[3.16][HC][ON BREAK] Caustic Arrow Raider, DoT Focused | Tanky | 6k+ Health | All Content | In-depth

3.11 Guide Archive Post #1
Spoiler


Overview
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Starting with the most important question: "Why Raider of all classes?"
For powerful defensive abilities, QoL features and speed. When damage is not a problem, these are more valuable qualities than slightly higher dps number. That's why i believe this is the best ascendancy choice for life based CA.

This build features over 6000 life, very high evasion with up to 95% evade chance cap, 50/40% dodge/spell dodge. It's also immune to all ailments and can run absolutely any map mod. Any incoming damage can be easily solved with two instant life flasks healing you back to full life. Capable of clearing all content in the game.


Pros
+ Cheap starting cost, great league starter
+ Very easy to play
+ Tanky end game, over 6000 life and very high evasion + dodge
+ Fast without flasks (over 100% ms, high AS)
+ Flexible build, many ways of end-game optimization
+ Can run any map mod, including "No regen"
+ Capable of clearing all end game content on reasonable budget
+ Permanent flask uptime while mapping (except bosses)

Cons
- Mediocre single target damage
- Expensive end game gear
- Weak against spells



Passive Tree and Bandits
There are two basic trees you can use:

Level 93 - Base passive tree

This is the recommended path for majority of the players, focuses on scaling Caustic Arrow only. Budget and beginner friendly. Guide will be focused on this tree.

If you've reached level 93 using any of the trees, start picking up closest jewel slots. You can also replace some life/damage nodes for 2 point jewels if you have the money for it.

Bandit Reward: Kill All (recommended) OR spare Oak

Ascendancy: Avatar of Veil (Phasing) + Avatar of Chase (Onslaught)

Avatar of Veil and Chase provides amazing defensive, speed and QoL features. No other ascendancy can really match it. Best used for pure mapping, but still works against end game bosses.

Build uses Way of Poacher for levelling purposes, before finishing merciless Labyrinth.

Cluster Jewel Trees
Spoiler
Low Investment - Level 80
Medium Investment - Level 68
Heavy Investment - Level 62

Thesse are my suggested passive trees if you want to go ham on the new cluster jewels. I simply cut down notables that can easily be replaced. I suggest low investment tree overall, up to 18 points should be enough. More investment than that equals cutting life or very efficient damage nodes, but they're still there as an option.

In case you want to keep high amounts of life in medium/heavy investment, then use level 82 tree and remove damage nodes instead. You can also remove Primal Spirit notable, but it's likely you'll have attribute and mana deficit if you do. You can remove pierce nodes if you have a quiver with at least +2 pierces total.

Suggested Cluster Jewels:

Large - 12% increased Chaos Damage / 8 passives
* Wicked Pall (Prefix)
* Unwaveringly Evil (Prefix)
* Unholy Grace (Suffix)
* 2 Jewel Sockets (Suffix)

There's not much to do discuss, this is the best possible combination for a large jewel.

Medium - +5% to Chaos Damage over Time Multiplier / 4-5 passives
* 1 Jewel Socket + any 2 of following notables:
* Offensive - Wicked Pall / Unwaveringly Evil / Exposure Therapy / Brush with Death
* Defensive - Flow of Life / Brewed for Potency / Student of Decay

Medium - +4% to Damage over Time Multiplier / 4-5 passives
* 1 Jewel Socket
* Brush with Death
* Flow of Life
* Optional: Exposure Therapy / Brewed for Potency / Student of Decay

Chaos DoT multi has higher damage potential while DoT multi is easier to craft and more defensive oriented. All notables are prefixes in medium clusters. Jewel socket is still a suffix.

Small cluster jewels and their notables aren't covered because they must have very good mods to be worth your time. Standard non-cluster jewels should be stronger in almost all cases unless you need a specific notable.

Other Ascendancy Classes
Spoiler
Allright, i get it. You dislike Raider for some reason, probably not enough damage. There are alternative ascendancies using the exact same passive tree. Beware, the guide is NOT optimized for these ascendancies.

Starting with the best one:



Trickster
Ascendancy: Patient Reaper -> Prolonged Pain -> Ghost Dance -> Escape Artist
Base passive tree (Level 95)

Highest damage output out of all ascendancy classes. Good survivability against all type of content. Lower speed and QoL compared to Raider.



Pathfinder
Ascendancy: Nature's Reprisal -> Master Toxicist -> Nature's Boon -> Master Alchemist
Base passive tree (Level 91) - Same as Raider's

Great middle ground between Raider and Trickster. Almost as high damage as Trickster while having elemental ailment immunity like Raider. Flask recharge is incredible as well.

You can sacrifice one of the Master nodes to take Nature's Adrenaline node for additional speed.



Champion
Ascendancy: Unstoppable Hero -> Fortitude -> Conqueror -> Worthy Foe
Base passive tree (Level 92)

If you hate dying, here's your choice. Perma fortify makes Champion strongest against big hits. Taunt branch is also great for clearing packs of mobs. Low QoL with great defence and decent damage.

You can use Inspirational and First to Strike, Last to Fall nodes instead of Taunt branch. Gives massive conditional damage and defence.



Deadeye
Ascendancy: Gathering Winds -> Far Shot -> Endless Munitions -> Fast and Deadly
Base passive tree (Level 91) - Same as Raider's

Good option for mapping. Great offensive QoL features with good damage. Quite weak defensively.

You can pick Ricochet as 4th point if you prefer. Gives higher damage output at cost of mobility.

Pantheon
Major God: Soul of Lunaris

Nuff said, straight up has the best synergy with the build. Others barely do anything except for few specific cases.

Minor God: Soul of Ryslatha OR Shakari

Nearly all minor gods are underwhelming, Ryslatha is likely the most useful minor god. It's good for all content and overall best choice if you don't want to look at pantheon ever again.

Shakari can be extremely strong for certain bosses which deal heavy poison / chaos DoT damage. Other than that, there's not much use for it since Raider's high avoidance prevents enemies from applying multiple poisons anyway.

Gem Setups
Main Skill - Caustic Arrow:
Your bread and butter. First 3 support gems have no real downsides and should always be included in the build. Conc Effect and Damage on Full Life have downsides, which one you prefer is up to you (i recommend the second one). Empower has no downside but requires level 3 or 4 to be worth using. Costs a lot of money or time.

Other Support Gems you can use:
Greater Multiple Projectiles - For massive AoE which translates to clear speed. Use only for clearing if your damage is high enough. Use instead of Swift Affliction, switch back for bosses.
Arrow Nova - Same reason as above. It's superior to GMP but only once you invest into extra arrows. It's recommended to not pair Arrow Nova with Concentrated Effect, otherwise effective AoE is visibly smaller. Use instead of Swift Affliction, switch back for bosses.
Efficacy - Use instead of Concentrated Effect to get rid of AoE penalty for small price in damage. Recommended for console players.

Wither Totem:
Nearly doubles damage against bosses. Place the totem somewhere on the side and let it do the work. It also slows their movement speed, so keep that in mind against some bosses. Totems are squishy and destroy easily, you might have to resummon them.

Cursed Frenzy:
Setup designed for additional damage against bosses/rares. Allows to quickly generate Frenzy charges and Onslaught, while cursing enemy at the same time. When at maximum charges, it refreshes their duration. You can only generate one Frenzy charge per cast.

Guard Skill:
Steelskin for extra durability. If manually cast, it's great for any encounter. If you're lazy and linked Steelskin with CWDT, it protects you from multiple hits in quick succession. The entire setup is optional, but recommended nonetheless.

Primary Auras:
Malevolence is undoubtly best aura you can use. Significantly increases your damage and duration of your skills.

Grace is used primarly for levelling and early mapping. Once you're capable of reaching evade chance cap, the aura should be replaced with Malevolence. Vaal version of Grace is still used as a situational skill.

Clarity is not mandatory, but it's the easiest way to greatly increase mana regeneration. Without it, you will find yourself running out of mana all the time. Clarity's maximum level should be 10, do NOT level the gem above it.

Dread Banner:
Used in order to cap evade chance at all times despite 40% less evasion penalty from Wind Dancer keystone. Considering the strength of that keystone, 10% mana reservation is a small price to pay.

Dread Banner should be linked with Generosity support to increase effective range and power of accuracy debuff. You CANNOT link Generosity with other Auras, or else you won't be able to gain any benefits from them.

Situational Skills:
Blink Arrow is used to cross gaps and escape tough situations quickly. Your primary way of moving around is still on foot.

Vaal Grace allows us to cap Dodge / Spell Dodge. It's a temporary aura which is best used during harder encounters like abyss/breaches/harbingers etc. Vaal Grace should be linked with Increased Duration support for longer uptime.

Vaal Blight is a great utility skill for slowing down enemies, so it's easier to keep them inside degen ground. Also applies some extra damage. Vaal Blight should be linked with Increased Duration support for longer uptime. It's an optional gem, but very much recommended.


These are the only mandatory gems and we still got 2-4 free gem slots. How you fill the rest of them is your choice.

Optional Setups
Spoiler
Bestiary Aspect / Flesh and Stone:
You won't be able to use both of them due to already high mana reservation from primary auras. You have to choose one.

Aspect of the Crab is an amazing source of physical mitigation for evasion characters. With very high evade chance numbers it can easily act as permanent 20% physical damage reduction. It's a reservation skill only obtainable through specific uniques and beastcrafting.

