Speedy Puncture + Pierce Split Arrow / Reflect Safe or Glass Cannon / Level 100 & Uber Atziri Farmer
" From the same dude that leaked master info and lots of act 4 instance names and other info a week or two ago. So its probably like 95%+ accurate. 1 Two Sockets 1x Jeweller's Orb Three Sockets 3x Jeweller's Orb Four Sockets 10x Jeweller's Orb Five Sockets 70x Jeweller's Orb Six Sockets 350x Jeweller's Orb Two Linked Sockets 1x Orb of Fusing Three Linked Sockets 3x Orb of Fusing Four Linked Sockets 5x Orb of Fusing Five Linked Sockets 150x Orb of Fusing Six Linked Sockets 1500x Orb of Fusing At Least One Red Socket 4x Chromatic Orb At Least Two Red Sockets 25x Chromatic Orb At Least Three Red Sockets 285x Chromatic Orb At Least One Green Socket 4x Chromatic Orb At Least Two Green Sockets 25x Chromatic Orb At Least Three Green Sockets 285x Chromatic Orb At Least One Blue Socket 4x Chromatic Orb At Least Two Blue Sockets 25x Chromatic Orb At Least Three Blue Sockets 285x Chromatic Orb At Least One Red and One Green Socket 25x Chromatic Orb At Least One Red and One Blue Socket 25x Chromatic Orb At Least One Green and One Blue Socket 25x Chromatic Orb At Least Two Red and One Green Socket 285x Chromatic Orb At Least One Red and Two Green Sockets 285x Chromatic Orb At Least Two Red and One Blue Socket 285x Chromatic Orb At Least One Red and Two Blue Sockets 285x Chromatic Orb At Least Two Green and One Blue Socket 285x Chromatic Orb At Least One Green and Two Blue Sockets 285x Chromatic Orb 2 1-5% increased Movement Speed 1x Divine Orb 12-17% increased Movement Speed 4x Orb of Alchemy 18-22% increased Movement Speed 4x Chaos Orb +15-24 to Maximum Life 3x Orb of Alchemy +25-34 to Maximum Life 1x Chaos Orb +35-44 to Maximum Life 3x Chaos Orb +14-16 to Maximum Energy Shield 3x Orb of Alchemy +17-20 to Maximum Energy Shield 1x Chaos Orb +21-23 to Maximum Energy Shield 3x Chaos Orb Adds 1-4 to 36-39 Lightning Damage to your Attacks 3x Orb of Alchemy Adds 10-12 to 17-22 Cold Damage to your Attacks 3x Orb of Alchemy Adds 10-13 to 20-26 Fire Damage to your Attacks 3x Orb of Alchemy 5-15% increased Flask Life recovery rate 2x Orb of Alchemy 5-15% increased Flask Mana recovery rate 2x Orb of Alchemy 15-24% increased Elemental Damage with Weapons 3x Orb of Alchemy 10-20% increased Trap and Mine damage 3x Chaos Orb 22-27% increased Critical Strike Chance 4x Orb of Alchemy 5-15% increased Flask effect duration 5x Orb of Alchemy 7-12% increased Attack Speed 1x Chaos Orb Attack Projectiles return to you 1x Divine Orb 3-6% increased Trap Throwing and Mine Laying Speed 1x Divine Orb Adds 7-9 to 13-16 Physical Damage 3x Orb of Alchemy Adds 10-13 to 17-20 Physical Damage 1x Chaos Orb 80-99% increased Physical Damage 3x Orb of Alchemy 100-119% increased Physical Damage 1x Chaos Orb +16-20% to Fire Resistance 2x Orb of Alchemy +21-25% to Fire Resistance 4x Orb of Alchemy +16-20% to Cold Resistance 2x Orb of Alchemy +21-25% to Cold Resistance 4x Orb of Alchemy +16-20% to Lightning Resistance 2x Orb of Alchemy +21-25% to Lightning Resistance 4x Orb of Alchemy 3 Remove Crafted Mod 1x Orb of Augmentation +20-25 to Intelligence 3x Orb of Alchemy +26-30 to Intelligence 5x Orb of Alchemy +27-32 to Maximum Mana 3x Orb of Alchemy +35-44 to Maximum Mana 5x Orb of Alchemy 25-34% increased Mana Regeneration 3x Orb of Alchemy 35-44% increased Mana Regeneration 5x Orb of Alchemy 9-11% increased Cast Speed 5x Orb of Alchemy 10-14% increased Fire Damage 3x Orb of Alchemy 15-19% increased Fire Damage 5x Orb of Alchemy 10-14% increased Cold Damage 3x Orb of Alchemy 15-19% increased