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

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holtzclaw42 написал:
I have one other question - I've followed this build to a T and I'm currently lvl 83 with all of the required/recommended gear and 5L +2 bow. My concern is my defensive portion of the build - it advertises 7khp, 45kEV, 50/75 dodge/spell dodge.

I have capped resists, 11k EV, 4k HP, 1.2k ES, 40% dodge and 46% spell dodge. Yes, there's some small improvements I can make to gear - but I'm already +life on everything, +life gems, etc. Auras are up.

How am I supposed to hit these numbers that are advertised? What am I missing here?
7k I imagine is life + es combined, as that's your effective hp pool. I don't think anyone hits 7k life alone on a trickster. Also remember to count your ES pool with maxed Discipline up.

45k evasion is with flasks up, be sure to have alchemist's jade flask of reflexes. You have 3 health flasks, mana flask and a rotgut? This is horrible. You're missing a curse immunity flask for example, and tons of utility. You shouldn't need so many hp flasks with patient reaper up (if you're lab running and need extra hp flask charges, use ryslatha pantheon) and you shouldn't need a mana flask with 2 rings with reduced mana cost and 5-link, no empower / vp bow, except on no mana regen maps. And even then, enduring mana flask of chosen ailment immunity will help more than +resist flask that just overcaps you.

Same with dodge, you aren't counting 10% spell dodge from escape artist (POB doesn't count it) and 10/10 attack/spell dodge from Quartz Flask, which is also recommended in the guide. Getting above 66% spell dodge requires specific corruption on Atziri's Step, so it's more of an end game min max thing. Escape Artist used to give 20% spell dodge instead of 10% and back then hitting 75% cap was super easy, but that got nerfed.

You decided to use a talisman, which means you locked yourself out of anointments. That's another talent point you could've spent for either damage or defense.

You should put quality on your armor pieces, you only have it on chest and it's cheap af. That will add a bit more evasion / energy shield to your pool.

Crafting "adds chaos damage to attacks" on your ring is also a waste, anything that "adds damage to attacks" only affects initial hit not pods, so has very little impact. You could craft anything else there.

Drillneck is also quite useless, toxic rain doesn't pierce, and damage to attacks is wasted. Getting a rare quiver with ~100 life, resists and attack speed would serve you much better, especially capping resists through quiver and rings opens up the possibility to go for multicrafted amulet / gloves and stygian vise belt (getting stygian vise with high resists is super expensive).

Maloney's is overpriced as hell this season so I'd be even more inclined to suggest to people to stick to rare quiver "stat stick" so they can squeeze more stats out of their other slots.
Последняя редакция: Viktranka. Время: 25 окт. 2019 г., 11:27:12
Uhm, I have a potentially dumb question, as for quiver, if we get the "damage with ailments" mod, will that affect our damage at all, or is what we scale not considdered an ailment in poe?
Just trying to determine what the best cause of action is regarding getting a nice quiver besides maloneys, which mods would benefit me etc.
Последняя редакция: Chridian. Время: 25 окт. 2019 г., 17:25:04
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Chridian написал:
if we get the "damage with ailments" mod, will that affect our damage at all, or is what we scale not considdered an ailment in poe?
Nope. Damaging ailments are poison, bleed and ignite.

All poison is chaos damage but not all chaos damage is poison. Toxic rain and other abilities that do chaos damage over time (caustic arrow, soulrend, essence drain) do not scale with poison / ailment damage, they scale with "chaos damage" and "damage over time" stats.

Just for the sake of completionism, the stats that increase the potency of non-damaging ailments mostly affect chill and shock, if you were wondering.

Good stats to look for would be attack speed and increased area of effect, projectile damage and projectile speed are decent to have too.

From what I've checked, increased area of effect only occurs on Elder quivers. I'd still take that over extra arrow, that only occurs on Shaper quivers. Extra arrows are best for skills that shoot only 1 arrow baseline imo, popping toxic rain with dying sun you'd barely notice adding extra arrow while increased aoe stacks allowing overlapping more areas with multiple pods.

Also keep in mind rare quivers can get a lot of life and defensive stats, often much easier than rings / belt / necklace.

If you're wondering whether the base / implicit matters, they're all fairly useless, so nope.

Also "adds X to Y damage to attacks" of any type won't do much good either, because it only adds it to initial hit, not pod.
I tend to stick to penetrating quivers, helps with cursing, but the benefit is marginal at best.

I don't think projectile damage helps the pods. POB says it doesn't, anyway, FWIW.
Current league IGN: Teldra_Anc_LAD
Feel free to message me in game if I'm on.
Thank you both so much for the very complete and helpful answer, helped me to understand the mechanics and also not to buy a quiver filled with mods that won't help me at all :D
Very capable build for farming all content and T15 blighted maps...

I chose a slightly different gear option:

Since we reserve most of our mana and have a high APS, I decided to go with:


With Thief´s Torment there is no issue with running out of mana and the life on hit and the resists are nice too...

I also use unique boots:


So I can run with temp chains blasphemy aura... with the reduced movement speed of toxic rain + temp chain, the monsters on blighted maps are super slow... we need the +1 curse for temp chains, because we have also dispair curse on our witchfire brew flask.

I also like to use a shaper quiver with +1 arrow, due to the "on hit" mechanic on thief´s torment - the more arrows, the more mana and life on hit...

I also use a level 1 precision gem to utilize my watchers eye with:
- damage over time while affected by malevolence
- attack speed while affected by precision

I think this is a nice additional source for attack speed..

The rest of the gear is pretty standard:
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And I like to use mirrage archer instead conc effect, because it helps much with clear speed on regular maps.