Flesh and Stone is a short-ranged defensive aura that blinds nearby enemies and slightly reduces attack damage of enemies unaffected by blind. You're going to be evade chance capped against all blinded enemies, even without flasks. Onslaught buff is still required to reach evade cap.

Enlighten support gem reduces the high mana reservation of the auras, allowing for easier mana management. You can link it to Malevolence, Flesh and Stone, Clarity to increase your unreserved mana pool. It cannot support Aspect of the Crab since it's not a skill gem.

Withering Rain (GGGR):
Toxic Rain - Mirage Archer - Withering Touch - Increased Duration

Optional setup to Wither Totem. It's much, much worse when it comes to raw damage increase and reliability. However this setup can be used in any situation for additional utility/damage which is not possible with totem.

6-link Cursed Frenzy (GGGBBB):
Frenzy - Barrage Support - Awakened Curse on Hit lvl 5 - Despair - Enfeeble - Enhance

If you're rich, that's probably the best 6-link body armour setup. Enfeeble for extra damage mitigation and Enhance to boost stats of both auras. You can also use Culling Strike instead of Enhance, it's up to you. Temporal Chains instead of Enfeeble is also option.

You NEED level 5 Awakened Curse on Hit to be able to apply both auras. Any level below doesn't have the possibility.

Fortify: Vigilant Strike with The Vigil threshold jewel

Only usable if you have melee weapon swap. Gives ~35 second long Fortify, awesome bonus for hard hitting bosses. Without threshold jewel the duration is only ~12 seconds, but it's enough if you facetank a monster.

Golem: Stone Golem OR Flame Golem OR Chaos Golem

Stone Golem is most useful with his taunt and high flat health regeneration. Flame golem for the damage, Chaos golem if you want to try some phys dmg reduction shenanigans. Golems tend to die quite often in high tier maps, but are very useful in early mapping or against labyrith traps (stone golem).

Portal Gem

If you have a free gem slot, why not? Pair with Enhance support for extremely fast portals.

Equipment
My current gear / TL;DR:
Spoiler
Weapons: +3 CA Bow (self-crafting recommended, see crafting section)
Quiver: Life and Resists, in end game Hunter's quiver with DoT multiplier
Armour: Kintsugi


Helmet: Life and Resists, 30% CA duration enchantment
Boots: Life and Resists or Atziri's Step unique, 8% chance to Dodge Spells enchantment.
Gloves: Life and Resists


Belt: Life and Resists, Leather / Heavy Belt with Elder mods if possible
Rings: Life and Resists
Amulet: Life and Resists, Agate/Lapis/Marble base preferred, Annoint: Corruption (BBCr)


Flasks: 2 Life flasks, 3 utility flasks recommended. Flexible, however you need Jade Flask with 90%+ increased evasion rating and another one with curse immunity.


Jewels: Life and damage on all of them, very efficient if you have at least 3 good mods.

Notes: High evasion is important. Not as much as life, but use evasion bases if possible.
Aim to have ~160 strength and intelligence, so you can use lvl 20 gems.
It's good to cap elemental weakness curse (109%). X% Mana regen is very good QoL.

Below you will find the gear explained in-depth. Piece by piece.

+3 Caustic Arrow Bow
Spoiler
The core item of this build.

Caustic Arrow's cloud has very limited options when it comes to increasing it's damage output. Additional levels and crafted mods are the only way to make your bow actually benefit the build in the first place. CA setup socketed inside +3 bow easily increases the damage output by ~50-60% more compared to a normal 6-link.

To make it clear, on the bow we NEED:

* +1 to Level of Socketed Gems (prefix)
* +2 to Level of Socketed Bow Gems (prefix)
* +33-40% Chaos Damage over Time Multiplier (prefix, crafted)

You can also use super budget version with only +2 to Level of Socketed Bow Gems,
it's enough to beat almost any encounter in the game. However i don't recommend settling on that. The more damage, the easier it gets. Crafting +3 bow is not that expensive and massively boosts the damage.

I recommend to self-craft the bow as it's the cheapest way to do so. Plus, you can directly upgrade the +2 6-linked bow into +3 once you acquire currency. Chaos DoT Multiplier doesn't have to be highest level, any tier already gives really good bonus and you can upgrade it as you unlock tiers.

End game version of the bow should also include +2 additional arrows mod. It's a massive QoL and effective AoE increase. Extra arrows also make triggering onslaught on bosses significantly easier. It's hard to pass up.

Bow crafting is fully covered in crafting section.

Armour
Spoiler
Kintsugi
My personal choice of body armour. I use it to mitigate potential oneshots from bosses, and it saved me multiple times in the past. Additional 50% evasion if you get hit is a really nice bonus for mapping. The "20% Less Damage Taken if you've not been hit Recently" also works against degens (LAB TRAPS!) until you've been hit.

Kintsugi is a mandatory end game body armour for Raider. Combined with with very high evasion + dodge, the unique passive acts as 25% more life. It is true for many bosses.

Before you reach the end game, you might want to use Carcass Jack or Cherrubim's for additional DPS. If you're non-Raider ascendancy, you might want to consider Queen of the Forest instead. You will find more explainations below.

Optional Armours:
Spoiler
Carcass Jack
Best chest for start of the league. Good amount of additional damage, life and some resistances. Also massively boosts the AoE which is a bit small without high gem level. It's still inferior in the long run and should be used only for league start.

Cherrubim's Maleficence
Best choice if you want more damage. It has up to 80% increased chaos damage, giving around ~15% more damage in the final build. Has a lot of life as well, making it OK defense wise. Can be used instead of Kintsugi in the end game, but i wouldn't recommend it for hardcore characters.

Queen of the Forest
Option for non-Raider ascendancies. Movement speed is our primary way of moving around the map and dodging skills. Raider has enough speed on her own, allowing the use of defensive chests. Others ascendancies don't have that luxury, so you should consider using it.

Quiver
Spoiler
A rare pierce quiver with life and resistances. Penetrating base is the best. Later on you'll want to craft or buy warlord/shaper quiver. Something like the second one i linked, the more life and resists the better.

Before you reach end game you might want Warlord/Shaper influenced quivers. It can roll +1 additional arrow mod which is great QoL and effective AoE increase. It will be redudant after you get your hands on crafted bow with 2 additional arrows, but before that it's great temporary solution.

In end game you'll want Hunter influenced quiver. It has amazing damage potential with up to 43% DoT multiplier gained from two different mods. It also has extra +1 pierce prefix which combined with Penetrating base should allow you to drop pierce nodes from the tree.

Influenced quiver crafting is fully covered in crafting section.

Helmet, Gloves and Boots
Spoiler
Packed into same category, as you want same thing from all of them:

* Life
* Resistances
* Open Suffix (optional)
* Movement Speed (boots only)

Evasion based preferred, especially the helmet (can achieve really high evasion). Atziri's Step unique boots are amazing defensive option if your resistances allow it. That's pretty much it, what's left is to look at the enchantments:

Gloves: of Spite

Nothing else is useful, really. You can totally ignore the gloves enchantments.

Boots: 8% chance to Spell Dodge if you've taken Spell Damage Recently.

Best late game enchantment. The build is nearly invincible against attacks, but spells still hit quite often. 80% chance to avoid stuns is also a great alternative.

Helmet:
#1 - 30% increased Caustic Arrow Duration
#2 - 40% increased Caustic Arrow Damage

Both are on similar power. In my opinion Duration enchantment and the QoL it gives are more valuable, you should be aiming for it. The latter gives around ~7% more damage, small but welcome upgrade.

Belt
Spoiler
Once again, life and resistances. Strength is also a desirable stat. Leather Belt is the best base, with Heavy Belt being slightly weaker option.

I also have to remind that elder influenced belts are absolutely amazing. They can roll few VERY good mods:

* 8–10% increased maximum Life (prefix)
* 16–20% increased Life Recovery rate (suffix)
* 16–18% to all Elemental Resistances (suffix)

That's not even all of the good mods. If you ever accumulate enough money to buy/craft it for yourself, i recommend getting one.

Rings and Amulet
Spoiler
Like majority of other gear and little more:

* Life
* Resistances
* Strength and Intelligence
* #% Mana Regeneration

Attributes to reach ~160 requirement for lvl 20/21 gems. Mana regen is not required but allows to drop Clarity if you have enough of it.

Once you hit the end game, i recommend buying a good Marble amulet. Life regen is really helpful in mitigating degens / small hits.

Amulet Annoinments:
Corruption - Black, Black, Crimson
The default choice due to relatively low cost for high damage boost. There's no better damage node on the passive tree.

Hardened Scars - Golden, Black, Teal
Hidden notable. Strongest defensive node for ranged characters, grants Fortify.
Requires a hybrid flask with "Foreboding" or "Enduring" prefix in order to work.

Consitution - Golden, Golden, Silver
Soul of Steel - Golden, Golden, Golden
If you prefer permanent life boots that's not tied to flask. Former node is better in nearly all scenarios, the latter is much stronger at mitigating physical damage.

Flasks
Spoiler
This is the setup i run personally and recommend it for everyone. 2 life flasks to quickly heal from 0% to 100% health. 3 utility flasks which you use every ~6 seconds. The mods on those flasks combined with Raider ascedancy and Soul of Shakari allow for complete ailment and curse immunity during mapping plus very high evasion.

