finish form:
Get a Blizzard Crown with the Enchant you prefer (In my case 15ex)
Spam Deafening Essence of Greed (100-106 Life) until you hit either T1 Dex or any High Resistances.
Important: You only want to have mods on your item, that you can target remove with harvest: (In my case 5 tries <1ex)
Slam Redeemer Orb either on Prefix or Suffix (very slow chance that you directly hit one of the mods you want to have)
I hit T1 reduced mana reserved, which would be amazing, but will cause issues later in the process, you will see. (Redeemer Exalted 1ex)
If you didn't hit the desired influence mod by super luck, you have to remove the influence mod via Harvest, so you now have a redeemer base (70c)
In the next steps we want to add our both desired mods:
-T1 Phys taken as Cold
-T1 Chance to Ignite + Burning Damage
I went for Chance to Ignite first. A Redeemer Helm can only have 2 fire suffixes and no fire prefixes! That's why you only have to make sure to have fire res on your item (I crafted it) and then augment fire (with an open Suffix) via Harvest. If you don't hit T1, you have to remove your craft >> remove fire >> craft fire res >> aug fire until you hit T1 (I was lucky hitting on first try 1ex)
Next I got rid of the useless defence mods, so I did twice remove defence (2x 1ex)
Next step is to get T1 Phys Taken as Cold (Prefix). For that you have to make sure there is no open suffix and then augment cold via Harvest. If there is an open suffix you can hit cold resistance! (Was lucky again with first hit 1ex
Now the expensive part beginns.. When you have both desired mods T1, you want to use Maven's Orb. It will remove one of the 2 influence mods and upgrades the other to T0. If you hit burning damage, it will be upgrades to Ignites deal faster, but your phys taken as cold will be removed.(Lucky again at first try Maven's Orb 6ex)
Now you have to add Phys taken as Cold again via Augment Cold (1ex)
I was super lucky in the crafting process everytime hitting the desired mod directly T1. If you hit a lower tier you have to remove the mod and add it again.
Now the helm is open to finalize with the desired resistance and hybrid life. IMPORTANT Only use Lightning resistance to get T1 resistance, that you can do remove/add lightning. If you pick Fire /Cold, you might kill your influence mods as they have each one of those tags!
Total costs from Start: ~30ex
That's why I mention many times, that the helm is the last piece to min-max! ;-)
I did play a long time with Asenath's Chant but switched to the Blizzard Crown after a while as Asenath is super quality of life for casting Wave of Conviction + Curse + Flame Wall. But honestly at a certain point I noticed that the extra dmg from WOC + Curse + Flamewall is only "needed" at bosses, so it's useless if you spam those dmg increasers while mapping but missing a lot of life + defence.
The Blizzard Crown add 80-120 cold damage (which is even more than the added damage you would get from the auto casted flame wall) and you can get 15% faster ignites + Life + Resistances.
So in total you end up with more damage + more survivability with the only downside that you have to press 1 button for sirus / maven. (For conqueres / guardians i often even don't use WOC (incl. combustion + curse))
Gloves:
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Rare Gloves with Hunter Influence with focus on following stats:
Dex >> Life >> Fire Damage over time Multiplier >> (Temple mod with fire damage against burning enemies is nice to have)
Crafting Guide for Best-in-Slot Version
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First of all we need a base with specific mod combinations. Preferably you want:
-Life
-Temple Mod (Doesn't matter which one cold/fire/light)
-T1 Dex / T1 Resistance
All other mods should be targetable by harvest having tags like "Defence"/"Attack" etc. Avoid stats like Rarity/Strenght/Int
I bought the following base for 4ex
These gloves have the wrong temple mod, but that can be fixed by switching Light -> Fire res (but first we have to get rid of the fire resistance already on the item) (remove Fire (60c)
As we removed the fire resistance, we can now change resistance light -> fire and get the desired temple mod (Change resi 25c)
Next we want to block all prefixes with a craft, to prepare our Hunter Exalted Slam, as we want to exalt on a suffix, because if we are lucky we directly hit the desired mod (Fire damage over time multiplier):
Now we can Hunter Exalted Slam the Gloves and pray that we maybe hit T1 fire dot multi already. Normally you hit other mods that can be target removed by tags like cold/chaos etc. or with just "remove influence mod" (Hunter Ex 1ex)
As I hit Chaos dot multi, I can just remove it via "Remove Chaos" (60c):
Now we have prefixes blocked, fire res on the item and if we augment fire, we are guaranteed to hit fire dot multi t1 or t2 (aug fire 1ex):
If you are unlucky and hit t2 you musn't remove fire as you can remove the temple mod. So you have to go for "remove influence mod"(1ex) + "Aug Fire" (1ex) until you hit T1 (It took 4 tries for me :/ (total costs 8ex) Obviously I won't post a screenshot of every loop:
Now our suffixes are done and we can go for the prefixes. If you have undesired mods like defences, you target remove them with harvest (remove defence 1ex):
Now you can add whatever damage prefix you want (Phys/light/cold/fire damage to attacks) Only make sure, that you don't do "remove-add fire" as this kills your suffixes!!! I aimed for phys damage to attacks and went with (aug phys 1ex):
Sadly there are many phys mods (phys damage to attacks / mana leech / life leech / impale), so it's painful to get. Easier would be cold/light dmg to attacks. I rerolled 5 times "remove add phys" (5x 1ex):
Best prefix craft for damage is "28% damage during flask effect". Hybrid life isn't really worth it as the bonus is super low.
