[3.25] 41+ million DPS perma-flask Poisonous Concoction | Pathfinder
" You can see in the full PoB linked in the 3.24 section of the OP (I think - I will upload progression PoB's there as I level/improve), but it's CWDT + Immortal Call, and Dash + Second Wind. " This is an interesting idea which I'll try out now. We get very little from Empower, it was just the only other support gem I knew of that gave us something. I didn't even know about Sadism! I'll see if it makes a noticeable difference. UPDATE: Sadism won't work with Plague Bearer due to the "Supports any skill that hits enemies" tag. So it's back to Empower. Last edited by t0lkien#7048 on Apr 15, 2024, 10:05:43 AM
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" I've never really played SSF, but it seems doable. The rings will be the hardest to get, I think. Mind you, I have no idea when it comes to SSF. |
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Hey one Question which panteon use you for this build i cant find it
thx for help |
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" I'm using Ryslatha and Arakaali (and Aberrath on maps with Burning Ground), but it's really up to you. Last edited by t0lkien#7048 on Apr 15, 2024, 9:23:36 AM
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" Yeah I didn't realize it wasn't affecting my PB for far too long. lol I ended up switching PB+AoE to where Agony+Cruelty go, and moved those two to my shield with Minion Speed attached. Also with the new unique boots we don't need duration of charges anymore(right?) so I changed the Charge Mastery point on the bottom of the tree from "100% increased Charge Duration" to the "3% increased damage per Charge" one. |
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" I believe that Charge Mastery now applies to the generated Affliction Charges which, by the way, are being generated on kill by I know not what. The interaction between these items is perplexing. UPDATE: After some testing, you're right. Because we only generate these charges on hit or on kill, we don't need to push their duration. We previously had to because if the Frenzy Charge's dropped, we lost everything. With the boots we can never lose the effect of all our charges. It's crazy good. I hope they don't nerf them :/. If you're not generating Affliction Charges, let me know. I want to understand what mechanic/item is doing it. If you're not doing it, we could A/B our setups and isolate the thing that is. The boots are fantastic. I wish I'd switched earlier. It has removed the annoying delay at the start of each area where we move without any speed bonus, and also lets us move quickly in the hubs. Great QoL for me. I'm pretty sure it also makes us immune to the "enemies steal charges on hit" map mod, which previously was really painful. Now it's meaningless. The biggest issue the build now has is low HP due to all the uniques. The setup I'm running has one rare - the shield. Everything else is unique. It's a little crazy. I'm going to see what can be done about that once I hit 100. Last edited by t0lkien#7048 on Apr 17, 2024, 11:05:13 AM
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funny build, but dunno why it say "tanky", this is one of the most squishy build i ever played...
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" If it's squishy something is wrong. It can take a while to get all the pieces in place. If you post your PoB I'm happy to take a look at it. Last edited by t0lkien#7048 on Apr 19, 2024, 2:35:56 AM
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following this guide as my league starter and I'm currently doing T16 maps but it seems I can't figure out where to get more damage in my current build while maintaining my defensive layers intact
https://pobb.in/WZg6qIZpCsd2 |
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" You're actually not far off. Here is a list of upgrades:
If you do all that progressively - and it's tricky balancing resists so it might take a little while - you will notice a huge difference. Last edited by t0lkien#7048 on Apr 18, 2024, 5:21:43 PM
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