[Version 0.10.7] gh0un´s Point Blank, Rain of Arrows Bowrauder
" This question has no direct answer to it, really. You should develop the skill tree as you normally would. There is no keystone here that is so build enabling that you should rush it, so whenever you pass by, pick it up. " Not to sound rude, but is that jealousy or trolling? What gh0un is doing here is merely showing how he made this build work, which gear he used, and which stats he managed to achieve with it. This is important to a lot of people who don't-believe-it-before-they-see-it. It has nothing to do with bragging. Au contraire, if anything it is helpful to anyone interested in a RoA build. Life is tough... but it is tougher if you're stupid.
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first ghoun let me thank you for your build . i am using and enjoying it. i have few questions: many people seem to consider the following passive is very important and powerful: ennemy critical strike multiplier reduction (close to marauder starting point) you did not take them. do you consider inferior to all of your choices? second question: i am not sure to understand if i have to focus on elemental or physical bows? i noticed you took elemental damage passive, but in the mean time , i have the feeling that physical damage oriented bows are better ? can you help? | |
" The only time when critical damage reduction is of any importance to me is the time when enemies are dealing too much damage in the first place (non critical damage). Critical strikes from enemies that deal no damage in the first place, deal no damage even if they crit. Enemies that deal very much damage in the first place (like champion alchemists on high lvl maps + 30% increased monster damage (since i dont have any chaos resistance, they hurt quite a bit)), i usually use enfeeble on them, otherwise i take too much damage anyways. Enfeeble not only reduces their damage in general, but also lowers their crit multiplier (and crit chance), rendering critical hits obsolete, this basically renders those 2 passives useless. Most of the damage you take is very predictable, so enfeebling the very hard hitting targets is the best way to deal with critical hit "instagibs". As an example of this, the oak copy in the level 74 map (or was it 73, i forgot) deals a lot of damage, too much to handle it without enfeeble. With enfeeble on him, he deals mediocre damage (i can tank him without ever losing significant life), and at the same time it ensures that he cannot crit me to death, ever. If you want my honest opinion, i think those 2 crit multiplier passives are useless because of enfeeble. The only situation where these passives could come in handy is against the "false god" copy in one of the higher level maps. Since you cannot curse a totem and he shoots a lot of sparks, you eat critical strikes a lot. The critical damage would not be a problem except for the fact that lightning damage can shock you, and since there are so many sparks, you can get triple shocked instantly (even with 79% lightning resistance). If the sparks were to deal a little less damage on crit (due to the passives), the shock duration might be so short that you cant get triple shocked. The way i handle him is to take fairgreaves with me into the map. As soon as i encounter him, i equip fairgreaves and facetank him until his death. " Both statements are correct. Since almost all of the physical damage i deal gets converted to elemental damage (blackgleam + hatred + added fire), i can basically skill both passives to the same effect (physical damage increase and elemental damage increase). The physical damage you convert to elemental, is first increased by your physical damage increasing passives (including rain of arrows physical damage increase, iron grip, and all of the other physical damage passives), after it has been increased it its then converted to elemental damage, which then scales with all of your elemental damage passives (including more weapon elemental support gem). Since the elemental damage passives are mostly superior in value in the passive tree (except for stuff like iron grip), i solely skill the most efficient damage increasing passives for this build. This build uses a physical damage bow, but can utilize both passives in the skilltree to great effect. As an example, i deal less than 10% of my damage as physical after all the conversions and additions due to hatred, added fire and blackgleam. This means that