Life flasks - i recommend 1 Bubbling and 1 Seething with bleeding/freeze/poison immunity for emergencies.

Utility flasks - you should use Quicksilver and Jade. You NEED curse immunity and 90%+ increased evasion rating on them. They should also have "Reduced Charges" mod, it's undoubtly the best affix for flask uptime in maps. For additional effects, curse/bleeding immunity and increased evasion rating are the only good options.

Flask setup is flexible, you can adjust it if you like. However anti-bleeding life flask and two utility flasks mentioned above are MUST have.

From unique flasks:

* Dying Sun - Ultimate AoE flask. Luxury upgrade to the build, not required, expensive.

* The Writhing Jar - Great flask for end game bosses. Allows you to generate fortify and onslaught before the fight starts or to refresh frenzy charges during waiting phases.

* Witchfire Brew - Good flask if you start out the build, but as you progress with the build it starts to feel like a dead weight. Especially against bosses, where the flask overrides the Curse on Hit setup and will "delete" the curse once you're out of blasphemy range.

Jewels
Spoiler
There's not much to discuss, you want any 3 out of these 7 mods on your jewels:

* 5-7% increased maximum life
* 3–4% to Chaos Damage over Time Multiplier
* 9–13% increased Chaos Damage
* 10–12% increased Damage over Time
* 10–12% increased Projectile Damage
* 10–12% increased Area Damage
* 8–10% increased Damage

Life on the jewel is especially valued, get it if you can. Getting a jewel with all 4 good mods is kinda impossible, but finding one with 3 mods at once should be easy. Be sure to look out for other mods that can be beneficial for you:

* 14–18% increased Evasion Rating
* 7–13% to Chaos Resistance
* Any resistance / strength / intelligence mods

Watcher's Eye is an expensive jewel you want to acquire once you reach the end game maps. It is incredibly strong both offensively and defensively. Primary mod you would look for is 18-22% Chaos DoT multi while having Malevolence, as it provides around 10-15% more damage. Anything else is just a bonus. Worthwhile mods from strongest to weakest:

* +(18–22)% to Damage over Time Multipliers while affected by Malevolence
* Unaffected by Bleeding while affected by Malevolence
* (15–20)% increased Recovery rate of Life and Energy Shield while affected by Malevolence
* (-5 to -10) to Total Mana Cost of Skills while affected by Clarity
* (20–30)% increased Mana Recovery Rate while affected by Clarity

Levelling and Progression
Caustic Arrow levelling (Act 1-10)
Spoiler
I've tried to be beginner friendly in this section, but didn't want to write essay either. If you're a veteran, i'm sure you can get all important information without reading guidelines. Please do read the short "Preparing for maps" section anyway.

Gem Progression:

Caustic Arrow - Pierce / Swift Affliction - Void Manipulation - Vicious Projectiles

You'll get Void Manipulation at lvl 8, Vicious Projectiles at lvl 18. Use Pierce Support gem until you pick up pierce nodes on passive tree, around level 40-45. Once you do, use Swift Affliction instead (buy from Siosa).

Toxic Rain - Mirage Archer

Additional utility/damage setup for bosses. Shoot Caustic Arrow, then attack once or twice and repeat. Slows enemies and can easily generate frenzy charges/onslaught from Raider ascendancy.

Wither - Spell Totem - Multiple Totems

Used for additional damage against bosses, can be used starting from level 38. Place and forget, single cast should be enough. You might need little bit of strength/intelligence to use it.
Do NOT level up Wither until you reach act 9.

Despair : Curses enemies to increase damage. Use on bosses, tough packs, rares etc.
Do NOT level up Despair until you reach act 9.

Dash : Your primary movement skill during levelling
Blink Arrow : Your secondary movement skill, to cross gaps.
Grace : Your levelling aura, grants additional evasion.
Purity of Elements : If you really need resistances. Use instead of Grace if necessary.

Gem Rewards:
* lvl 2 - Caustic Arrow
* lvl 3 - Volley (Medicine Chest side quest)
* lvl 4 - Dash

* lvl 8 - Void Manipulation
* lvl 10 - Blink Arrow
* lvl 12 - Toxic Rain

* lvl 18 - Vicious Projectiles
* lvl 24 - Grace, Despair
* lvl 38 - Greater Multiple Projectiles

Any gems you don't receive as a quest reward can be bought from Siosa (act 3) or
Lilly (act 6) once you complete their quests. Petarus and Vanja (act 4) also sell Multiple Totems after you enter Belly of the Beast.

Passive Tree Progression:
Level ~9 (Act 1)
Level ~19 (Act 2)
Level ~31 (Act 3)
Level ~37 (Act 4)
Level ~45 (Act 5)
Level ~53 (Act 6-7)
Level ~53 (After Respec)
Level ~60 (Act 8)
Level ~70 (Blood Acqueducts farm)
Level ~72 (Before Kitava)

Bandit Reward: Kill all (recommended) OR spare Oak

Ascendancy Order: Way of a Poacher (1st Frenzy) -> Avatar of Chase (Onslaught) ->
-> respec Way of the Poacher (merciless lab) -> Avatar of Veil (Phasing)

Additional twink gear:
* Silverbranch/Silverbough
* Tabula Rasa
* Goldrim
* Wanderlust
* Hyrri's Bite (Int/Str)
* Karui Ward

Important reminder: Don't forget to level additional CA gems in your weapon slot. They still level even if you don't use them.

General levelling rule: First and most important to remember - when searching for equipment, your priority on them is Life and Resistances. Links are equally as important, be sure to look out for correct socket colors. This applies to all acts.

Act by act guidelines:
Spoiler
Act 1-3 should be more or less trivial. That's where you slowly shape up your main skill. Majority of the necessary gems are rewards from quests. The ones you can't, you can buy from a Nessa, Yeena and Siosa as you progress through the main story. Be careful around act 3, that's where you might feel lack of defenses in some areas. It won't last for long tho.

In act 4 it's important to have good resistances, especially fire resist. Outside of that, it should be a breeze. It's a good idea to enter Labyrinth after you find waypoint inside Crystal Veins. Should be trivial at this point.

Act 5 is where things get little bit tougher. Monsters out there are quite dangerous and it's recommended to have capped fire and lightning resitances. It's also a time where bleed removal life flask becomes necessary. I suggest to farm Chambers of Innocence until you reach level 45 and then face the Innocence himself. Next boss is Kitava, 1600 life is enough to tank all of his abilities.

Once you arrive in act 6, check your resistances. If they're below 60%, you should pick up Purity of Elements from Clarissa (act 3) - use it instead of Grace aura until you solve the resistance problem. It's recommended to have them capped before the final boss.

Act 7 is quite easy. Beware of ghosts inside the Crypt, they can hit pretty hard. Around the end of this act, you should have all points from provided level ~53 passive tree and 10 respec points. Once you do, you should unallocate Ranger's starting nodes and take Atrophy chaos wheel. You might have to go back to earlier acts to have necessary amount of respec points.

Act 8 features Deodre, the hardest boss you encounter during levelling. It's relatively safe if you have 2500 life, but that might be hard to acquire. After that, the act is going to be trivial. It's good to have freeze removal flask for Lunaris area, in case you don't have it already. Kill the final boss of this act and proceed to Blood Acqueducts.
Preparing for maps:

The area with a long stream of blood is where you'll spend next 1-2 hours. It's a great place to farm experience. Look for gear upgrades and slowly replace your gems to recommended final setups. Before you proceed, you need a Tabula Rasa which you can farm in Blood Acqueducts OR you can buy 5-link bow with ilvl 64, high attack speed base if possible. The second option is better in general. On your newly purchased 5-link you can craft +2 to Level of Socketed Bow Gems with alteration/augmentation orbs. You should roll it within ~100 tries, still a bit RNG dependant. Or you can try buying the 5-link with specified mod already. The 5-link CA setup is:

CA - Vicious Projectiles - Void Manipulation - Swift Affliction - Damage on Full Life

Now you're ready to get into maps. Progress through last 2 acts and face Izaro in merciless Labyrinth before the final fight. After you complete 3rd labyrinth, you should respec 1st frenzy ascedancy node. You can acquire all necessary points from side quests. When you're ready, defeat Kitava once and for all. 4000 life is enough to not get one-shot in both fights.

Mapping Progression
Spoiler
If you're here, i assume that you have at least lvl ~73 and CA gem lvl 17. Cursed Frenzy setup and Wither Totem should be included in your build as well. If you don't have all of them, you might find single target damage disappointing. This build is dependant on levels, especially if you're starting the league. Don't rush the content.

Before you begin mapping, it's wise to pack as many CA gems to level as possible (if you didn't already). Once they hit lvl 20, you can corrupt them with Vaal orbs for a chance to get lvl 21 gem. You can have up to 11 gems levelling at same time.

White maps:
Passive Tree Progression (level 79) - rush Phase Acrobatics

They shouldn't be a problem at all. Most map mods are trivial, running them blue is completely viable. No real danger outside of few challenging bosses. For this map tier, you have 3 very simple goals:

* 6-linked bow with +2 socketed bow gems (ilvl 64+)
* Correct Flask setup
* Carcass Jack / Cherrubim's Maleficence (optional)

It's possible that you've acquired money for all of them before killing Kitava. If not, simple unid chaos recipe should do the trick. Body armours are optional boost to damage/clear. They're meant to help you early on, only to be replaced once you engage harder content.