Total Costs ~25ex
Boots:
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Rare Boots with Hunter Influence with following stats:
Life >> Movement Speed >> (Dex) >> Ignites deal damage faster >> +1/+2 Pierce
Belt:
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Best in slot for damage. Use Catalyst to boost the ignite mod to 42%.
If you can cap your resistances, you can also use Headhunter for engame mapping.As shown in the videos, the clearspeed is already crazy without HH.
Amulet:
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Best in slot, as we scale Golem Buffs. Burning Brutality is the best annointment for damage. Any corruption is better than the regular life regen.
My corruption is absolutely not necessary!
Rings:
Spoiler
First Ring:
Best in Slot for Clear as this ring allows the build to have a chain reaction clearing screenwide packs with one arrow!
Second Ring:
Budget Options:
In Case of Malachai's socket your Lightning Golem in the Ring to procc Elemental Equilibrium.
This ring provides actually more damage than the endgame ring, but less survivability due to missing life.
Endgame:
A rare ring with Curse (Elemental Weakness / Despair) only makes sense, if you have a body armour with additional Curse! The base can vary between
Defense: Vermillion Ring
Offense: Steel Ring / Opal Ring
Focus on:
Life >> Curse >> (Dex) >> Resistances
Jewels:
Spoiler
Cluster Jewels:
On all cluster Jewels prioritise the following additional attributes:
Dexterity >> Resistances
Large:
Use Minion Damage Large Cluster Jeweles with 8 passives. We only need the notable "Primordial Bond" and IMPORTANT one other notable, as on a cluster jewel with only "Primordial Bond", the notable is on a bad spot, requiring you to use extra skill points. With adding another notable, "Primordial Bond" is directly at the entry into the cluster jewel. How to solve: Easiest approach is putting the jewel you want to buy into POB, as POB knows where the notables will be allocated. E.g. Feasting Fiends kills the jewel as well, so don't do the mistake to blindly buy a jewel :)
Medium:
Fire Damage Over Time Multiplier with 4-5 passive Skills.
Blowback + Cooked Alive Important Fan the Flames does not give you a chain reaction as Berek's Respite does. It only ignites enemies around the enemy you hit. So it's similar to having an AOE impact on your BA, igniting all enemies in the AOE.
Golem Jewels
Anima-Stone + Primordial Harmony (x2) for 2 additional Golems
Lethal Pride
Lethal Pride has some nice stats for ignite chars:
% inc. max life
% burning Damage
Ignites deal dmg 10% faster
5% Phys taken as Fire
Chance to gain endurance charge on kill
Watcher's Eye
Prioritize mods in the following order (single stat is fine too!):
Malevolence: Damage over time Multiplier
Wrath: Phys as extra Lightning
Malevolence: Ailments deal faster
Utility/Damage Jewels
Focus on your other jewels on the following things:
-1 Jewel with Accuracy (should be around 200)
-Dexterity
-Life
-Flat Damage to Attacks / with Bows (No matter if Fire/Light/Cold)
Other damage options
As each golem / Aura counts as a buff, this jewel adds crazy damage for a price of 1 chaos.
More expensive option with more damage, that sould be allocated above the witch start.
Soul of Lunaris is absolutely mandatory if you play with minions (in our case golems) else you die on a map with chain mod if you stand close to your golems
Bottom Pantheon is up to you, what you prefer.
HOW TO LEVEL
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Bandits:
Kill All
Ascendancies Order:
Shaper of Flames >> Lige of the Primordial >> Elemancer >> Bastion of Elements
The fun beginns with Normal Lab, where you get "Shaper of Flames". An amazing choice is using Storm Cloud / The Tempest + Bereks Respite, as the Lightning Damage scales with your ignite as soon as you have the normal lab completed.
