[3.13]🏹 Poison Barrage-VF / Scourge Arrow / TR PF | Bottled Fortify | The Tankiest Ranger + High DPS

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DarkWolfGod32 wrote:



Alright everyone!!! its check in time! i've been casually playing and weed crafting let me know your thoughts on how to improve my build! feel free to check out my passive tree as well. This is my first season playing this build and i have to say it has been amazing i have done almost every boss deathless and all maps/mods have been walking jokes i am in love with the build!!! Also i have crafted most of my items ******* super proud of my bow!!! also thanks Wolfie for the build!!! Cheers everyone!!! p.s. i know i probably need better jewels let me know what i should focus on.

What a bow! Congratz!

You may want to start with your helmet first. BiS craft mod: 25% inc Fortify + -9% chaos resist + phys taken as ele damage and Focus. Harvest exclusive. Also, have Enduring Composure crafted on your chest, so you can free up the small cluster jewel for more life/utility.

After that, boot with +3 influenced mods, etc.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574
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Build is coming a long nicely for me even if my drop/crafting luck has been abysmal this league. Still using 5links at lvl 86.

Looking at the helmet craft, with 110%+ duration while focused. How do we trigger focus? I dont see it on any gear.
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NARCOFFEE wrote:
Hi Guys,

is it possible to get increased fortify effect+15% on amulet without essence of horror ?

I tried rolling (life/defense) using harvest craft quite a lot, but i never get it.

Cheers

Irrc, it's Essence exclusive.

Btw, how is your poison Barrage doing?
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574
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thegreekgod wrote:
Build is coming a long nicely for me even if my drop/crafting luck has been abysmal this league. Still using 5links at lvl 86.

Looking at the helmet craft, with 110%+ duration while focused. How do we trigger focus? I dont see it on any gear.

You need to unlock the Jun's veiled mod first before you can bench-craft it. There will be a new focus button appear on your skill bar.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574
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So ran the numbers, the most cost effective way to get a good cluster jewel(Unspeakable gifts+ any other useful prefix)seems to be alting/aberrant fossil spamming a ilvl 75 Chaos large cluster jewel until you get unspeakable gifts. Can also do chaos reforge(T1 Primal Maw seeds), though I don't have much info on getting it this way.

If you do go down the aberrant fossil/chaos reforging rout it is quite likely you will also get 1 notable prefix and there is a good chance it is a usable one.

Then you take that base(ideally with either 1 usable notable prefix or all non chaos mods) and remove non chaos and add chaos, Thankfully notables are the only mods with a chaos tag.

Once you get unspeakable gifts and two notables you may have one of the less desirable options so you will need to do a remove/add a random chaos modifier. Hopefully you don't need to risk this step though thankfully there are only two "bad" mods

In terms of cost, getting an Unspeakable gifts mod costs around "352 alt + 72 aug"(56c)/200c/57 aberrant(228c)/X(Not really sure here) chaos reforges. After that, you should just need two remove non chaos add chaos, My personal experience has remove/add crafts showing up roughly every 3-5 fields of crops, With a full field of Primal Maw seeds I have no idea what chance that would come to. So final estimation of cost is probably around 60~80c on average to craft, though the base CJ is 1-50c based off the number of passives on the jewel.

Last edited by Roarbenitt#4308 on Jul 8, 2020, 4:08:06 PM
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WolfieNa wrote:
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thegreekgod wrote:
Build is coming a long nicely for me even if my drop/crafting luck has been abysmal this league. Still using 5links at lvl 86.

Looking at the helmet craft, with 110%+ duration while focused. How do we trigger focus? I dont see it on any gear.

You need to unlock the Jun's veiled mod first before you can bench-craft it. There will be a new focus button appear on your skill bar.


Oh i had no idea you got it as a skill, thanks for the reply!
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WolfieNa wrote:
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DarkWolfGod32 wrote:



Alright everyone!!! its check in time! i've been casually playing and weed crafting let me know your thoughts on how to improve my build! feel free to check out my passive tree as well. This is my first season playing this build and i have to say it has been amazing i have done almost every boss deathless and all maps/mods have been walking jokes i am in love with the build!!! Also i have crafted most of my items ******* super proud of my bow!!! also thanks Wolfie for the build!!! Cheers everyone!!! p.s. i know i probably need better jewels let me know what i should focus on.

What a bow! Congratz!

You may want to start with your helmet first. BiS craft mod: 25% inc Fortify + -9% chaos resist + phys taken as ele damage and Focus. Harvest exclusive. Also, have Enduring Composure crafted on your chest, so you can free up the small cluster jewel for more life/utility.

After that, boot with +3 influenced mods, etc.




i'm trying to think of a good way to get the endurance mod on this armor, i know i can weed craft remove the lightning resist but i cant see a way to target the endurance. any thoughts?
~a Wolf has no Mercy~ 🐺
F.Y.I
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WolfieNa wrote:
This is my current chest, still waiting for a final (or two) augment.


