[outdated] Caustic Arrow Solo Map MFer (20/300+)
Any changes to 2.1? that we need to check for?
ah saw your new tree, the dmg over time got a increase. Last edited by skjutengris#6643 on Dec 8, 2015, 11:01:29 AM
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What do you think about using void manipulation + rapid decay instead of concentrated effect + increased AoE? At level 1 it's 44% more instead of 40% and has higher AoE until level 15 increased AoE. We won't know how it grows until the gems get leveled but if they're .5% a level or more they grow much faster than conc effect. So the question is do you think that giving up the extra damage for more AoE and duration is worthwhile?
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" https://www.pathofexile.com/forum/view-thread/1291803/page/204 Second last post of that page. Jul 27, 2011 - Sept 30, 2018.
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Alright so I've tweaked the tree a bit with some inspiration from a guild member. And I also forgot in the sketch that we need to compensate for the intelligence we'd be losing off not going to Corruption in 2.0's top right of the tree. Basically, I got trapped into thinking Method to the Madness would be required. When it's not. Not with the change to Entropy, Growth and Decay, and Fangs of the Viper. We just go more proj-damage heavy now.
Sketch #3 Stats 149 flat life 147% life 40% mana regeneration 5% life regeneration 115% proj damage 169% dot 74% chaos damgae 7 jewel sockets 10% all res Sketch #4 Stats 142 flat life 147% life 40% mana regeneration 5% life regeneration 191% proj damage 169% dot 20% chaos damage 7 jewel sockets 18% all res Differences between trees: -7 flat life +22% damage +30 int +8% all resistances Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Dec 8, 2015, 5:24:10 PM
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Serleth, thanks for the guide! I'm trying your build and it's one of the best I've played so far. I'm still on a +2 5l and my dps is low at the moment (about 8k tooltip dps) and I'm feeling rather squishy but I'm enjoying the playstyle and mobility.
I've just found a cheap 6l though, and now I can begin the crafting process. I've got a question about sockets color though: why pick the item rarity gem over item quantity? Wouldn't IIQ be better since it also increases currency drop? |
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The central reason is because this guide is not geared towards Standard or legacy gear. It's meant for new challenge leagues.
That said. Preference. You can choose IIQ if you want. I find I get more reliable alterations and recipes completed with IIR. Other people report the opposite. Ultimately, however, more rarity means more uniques than what more quantity will provide. Even if you only drop one good item every two weeks, that's still 2ex more than you had in the bank before, compared to IIQ which would see one good unique every three weeks. (These time frames are totally arbitrary btw, just illustrating a point). So over the course of a month and a half, with those arbitrary values, you would see 4ex in uniques with IIQ compared to 6ex in uniques with IIR. Obviously this is entirely RNG dependant but, over time, I have noticed greater results with IIR than IIQ in the gem slot. But the more IIR you stack, the more IIQ becomes important. Because this guide is centered around having a balance between survivability, damage, and good MF, most people will cap around 20/300. 300 IIR is approximately the threshold at which you want to start scaling more than 20% IIQ, but you need to do so WITHOUT losing IIR. Hence, IIR gem gets priority. If you're willing to say, drop life and resistances off the rare gloves, pick up Cloth & Chain to cover off the resistances, generally be less survivable and run Aurseize, then maybe drop a resistance off the helmet and cover it of elsewhere and get a 40%+ IIR helm so you're sitting closer to 350% IIR (with the IIR gem), you would then be able to drop IIR for IIQ and sit at approximately 56/290. Then it makes sense. You also have the option of just running Carcass Jack, sacrificing the AoE gem for IIQ and you get the same result. Again though, this guide is built around the presumption that you're playing in challenge leagues and thereby don't have access to the IIQ gem or any legacy IIQ gear. A lot of new players go into challenge leagues rather than standard and I'm trying to keep this guide accessible to the broader portion of the veteran AND new playerbase, the majority of which are challenge-league players. Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Dec 8, 2015, 6:26:50 PM
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Hi,
With the new skills tree, would Shadow or Dualist class be more optimal? |
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So considering trying out the soon to be heavily nerfed poison arrow instead of kinetic blast this coming league.
Couple of different builds I've considered. Well rounded with 1 jewel Gives 185% life and 161% evasion and 8% all res. No Atrophy, 5 jewels Gives 165% life and 197% evasion and 23% all res. You could also glass cannon up the second one and ditch a ton of evasion to get 71% more projectile damage from the ranger tree. You could also lose a bunch of life nodes as well and get atrophy back while keeping the jewels for 71% more chaos damage. So 142% more damage and 4 more jewels at the cost of dying every time you stub your toe on the map device...I've played worse. EDIT: Hah glass cannon build has 549% damage before jewels are added but only 49% evasion and 121% life. Potential of over 720% damage with 4 tripple damage jewels plus poachers. Last edited by Melzas#3995 on Dec 8, 2015, 11:27:04 PM
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" How exactly was poison arrow "heavily nerfed"? It seemed like it was just balanced and given more support gems to work with? Maybe I'm missing something. |
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" Jesus.
Spoiler
Going to work on some math here later on tonight, just want to have some values handy for later. Ignore these, these are my personal notes.
Level 20 gem 947.42, reduced by 42%. Expectation of the same for said damage at higher levels = 21 PA + level 4 Empower and +3 Bow turns it to level five Empower which = +4 gem levels + 3 from bow = level 28 PA = 2833 base damage = 1643.14 in 2.1???? 29206 currently (tooltip) Tooltip reflects 29206 damage with flame golem up on current tree, which adds 20% increased damage Tree itself has 310% damage + 106% from jewels + 5% + 5% + 30% + 10% + 15% from Drillneck Slower Proj 20/23 adds 11% increased and 29% more + 7 * 4% frenzy charges from that, need to math everything to ensure I match tooltip dps on manual calculation. From there, I should be able to predict what final tooltip will be for 2.1 based on my talisman tree, assuming identical jewels, and from THERE determine whether we're fine or not. For whatever reason, 8% increased missing???? Total increases 540% before area modifiers and 57% more before area modifiers Total MORE 59 + 29 + 28 = 116% (57% before area modifiers) Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Dec 9, 2015, 1:03:20 AM
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