Your primary goal right now is acquiring 6-linked bow, it's very simple. Buy ilvl 64+ 6-link bow, then spam alts/augs to roll +2 bow gems (prefix). You should get it within ~100 alts. The links on the bow should look like this:

CA - Vicious Projectiles - Void Manipulation - Swift Affliction - Damage on Full Life - Concentrated Effect

Keep in mind that you can use Efficacy instead of Concentrated Effect permanently, provides higher AoE for small price in damage. You also can always switch Swift Affliction with Greater Multiple Projectiles for map clearing. The AoE coverage is massive QoL in exchange for single target damage, which you can always solve by switching the gems again.

One of the things you should get are flasks with right mods. They're very important. Not having right flasks will heavily affect your survivability. 2 instant Divine Life Flasks with at least one having bleeding removal, Jade Flask with at least 90% increased evasion and Quicksilver Flask with curse immunity. Having these flasks means being evade chance capped.

Yellow maps:
Passive Tree Progression (level 86)

This is where you'll spend quite a lot of time, recommended level is 80-90. This map tier isn't too risky, but some map mods might be deadly without proper defences/damage. Goals for this tier:

* +3 gems 6-linked bow
* Phasing path (uber Labyrinth)
* Malevolence aura
* Level 21 CA gem
* 20% quality gems
* General gear upgrades

The +3 bow is the primary goal in yellow maps. You should craft it by yourself, as it's the cheapest way of acquiring one. Check crafting section for full details how to do it.

Once you have proper damage and defences, you can face Izaro inside uber Labyrinth. You will be safe as long as you dodge his attacks, which you should do with ease. Allocate remaining points in phasing path and ignore elemental ailments! Do not forget you need to have phasing/onslaught/maximum frenzy charges in order to gain the immunity.

After you acquire correct flask and only after that, you will be able to switch aura from Grace to Malevolence without hurting your defensive capabilities... If you haven't switched earlier. The new aura gives you significant damage boost.

Around the high tier yellow maps most of your gems will reach level 20. When that happens, the most important part is to vaal your maxed CA gems. Corrupting level 20 gem might increase it to 21, giving you significant damage boost.

Non-CA gems shouldn't be vaaled, quality is much more important on them. You can easily raise it with following vendor recipe (sell to shopkeeper):

Level 20 gem + 1 Gemcutter's Prism = Level 1 gem with 20% quality

It will lower your damage/defence for a short while, but within an hour or two there will be barely any difference at all with higher end game potential.

Do not forget about your other gear, it's equally important. Get more life and resistances, good jewels, CA helmet enchantment and all the other good stuff. Evasion gear is also important In short, upgrade it whenever you need, whenever you can.

Red maps:
Passive Tree Progression (level 93)

NOTE: Respec Piercing Shots notable and preceding small passive. By now you should definitely wear +1 pierce quiver. Combined with +1 pierce from small passive on the tree, this should be enough to clear reliably all but extremely dense monster packs.

Tier 11+ is where mapping becomes tough. Monsters can hit hard, map bosses become tanky, map mods are huge pain. Your damage should carry you through most maps easily, but the bosses combined with some map mods can be too scary. The 3 following goals of this map tier will fix all these issues tier:

* Wind Dancer keystone AND/OR Kintsugi
* Empower 3/4
* End game crafted gear

In that order. You only need one of the two, should be enough to mitigate majority of oneshots. Kintsugi can be used at any time. Wind Dancer should only be used when combined with Dread Banner - Generosity combo to maintain 95% evade during mapping. You can still use both if you want to, your call.

Once you upgrade your defences, the next upgrade should be Empower gem. Level 3 is easily enough for majority of the content. Level 4 would be ideal, but it costs massive amounts of money. Price is very high early on and drops over time. Empower replaces Damage on Full Life OR Concentrated Effect, your call.

Lastly you should think about getting end game gear, starting with the bow. The bow is going to be expensive, but it's important for extra clear/damage. Besides that there's a lot of other big and small upgrades you can do. You can never run out of upgrades to make. Head to crafting section for more details.


After that, all you can do now is enjoy the build, kill some end game bosses and look for another build you want to play.

End Game Bosses/Maps Guide
Spoiler
As a rule, you're capable of killing pretty much any boss deathless. Scary red maps, end game bosses, all of them. Some of them are not worth the risk tho. Learn to skip them.
+3 6-linked bow is required.

Shaper:
Optional gem setups: Decoy Totem

Shaper himself isn't an issue, but the portal phase might be problematic. The spawned monsters have too much health to die quickly. Decoy totem should be enough to protect Zana. Using The Writhing Jar for the talking phase is also recommended (otherwise you might lose frenzy charges).

Elder:
Required gem setup: Frost Wall

Once you get to know his moves, he's very easy. In first phase you should prioritize killing spawned minions, so they won't drop decaying ground (phys degen). Damage elder whenever you don't have to focus minions. Second phase, just protect Shaper with Frost Wall (see video). Third phase can be tricky and even deadly, but overall try to burst down the Elder while killing mobs to recover flask charges.

Uber Elder:
Optional gem setup:
* Enduring Cry
* Aspect of the Crab
Optional Pantheon: Soul of Arakaali (recovery upgrade), Soul of Ralakesh

This is mostly mechanical fight. None of the above setups are required, just allow to make more mistakes and allow to handle the physical degen if you couldn't kill Elder's squids fast enough. Against Shaper balls, i recommend kiting. You're fast enough and playstyle allows for near indefinite kiting by simply running in circles. Everything else depends on your skill. You can do it.

Uber Atziri:
Required gem setup: Purity of Fire, Purity of Lightning, Vigilant Strike
Required gear: The Writhing Jar, The Vigil, Topaz/Ruby Flask

Thing with Atziri is, that she's mostly a mechanical fight. You can dodge almost anything... until RNG screws you over and you die. It's possible to kill her without getting hit at all (we got lots of speed after all), but you want to be prepared for anything. Vigilant Strike gives long lasting fortify, Kintsugi reduces damage by another 20%, Purities gives 4% resist each. It won't save you from everything, but gives you chance to actually take a single hit and live. Not sure which resistance flask is more important, so choose it yourself or take both (1 life flask left).

As for Alluring Abyss itself, the zone can be really dangerous. Take it slow, don't tank mobs (rare soldiers hit super hard). It's nothing too hard. Vaals are probably the hardest part to be fair. Use The Writhing Jar to fortify and refresh frenzy charges in waiting phase. Trio is pretty easy, see Vaal Temple below. Disable Grace and start using PoF/PoL for Atziri, also fortify yourself between phases.

Vaal Temple: Shouldn't be a problem. Additional speed, double damage mod, temp chains or twinned are probably too risky. Titty bitch -> Dual striker -> Cycloner. You can kite dual striker with Wither totem easily. Beware of Titty bitch's physical blade rain, it's good idea to remain mobile until it's on cooldown (after she casts it).

Hall of Grandmasters:
Required gem setup: Scorching Ray
Required gear: The Brass Dome

Easy for the most part. The tough part are few exiles that can deal absurd damage in short time. Lethal map purely thanks to them. CI exiles force us to use Scorching Ray against them, Balefire unique is the easiest way to get the setup. Use it in or even 2 of them in a weapon swap. You need chaos resistance yourself, at least make it positive. Be elemental weakness capped.

Map Mods
As i already mentioned before, we can run pretty much anything... within common sense. So no Twinned Core with LMP + Turbo + -10% max res + 2x 100% bonus ele dmg, or anything like this. We're not immortal RF guardian.

I only mention actual deadly mods that you really gotta watch out for. Triple increased damage and stuff is obvious anyway.

Dangerous mods:

* Player Dodge chance is Unlucky / Monsters have #% increased Accuracy Rating
This is actually one of the hardest mods. Very noticeable in high tier maps or breaches etc. Onslaught path negates the problems for the most part, but spells are problematic.

* Monsters have #% increased Critical Strike Chance / +#% to Monster Critical Strike Multiplier
With high evasion, attacks should almost never crit you. Spell on the other hand can still hit hard.

* Monsters fire 2 additional Projectiles
Scary mod on some bosses and monster types. Some monsters are still able to shotgun, like few new Oriath monsters.

* Area contains two Unique Bosses
This is dangerous mod in some maps as you know. You should be able to do majority of them quite easily. Some can be done safely only with enough damage.

* #% increased Monster Movement Speed / #% increased Monster Attack Speed / #% increased Monster Cast Speed
Speed might be deadly in some boss encounters. The faster boss is, the less damage you deal and the more time you spend kiting him. With temp chains + speed you might not be able to kite at all. Watch out for such combos.

* Players are Cursed with Vulnerability
Negated during mapping thanks to warding flask, but not against bosses. Can be very deadly if you receive bleeding.

* Players are Cursed with Temporal Chains
Not a problem most of the time, but worth mentioning. Mod can be easily negated by Timetwist ring, if you're against a tough boss.

* Players cannot Regenerate Life, Mana or Energy Shield
Not a deadly mod, but worth mentioning. You can do it easily, just bring mana flask instead of utility flask. Almost any high level mana flask can work. Don't forget to turn off Clarity for higher mana pool.


