Speedy Puncture + Pierce Split Arrow / Reflect Safe or Glass Cannon / Level 100 & Uber Atziri Farmer

Hmm, I don't see the Mana Leech node anymore ... how can we possibly sustain attacks with this build without it? Do we now require mana leech on our items?
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jbd007 wrote:
Hmm, I don't see the Mana Leech node anymore ... how can we possibly sustain attacks with this build without it? Do we now require mana leech on our items?


I now see that Mind Drinker is just above Blood Drinker - I think I would be speccing out of some of your other options (seems like more than enough crit chance maybe) instead to get the Mind Drinker node ... even WITH 2% mana leech it seems like I'm always running out of mana ... I even run a low-level Clarity or else I can't even cast curses.
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jbd007 wrote:
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jbd007 wrote:
Hmm, I don't see the Mana Leech node anymore ... how can we possibly sustain attacks with this build without it? Do we now require mana leech on our items?


I now see that Mind Drinker is just above Blood Drinker - I think I would be speccing out of some of your other options (seems like more than enough crit chance maybe) instead to get the Mind Drinker node ... even WITH 2% mana leech it seems like I'm always running out of mana ... I even run a low-level Clarity or else I can't even cast curses.


The Critical Weakness curse (in 1.2 renamed to Assassin's Mark) will give now hp and mana when killing monsters. I think it might solve the mana problem. If not, you might wanna try to use a low level clarity on life maybe? Dunno.
Last edited by returnofsnow#5524 on Aug 20, 2014, 11:56:48 AM
The Critical Weakness curse (in 1.2 renamed to Assassin's Mark) will give power charge a chance to gain power charge on kill. May we should take power charge reward in merciless.
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Drinitix wrote:
The Critical Weakness curse (in 1.2 renamed to Assassin's Mark) will give power charge a chance to gain power charge on kill. May we should take power charge reward in merciless.


That too. We'll have to see the % though.
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returnofsnow wrote:

I wonder how the hp nerf it's gonna affect this build. I'd like atleast 4k hp lategame.


You will for sure have at least 4k life with decent life values on gear

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ClinchClonch wrote:
Would someone be able to explain why Phase Acrobatics (and the 10% dodge leading up to it) isn't in the build? I've searched in the thread, and even the OP seems to think that it's a really good pick. Any reasoning behind leaving it out as it has 0 drawbacks apart from point cost?


This build is very point effective and point heavy at the same time. If you're going to spend 4 points on phase acrobatics, you're going to be dropping 4 pretty good nodes (usually damage). If you don't mind sacrificing a little chunk of damage to have an extra security blanket against spells, you should take it. And if you're farming Atziri, you should nearly 100% take it. You can't really go wrong either way though, I should note that in the post.

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cyryc wrote:
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Precaso wrote:

And as for me, I'm rolling a ground slammer in the new leagues. But have no fear, I will still play my ranger a ton, and do loads of optimizing/testing/playing... just not so much for the first little push :)


TRAITOR ! ! !

Bring the pitchforks guys!



:D

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Heatv wrote:
and guys, what will you use now? i used frenzy all the time, but now with those nerfs...
how is the puncture working for you guys in maps/dom/groups?


Puncture is really really strong, I highly recommend trying it

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jbd007 wrote:
Hmm, I don't see the Mana Leech node anymore ... how can we possibly sustain attacks with this build without it? Do we now require mana leech on our items?


I don't think it's worth all the points it takes to get it. You can simply use a master to craft it onto a piece of gear. I should also note this in the post, thanks

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Drinitix wrote:
The Critical Weakness curse (in 1.2 renamed to Assassin's Mark) will give power charge a chance to gain power charge on kill. May we should take power charge reward in merciless.


we are

Can i just swap split arrow out for tornado shot and all stays the same?
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ClinchClonch wrote:
Would someone be able to explain why Phase Acrobatics (and the 10% dodge leading up to it) isn't in the build? I've searched in the thread, and even the OP seems to think that it's a really good pick. Any reasoning behind leaving it out as it has 0 drawbacks apart from point cost?


Pick it. You can´t go wrong with that.

Im gonna use it for sure.

Hmm, ok tried speccing into your new build with 1.2 ...

The Good:
- overall DPS is up like 3k for both Puncture and Split arrow ... Ranger/Bows seem really stronger ... hope it doesn't get a quick nerf
- move/attack speed feels much faster

The Bad:
- we don't get an extra Power Charge anymore so only have 3 now instead of 4 (never got extra one from bandit reward)
- crit chance seems WAY lower ... before, with 4 PCs up, I had like 70% crit chance, now with only 3 PCs crit chance is only 35% or so. It's survivable but I'm not critting all the time like I used to be. My crit multiplier is still at about 500+ so I'm looking if there's a way to drop a bit of multiplier in favor of chance.

Surprisingly my life stayed about the same so the life nerf mixed with life/level buff seems to have worked as intended.
post 1.2 tree pleaseeeee as as posible
ty vm

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