How to craft this: very similar to what aurican65 described earlier:
(1) Get a Redeemer chest with +10% chance to gain frenzy charge on hit.
(2) Get a Warlord chest with ilvl85 +1 endurance / sec if hit recently. Assassin's Garb base is preferred (high evasion + extra movespeed).
(3) Awaken slam the chest in (1) onto the chest in (2) (want to keep the ilvl85 Assassin's Garb). I was lucky and got 4 mods:
+ Double influenced mods in the suffixes.
+ T10 life and reflect damage in the prefixes.
(4) Harvest-augment "attack" mod onto the chest --> gain -mana cost suffix. All suffixes are populated.
(5) Harverst-remove physical mod --> remove reflect mod.
(6) Harvest-remove life mod --> remove T10 life mod and roll T5 life.
(7) Craft +8% increased life.
(8) Next: thinking either Harvest-augment with Cold mod to add "15% phys damage taken as cold" or gamble with ex to have +1 level to socketed support gems or both. Metacrafting in a Harvest league seems a bit easier than before. Having +1 level support gem, 15% phys damage as cold plus T1 life would be nut.

Credit:
I'm grateful to u/Hafth for his generous support in Harvest-crafting with the augment/remove mods that I don't have. By some reason, I haven't seen a single augment / remove mod so far.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574
--
"
DarkWolfGod32 wrote:
i'm trying to think of a good way to get the endurance mod on this armor, i know i can weed craft remove the lightning resist but i cant see a way to target the endurance. any thoughts?

The endurance charge mod has no tags. There's no deterministic way to add it. You could remove the lightning resist and add an influence modifier, but if that influence modifier isn't the one you want, it is likely not to be target removable. None of the redeemer suffixes you could hit are target removable, and only 2 of the warlord ones are (life tag).

It is likely you'll need to start over.
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WolfieNa wrote:
F.Y.I
"
WolfieNa wrote:
This is my current chest, still waiting for a final (or two) augment.


How to craft this: very similar to what aurican65 described earlier:
(1) Get a Redeemer chest with +10% chance to gain frenzy charge on hit.
(2) Get a Warlord chest with ilvl85 +1 endurance / sec if hit recently. Assassin's Garb base is preferred (high evasion + extra movespeed).
(3) Awaken slam the chest in (1) onto the chest in (2) (want to keep the ilvl85 Assassin's Garb). I was lucky and got 4 mods:
+ Double influenced mods in the suffixes.
+ T10 life and reflect damage in the prefixes.
(4) Harvest-augment "attack" mod onto the chest --> gain -mana cost suffix. All suffixes are populated.
(5) Harverst-remove physical mod --> remove reflect mod.
(6) Harvest-remove life mod --> remove T10 life mod and roll T5 life.
(7) Craft +8% increased life.
(8) Next: thinking either Harvest-augment with Cold mod to add "15% phys damage taken as cold" or gamble with ex to have +1 level to socketed support gems or both. Metacrafting in a Harvest league seems a bit easier than before. Having +1 level support gem, 15% phys damage as cold plus T1 life would be nut.

Credit:
I'm grateful to u/Hafth for his generous support in Harvest-crafting with the augment/remove mods that I don't have. By some reason, I haven't seen a single augment / remove mod so far.


For those following along, there is one point in this process that is not deterministc and can fail. When you awakener orb you can get a 3rd suffix, and that 3rd suffix can be one without a harvest targetable tag. If that happens you're left trying to annul that garbage mod, for a 1/3 of saving the item.

The other 2/3 of the time, you either start over, or you settle for what you're left with (having accidentally nuked one charge mod, you still augment attack and get the -mana cost mod).

I was lucky, like WolfieNa, and didn't get screwed by the awakener orb. I had a third suffix, but it was life regen, so I was able to use remove a life / add a life to clear it - and hit T1 life on the first try, lol:



If you're lucky like us, the whole thing comes in at around 9 ex investment:

~1.5 ex perfect fossils
~4.5 ex awakener orb
~3 ex fusings

plus a little extra to buy the base and alt into the desired mod. IIRC my redeemer base was 20 chaos, and it took like 200 alt orbs to hit the frenzy mod. Oh, and 5 chaos for the endurance mod on a junk base to eat with the awakener orb.

If you want to plan around not being lucky, you'll want to push as much of the investment as possible until after the awakener orb, so you aren't losing as much on the fail. If you're happy with 28% quality from syndicate craft rather than 30% quality from perfect fossils, you can have an upfront investment that is basically just the cost of the awakener orb.

In previous leagues we've been conditioned to 6-L our bases before we do our craft, but that's not needed here. We're always going to be clearing a suffix to add the -mana cost mod, so at that point in the craft we can use the empty suffix to craft quality, do our 6-link, then remove the quality craft.

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