Cold Damage 5x Orb of Alchemy 10-14% increased Lightning Damage 3x Orb of Alchemy 15-19% increased Lightning Damage 5x Orb of Alchemy 35-44% increased Spell Damage 3x Orb of Alchemy 45-54% increased Spell Damage 5x Orb of Alchemy 30-49% increased Critical Strike Chance for Spells 5x Orb of Alchemy 50-69% increased Critical Strike Chance for Spells 7x Orb of Alchemy +2 to Maximum number of Skeletons 5x Chaos Orb 4-8% increased Cast Speed 2x Chaos Orb 1% of Fire Damage Leeched as Life 4x Chaos Orb 1% of Cold Damage Leeched as Life 4x Chaos Orb 1% of Lightning Damage Leeched as Life 4x Chaos Orb Minions have 10-15% increased maximum Life 2x Chaos Orb 10-20% increased Ignite duration 1x Divine Orb 10-20% increased Chill and Freeze duration 1x Divine Orb 10-20% increased Shock duration 1x Divine Orb 30-50% increased Curse duration 3x Chaos Orb 4 Remove Crafted Mod 1x Orb of Augmentation Adds 7-9 to 13-16 Physical Damage 3x Orb of Alchemy Adds 10-13 to 17-20 Physical Damage 1x Chaos Orb Adds 10-13 to 20-25 Physical Damage 3x Orb of Alchemy Adds 14-18 to 26-31 Physical Damage 1x Chaos Orb 80-99% increased Physical Damage 3x Orb of Alchemy 100-119% increased Physical Damage 1x Chaos Orb 12-21% increased Critical Strike Chance 2x Orb of Alchemy 22-27% increased Critical Strike Chance 4x Orb of Alchemy +20-25 to Strength 1x Orb of Alchemy +26-30 to Strength 3x Orb of Alchemy +20-25 to Dexterity 1x Orb of Alchemy +20-25 to Dexterity 3x Orb of Alchemy +91-120 to Accuracy Rating 2x Orb of Alchemy +121-150 to Accuracy Rating 4x Orb of Alchemy 12-21% increased Global Critical Strike Multiplier 5x Orb of Alchemy 22-27% increased Global Critical Strike Multiplier 2x Chaos Orb 12-15% increased Attack Speed 3x Orb of Alchemy 16-19% increased Attack Speed 1x Chaos Orb 450-600% more Unarmed Physical Damage 5x Chaos Orb 15-24% increased Elemental Damage with Weapons 3x Orb of Alchemy +16-20% to Fire Resistance 2x Orb of Alchemy +21-25% to Fire Resistance 4x Orb of Alchemy +16-20% to Cold Resistance 2x Orb of Alchemy +21-25% to Cold Resistance 4x Orb of Alchemy +16-20% to Lightning Resistance 2x Orb of Alchemy +21-25% to Lightning Resistance 4x Orb of Alchemy +2-3 Life gained for each enemy hit by your Attacks 5x Orb of Alchemy 1-2% of Physical Damage leeched as Life 1x Chaos Orb 3-4% of Physical Damage leeched as Life 3x Chaos Orb 1% of Physical Damage leeched as Mana 2x Chaos Orb 23-28% increased Stun Duration on enemies 3x Orb of Alchemy 11-12% reduced Enemy Stun Threshold with this Weapon 5x Orb of Alchemy 7-10% additional Chance to Block while Dual Wielding 1x Divine Orb Gems in this item are Supported by level 1 Blood Magic 2x Divine Orb Causes Bleeding on Hit 2x Divine Orb Adds 10-13 to 20-26 Fire Damage to your Attacks 3x Orb of Alchemy Adds 10-12 to 17-22 Cold Damage to your Attacks 3x Orb of Alchemy Adds 1-4 to 36-39 Lightning Damage to your Attacks 3x Orb of Alchemy Adds 14-20 to 28-38 Fire Damage to your Attacks 3x Orb of Alchemy Adds 13-18 to 25-35 Cold Damage to your Attacks 3x Orb of Alchemy Adds 3-6 to 62-65 Lightning Damage to your Attacks 3x Orb of Alchemy 5 Remove Crafted Mod 1x Orb of Augmentation 25-30 to Strength 4x Orb of Alchemy 25-30 to Intelligence 4x Orb of Alchemy 1-2% Mana Leech 5x Chaos Orb 10-20% Increased Energy Shield 8x Chaos Orb +15-24 to Maximum Life 3x Orb of Alchemy +25-34 to Maximum Life 1x Chaos Orb +35-44 to Maximum Life 3x Chaos Orb +14-16 to Maximum Energy Shield 3x Orb of Alchemy +17-20 to Maximum Energy Shield 1x Chaos Orb +21-23 to Maximum Energy Shield 3x Chaos Orb +16-20 to Strength 1x Orb of Alchemy +21-25 