over 90% of my damage scales with elemental damage passives. All of the physical damage (prior to conversion) scales with physical damage passives (if we discount anger and wrath, this amounts to about 80-90% of the damage). Basically what happens is, 80-90% of my overall damage (prior to conversion and discounting anger and wrath) is first increased by physical passives, and after it has been converted it scales again with elemental passives. You can look at it as if 80-90% of my overall damage scales both with elemental and physical passives, so you are free to choose the best ones out of those in the passive tree. Since anger and wrath adds a fixed amount of elemental, passives that are equal in value (lets say a 10% physical and 10% elemental) are not equal when it comes to this build, the elemental passives are slightly superior. Add to this that the elemental passives are superior in value in general, and we got a winner. You can of course choose to skill all of the elemental + even more physical passives, but since we only have a limited amount of skill passives this would have to come at the expense of life passives. What i basically do is to skill the most efficient damage nodes in the tree, and the rest is solely focused on life and stuff like that. If you need resistances because your gear does not cover all of the resistances yet, you can easily do so (i had many resistance nodes skilled until my gear got better, at which point i respecced all of the resistance nodes). Last edited by gh0un on Mar 22, 2013, 12:53:51 PM
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" Jealousy ha-ha you bring tears to my eye's, it's criticism I feel as tho it's not really a guide, so wonder if he was just bragging or needs to work more on the guide part. I have watched his videos he say's the same few things over and over, pretty much talking him self up. I like the idea of ROA buids but I don't want a copy, I want to make my own but there are "Core" things that might be of use to know. Anyways I found a real guide so will unbook mark this one. http://www.exilepro.com/builds/marauder/528-marauder-rain-of-arrows-sniper/items Opps I forgot DFTT >_< oh well. IGN DeCheese
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" Maybe this type of guide is too difficult for you to grasp its concept, maybe you need the "Please-baby-spoon-me" kind of guide. Oh wait you found it. Good for you, now get the hell out of here, unbook-mark all you want, I don't think any of us give a &%#$ what you think, newb. IGN: PervyMonk
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I use both guides :). But you got me thinking if taking inner force is worth it with some post in this topic. Thx for your effort explaining stuff in this topic.
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ghoun great build .
I've one question if you have any time. In 5L configuration what are your prefer Gems?? Maybe RoA + Concetrated Effect + Increased Area of Effect + Weapon Elemental Damage + Blood Magic thanks IGN Now with MssDeath
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" My idea for Inner Force on this - basically I used his current level 85 tree and modifed it around a little. I respecced a few nodes on the bottom right (crit multiplier and alchemist), and the three points invested in Body and Soul, and that was enough to pick up full Inner Force through the shortest path available. Would be cool if gh0un also shared his thoughts on this. I grew very fond of Inner Force, as I found it incredibly powerful. I've been taking it since on nearly every single build I craft. Life is tough... but it is tougher if you're stupid.
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gh0un already said that he is of the opinion that inner force are not worth the points.
gh0un, I would like to hear your opinion about the new support gem that is coming next week. " Do you think this will be worth it with your build? Last edited by glh5 on Mar 23, 2013, 8:18:55 AM
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" Respecced 8 points to test it out with that exact same setup (except, instead of alchemist i respecced the 30 int on the left side, since the path to inner force grants enough int, dont ever exchange alchemist if you dont use lifeleech, alchemist increases your life regen through non-instant life flasks by a shit ton and this build relies on flasks for healing). Behold! Here is the conclusion:
Spoiler
210 dps lost after all modifiers.