I also like carcass jack chest for AoE, which works great on blighted maps, instead of the queen of the forrest setup...

TY for your build guide, pretty much fun...

Cheers

Последняя редакция: Lunasicc187. Время: 26 окт. 2019 г., 22:19:42
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grimjack68 написал:
I don't think projectile damage helps the pods. POB says it doesn't, anyway, FWIW.
Strange, the gem description says "Modifiers to Projectile Damage apply to this Skill's Damage Over Time effect" so I thought it would. And picking projectile damage nodes from the tree definitely counts in POB as DOT damage increase. Can't confirm with items atm because seems their servers are down.
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Viktranka написал:
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holtzclaw42 написал:
I have one other question - I've followed this build to a T and I'm currently lvl 83 with all of the required/recommended gear and 5L +2 bow. My concern is my defensive portion of the build - it advertises 7khp, 45kEV, 50/75 dodge/spell dodge.

I have capped resists, 11k EV, 4k HP, 1.2k ES, 40% dodge and 46% spell dodge. Yes, there's some small improvements I can make to gear - but I'm already +life on everything, +life gems, etc. Auras are up.

How am I supposed to hit these numbers that are advertised? What am I missing here?
7k I imagine is life + es combined, as that's your effective hp pool. I don't think anyone hits 7k life alone on a trickster. Also remember to count your ES pool with maxed Discipline up.

45k evasion is with flasks up, be sure to have alchemist's jade flask of reflexes. You have 3 health flasks, mana flask and a rotgut? This is horrible. You're missing a curse immunity flask for example, and tons of utility. You shouldn't need so many hp flasks with patient reaper up (if you're lab running and need extra hp flask charges, use ryslatha pantheon) and you shouldn't need a mana flask with 2 rings with reduced mana cost and 5-link, no empower / vp bow, except on no mana regen maps. And even then, enduring mana flask of chosen ailment immunity will help more than +resist flask that just overcaps you.

Same with dodge, you aren't counting 10% spell dodge from escape artist (POB doesn't count it) and 10/10 attack/spell dodge from Quartz Flask, which is also recommended in the guide. Getting above 66% spell dodge requires specific corruption on Atziri's Step, so it's more of an end game min max thing. Escape Artist used to give 20% spell dodge instead of 10% and back then hitting 75% cap was super easy, but that got nerfed.

You decided to use a talisman, which means you locked yourself out of anointments. That's another talent point you could've spent for either damage or defense.

You should put quality on your armor pieces, you only have it on chest and it's cheap af. That will add a bit more evasion / energy shield to your pool.

Crafting "adds chaos damage to attacks" on your ring is also a waste, anything that "adds damage to attacks" only affects initial hit not pods, so has very little impact. You could craft anything else there.

Drillneck is also quite useless, toxic rain doesn't pierce, and damage to attacks is wasted. Getting a rare quiver with ~100 life, resists and attack speed would serve you much better, especially capping resists through quiver and rings opens up the possibility to go for multicrafted amulet / gloves and stygian vise belt (getting stygian vise with high resists is super expensive).

Maloney's is overpriced as hell this season so I'd be even more inclined to suggest to people to stick to rare quiver "stat stick" so they can squeeze more stats out of their other slots.


Thank you so much for the detailed response and explaining the shortcomings. I've corrected most of what's been identified. Playing the resistance cap balance game is always the worst of any build imo. Find one thing that fits, but it lowers your cap, so you have to fix that and it's just an endless cycle of moving resistances around lol. I still have some room to improve for sure. I didn't fully understand the weight of flask and their value in the build, but after using them I have seen the light. :P

Do you recommend being 109% capped on resists as some say, or is meeting the 75% acceptable?
Последняя редакция: holtzclaw42. Время: 26 окт. 2019 г., 19:51:39
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holtzclaw42 написал:
Do you recommend being 109% capped on resists as some say, or is meeting the 75% acceptable?
I never bother going above 75% or whatever is your current cap (let's say if you have "Survivalist" or "Soul of Steel" talent then obviously account for that), just make sure you have an anti-curse affix on a flask that has decent amount of uses (for example stibnite has 3 as default while basalt has less than 2) and isn't a health flask (health flask effect is removed once you reach maximum health), it's enough to keep it rolling in ele weakness maps.

Overcapping so many resists for 1 map mod seems like a great waste to me, it doesn't even counter the -max resistance mod, only ele weakness curse. If you have a map with some nasty elemental boss that you don't think you can kill in 2-3 flask charges, just reroll the mod or trade the map away.

Same reason why most builds don't bother to cap chaos resist - it's a big budget investment for mostly rare scenario, even less problematic when you have a lot of spell dodge. Unless you deep delve or make build centered around taking extra chaos damage (like some darkscorn poison builds) then you don't need a lot of chaos resist.

If you have a problem finding a specific immunity affix on a flask, you can craft them in bestiary / Einhar's menagerie. Only immunity ones though, affixes like increased evasion or movement speed you just need to get lucky with alteration spam.

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holtzclaw42 написал:
Playing the resistance cap balance game is always the worst of any build imo. Find one thing that fits, but it lowers your cap, so you have to fix that and it's just an endless cycle of moving resistances around lol.
Ensure the slots that can't roll many damage increasing mods get the bulk of your resists. If you really can't manage, you can swap Atziri step for rare boots with only 12% dodge (Matatl's mod) instead of 16% but possibility of getting resistances on them. However that shouldn't be a necessity in most cases.
Последняя редакция: Viktranka. Время: 26 окт. 2019 г., 20:41:19
I know i'm kind of late to the party, but why Blood and Sand? Just for the added 11% damage reduction? Or are you running it for Maim?

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