to Strength 3x Orb of Alchemy +16-20 to Dexterity 1x Orb of Alchemy +21-25 to Dexterity 3x Orb of Alchemy +16-20 to Intelligence 1x Orb of Alchemy +21-25 to Intelligence 3x Orb of Alchemy +16-20% to Fire Resistance 2x Orb of Alchemy +21-25% to Fire Resistance 4x Orb of Alchemy +16-20% to Cold Resistance 2x Orb of Alchemy +21-25% to Cold Resistance 4x Orb of Alchemy +16-20% to Lightning Resistance 2x Orb of Alchemy +21-25% to Lightning Resistance 4x Orb of Alchemy +6-11 to All Attributes 2x Orb of Alchemy +7-10 to All Elemental Resistances 2x Orb of Alchemy +1-2 Life gained for each enemy hit by your Attacks 5x Orb of Alchemy 25-34% increased Mana Regeneration rate 1x Orb of Alchemy Adds 1-4 to 36-39 Lightning Damage to your Attacks 3x Orb of Alchemy Adds 10-12 to 17-22 Cold Damage to your Attacks 3x Orb of Alchemy Adds 10-13 to 20-26 Fire Damage to your Attacks 3x Orb of Alchemy 12-16% increased Critical Strike chance 1x Divine Orb 27-32% increased Critical Strike chance 3x Orb of Alchemy 13-17% increased Rarity of Items found 5x Orb of Alchemy Adds 8-11 to 18-23 Chaos Damage to your Attacks 2x Chaos Orb +8-13% to Fire and Cold Resistance 2x Chaos Orb +8-13% to Cold and Lightning Resistance 2x Chaos Orb +8-13% to Fire and Lightning Resistance 2x Chaos Orb 6 Remove Crafted Mod 1x Orb of Augmentation +25-30 to Strength 3x Orb of Alchemy +55-64 to Maximum Life 3x Chaos Orb 4-8% Weapon Elemental Damage 5x Chaos Orb 40-52% increased Armour 1x Orb of Alchemy 55-68% increased Armour 3x Orb of Alchemy 40-52% increased Evasion 1x Orb of Alchemy 55-68% increased Evasion 3x Orb of Alchemy 40-52% increased Energy Shield 1x Orb of Alchemy 55-68% increased Energy Shield 3x Orb of Alchemy 40-52% increased Armour and Energy Shield 1x Orb of Alchemy 55-68% increased Armour and Energy Shield 3x Orb of Alchemy 40-52% increased Armour and Evasion 1x Orb of Alchemy 55-68% increased Armour and Evasion 3x Orb of Alchemy 40-52% increased Evasion and Energy Shield 1x Orb of Alchemy 55-68% increased Evasion and Energy Shield 3x Orb of Alchemy +20-25 to Strength 1x Orb of Alchemy +26-30 to Strength 3x Orb of Alchemy +20-25 to Dexterity 1x Orb of Alchemy +20-25 to Dexterity 3x Orb of Alchemy +11-14 to All Attributes 5x Orb of Alchemy +25-50 to Armour Rating 1x Chaos Orb +51-80 to Armour Rating 3x Chaos Orb +25-50 to Evasion Rating 1x Chaos Orb +51-80 to Evasion Rating 3x Chaos Orb +14-17 to Maximum Energy Shield 1x Chaos Orb +18-22 to Maximum Energy Shield 3x Chaos Orb +21-25% to Fire Resistance 2x Orb of Alchemy +26-30% to Fire Resistance 4x Orb of Alchemy +21-25% to Cold Resistance 2x Orb of Alchemy +26-30% to Cold Resistance 4x Orb of Alchemy +21-25% to Lightning Resistance 2x Orb of Alchemy +26-30% to Lightning Resistance 4x Orb of Alchemy 1-2% of Physical Damage leeched as Life 2x Chaos Orb 1% of Physical Damage leeched as Mana 4x Chaos Orb Adds 3-4 to 6-7 Physical Damage 3x Chaos Orb 1-2% increased Block chance 2x Divine Orb 2-3% increased Block chance 5x Chaos Orb 6-12% increased Weapon Elemental Damage 1x Divine Orb +35-44 to Maximum Life 3x Orb of Alchemy +45-54 to Maximum Life 1x Chaos Orb +55-64 to Maximum Life 3x Chaos Orb 9-12% increased Attack Speed 2x Chaos Orb some leaked informations for you guys |
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"Causes Bleeding on Hit 2x Divine Orb"
wtf batman!! If that's an explicit modifier craftable on all weapons...holy hell Screw Puncture... Last edited by SKIPPNUTTZ#3768 on Aug 14, 2014, 2:37:30 PM
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Somebody mentioned that Drillneck will be cheaper...