Besides that, typical damage mod combinations shouldn't be understimated. Everything applies like to every other build out there.
https://www.pathofexile.com/forum/view-thread/3053600 - My Guides
3.11 Guide Archive Post #2
Spoiler

IMPORTANT NOTE: Most videos have timestamps and commentary about the run in the description - character info and DPS, what went wrong and what to improve etc. All videos were recorded in SSF or have gear/stats you can acquire in SSF environment.

3.9 Build Videos

Awakener kill
Conquerors: Crusader / Redeemer / Warlord / Hunter

All 5 Conquerors, awakening level 6+ (Guildmate's videos)

3.8 Build Videos

Shaper kill
Guardians: Minotaur / Phoenix / Chimera / Hydra

Uber Elder kill
Guardians: Eradicator / Enslaver / Purifier / Constrictor

T15 Blighted Colonnade
T14 Blighted Lava Lake
T14 Blighted Primordial Blocks

T16 Syndicate Mastermind
Pure Chayula's Breachstone
T12 Elder kill

3.7 Build Videos (Grace aura)

T16 Elder Conservatory
T16 Elder Conservatory with Incursions
T16 Elder Conservatory with Immortal Syndicate
T15 Desert Spring

Azurite Mine:
Abyssal City run, depth 270
Grand Architect Ahuatotli, Depth 270
Grand Architect Ahuatotli, Depth 261


Path of Building
PoB code:
https://pastebin.com/8SLAUjYz

This PoB is based on my character from Bestiary HC league. Some items are slightly different from the original for easier calculation and recommended gem setup. It has 2 gear setups (including CA gem setup) and total 4 different bows available, depending on the budget. Budget equipment and typical crafted +3 CA bow is default.

It features 5 different passive trees, CA Raider is default. You can change them at any time for quick comparison. Number indicates required level for that tree. Levelling trees and cluster jewel focused trees are also available for convenience. For less cluter during comparisons between passive trees, the activated Jade Flask also removes Poison/Bleed/Crit.

In Calcs tab, "In Combat" calculation shows tooltip dps. "Effective DPS" shows fully buffed damage with 15 stacks of Wither and Despair. When checking dps for Double Arrow / Ultimate Bow do not forget to enable Empower support if using non-expensive CA setup. To see boss damage, simply change the option in Configuration tab and look at number on the left.

Crafting Section
How to craft your own gear. To remind:

Magic items can have 2 affixes: 1 prefix and 1 suffix
Rare items can have 6 affixes: 3 prefixes, 3 suffixes
To check what mod is prefix or suffix, enable Advanced Mod Descriptions in game (Options -> UI)

Additional resources:
PoEDB.tw
My personal cheat sheet

In case you don't have required crafting recipes, ask a trusted mastercrafter. You can find them on forums under Trading -> [your league] - Shops. They'll require a small fee for their services.

+3 Bow crafting
Spoiler

NOTE: Fossil crafting method is currently the cheapest way to craft +3 bow. It's not 100% reliable, but usually costs only a fraction of classic method in the long run. Should take below 10 attempts to get one.

Fossil crafting:
Spoiler
Requirement: Non-influenced 6-linked bow ilvl 64+
Method: Corroded + Metallic + Jagged

Step 1: Spam 3-fossil combo until you hit +2 Socketed Bow Gems AND +1 Socketed Gems
Step 2: Craft 36-40% Chaos Damage over Time Multiplier

NOTE: You can also use Prismatic Fossil instead of Jagged, but the bow HAS TO be within 64-82 ilvl.

Classic method:
Spoiler
Requirement: Non-influenced 6-linked bow ilvl 64+
Average cost: 2 exalts, ~200 alts, 4 chaos, few regals, few scours, few tens of augs

Step 1: Spam alts/augs until you hit +2 to Socketed Bow Gems (prefix)
Step 2: Add a suffix with augment orb if it doesn't have already
Step 3: Regal and pray for another suffix. If it's a prefix, scour the bow and return to step 1

Step 4: Craft "Cannot roll attack mods"
Step 5: Slam the bow with exalted orb for guaranteed +1 Socketed Gems
Step 6: Remove the crafted mod, and then craft 36-40% Chaos DoT Multiplier

Useful suffixes you might want on the bow:
* +#% to Fire/Cold/Light/Chaos Resistance
* #% increased Projectile Speed (makes CA feel more responsive)
* +# Life gained on Kill
* #% increased Attack Speed

Bow bases, from best to worst:
* Highest base attack speed OR Maraketh Bow (+10% MS)
* Lowest base attack speed

End Game Bow crafting
Spoiler
There are two key mods you want:

* Bow Attacks fire 2 additional Arrows (suffix, ilvl 86)
* +(31–35)% to Damage over Time Multiplier (suffix, ilvl 82)

Unfortunately the chance of both of them appearing is very slim, so you'll have to settle on only one of them. Without doubt extra 2 arrows are more impactful than DoT multiplier. That way you can later focus on Hunter influenced quiver which is significantly easier to craft than Shaper/Warlord influenced quiver with only 1 extra arrow. I've prepared two crafting methods for +2 arrows mod only or if you're wealthy enough DoT multiplier with extra arrow(s).

Regardless of what you want to do, you should increase quality of the bow with perfect fossil or Hillock's transportation bench (25%+) and craft 15-18% quality mod. This will increase chance of 6-linking the bow, reducing the overall cost of crafting. Once the bow is 6-linked, proceed to real crafting:

Alt -> Regal Method (+2 Arrows only)
Spoiler
Required: Non-influenced 6-linked bow ilvl 86+
Average cost: 6-8 exalts, ~1000-2000 alts, ~500-1000 augs, 4 chaos, few regals, few scours

Step 1: Spam alts/augs until you hit "Bow Attacks fire 2 additional Arrows"

Step 2: Regal the bow:

* If you hit suffix, go to the next step.
* If you hit prefix, use beastcrafting recipe "Add suffix, remove prefix"

Step 3: If you have any prefix, craft "Suffixes cannot be changed" and scour the bow to remove it
Step 4: Craft "Cannot roll attack mods"
Step 5: Slam the bow with exalted orb for guaranteed +1 Socketed Gems
Step 6: Craft following mods in this order:

* Can have up to 3 Crafted Modifiers
* +2 to Level of Socketed Support Gems
* 33-40% Chaos Damage over Time Multiplier

Alt -> Regal Method (DoT Multi + Arrows)
Spoiler
Required: Non-influenced 6-linked bow ilvl 86+
Average cost: 6-8 exalts, 3000+ alts, 1500+ augs, ~100 regals and scours

Step 1: Spam alts/augs until you hit one of two mods:

* Bow Attacks fire (an/2) additional Arrow(s)
* 31-35% Damage over Time Multiplier

Step 2: Regal the bow:

* If you hit second of the listed mods, go to the next step.
* If you hit suffix, you can choose if you want to stop or to go to next step.
* If you hit any prefix mod, scour the bow and return to step 1.

Step 3: If you have any prefix, craft "Suffixes cannot be changed" and scour the bow to remove prefixes
Step 4: Craft "Cannot roll attack mods"
Step 5: Slam the bow with exalted orb for guaranteed +1 Socketed Gems
Step 6: Craft following mods in this order:

* Can have up to 3 Crafted Modifiers
* +2 to Level of Socketed Support Gems
* 33-40% Chaos Damage over Time Multiplier

Hunter Amulet
Spoiler

Hunter mods:
* +1 to Level of all Chaos Skill Gems (prefix, ilvl 82)
* +1 to Level of all Dexterity Skill Gems (prefix, ilvl 82)
* (13–16)% to Chaos Damage over Time Multiplier (suffix, ilvl 80)

This amulet is one of the reasons why +5 bows aren't recommended. If you're about to craft this, prepare for A LOT of currency wasted. Crafting an amulet with all 3 of those mods and good life is going to be close to impossible. Settling on any 2 of those should be enough, but even then it'll cost a lot of money and time.

IMPORTANT NOTE: Harvest crafting allows to reliably craft all suffixes (with Chaos DoT Multi being T2 or T1). It's currently the superior way to craft this amulet. You should check it out.

As always Alt -> Regal method should be the most reliable way to craft. For more random approach you can try spamming Aberrant fossils and hope to get something decent for cheap.

Harvest Crafting Method
Spoiler
Requirement: Hunter influenced amulet ilvl 82+

PART 1 - CRAFTING +2 CA LEVEL PREFIXES

Step 1: Spam alts/augs until you hit "+1 to Level of all Dexterity Skill Gems (prefix, ilvl 82)"
Step 2: (Optional) Add a suffix with Orb of Augmentation if it doesn't have already. Makes crafting slightly cheaper, but has a chance to add bad modifier you won't be able to remove with harvest crafting.
Step 3: Regal the amulet:

* If you regaled a suffix, go to next step.

* If you regaled a prefix and it's one of these 4 mods: "+# to Maximum Mana",
"#% increased Rarity of Items found", "Damage Penetrates #% Elemental Resistances" or "Projectiles Pierce an additional Target"
, use "Add suffix, remove prefix" beastcrafting recipe (Farric Lynx Alpha). If you removed +1 to Dexterity gem mod, go back to step 1.

* If you regaled a prefix that's not one of cases above, remove it with corresponding harvest crafting. Details what tags affixes have can be found on PoEDB as usual.

Step 4: From now on you can use one of two methods to craft your amulet, or combine them. A Route should be cheaper but is more RNG based. B Route more expensive but you'll 100% get it.

