(3.14) Toxic Rain + Caustic Arrow | 5-10m Sirus DPS | Fast + Durable | 50c Budget/SSF Uber Elder

"
Siriussss wrote:


How do I go about crafting this? Just use augs and regals until I hit t1 damage over time?


Chaos orbs.
"
olliii wrote:
Secondly. The build recommends going 100% ailment immunity. I'm running at 90% now but that's with 2 elegant form jewels. The guide only shows 1 of those to be used. So what am I missing. How do you get 100% without the second jewel?

30% elegant form
20% thick skin wheel
25% crafted on glove / helmet
35% crafted on chest
25-35% shaper boots
20% crystal skin wheel (50% for specific ailment depending on small node)
(there's also 10% on elemental focus but it's a bad passive for this build)

You can pick, mix & match what exactly you need. Yes, if you run carcass, vertex and atziri's step that's too many uniques to craft enough on gear, so you will need to stack elegant forms.

I believe the avoid aliments are veiled mods, but not 100% sure about glove one (chest is 100% from veiled).

Example from my harvest league gear:
Spoiler

I do realize for Trickster you probably want different mods on chest like ones JCOH35 has.


You decide whether to drop a unique out (I would probably drop vertex and craft hunter helmet with -9 chaos res for end game) or just keep double elegant form.

Yes, ailment immunity is great, protects you from simulacrum garbage (sap, brittle, scorched) flasks don't, and saves you affixes on flasks, also won't have issue with "my freeze flask is empty but there's this juicy freeze lockbox in front of me"... Then you can use flasks for things like poison remove, attack speed or increased evasion (curses you should always have and bleed if you aren't immune from watcher's eye too).

P.S. Why Atziri's promise anyway? Just for chaos res? The "as extra" parts don't do much because this build doesn't do any significant phys damage and 0 elemental. A good flask imo is cinderswallow (extra regen stacks with patient reaper and also perma onslaught when it doesn't proc) or if you have money to throw around bottled faith (crit doesn't work but extra damage taken by mobs should), or even witchfire brew for mapping when you don't have despair on hit ring (as you won't cast despair on random mobs manually).
Alright, so I switched from my previous build back to old comfort Toxic Rain. Have about 10ex budget for the moment, so what would be the best things to upgrade? Not having much survivability issues, mainly looking at damage. Got a pair of rings and a belt in the process of being harvest crafted, so mainly looking at other slots.

Last edited by pHDeathCall on Feb 16, 2021, 2:36:22 PM
What I did before I made my;



was just use a 2nd small elegant form cluster jewel to hit 100% ele ailment immunity, then later respeced the 2 points.

If you still need a helm just search for i83+ hubris circlets with an lab enchant you want, like toxic rain fires an add. arrow, you can get one for like 1 ex.

Then perfect fossil it to 30% and just dense fossil spam it to get over 300 ES.

Slam it with a hunter's exalted orb to influence it, depending on the hunter roll you get you keep it if was nearby enemies get -chaos resist or you buy a harvest "remove influence mod", make sure all prefixs are blocked, and just buy "augment chaos", your only gonna get chaos resist or the good roll, its honestly very easy to make the helms, dont pay some absurd amount.
"
pHDeathCall wrote:
Alright, so I switched from my previous build back to old comfort Toxic Rain. Have about 10ex budget for the moment, so what would be the best things to upgrade? Not having much survivability issues, mainly looking at damage. Got a pair of rings and a belt in the process of being harvest crafted, so mainly looking at other slots.



The amulets a really powerful slot, +1 to dex gems, +1 to chaos gems, 16% chaos DoT multi, 2 influenced mods, and a crafted prefix.

You can make a god tier one with 10-15ex, its just a matter of finding the specific base you want, I went marble for example, with +1 to dexterity skill gems, thats all you need, harvest craft the rest on.

Augment chaos, remove/add chaos as needed to get your +1 to chaos gems and T1 Chaos DoT multi, and then augment influence to get rolls like -25% Malev. Cost, 10% chance to gain frenzy/power/endurance charge on kill, items and gems have reduced attribute cost, or life regeneration.

They can be made for quite a bit less then what people sell them for, the hard part is just getting 2 really, really good extra influenced mods, like charges on kill AND -malev. cost.



Aside from the amulet id say not having +2 to socketed support gems on your bow hurts, b/c its +2 to empower similar to your +2 to bow gems but it also is +2 to all your supports.

And then the usual DoT multi sources, double DoT multis on quiver, chaos DoT multi on gloves etc etc.

Id do a solid amulet 1st though, the other pieces I mentioned would look kinda like these;



"
Viktranka wrote:
"
olliii wrote:
Secondly. The build recommends going 100% ailment immunity. I'm running at 90% now but that's with 2 elegant form jewels. The guide only shows 1 of those to be used. So what am I missing. How do you get 100% without the second jewel?

