[3.24] Ice Shot / Lightning Arrow Deadeye (Or Tornado Shot) - 400%+ MS, League Start Viable!

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zETAKens wrote:
This may be the most stupid question ever in here... but which is the mechanic behind stunning normal and magic monsters? i randomnly gain rage charges but it doesn't happen consistently..


It's one of the most convoluted system, check the rage / berserk section
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zETAKens wrote:
This may be the most stupid question ever in here... but which is the mechanic behind stunning normal and magic monsters? i randomnly gain rage charges but it doesn't happen consistently..


You are supposed to use a bow skill to proc manaforged and cast Warlord's mark.

This stuns enemies and gets you rage which you can use to cast berserk.
Can this build clear T17 maps?
Heya!

I was thinking about things that i could work for and i was checking out your high budget section on the pob. I was wondering whether mageblood, progenesis, bottled faith, dying sun, defiance of destiny and original sin would just be pure upgrades no matter what? I don't want to mess up the build too much in case something along the line bricks but assuming I keep the same tree you have in the pob would that be a good idea with LA or Tornado shot?
what stuns to get rage from warlords mark to use berserk? (Edit: looked at post again and found the warlords mark section)
Last edited by Insaneredeye on Apr 22, 2024, 7:06:12 AM
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DemonLord100 wrote:
Heya!

I was thinking about things that i could work for and i was checking out your high budget section on the pob. I was wondering whether mageblood, progenesis, bottled faith, dying sun, defiance of destiny and original sin would just be pure upgrades no matter what? I don't want to mess up the build too much in case something along the line bricks but assuming I keep the same tree you have in the pob would that be a good idea with LA or Tornado shot?


I would stay away from bottled faith and only use dying sun temporarily until you have +2 arrow on bow and +1 on quiver, at which point you'll be better served by another mageblood flask / progenesis.

Defiance of destiny is a great amulet but doesn't synergizes too well with evasion based build, in it's current state it's so overpowered that I would still say it's an upgrade but I would change the defenses around it.
Possibly dropping grace for haste and putting on a lightning coil with crit reduction corruption + taste of hate.
Also changing some nodes around that give evasion for nodes that give life / damage.

Everything else you've said is pure upgrades no matter what.
Last edited by yankuch on Apr 23, 2024, 10:45:52 AM
Hey, I'm back, doing better with some twists on the build. I went more offensives so I no longer have armor/dropped grace so I have lower evasion but I'm pushing for dps so I can pivot back into ehp later on once I know how much I want/need to be comfortable with my output.

I still follow the guide for tree reference because I have no clue what I'm doing there and I noticed you dropped almost all the spell suppression nodes (like 47%'s worth and then spec'd 12% back in). How are you still at 100% suppression still? Is there something I don't see? 30% hyrri's. +17% near the bottom of the tree, and +10%/15% from mastery + quickstep is only 72%. Even assuming you're always full life (instantly leech after surviving a hit), It's 82% at best.

Some other things, with blind through tattoo, is it just better to have marked enemies cannot crit/regen life for the heavy regen mod ones? And if I dropped the Interrogation Jewel for an unnatural instinct at the topside, do I bother grabbing the 50% ailment critical mastery? Not sure if it's good enough for shock or just a waste of a point (or if Suffering is still better than having an unnatural instinct up there). The reason I dropped it primarily is I got the rage on glove implicit instead, and intimidate through a lethal pride notable.
Last edited by BukiGeijutsu on Apr 23, 2024, 9:46:51 PM
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BukiGeijutsu wrote:
Hey, I'm back, doing better with some twists on the build. I went more offensives so I no longer have armor/dropped grace so I have lower evasion but I'm pushing for dps so I can pivot back into ehp later on once I know how much I want/need to be comfortable with my output.

I still follow the guide for tree reference because I have no clue what I'm doing there and I noticed you dropped almost all the spell suppression nodes (like 47%'s worth and then spec'd 12% back in). How are you still at 100% suppression still? Is there something I don't see? 30% hyrri's. +17% near the bottom of the tree, and +10%/15% from mastery + quickstep is only 72%. Even assuming you're always full life (instantly leech after surviving a hit), It's 82% at best.

Some other things, with blind through tattoo, is it just better to have marked enemies cannot crit/regen life for the heavy regen mod ones? And if I dropped the Interrogation Jewel for an unnatural instinct at the topside, do I bother grabbing the 50% ailment critical mastery? Not sure if it's good enough for shock or just a waste of a point (or if Suffering is still better than having an unnatural instinct up there). The reason I dropped it primarily is I got the rage on glove implicit instead, and intimidate through a lethal pride notable.


Once you acquiring suppress gear you can refund the corresponding nodes on the tree to reallocate into damage.