ROUTE A
Step 5a: Craft "9-12% increased Chaos Damage". If you have all suffixes blocked, then craft "Adds (6-8) to (14-18) Chaos Damage to Attacks" instead. Once you have it, go to next step.

Step 6a: Use "Remove random Chaos modifier and add a new Chaos modifier" harvest craft. If you hit "+1 to Level of all Chaos Skill Gems", go to next step. If not, go back to step 5a. Repeat until you succeed.

ROUTE B
Step 5b: Craft any suffix using crafting bench.

Step 6b: Use "Augment an item with a new Chaos modifier" harvest craft.

* If you hit "+1 to Level of all Chaos Skill Gems", go to next step.
* If you hit any other chaos mod, repeat step 6b.

PART 2 - ROLLING +# TO MAXIMUM LIFE

Step 7: Remove all life modifiers from amulet using "Remove a random Life modifier" harvest craft. If you have none, you'll be unable to execute this craft.
Step 8: If you have an open suffix, craft any non-life suffix using crafting bench.
Step 9: Use "Augment an item with a new Life modifier" harvest craft.

Step 10: Check if you hit a least +60 to Maximum Life. If you didn't or you're not satisfied with affix tier, use "Remove random Life modifier and add a new Life modifier" harvest craft. Repeat this step until you're happy with result.

PART 3 - FINISHING SUFFIXES

Step 11: Remove crafted suffix at crafting bench and all unwanted non-chaos suffixes with corresponding harvest crafting recipes.
Step 12: If you don't have "+#% to Chaos Damage over Time Multiplier" yet, use "Augment an item with a new Chaos modifier" harvest craft. Repeat if necessary.
Step 13: If you have an open suffix, craft any mod you want on crafting bench and finish crafting.

Alt -> Regal method
Spoiler
Requirement: Hunter influenced amulet ilvl 82+
Method: Aberrant

Step 1: Spam alts/augs until you hit at least one of the following mods:

* +1 to Level of all Chaos Skill Gems (prefix, ilvl 82)
* +1 to Level of all Dexterity Skill Gems (prefix, ilvl 82)
* (13–16)% to Chaos Damage over Time Multiplier (suffix, ilvl 80)

Step 2: In case you managed to get chaos DoT multiplier AND +1 level to gems, you should consider imprinting it with beastcrafting.
Step 3: Regal the amulet:

* In case you hit two +1 level mods, you should consider selling it for massive amounts of money or consider expensive metacrafting. If not, multicraft remaining mods.
* If you hit Chaos DoT Multiplier and +1 level, you can multicraft remaining mods.
* If you still have only one mod, scour the amulet and return to step 1.

Fossil crafting
Spoiler
Requirement: Hunter influenced amulet ilvl 82+
Method: Aberrant

Step 1: Spam Aberrant fossils until you have at least 2 desired mods.
Step 2: Craft life or any other mod you're missing at crafting bench
Step 3: In case you hit two +1 level mods, you should consider selling it for VERY BIG amount of money or consider very costly metacrafting.

Hunter Quiver crafting
Spoiler

You want these following mods:
* +(21–25)% to Chaos Damage over Time Multiplier (Hunter suffix, ilvl 82)
* +(16–18)% to Damage over Time Multiplier (suffix, ilvl 80)
* Projectiles Pierce an additional Target (Hunter prefix, ilvl 75)

First two mods are quite obvious and what you should be chasing for. Extra pierce is also worth mentioning, since with Penetrating base you can get total +2 arrows on a quiver. You could then respec pierce nodes from the passive tree. However getting all mods simultaneously is unlikely.

IMPORTANT NOTE: Harvest crafting allows to reliably craft all suffixes with high life. It's currently the superior way to craft this quiver. You should check it out.

I highly recommend Alt -> Regal method since it's cheap and above all - reliable. You will get what you want eventually, but chance of getting ridiculous quiver is slim. Fossil crafting should be used only if you have a lot of currency to spare.

Harvest Crafting Method
Spoiler
Requirement: Hunter influenced quiver ilvl 82+

PART 1 - CRAFTING DOT MULTIPLIER SUFFIXES

Step 1: Spam alts/augs until you hit "+(16–18)% to Damage over Time Multiplier"
Step 2: Regal the quiver:

* If you regaled a prefix OR "+# to Chaos Resistance", go to next step.

* If you regaled a suffix and it's one of these 4 mods: "+# Mana gained on Kill",
"#% increased Stun Duration on Enemies", "+# to Dexterity"
or #% chance to Poison on Hit, use "Remove random Non-Chaos modifier and add a new Chaos modifier". If you removed DoT Multiplier mod, scour the quiver and go back to step 1.

* If you regaled a suffix that's not one of cases above, remove it with corresponding harvest crafting. Details what tags affixes have can be found on PoEDB as usual.

Step 3: If you already have any chaos affix, go to next step. If not, "Augment an item with a new Chaos modifier" harvest craft.

Step 4: If you hit "+(21–25)% to Chaos Damage over Time Multiplier", go to next step. If not, use "Remove random Chaos modifier and add a new Chaos modifier" harvest craft. Repeat this step until you succeed (1/6 chance).

PART 2 - ROLLING +# TO MAXIMUM LIFE

Step 5: Remove all attack prefixes using "Remove a random Attack modifier" harvest craft. If you have none, you'll be unable to execute this craft.
Step 6: Craft any suffix.
Step 7: If you already have "+# to Maximum Life", go to next step. If not, use "Augment an item with a new Life modifier" harvest craft.

Step 8: Check if you hit a least +80 to Maximum Life. If you didn't or you're not satisfied with affix tier, use "Remove random Life modifier and add a new Life modifier" harvest craft. Repeat this step until you're happy with result.

PART 3 - FINISHING AFFIXES

Step 9: Craft your final crafted suffix on crafting bench.
Step 10: (optional) You can add good influenced prefixes with "Augment an item with a new Influence modifier" harvest craft. You can also use same craft but with Speed or Chaos for specific influenced mods. Check PoEDB.

Alt -> Regal Crafting Method
Spoiler
Required: Hunter influenced quiver ilvl 82+

Step 1: Spam alts/augs until you hit at least one of the following:

* +(21–25)% to Chaos Damage over Time Multiplier
* +(16–18)% to Damage over Time Multiplier
* +80 to Maximum Life (or more)

Step 2: If you don't have 2 affixes yet, augment the bow.
Step 3: Regal the quiver:

* If you have at least 2 desired mods, proceed to next step.
* If you still have only one, scour the quiver and return to step 1.

Step 4: Depending on your mods and suffixes, do the following:

* If you don't have any life, craft 40-55 life at crafting bench and finish crafting.
* If you have life below 40 and both DoT multiplier suffixes, go to step 5a.
* If you have life and any 2 suffixes, craft remaining suffix and finish crafting.
* If you have life and any 1 suffix, go to step 5b.

Step 5a - Do in following order:
* Craft "Suffixes cannot be changed".
* Use Scouring Orb to remove prefixes.
* Craft 40-55 life at crafting bench and finish crafting.

Step 5b - You have two choices:
#1 - Craft suffix and finish crafting.
#2 - Craft an extra suffix with an exalted orb. You need to craft cheap prefix at crafting bench, afterwards use exalted orb, and then proceed with choice #1.

Fossil Crafting Method
Spoiler
Required: Hunter influenced quiver ilvl 82+
Method #1: Aberrant
Method #2: Aberrant + Corroded + Metallic

Step 1: Use the one of the methods until you hit two out of three following affixes:

* +(21–25)% to Chaos Damage over Time Multiplier
* +(16–18)% to Damage over Time Multiplier
* +80 to Maximum Life (or more)

Step 2: Craft anything you need on the remaining affix (assuming you have one)

First method should be used if you only want the suffixes. Second method blocks all prefixes except life and Hunter mods, it's better if you want higher chance of rolling life. Unfortunately there's high chance of rolling poison related suffix with second method.

Other useful mods you might want on the quiver:
* Bow Attacks fire an additional Arrow (Shaper/Warlord influence, ilvl 80)
* +#% to Fire/Cold/Light/Chaos Resistance
* #% increased Projectile Speed (makes CA feel more responsive)
* +# Life gained on Kill
* #% increased Attack Speed
* Projectiles Pierce 2 Additional Targets (Deafening Essence of Misery)

Jewellery crafts
Spoiler
Hunter Belt
Requirement: Hunter influenced belt ilvl 84+
Fossil method: Pristine + Aberrant (optional)

Influenced mods:
* 8–10% increased maximum Life (Hunter/Elder)
* 26-30% increased Chaos Damage (Hunter)
* +(16–18)% to all Elemental Resistances (Elder)
* (16–20)% increased Life Recovery rate (Elder)

Crafted mods:
* 17–20% increased Damage
* 2% of Life Regenerated per second during any Flask Effect

With this method it's insanely easy to roll a decent belt in ~10-20 tries. Pristine fossil removes majority of bad mods and makes rolling Life mods really common. Aberrant is used to improve chances for chaos damage mod.

Elder Ring
Crafting method: Chaos Orb spamming

Influenced mods:
* +(2–3)% chance to Evade Attacks (Elder, ilvl 68 suffix)

Crafted mods:
* -9 to -8 to Total Mana Cost of Skills
* 17–20% increased Damage
* 13–16% increased Chaos Damage

It's all about the evade chance mods. Not much can be done to increase chances of hitting it. Chaos spam should be the best way. You can also try using Dense fossils, but it's not very efficient since it prevents life roll from occuring.

