[3.9][HC/SC] Soulrend Trickster - Fast mapper with great defenses (League starter/All content)

Why your Passive skill trees are OLD ?
Trees out of date please fix asap :D thx u very much sir <3
hi there , why we have a unlinked tree between 14 and 31 point in leveling section ?

feels like missing a part
Hello ! Thanks for your work that's amazing !

Wich of your 3 builds would be the best for the end game? Wich one do you prefer? Don't you think the CI one will be the best choice with this meta?
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Kurnis wrote:

Part of this is incorrect. Travel time does NOT matter unless the target is moving away from you. Since the second projectile is moving at the same speed, and over the same distance as the first, the time between the projectiles hitting your target (and thus starting the dot) is the SAME as your casting speed.

You could be a million miles away and as soon as the first projectile hits your target, the time between hits will = exactly your casting speed (against an immobile target). Imagine a million mile long string of soulrends, which would be equally spaced apart based on your cast speed.

So I'm still wondering how this dot overlap (and if your dot length is higher than your cast speed, it *will* overlap) will affect the dps.


You are correct. Considering the projectiles travel in a line at constant speed, the distance between projectiles is constant if you spam the spell.

So, if we disregard the on hit damage of the spell. The optimal dps (ie uptime of the dot) is when cast speed = duration of the dot.

So more duration than cast speed will not increase DPS at all, in the scenario of spamming the spell.
Less duration than cast speed will decrease DPS to a fraction of the DOT dps, because of lack of uptime.

So we want to make cast speed proportional to the duration, and if we disregard the initial hit of the spell and responsiveness while mapping, we actually dont care about how long or short is the duration and cast speed as long as they are equal.

So investing too much on cast speed and duration is a bad idea, we already have a good 'natural' cast speed due to our ascendacy. So matching cast speed and duration should be really easy and we can invest the rest on scaling the DOT.
Last edited by 1nfest#2925 on Mar 8, 2019, 6:26:39 PM
As it seems it's not build problem with build, but PoB problem, every build is screwed up, even they updated ascendancies though
Last edited by Profatum#6473 on Mar 8, 2019, 6:17:38 PM
People just have to wait until PoB is updated with the new Passive Tree.

In the meantime, what I ended up doing was going down from Fangs to the Dex node, up to the Right to the next Dex Node, Up to the Dex Node, then Up/Left to Damage/Area/Projectile Speed, Lethal, Damage/Area/Projectile, then up to Coldhearted. After that I'm planning on going up to the Int Node above Coldhearted, and picking up like normal.

Just means you end up taking Lethal earlier than you would "Normally" per the Leveling Trees.
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schn4ppi wrote:
I have made a "Path of Leveling" build, should be mostly right with some notes in between. https://pastebin.com/EgmgAD07


code doesn't work
Not sure OP should be making guides about a ( at the time) unreleased skill. Example: Slower Proj is a must due to the way it works.

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DamageIncorporated wrote:
Not sure OP should be making guides about a ( at the time) unreleased skill. Example: Slower Proj is a must due to the way it works.



why slow proj would be a must?

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