Where comes this assumption ? Is there any info about new bows / quivers ? |
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" not really cheaper, i think people are scared about the prices on standard (cause they only dropped in the new league) so thats why they are so expensive there but in ambush they were like 3-5ex (depens on how long the league is running) |
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" Puncture should still give a significantly larger bleed, because of all the bonuses the gem gives and because of all the support gems you can put on puncture " It all looks solid, except I don't really like how many points it takes to get the Scion nodes. " People were thinking that Drillneck wouldn't be added to the main game, so the prices skyrocketed. Then GGG announced that when Forsaken Masters launches, it will be able to drop again. |
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OK, after a lot of work this is as close as I can get to replicating my current build at level 86:
https://www.poebuilder.com/character/AAAAAgYAsNii2cgU9W9qjBa_JpVh4lVLjDYfQQMeBiO1SHBSKgvz6p2qNj1tbGyMYqxS7IJeKlvC7LTFOkJLeN2oMHHUIwW1JP3nVFFHjb-m4H8CMpTZxpUFyqldaJrxCIlNkiP2jX0wfNaKfysx-nb3OdR310p9h3ZnoPzFVvohdluv3Q3BM4bOOrOQCujWzerrFLEwIupxobUImybPerIZMgGcpG-eykrDOpu1dweHE4MJUUx9W6xHSsg_JypNNZK18m6qMZ6mV03j_o_Yvf_ej08= It has the following differences with my current build and gear: -330 max life +3000 evasion +106% physical damage -50% increased accuracy -1% movespeed +8% attack speed -49% crit multi +7% crit chance Overall I think the performance will be quite similar. The spike damage from crits will be a bit lower but the average damage increase should compensate. The life hit is annoying but I can survive just fine with that much life. The main good news is that the potential for expansion from this point with the new tree is much much higher than the old tree. I can add a LOT more damage with the last 14 points and will still end up with around 4500 life at level 100. This probably isn't the most efficient build, but I think it replicates the current build pretty well (at least from a shadow start). Note that I had to take a bunch of +30 str/int nodes in order to not be bound by gear. If you are comfortable getting stats from gear these nodes can easily be re-allocated. ___________________________ Side note: I think the shadow area might actually be better now. If you look at just the basic starting nodes for each tree, the shadow has: -1% life -10 raw life +37% physical damage +20% elemental damage -8% attack speed +90% crit chance +35% crit multi +1% movespeed -60% accuracy -66% evasion In one less point than I'm using for the ranger (17 for shadow, 18 for ranger). The ranger gets a bit more defense whereas the shadow gets a bit more offense. The accuracy, evasion, and attack speed that you get from the ranger area is EXTREMELY replaceable, however. There are tons of spots on the tree where you can pick up more of these. The 35% crit multi from the shadow area, however, is very attractive and hard to replace. The extra physical damage and crit chance is relatively replaceable, although I would argue that the crit chance is harder to replace than any of the bonuses that the ranger area offers. So all in all I think a Shadow build has the option of skipping the Ranger area almost entirely whereas the Ranger can't skip the shadow area. Finesse, Heart of Oak, Ballistic Mastery and even Aspect of the Eagle can be replaced. Assassination, Blood Drinker, and Blood Siphon can't. IGNs
Standard: Gyakufu | Gyakufuu Warbands: Tsukikage Tempest: Yamakage |
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Hey Precaso,
im planning to use your build in the next patch. Especialy after your post about the future of the build. Can you tell me how you feel about the Acrobratics Improvement and Phase Acro nodes? Thanks |