Armour crafts
Spoiler
Body Armour
Vaal implicits:
* You take 50% reduced Extra Damage from Critical Strikes
* (40–50)% increased Damage
* +1% to all maximum Resistances
* (4–6)% increased maximum Life

Considering we're using unique body armour and don't need it 6-linked, this is a great opportunity to acquire very powerful vaal implicits.

Both 40-50% damage and 50% reduced crit damage mods are chase mods, for offensive / defensive purposes respectively. Next up is +1% to maximum resistances, in short it reduces elemental damage by a small but in reality significant amount. 4-6% max life is always good to have if you don't have anything better.

Hunter Helmet
Crafting method: Alt -> Regal -> Multimod
Essence method: Screaming/Shrieking Essence of Greed
Fossil method #1: Aberrant
Fossil method #2: Pristine + Aberrant (opt)

Influenced mods:
* Nearby Enemies have -9% to Chaos Resistance (Hunter, ilvl 85 suffix)

Crafted mods:
* (18-21)% increased Evasion Rating / +(12–14) to maximum Life
* Projectiles Pierce an additional Target / +1 to Level of Socketed Projectile Gems
* 7–8% of Physical Damage from Hits taken as Fire Damage

With limited ways to reduce enemy's resistances, this mod is a huge damage boost. This is especially true in chaos resistant maps and against bosses. I think single fossil spam is the best choice. Aberrant for highest chance of rolling the mod or Pristine so once you hit the mod, it's likely to be a decent helmet. I suggest the former.

Elder/Hunter Gloves
Crafting method: Alt -> Regal -> Multimod
Fossil method #1: Aberrant + Pristine (opt) + Aetheric (opt)
Fossil method #2: Aetheric + Metallic (opt) + Pristine/Aberrant (opt)

Influenced mods:
* (13–16)% to Chaos Damage over Time Multiplier (Elder/Hunter, ilvl 80 suffix)
* (7–10)% chance to gain a Frenzy Charge on Kill (Elder/Redeemer, ilvl 84/80 prefix)

Crafted mods:
* (18-21)% increased Evasion Rating / +(12–14) to maximum Life
* (24–28)% increased Damage during any Flask Effect
* Projectiles Pierce an additional Target / +1 to Level of Socketed Projectile Gems

If you only want DoT multiplier, then Hunter is easier to roll. Elder if you want charges on kill as well, which is awesome QoL in general.

Alt -> Regal method always works in the long run if you want deterministically get something really good but not the best.

First fossil method focuses on crafting chaos DoT multiplier with optional bonus Aetheric to increase chances of rolling frenzy on kill mod.

The second fossil method is aimed for the latter mod. Aetheric and Metallic block bad prefixes from spawning. Pristine as always for higher chance of rolling life mods and removing defence mods. Aberrant for higher chance of rolling chaos DoT multi.

Elder Boots
Crafting method #1: Chaos Orb spamming
Crafting method #2: Alt -> Regal -> Multimod
Essence method: Screaming/Shrieking Essence of Greed
Fossil method: Pristine + Dense (optional)

Influenced mods:
* (7–10)% chance to gain an Endurance Charge on Kill (Elder/Redeemer, ilvl 83/80 prefix)
* (9–10)% chance to Dodge Spell Damage (Elder/Redeemer, ilvl 83/80 suffix)

Crafted mods:
* (18-21)% increased Evasion Rating / +(12–14) to maximum Life
* (20–24)% increased Movement Speed
* (17–20)% increased Movement Speed / (6–9)% increased Movement Speed if you haven't been Hit Recently

Elder influence is easier to roll in general.

Great defensive craft. There's no tricks to easily craft these unfortunately. I suggest chaos spam or alt -> regal if you have something specific in mind. High life, desired mod and movement speed/open prefix are the key mods. 20%+ MS can be crafted, it's enough for the build. Essences will guarantee high life roll, but might be really costly.

You can also use fossils if you only care about endurance charge on kill. It'll remove nearly all prefixes (elder), making it somewhat easy to hit movement speed and charges. Craft 70 life / movement speed mod afterwards.

Other crafts (Jewels, Flasks)
Spoiler
Jewels / Abyssal Jewels
Crafting method: Alt -> Regal
Fossil method: Aberrant + Pristine (opt)

Jewels have a really high pool of mods, so prepare for a lot of failed attempts. Just keep spamming Aberrants until you hit 5-7% maximum life. Adding Pristine is probably not worth it, however it will make crafting easier for sure.

Flasks
Crafted mods:
* 3% of Life Regenerated per second during Flask Effect
* (20–25)% reduced Mana Cost of Skills during Flask Effect
* 50% Chance to avoid being Stunned during Flask Effect / (8–12)% increased Movement Speed during Flask effect

There's not much to say. All 3 of those mods can be really, really good. 3% Life regen is amazing, equals ~2 mods on gear. Mana cost reduction should solve any mana problems during mapping. Stun avoidance can potentially save your life if you receive a heavy hit. These mods can only be acquired by unveiling unique flask that drops only from Syndicate Mastermind.

I should probably mention, use Beastcrafting for easy Warding/Staunching mods on your flasks. Simply roll a right prefix and finish it off in menagerie.

FAQ
Q: Is this build good for a new player?
A: Yes. Assuming you understand basics of Path of Exile, this build should carry you through whole content. Caustic Arrow is really strong right now and that means forgiving, allowing you to be slightly inefficient and still have a great time.

Q: How about additional Toxic Rain setup?
A: Can be possible with some sacrifices. Toxic Rain has huge mana consumption, so you would need quite a lot of investment to sustain it. It also requires small passive tree changes in order to scale Toxic Rain's damage to reasonable levels.

Q: How about scaling Herald of Agony minion?
A: This build does not focus on poison and therefore Herald of Agony isn't going to be very reliable or powerful tool. The opportunity cost is simply too high.

Primary issues are virulence stack generation and high mana reservation cost (4-link+) or underwhelming damage (3-link or worse). You can convert the build to include the scorpion, but it's not worth it at all.

Q: How about Abyssal Cry?
A: You won't need it for clearing monsters quickly. Only useful for Null Portals or some bosses with adds, but that shouldn't be necessary.

Q: How do i know that i'm evade chance capped?
A: Check your character sheet (C) and find estimated chance to evade attacks. With flasks activated you need ~73% to be capped. That's assuming you have onslaught buff active which enables Raider's 30% more chance to evade. That buff is not included in those calculations.

I did not include 15% less monster accuracy while phasing debuff as it should be treated as an extra buffer against certain monster/map mods.

Q: I have problems sustaining mana, what can i do?
A: Taking Druidic Route should solve all your mana issues. If not, a single or max two ~40% mana regen mod OR Non-Channelling Skills have -(8-9) to Total Mana Cost on jewellery is going to be sufficient.

If the problem persists, that's due to incorrect playstyle. Only a single cloud can deal damage at the same. Your job is to spread degen or reapply it right before previous one expires, not to spam it.

Q: What is Caustic Arrow's cloud scaling with?
A: It's a degeneration area that scales off DoT / chaos / projectile / area / global damage increases. It's not a poison and doesn't scale with it.

It's not an attack itself, but the gem has an attack tag allowing it to be scaled with chaos / DoT increases with attack/bow skills. I know it's a bit confusing, but it's exactly what i said.

Q: How good is this build for magic finding?
A: Depends. It won't outperform specialized MF builds that run a single map in 1 minute. Caustic Arrows clear abilities are simply limited compared to other skills. However you can use few very effective pieces of MF gear in order to get bonus loot without any real drawbacks to the build itself, allowing you to safely run high tier content. The recommended MF gear:

2x Ventor's Gamble, IIQ Shaper Amulet, Divination Distillate
Max IIQ: 48%
Max IIR: 170%

I would bother with any other setup. MF flask requires lower mana regeneration in order to give you any benefits.

Q: Where can i find 36-40% Chaos DoT Multiplier and +2 Socketed Support Gems crafts?
A: Both of them can be acquired through unveiling items. Chaos DoT Multi can appear on any weapon, relatively easy to acquire. +2 Levels to Socketed Support Gems is a Mastermind exclusive mod, so unlocking it will take a lot of time or luck. Item level 80+ items can give you +2 levels. Below ilvl 80 items only have +1 level.

Q: What do you think about Impresence amulet? What about Despair aura?
A: It's a good amulet that's usually quite expensive. It's main attribute is 0 mana reservation for Despair and really good stats. However it's not worth it's cost. Everything should be dead before it gets into range of Despair aura. For bosses we use Cursed Frenzy setup.

The stats on amulet are good but it's possible to craft better one with Essence of Envy on a better base.

Q: Why do you take Master of the Arena node on passive tree?
A: For life regen and little bit of strength. Life regen is great for mitigating small degens for Damage on Full Life and defensive purposes. Strength for easier gearing and that little bit of life you get.

Q: Why don't you pick X node on the passive tree?
A: Because jewels are better, period. I provide level 93 tree that's as efficient as possible, many people won't even reach it. If you're above that level, it probably means you have resources to make or buy good jewels that will be worth using over the nodes you have in mind.