1% max resistance gained 648 base armor gained 972 armor gained with first flask active 5778 armor gained with granite active 6456 armor gained with granite + first flask active 21 liferegen gained 10 int gained You can check the basestats on the OP, i did not update them with the inner force test (they still have the values without inner force). Now to the conclusion. When it comes to armor, it increases the armor value a lot, since it not only increases determination´s strength, but also grace´s strength (which is the more important factor here). With a few more levels on grace, the gap would increase even further. I did not lose any resistances since the 30% buff to purity almost covers the 10% lost on body and soul, thus im still over max and gained 1% additional max resistance. The dps lost is insignificant, but the more important part here is the scaling that got lost. The fixed amount of elemental damage that got added due to wrath, anger and hatred adds about as much damage as i lose due to the decreased critchance/critdmg scaling (i lose a little bit with the current setup of gear), and i can draw the following conclusion from this. The critchance/critmult is a "scale enchancing" factor, while the added damage from wrath, anger and hatred does not have much potential to scale on my setup (it can still scale a little bit if i manage to get % elemental damage on my belt, but other than that, getting more %elemental damage on gear will be hard, so what i get from anger/wrath/hatred is what i get), this means that the dps gap between the two setups would increase the more fixed physical damage/elemental damage i gain through gear (hatred would still scale with fixed physical damage), i am mainly talking about a better bow here (since that is the biggest upgrade damage wise). My conclusion in regards to damage? If you have an amulet that has high critmult AND % elemental damage increase on it (preferrably also % elemental damage increase on your rings and belt), then the fixed damage increase from the stronger damage auras is almost as good as increasing the scaling factor further (by skilling more crit multiplier in the bottom right) (in my case it is just slightly worse). The much bigger scaling factor would pay off if you get a lioneyes, and even more if you get an insane imperial bow (critchance and very high physical will favour critmult even more), but is the bigger damage really worth it? If you dont have an amulet like mine, yes the damage increase is worth it (by getting the crit multiplier nodes in the bottom right). If you do have an amulet like mine (and preferrably even rings and belts with % elemental dmg), then the damage increase due to the critmult is not worth it (because the difference will be rather small until you have an insane bow, and if you have an insane bow the damage you deal will be a non-matter anyways, since you will instagib even the tankiest mofos). My overall conclusion for this build? The added armor and 1% max resistance outweighs the little damage i lose. With a better bow, the damage gap would increase (in favour of the critmult), but the added armor and max resistance would probably still outweigh the damage lost, since this build has plenty of damage anyways (with the proper gear). I have not been playing Path of Exile for the last week or so (because i am frustrated towards the endgame map mechanics being coupled to item rarity/quantity, i have a thread on this here: http://www.pathofexile.com/forum/view-thread/267471/highlight/), but if i start playing again, i will keep the inner force triangle and test it out a little, and if i like it, i will update the OP with the inner force stats. My overall thoughts on inner force? Inner force´s strength (compared to other skill points in the tree) completely depends on the build you are running and the current items you have equipped and how far you have to travel to get to inner force (and also: how many auras you are running). You cannot simplify it to "the worse your gear, the better inner force is" or the other way around, because there are auras in this game that are scaling factors (like determination) and there are auras that add fixed stuff (like grace and wrath etc). Depending on your current gear setup one of the two options is superior. (it boils down to scaling factors vs fixed constants on your gear: % weapon elemental damage, critmult, critchance versus fixed eledmg/phys dmg) I thought that my current gear setup would favour the 8 points spent somewhere other than inner force, but apparently this is not the case (except for the damage, but the new amulet i got counterbalanced this to great effect, which i had somewhat anticipated and respecced the other critmultiplier nodes in the bottom right, but not quite enough it seems). Keep the ideas coming, maybe we can make the build even better. One thing though, dont respec alchemist if you are trying to increase the efficiency of this build. I tried it, and in lower regen maps or no regen maps, the missing alchemist is very noticeable and makes these maps unplayable except if you switch added fire for lifeleech (which is an option, but alchemist is only 1 point and enables you to skip lifeleech alltogether). Life flasks are the only healing this build needs, and alchemist greatly increases their potency. With 2 instant life flasks, alchemist basically equals to about 360 emergency health, and my first flask heals 5247 over 8 seconds instead of 3767 over 8 seconds (if you keep chaining it). The amount of extra health you get from the instants is small (but still very good), while the amount of extra health per second on your main life flask is huge. (edit: if the increased life recovered on the flask is multiplicative to the increased life from the passive tree, then the amount of life recovered is even higher, but i did not test this thoroughly, just believe me when i say that the missing alchemy was very noticeable in low regen maps, heck who am i kidding, it was always noticeable, it turns shitty slow regen flasks into superdrugs). Alchemist is one of these skills that is not given enough attention, even though it is awesome for a single point. tl;dr you clicked on the spoiler, either read the fucking thing or dont :))) Btw, did anyone try out the new unique alpha howl yet? If it works as i think it does, i could respec the 4 points that i used for the less mana reservation, and skill 4 more lifenodes, surpassing 6500 life, which is insanely good without kaoms. Or i could put them back into the critmultiplier on the bottom right for even more damage. Last edited by gh0un on Mar 23, 2013, 11:49:46 AM
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