(3.14) Toxic Rain + Caustic Arrow | 5-10m Sirus DPS | Fast + Durable | 50c Budget/SSF Uber Elder

Are there any influence mods that would work well with this build? Just came across a Hunter's exalted orb, and while I'm sure the odds of getting one of the good mods is low, I'm thinking about taking the gamble.
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mrsarun написал:

The clusters is my first time trying tbh :) I added them mostly for the challenge point, the large one for the chaos, but yeah, will fix it with time.
For clusters you want things that give increased chaos damage / chaos damage over time multiplier / increased skill effect duration / increased attack speed.

Good passives:
Wicked Pall
Unholy Grace
Eternal Suffering
Flow of Life
Exposure Therapy
Brush with Death
Vile Reinvigoration
Circling Oblivion

or anything with similar stats

Small jewels I'd probably settle on life one as the "always useful" stat, best node is Fettle but it's more expensive, I'd say Sublime Sensation is good because we use both life and ES, other 8% life nodes aren't bad either like Surging Vitality.

If you're rolling the chaos damage large gem yourself, avoid Grim Oath and Overwhelming Malice, on medium jewels avoid anything that says about "ailments" or "poison" these won't help this build.

About the bow, the essence option used to be very cheap, it cost me 3c for essence and 10c for 6 link imperial bow, it's not perfect but +2 to bow gems is much better starting stat than anything on "Roth's Reach", we don't need physical damage or elemental damage and it's also a slow bow baseline.

This is not really an "attack" build, pods from TR act more like spells even though they don't benefit from spell damage. (If you ever played essence drain / bane you want similar stats on this build except spell damage ofc. And plus attack speed.)

You need:
+ gem levels
chaos damage over time multiplier
increased chaos damage / increased damage over time
attack speed

You do not need:
accuracy
crit
physical as extra chaos
attack damage
projectile attack damage ("projectile damage" is fine without "attack" word)
adds x to y damage to attacks
poison
ailments

So when you look up items only pay for the useful mods, don't overpay for bad ones.

You'll ofc need enough life, resists, mana regen and energy shield. Flat mana is not as good because it's mostly reserved anyway.

You might need enough str / int to use specific items / gems but keep in mind that non-essential gems can be stopped at lower level just in case (don't break your gear just to get enough str / int for max level steelskin / wither).

Most pieces you should be able to upgrade for cheap, with exception of amulet which can get pricey depending how many good mods you want on it.

Tbh I'm amazed you managed to get to lvl 14 maps with this 0 useful stat bow. Once you upgrade to a better bow (when you get 4-8ex you can buy ready made crafted one similar to the specified in the guide just without 1 stat, so a 5-mod good bow, 6-mod perfect bow costs much more) you'll probably get double - triple the pod damage you're getting now.
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CheckeredFedora написал:
Are there any influence mods that would work well with this build? Just came across a Hunter's exalted orb, and while I'm sure the odds of getting one of the good mods is low, I'm thinking about taking the gamble.
Well, nearly all the chaos mods are hunter mods, but on every slot there are other mods diluting the pool...

Chaos dot multi on quiver / glove / neck is a hunter mod.
-9 chaos res aura on helmet is a hunter mod.
Increased chaos damage on belt is a hunter mod.
+1 to chaos gems on neck is a hunter mod.
etc.

Keep in mind some have level requirements so you need to check if the item fulfils them, for example helmet aura is only lvl 85+

And ofc no guarantees that you get a good mod instead of garbage one. :)

What you could do is take a really good base (like stygian vise or hubris circlet) with high enough lvl to roll all mods you'd want and then if you don't get the mods you want, try to recraft it with aberrant fossils.

That's assuming it's a spare item not the only copy you have to equip in that slot. As with most crafting in poe it's a gamble.
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Viktranka написал:
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mrsarun написал:

The clusters is my first time trying tbh :) I added them mostly for the challenge point, the large one for the chaos, but yeah, will fix it with time.
For clusters you want things that give increased chaos damage / chaos damage over time multiplier / increased skill effect duration / increased attack speed.

Good passives:
Wicked Pall
Unholy Grace
Eternal Suffering
Flow of Life
Exposure Therapy
Brush with Death
Vile Reinvigoration
Circling Oblivion

or anything with similar stats

Small jewels I'd probably settle on life one as the "always useful" stat, best node is Fettle but it's more expensive, I'd say Sublime Sensation is good because we use both life and ES, other 8% life nodes aren't bad either like Surging Vitality.

If you're rolling the chaos damage large gem yourself, avoid Grim Oath and Overwhelming Malice, on medium jewels avoid anything that says about "ailments" or "poison" these won't help this build.

About the bow, the essence option used to be very cheap, it cost me 3c for essence and 10c for 6 link imperial bow, it's not perfect but +2 to bow gems is much better starting stat than anything on "Roth's Reach", we don't need physical damage or elemental damage and it's also a slow bow baseline.

This is not really an "attack" build, pods from TR act more like spells even though they don't benefit from spell damage. (If you ever played essence drain / bane you want similar stats on this build except spell damage ofc. And plus attack speed.)

You need:
+ gem levels
chaos damage over time multiplier
increased chaos damage / increased damage over time
attack speed

You do not need:
accuracy
crit
physical as extra chaos
attack damage
projectile attack damage ("projectile damage" is fine without "attack" word)
adds x to y damage to attacks
poison
ailments

So when you look up items only pay for the useful mods, don't overpay for bad ones.

You'll ofc need enough life, resists, mana regen and energy shield. Flat mana is not as good because it's mostly reserved anyway.

You might need enough str / int to use specific items / gems but keep in mind that non-essential gems can be stopped at lower level just in case (don't break your gear just to get enough str / int for max level steelskin / wither).