MECHANICS
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Clearspeed:
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Chain Reactions
Allows us to chain react our ignites similar to ED+Contagion without the need of 2 button gameplay
Ignite Prolif
Ignite Proliferation leaves a burning spot on a dead corpse killing everything running into the burning spot as you can see in the picture as the green circles:
Damage Scaling
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The new ascendancy node "Shaper of Flames" allows us to ignite with all kind of damage. That means no matter what kind of damage you add to your attack (Chaos/Phys/Light/Cold/Fire) everything increases your ignite damage. For example just Wrath + the Watcher's eye mod (Gain #% Physical as Extra Lightning Damage) is approx. 25% of my damage.
Frequently asked Questions
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What is the correct Aura Setup for your Mana
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In my setup I run Wrath + Malevolence which is the highest dmg setup. As these are 2x 50% reserve Auras, you need an Enlighten level 4 + Helm Enchantment to have enough mana left. There are a few possible adjustments if you dont have enlighten / helm enchantment:
-Pick Sovereignty-Node at the Templar for reduced Mana reserved
-Just replace Wrath by Herald of Ash (Almost similar Damage but only 25% Reservation)
What are the defensive layers of the build?
Spoiler
60% phys dmg reduction via Chaos Golem
20% phys taken as cold (Taste of Hate) with 20% less cold dmg taken
x% phys taken as fire on lethal pride (I have currently 10%)
10% phys taken as cold on helmet
60 Life if you Ignite an Enemy (Xoph's Bow) + Cinderswallow 3% Life for each kill gives you a huge regeneration while mapping
That means the phys dmg you take is first reduced by 60% and then transfered onto the 3,3k Elemental Shield of the Elementalist ascendancy "Bastion of Elements". This makes you very tanky for a bow char!
Against bosses (as stupid as it sounds) your defence is the fact that they do nothing as they die so fast. Sirus on Awakener 9 in the last phase is dead before going into the next animation attack.
I got issues getting the 185 Dex requirements for the Bow
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Yes the 185 Dex is a bit painful to get, as we are in the top left of the tree having no traveling dex nodes. An easy way to achieve 185 Dex is via:
2x +30 Dex Nodes being on our travelway
33 Dex via Split Personality Jewel with +5 Dex in the bottom cluster jewel section
Why Lethal Pride?
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Lethal Pride has some nice stats:
% inc. max life
% burning Damage
Ignites deal dmg 10% faster
5% Phys taken as Fire
Chance to gain endurance charge on kill
Happy for any kind of feedback :)
Hello and thank you for job uve done here!
May I ask ? Or even suggest :)
Because Im kinda new player in Poe, thus - I would really glad to see here how to lvling with this character, at which act to get gems and step by step progress till end game :)
Because Im kinda new player in Poe, thus - I would really glad to see here how to lvling with this character, at which act to get gems and step by step progress till end game :)
I would suggest to level up without too much (or any) worries about your final build. I mean sure, you have to follow the skill tree, but other than that just use whatever feels good until you complete the story line. Flamewall/fireball in tabula and some zombies/skeletons as a clean-up crew and a meat shield will push you to lvl70+ in no time. And then you can equip everything you need at once.
I find it much faster and easier to use whatever junk I have to level up instead of trying to push the final build as soon as possible.
Handmade cursors for PoE: https://www.pathofexile.com/forum/view-thread/2740991
i have big problems with porcupines. what can i do
Anything that destroys corpses should work. Easiest solution is Cremator passive in one of the medium clusters. And the best solution is probably explody chest.
Or you can shoot them from afar (preferably off screen). Such safe approach is good adea in every potentially rippy situation (harvest, metamorph and whatnot).
Handmade cursors for PoE: https://www.pathofexile.com/forum/view-thread/2740991
I cant give you a very detailed answer but i levelled this build once without clusters. I started out as flamewall/fireball until early 30s, then i bought some cheap uniques, Drillneck for quiver which usually is 1c and Stromcloud/Tempest, later Doomfletch, for Bow. It worked pretty well this way, but without bereks respite its slower to clear. At leaguestart this may be a problem since bereks isnt very cheap. And this build is not SSF friendly imo.
You can use Abberaths Hooves for the ignite chains until you can afford Berek's, it's much cheaper.
i have big problems with porcupines. what can i do
Anything that destroys corpses should work. Easiest solution is Cremator passive in one of the medium clusters. And the best solution is probably explody chest.
Or you can shoot them from afar (preferably off screen). Such safe approach is good adea in every potentially rippy situation (harvest, metamorph and whatnot).
Cremator and Pyre-Ring doesnt work! Cause your Damage over time kills them, not the hit! Just the explode mod on the chest works. But you kill your own Ignite Prolif...