Yes with blind through tattoo I would change the mastery for no regen or cannot deal crit, depending on the difficulty of content you're doing.

Without the interrogation jewel there is little reason to scale non damaging ailment, but I believe you'll need at least headhunter and a strong crit bow before the interrogation become obsolete.

Rage on gloves is nice but will not be enough to sustain berserk for mapping, you can still use berserk to have a strong temporary burst on tougher bosses though.
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yankuch wrote:
Hey there!

This guide covers leveling, progression and early endgame for Ice Shot / Lightning Arrow Deadeye,
or Tornado Shot as all 3 skills scale exactly the same way up until the very end game.

It includes a Path of Building import for reference and advanced information. (use it, trust me)

This build is effective and reliable.
I league started it multiple times and even reached level 90 in the 3.20 gauntlet with it
(HCSSF with extra mods BTW).

If you want to see the playstyle, check out the Content links section.


**on March 28, 2024 update: 3.24 Necropolis update and added a pob exclusively for Vaal Ice Shot

This build is a classic take on the famous Tornado Shot Deadeye.
I made a tremendous effort to optimize the leveling tree and tested all potential skills while leveling, so that you can enjoy the fastest campaign clear you have ever had, with both a low amount of pressure on gear and a manageable amount of points to respec later on.

3.24 Updates:
Spoiler
Farewell Tornado shot!
Tornado shot received the classic triple nerf hammer and the Frostblink of wintry blast technology is pretty much gone, (you can go back to Lightning warp but you need to reach a specific breakpoint of less duration to make it work so it's not accessible in early game like Frostblink was)

Tornado Shot:
Now has an Attack Speed Multiplier of 80% of base (previously 100%).
It now has a Mana Cost of 10 at gem level 1 (previously 8), scaling up to 12 at gem level 20 (previously 10).
Quality now provides 0-40% increased Projectile Speed instead of "Fires +0-1 secondary Projectile".

This nerf in combination with the reduction in splits from sniper's mark (4 -> 2) means much less shotgun going on for about 30-50% less damage and the mana cost increase makes it harder to reach low cost, especially if you use a unique amulet as opposed to a rare with crafted -mana cost.

It's still a very viable very endgame skill but much more in line with other alternatives now, such as Lightning arrow and Ice shot.

Yokes of suffering was buffed and could be a viable option to replace Hyrri's truth depending on the price. It's not clear yet if that's a viable option.

Call to arms is a new gem that automates your warcries, it might be viable to automate enduring cry to generate endurance charge while mapping.

Steelskin and other instant skills can no longer be put on left click, you can still link it to cast when damage taken support or use the numpad trick to circumvent this but it's annoying to set up.

Not much has changed in Pob other than losing the wildwood ascendancies.

We'll have to see if additional projectiles tattoos still exist, what the new unique items are and what the necropolis exclusive modifiers on gear are before further updates are necessary.


Content links:
Spoiler
Vaal Ice Shot Showcase and Guide: https://www.youtube.com/watch?v=R-8zuOyTgqU

Tornado Shot Showcase and Guide: https://www.youtube.com/watch?v=cptqdbDwz60

Build Update and Bossing Showcase: https://www.youtube.com/watch?v=EyKnS8dhKe8

Crafting +2 ele crit bow: https://www.youtube.com/watch?v=ZZH7gTCyuwg

3.21 Blood aqueduct clear simulation with day1 gear: https://www.youtube.com/watch?v=QvNI135-L-8


Pob:
Spoiler
Progression/endgame PoB: https://pobb.in/W2-h3ZK6HsJc

Vaal Ice Shot Necropolis PoB: https://pobb.in/B1KlIU_Ud7qm

Import this link above in Pob and play around with the different trees (at the bottom left, in the tree section) the different item sets (at the top near the center in items section) and Skill sets

Download Pob + Fork: https://pathofbuilding.community/


Rage, Berserk and Warlord's Mark explanation:
Spoiler
So in 3.23 Affliction league, I have introduced a complex system in the build to generate rage for berserk automatically. This is very rewarding when you get it right so I will explain here how it works and why it might not work as well or at all for you.

To start with, we need to generate rage to use berserk.

Rage comes from stunning enemies that are affected by warlord's mark.

(We already stun normal and magic monsters reliably, you don't need any investment in stun). The only caveat at this stage is that you cannot stun an enemy on the same hit you freeze them and you freeze enemy when you crit them with cold damage. If you have the interrogation jewel, you cannot freeze so you can always stun. If you don't, you will still stun, but only on hits that you do not crit with.