30% elegant form
20% thick skin wheel
25% crafted on glove / helmet
35% crafted on chest
25-35% shaper boots
20% crystal skin wheel (50% for specific ailment depending on small node)
(there's also 10% on elemental focus but it's a bad passive for this build)

You can pick, mix & match what exactly you need. Yes, if you run carcass, vertex and atziri's step that's too many uniques to craft enough on gear, so you will need to stack elegant forms.

I believe the avoid aliments are veiled mods, but not 100% sure about glove one (chest is 100% from veiled).

Example from my harvest league gear:
Spoiler

I do realize for Trickster you probably want different mods on chest like ones JCOH35 has.


You decide whether to drop a unique out (I would probably drop vertex and craft hunter helmet with -9 chaos res for end game) or just keep double elegant form.

Yes, ailment immunity is great, protects you from simulacrum garbage (sap, brittle, scorched) flasks don't, and saves you affixes on flasks, also won't have issue with "my freeze flask is empty but there's this juicy freeze lockbox in front of me"... Then you can use flasks for things like poison remove, attack speed or increased evasion (curses you should always have and bleed if you aren't immune from watcher's eye too).

P.S. Why Atziri's promise anyway? Just for chaos res? The "as extra" parts don't do much because this build doesn't do any significant phys damage and 0 elemental. A good flask imo is cinderswallow (extra regen stacks with patient reaper and also perma onslaught when it doesn't proc) or if you have money to throw around bottled faith (crit doesn't work but extra damage taken by mobs should), or even witchfire brew for mapping when you don't have despair on hit ring (as you won't cast despair on random mobs manually).


I dropped the second elegant form today and ye it works just fine. 100% is good but not sure if I'm able to get it at the moment. Maybe if I get lucky with helmet crafting :)

And yes the ziri flask is there just for the chaos ress. I should replace that to something better.
"
JCOH35 wrote:
"
pHDeathCall wrote:
Alright, so I switched from my previous build back to old comfort Toxic Rain. Have about 10ex budget for the moment, so what would be the best things to upgrade? Not having much survivability issues, mainly looking at damage. Got a pair of rings and a belt in the process of being harvest crafted, so mainly looking at other slots.



The amulets a really powerful slot, +1 to dex gems, +1 to chaos gems, 16% chaos DoT multi, 2 influenced mods, and a crafted prefix.

You can make a god tier one with 10-15ex, its just a matter of finding the specific base you want, I went marble for example, with +1 to dexterity skill gems, thats all you need, harvest craft the rest on.

Augment chaos, remove/add chaos as needed to get your +1 to chaos gems and T1 Chaos DoT multi, and then augment influence to get rolls like -25% Malev. Cost, 10% chance to gain frenzy/power/endurance charge on kill, items and gems have reduced attribute cost, or life regeneration.

They can be made for quite a bit less then what people sell them for, the hard part is just getting 2 really, really good extra influenced mods, like charges on kill AND -malev. cost.



Aside from the amulet id say not having +2 to socketed support gems on your bow hurts, b/c its +2 to empower similar to your +2 to bow gems but it also is +2 to all your supports.

And then the usual DoT multi sources, double DoT multis on quiver, chaos DoT multi on gloves etc etc.

Id do a solid amulet 1st though, the other pieces I mentioned would look kinda like these;





Thanks. Got a Dex Skill Gems amulet on a decent base for about 1ex, gonna use my chaos and influence crafts on that while selling some of the ones I don't need. Also improved my cluster jewels a bit in the meanwhile.
Playing another build atm, was kinda out of stuff to make for this one.

If you dont see me on the thread and have a question about harvest crafting something just pm me "JCs_Ele", working on new stuff atm.

Good luck^^
Ok so I made this helmet to replace The Vertex. However when I put on my auras (discipline, malevolence, clarity(lvl1) and flesh and stone) I'm at 0 mana. Therefore I can't summon my spell totems that cast wither. Discipline, malevolence and flesh and stone are linked with enlighten lvl4.

Is this because I don't have malevolence mana reduction on my amulet or something else?

"
olliii wrote:
Ok so I made this helmet to replace The Vertex. However when I put on my auras (discipline, malevolence, clarity(lvl1) and flesh and stone) I'm at 0 mana. Therefore I can't summon my spell totems that cast wither. Discipline, malevolence and flesh and stone are linked with enlighten lvl4.

Is this because I don't have malevolence mana reduction on my amulet or something else?



Probably something to plan for a bit earlier. There are plenty of ways of fixing it.

1. Simplest approach. Drop clarity, replace watcher's eye with replica conqueror's efficiency

2. Reduced aura reservation enchant on helmet. You only have 21 AoE, so the extra projectile from the current enchant doesn't increase your single target DPS.

3. As you said, malevolence mana reduction on amulet.

4. Anoint mana reserve noteable on amulet (would lose a fair bit of damage though).
Last edited by BrettLee on Feb 17, 2021, 7:50:49 PM

Report Forum Post

Report Account:

Report Type

Additional Info