Q: I have troubles progressing through acts / maps, what can i do?
A: Get more life and resists on gear, that's the most common answer to this question. If you've followed the guide, the damage shouldn't be a problem at all. That's true especially in maps.

Not having enough defense is a common mistake among new players. All you gotta do is buy or find gear with high life and/or resistances on them. 75% resists is pretty much required starting from act 5. When it comes to life, the more the better.

Q: Levelling passive trees have Piercing Shots notable, but not your final tree. Why is that?
A: You need at least 2 pierces for Caustic Arrow to clear comfortably. You can easily achieve it with +1 pierce small passive leading to Piercing Shorts and Penetrating Arrow Quiver. However finding a good quiver during levelling / early mapping is not guaranteed, especially for new players. That's why i recommend to respec it once you reach red maps, because you'll surely find/buy a good one before that.

Q: Is it good for party play?
A: Should be OK for ~3-4 man party. 5-6 is doable but not that great.

=====
These are questions i've been asked a lot by random people i've spoke to in game. Keep more questions coming.

Changelog
To do list (for myself mostly)
Spoiler
* Do something about Delve League, probably unify it as a master mission section.

* Minor adjustments everywhere i guess? I bet i've messed up somewhere.

* Better formatting for the guide, second wave (colors in big sections, i guess?) ON HOLD, kinda looked bad when i tried. Maybe later.

* How about you finally do that video guide?

* Proof read every single time there's a new big update.

For future reference:
July 12th, 2020
Crafting Section:
* Fixed some typos and added one missing modifier to remove in Hunter Quiver crafting (harvest method).

July 10th, 2020
Crafting Section:
* Removed End Game Bow Harvest Crafting method. Latest patch removed possibility of easily rolling +# arrows mod.

July 5th, 2020
Crafting Section:
* Added Harvest Crafting Method for Hunter Quiver.
* Moved Hunter Amulet above Hunter Quiver, since it's more impactful
* Added example amulet and quiver. I should get better ones later.

July 3rd, 2020
Crafting Section:
* Added Harvest Crafting Method for Hunter Amulet.
* Separated Hunter Amulet from Jewellery Crafting, since it's huge damage spike and you can reliably craft it this league.
* Improved End Game Bow Harvest Crafting.

July 1st, 2020
Crafting Section:
* Added Harvest Crafting Method for End Game Bow.
* Fixed a big mistake in one sentence in End Game Bow crafting commentary.

June 18th, 2020 - Harvest League
Passive Trees:
* Updated passive trees.
* Noteworthy change is picking up Wind Dancer keystone in end game setup.

Pantheon:
* Removed Soul of Garukhan.
* Soul of Shakari has been downgraded to situational tier.

Gem Setups:
* Added Dread Banner - Generosity setup in order to cap evade chance with Wind Dancer keystone at all times.

Levelling Section:
* Updated levelling and mapping progression passive trees.
* Added note about respecing Piercing Shots notable once you hit red maps.

Path of Building:
* Updated PoB build to newest version.
* Updated passive trees.
* Brush of Death is now recommended instead of Wicked Pall for 5% Chaos DoT Multiplier cluster jewels. Using total 4 of them in medium/heavy investment trees is probably an overkill tho.
* Removed Flesh and Stone from Aura Skills.
* Added new Dread Banner - Generosity setup. Cannot be linked with Aura Skills.
* Disabled Aspect of the Crab by default. With Dread Banner being used in main build, you must have Enlighten in order to have enough mana to cast spells.

FAQ:
* Added new question about Piercing Shots notable inconsistency in passive trees.

Changelog's... changes:
* Due to constant updates and really long list of changes, i'm removing old updates from it.
* You can still find archived 3.10 build with changelog on page 230 inside archived guide.

Final words
========

I'm really glad i've made this guide. I've spent tens of hours at this point, improving and polishing it to be the best it can possibly be. It wasn't the guide alone that improved over time, but the build itself too. I'll keep updating it for as long as i can.

Of course, a big thank you to all people who are lurking and people who contacted me one way or another. No doubt that this guide wouldn't be the same if it wasn't for you, giving me a reason to do my best.

Thanks for checking out the build, i hope you've had fun using it!
https://www.pathofexile.com/forum/view-thread/3053600 - My Guides
September 16th, 2020 - Heist League
Crafting Section:
* Removed remaning harvest crafting methods

Path of Building:
* Updated PoB build to newest version.

Changelog's... changes:
* Due to constant updates and really long list of changes, i'm removing old updates from it.
* You can still find archived 3.11 build with changelog on page 246 inside archived guide.

==============

In short no changes. Unless doom mechanic is completely busted, build will stick to usual Frenzy - Barrage - CoH - Despair setup. After all it's crucial to proc onslaught and upkeep frenzy charges for safety/damage.

I find it funny that i'll have more work to do in my Blight guide than actual in-depth build. Nothing to complain about tbh. Things might change as GGG reveals more information.

One thing i should do is update video section. Was supposed to do it last league and here we are again...
https://www.pathofexile.com/forum/view-thread/3053600 - My Guides
Last edited by DankawSL#2030 on Sep 16, 2020, 4:10:15 PM
Caustic Arrow Default 10% increased Area of Effect
Alternate Quality 1 20% chance to inflict Withered on Hit
Alternate Quality 2 20% of Physical Damage Converted to Chaos Damage

Seems like the alt quality gems are kinda poopy
"
SolaireofAstora74 wrote:
Caustic Arrow Default 10% increased Area of Effect
Alternate Quality 1 20% chance to inflict Withered on Hit
Alternate Quality 2 20% of Physical Damage Converted to Chaos Damage

Seems like the alt quality gems are kinda poopy


Yup. Toxic Rain got +2 Arrows which, if you have enough AoE, gives you ~40% more damage and CA gets this lul. Mirage Archer gets +2 Projectiles as well.

Also @DankawSL, thank you for updating the Build and your dedicated work! Loving the guide, it provided me with everything I needed to plan my 1-100 journey. Well except how I'm gonna get a Kintsugi in SSF :)
Last edited by Craynor#7182 on Sep 17, 2020, 3:10:32 AM
"
Craynor wrote:
Well except how I'm gonna get a Kintsugi in SSF :)
You need "deadly rivalry" prophecy (5 parts), good luck with silver coin spam. :P
Useful Alternate Quality Gems:
* Frenzy - Fires an additional Projectile
* Despair - 10% increased Effect of Curse (MAYBE, not sure)
* Malevolence - You and nearby allies have 10% increased Skill Effect Duration
* Dread Banner - 60% less Skill Effect Duration / Nearby Enemies deal 2% less Damage
* Generosity Support - Supported Skills have 100% increased Aura Area of Effect / Supported Skills have 10% increased Mana Reserved
* Blight (if you can corrupt it into Vaal Blight) - 60% increased Secondary Duration

I'm little disappointed in majority of alterante quality options. Diversity it decent for many options, but there's clearly couple of favorites that are very interesting or straight up broken. Definitely none of my builds are in that category.

"
SolaireofAstora74 wrote:
Spoiler
Caustic Arrow Default 10% increased Area of Effect
Alternate Quality 1 20% chance to inflict Withered on Hit
Alternate Quality 2 20% of Physical Damage Converted to Chaos Damage

Seems like the alt quality gems are kinda poopy

In my last post i actually wanted to add "I hope CA doesn't get something shitty like that Withered on Hit enchantment" line... I knew it. I swear, GGG wants CA to be used as an attack/poison skill, not a DoT skill. But the problem is that you need heavy investment to even have any chance to beat Scourge Arrow / Toxic Rain.

"
Craynor wrote:
Spoiler
Yup. Toxic Rain got +2 Arrows which, if you have enough AoE, gives you ~40% more damage and CA gets this lul. Mirage Archer gets +2 Projectiles as well.

Also @DankawSL, thank you for updating the Build and your dedicated work! Loving the guide, it provided me with everything I needed to plan my 1-100 journey. Well except how I'm gonna get a Kintsugi in SSF :)

Use normal armour until you find Deadly Rivarly prophecy chain from any league mechanic and then just roll with it. Second option is to pray for RNG while spamming coins, wouldn't recommend until you have roughly 150-200 of them.
https://www.pathofexile.com/forum/view-thread/3053600 - My Guides
Last edited by DankawSL#2030 on Sep 17, 2020, 3:31:21 PM
"
DankawSL wrote:

Use normal armour until you find Deadly Rivarly prophecy chain from any league mechanic and then just roll with it. Second option is to pray for RNG while spamming coins, wouldn't recommend until you have roughly 150-200 of them.


Yeah I guess this it what it comes down to + Beastiary Craft + Temple reroll. Might farm a Carcass Jack tho, seeing that it drops on a T2,T4&T5 map.
"
DankawSL wrote:
* Clarity - You and nearby Allies have 20% increased Damage while on Full Mana
Does this work with reserved mana? Let's say if 80% mana is reserved are you counted as full when you have the other 20% intact?
"
Viktranka wrote:
"
DankawSL wrote:
* Clarity - You and nearby Allies have 20% increased Damage while on Full Mana
Does this work with reserved mana? Let's say if 80% mana is reserved are you counted as full when you have the other 20% intact?

Checked this interaction using on Damage on Full Life - nope, it doesn't give any damage. Nothing left but to remove it from already short list.
https://www.pathofexile.com/forum/view-thread/3053600 - My Guides

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