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" for me it looks like a really low dps build compared to the others here. in comparison: Bow Critical Strike Chance +% 152 ::::: Bow Critical Strike Chance +% 252 Bow Critical Strike Multiplier +% 16 :::::: Bow Critical Strike Multiplier +% 46 Attack Speed +% 22 ::::: Attack Speed +% 42 Bow Attack Speed +% 112 ::::: Bow Attack Speed +% 118 Base Movement Velocity +% 20 :::::: Base Movement Velocity +% 41 Evasion Rating +% 141 ::::::: Evasion Rating +% 217 Accuracy Rating 566 :::::: Accuracy Rating 606 + Accuracy Rating +% 40 Physical Damage +% 101 ::::::: Physical Damage +% 89 Physical Bow Damage +% 197 ::::::::::: Physical Bow Damage +% 263 Maximum Life +% 130 :::::::: Maximum Life +% 143 (life regen aswell) Life (reserved) 352 ::::::::: Life (reserved) 255 Mana (reserved) 92 :::::::::: Mana (reserved) 62 so overall, for me there are too much downsides. but you got a lot of strenght and int, so you would have no problems to stack them and for SURE this is an unfair comparison because you took some nodes least Last edited by crackred#7106 on Aug 14, 2014, 3:00:54 PM
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" The shadow is a very solid option now, I agree. The biggest problem with skipping the ranger area though, is you lose the only source of life regen, and also makes it really difficult to get inside and take aspect of the eagle and the good phys nodes around it, as well as the evasion + life nodes (which are really powerful now that other life nodes got nerfed and these are unchanged/buffed) " Yep, phase acrobatics is now 1 point cheaper. The 10% attack dodge is almost unnoticeable to me. It adds a sliver of extra rng, but I feel it doesn't really make a difference overall survivability wise. On the other hand, Phase Acrobatics is amazing (especially with Atziri's Step). With Atziri's Step you get 46% spell dodge, which is very noticeable and very powerful defense wise (because spells are one of the most dangerous sources of damage for this character, especially physical spells such as bear trap/ek/those stupid circle thingies)... And against most bosses (ex: Atziri, Perpetus, Piety, Vaal, Dominus, ect ect), it's incredible! Is it worth the 4 points? Absolutely! There are some situations where it can save your life. Is it mandatory (in case you just want to take more damage/ect)? No, you'll just have to be extra cautions around some of the heavy spell hitters Last edited by Precaso#4570 on Aug 14, 2014, 3:15:27 PM
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" Can you post what you are comparing to? Also, there was a misclick in what I posted -- I hadn't clicked the Lethality node, which is a huge huge difference. This is what it should be: https://www.poebuilder.com/character/AAAAAgYAsNii2cgU9W9qjBa_JpVh4lVLjDYfQQMeBiO1SHBSKgvz6p2qNj1tbGyMYqxS7IJeKlvC7LTFOkJLeN2oMHHUIwW1JP3nVFFHjb-m4H8CMpTZxpUFyqldaJrxCIlNkiP2jX0wfNaKfysx-nb3OdR310p9h3ZnoPzFVvohdluv3Q3BM4bOkAro1s3q6xSxMCLqcaG1CJsmz3qyGTIBnKRvnspKwzqbtXcHhxODCVFMfVusR0rIPycqTTWStfJuqjGepldN4_6P2L3_3o9PoJ8= " I totally agree that the evasion + life nodes are very good. It's really quite easy to get Aspect of the Eagle (the Aspect of the Eagle cluster is one node away from the Revenge of the Hunted cluster). The life regen part is definitely worth considering, but it may be much less important now that flasks are improved. I guess my point isn't to say that the Ranger starting area isn't good, but rather to say that the key nodes in the shadow area are more necessary than the Ranger area. IGNs
Standard: Gyakufu | Gyakufuu Warbands: Tsukikage Tempest: Yamakage |
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