Most pieces you should be able to upgrade for cheap, with exception of amulet which can get pricey depending how many good mods you want on it.

Tbh I'm amazed you managed to get to lvl 14 maps with this 0 useful stat bow. Once you upgrade to a better bow (when you get 4-8ex you can buy ready made crafted one similar to the specified in the guide just without 1 stat, so a 5-mod good bow, 6-mod perfect bow costs much more) you'll probably get double - triple the pod damage you're getting now.


Thank you for the advice! I am working on this now, but I am rather broke so I guess it will take some time ;) But now I know.
Newbie question here, first char, first league.

I neglected defensive auras like flesh and stone and grace, but juiced tier 14-16 maps, bosses, etc, started oneshotting me too often. So now I finally fixed my helmet to a 4 link (didn't realize the potential of socketed gems take 50%, it used to contain my portal gem :x) and included flesh and stone.



However, now I'm in a situation where I can either run malev, despair, flesh and stone, disc OR clarity, malev, despair, disc. So I cant have both flesh and stone and clarity. Unfortunately my mana regen isnt strong enough without clarity.
So what's my plan here?
Right now my temporary solution is a lvl 8 vaal clarity, use the active for bosses (so lvl 1 vaal clarity might be better actually?). Should I replace one of my jewels for a reduced reserved mana one? stack more flat mana?

I noticed the final build of this guide actually runs grace and arctic armour so now I'm even more confused.

Rest of my gear for reference:
Последняя редакция: Jaerre. Время: 26 апр. 2020 г., 11:59:17
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Jaerre написал:
Newbie question here, first char, first league.

I neglected defensive auras like flesh and stone and grace, but juiced tier 14-16 maps, bosses, etc, started oneshotting me too often. So now I finally fixed my helmet to a 4 link (didn't realize the potential of socketed gems take 50%, it used to contain my portal gem :x) and included flesh and stone.



However, now I'm in a situation where I can either run malev, despair, flesh and stone, disc OR clarity, malev, despair, disc. So I cant have both flesh and stone and clarity. Unfortunately my mana regen isnt strong enough without clarity.
So what's my plan here?
Right now my temporary solution is a lvl 8 vaal clarity, use the active for bosses (so lvl 1 vaal clarity might be better actually?). Should I replace one of my jewels for a reduced reserved mana one? stack more flat mana?

I noticed the final build of this guide actually runs grace and arctic armour so now I'm even more confused.

Rest of my gear for reference:


Get a lvl 4 enlighten and run lvl 1 vaal clarity
You can also use watcher's eye with -10 mana cost while affected with clarity and rank1 clarity (if you aren't using that already), or swap impresence for a rare neck so you can craft -9 mana cost on that slot as well. Also use jewels with +2 mana on hit, it's not gonna fix it alone but it will supplement other methods and the mod shouldn't rise the price of the jewel that much hopefully.

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Jaerre написал:
I noticed the final build of this guide actually runs grace and arctic armour so now I'm even more confused.
I wouldn't recommend this, grace is too expensive for the flat reservation imo, vaal grace could be worth if you have spare socket, would help with taking less damage from dangerous packs. Arctic armor imo is only worth if you use perfect form and get it for 0 reservation. Malevolence + discipline + flesh&stone is the most balanced setup you can run without investing heavily into reduced mana reserved nodes on the tree. And with so much good stuff from cluster jewels it sucks to run out of points. Yes, there is a cluster node giving less reservation on discipline and grace, but again that's trading away potential for even better types of cluster jewels instead.
Последняя редакция: Viktranka. Время: 26 апр. 2020 г., 14:34:32
i just bought a malevolence + clarity watcher's eye so i could get lightning golem with cwdt but i don't have enough mana for wither if i'm using clarity... did i just make a huge mistake
i guess i have to put points back into charisma but then i wouldn't even need clarity -__-
Последняя редакция: marshmallowcrisp. Время: 26 апр. 2020 г., 16:11:07
Really trying to min/max with cluster jewels and trying to figure out the best combo for passives. POB indicates that wicked pall/eternal suffering are the biggest boosts to DPS but I feel like it's inflated due to the increased skill effect duration?

Is there somewhere I can look to calculate what would be a dps increase considering 1 second of battle? I looked on the Calcs tab at "Damage over Time" but not sure if that's the right # to look at. At this point I'd rather do 100k DPS over 1 second vs 225k DPS over 2 seconds
Последняя редакция: eXwu. Время: 27 апр. 2020 г., 15:53:16
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Jaerre написал:
I noticed the final build of this guide actually runs grace and arctic armour so now I'm even more confused.
Unholy grace / wicked pall are definitely the strongest contenders. Tempered arrowheads is great but the bow wheel itself isn't, I just got one on Megalomaniac and happy with it.

Touch of cruelty would be nice if you had a reliable source of hinder, the 10% proc chance the gem itself provides seems too low, especially since the build doesn't aim to cap accuracy so it'll be even lower than that. You could consider fitting aspect of the spider or replacing 1 aura with it maybe if you want to try.

I wouldn't rule out projectile wheel with shrieking bolts + repeater, it has fairly high increased damage rolls and projectile damage scales TR as long as it says "projectile damage" not "projectile attack damage".

You should count what's better with your setup, 10% multiplier or 30-35% increased.

Beats me why the chaos nodes have less than 10% multi on them (eternal suffering has 5 and eldritch inspiration has 8), meanwhile the generic nodes rock full 10, so probably win. Talking about brush with death / exposure therapy.
Последняя редакция: Viktranka. Время: 27 апр. 2020 г., 20:10:59

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