We automate warlord's mark in 2 ways, first of all, it gets cast by a cast on crit setup on your manaforged arrow (so you need high crit chance), and then thanks to your focal point ascendancy, warlord's mark will jump from monsters to monsters as you slay them.

To trigger your manaforged arrow setup, you need to spend 300% of it's mana cost with other bow skills. This means that you have to balance your mana cost between costing too much (having mana issues) or costing too little (having manaforged arrow trigger rate issues).

So if you have difficulties generating rage, it can be any of these systems not working optimally.

Check how much crit you have with your manaforge setup, aim for at least 50%.

Make sure your main skill's mana cost is high enough to trigger your manaforge setup every so often (around 5 to 15 mana cost on your main skill is likely ideal)
You can adjust the cost by changing inspiration for another support gem or adjusting the bench craft on your rings or the implicit on your helmet.


Ascendancy, Playstyle / Leveling and Progression
Spoiler
Ascendancy: The Deadeye is unrivaled when it comes to Tornado Shot / Lightning arrow or Ice shot. We get Gathering winds (tailwind) early for a fast campaign clear, then we go for Far shot and Endless Ammunition.

Bandits: Kill all.

The playstyle is straight forward; kill normal enemies with your main skill to gain onslaught and replenish quicksilver flask charges.
And drop your Ballistae on tankier enemies.

Progression:
*Note: refer to Pob for all gems and what level to start using them*
**Note2: For Vaal Ice Shot, I have made an alternative progression path that you can follow in the pob. The following is for Lightning Arrow / Tornado Shot

We level as a multi-elemental bow based ranger, I have greatly optimized the passive tree for you to enjoy a very fast leveling experience.

For our main skills, we start with Galvanic Arrow and a Galvanic Arrow Ballista setup to supplement the single target.

At level 12, we replace both Galvanic Arrows with Rain of Arrow.
At level 28, we replace the Ballista setup with Artillery Ballista.

We use this setup until 3rd lab where we swap our main skill with Tornado Shot/Lightning arrow/Ice shot.

In terms of gear progression, during the campaign, use whatever high elemental dps bow you find on the ground, if you get extra essences, alchemys or binding orbs, buy a high attack rate bow base from the vendor and use the currency on it until you're happy with what you get.

As soon as you can afford these uniques, absolutely buy them: Prismweave and Karui Ward. They will carry you until red maps no problem and you can equip them at level 25 / 5 respectively.

At act 5 you receive a flask reward, pick the granite flask, soon after you will grab the flask duration and flask effect node, this will tremendously improve your effective HP, make sure to press (and craft) your flasks, we get a lot of power and speed from them. Initially, you don't care too much about the rolls on your flask, as long as they don't have any of the less duration prefix modifier.

In early maps, we want to start looking on trade for Tanu Ahi and either a good elemental DPS bow, or a bow with high base attack rate and a fractured added fire, cold or lightning damage, the higher the better. Then we use an essence of wrath, hatred or anger on our fractured bow until we hit either 3 elemental modifiers or attack speed, and bench craft the one we're missing.

If done right, this setup can easily carry you into red maps.

The transition to Crit:

Do not transition to crit too early. Wait until you are at least level 75 AND have these items:

A decent elemental dps bow with either crit or an open suffix to craft crit.
Hyrri's Truth Jade Amulet (try and get a semi decent roll if they are not too expensive)
2 Rings with Non-Channeling Skills have -7 to total mana cost
A rare evasion based body armour or helmet (or both) with reservation efficiency on it.

You can roll reservation efficiency with Essences of loathing for both and/or you can use Lesser Eldritch Ichor to roll reservation efficiency as an implicit on the helmet.



Skill Gems and Links:
Spoiler
*Just refer to the PoB. I added multiple skill sets, item sets and trees, all labelled with their corresponding progression stage for ease of navigation.



Endgame:
Spoiler
Pantheon:
Major God: Arakaali with at least Armala
Minor God: Abberath for burning ground immunity for Exarch altar farming or Yugul for everything else.

Gear:
*Refer to the Pob for different item sets

You have many slots for rare items which makes gearing easy.

You should use evasion or evasion hybrid bases so that you can use the evasion mastery that gives +15% chance to suppress spell damage.

The stats you care for the most are life, strength(up to 155), intelligence(up to 111), resistances (especially chaos), accuracy.

You want an open prefix on your ring, helmet and body armour to craft
-mana cost of non-channeling skills on rings and %phys taken as fire on helmet / body armour.
You also need onslaught on kill on your boot. You can either buy a pair with the mod and decent life/resist or buy a pair with an open prefix and no movement speed to bench craft the mod yourself (crafted version give less movement speed though).


https://pobb.in/s8dFcJ1REdv0


what is the problem? why is there little damage?

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