[3.12]🏹 Poison Scourge Arrow / Toxic Rain + Blast Rain PF | Bottled Fortify | Ultra Tanky + High DPS
FORTIFY UP & CRUISE THROUGH ALL END-GAME CONTENTS
-One of The Tankiest (if not the tankiest) Rangers in 3.10-
up to 90% less damage taken from hits with 1.4x Fortify
Comprehensive video walkthrough available
-A totally new way to play Scourge Arrow with a Secondary attack setup-
no clunky withered totems
reliable & high DPS with consistent withered stacks
Face up against wave-20 Kosis
Tank the Shaper's laser beam and tele-slam (a testament to the build's defensive effectiveness)
Tank Sirus Awaken 8's Multi-clone Beam and Hyper Beam Barrage, and Uber Atziri's Empowered Flameblast (memes with Grasping Vines)
!! NEW !!
Voltaxic Rift Pathfinder: From League-starter to End-game Finisher
https://youtu.be/boUL0fMGvcE (comprehensive build walkthrough)
PROS VS CONS
+ Well-rounded build.
+ Good clear speed and great single-target DPS (upto ~20M DPS from Scourge Arrow + ~3M DPS from Blast Rain/MiArcher with Malevolence).
+ Extreme surviving capabilities thanks to 1.4x Fortify + 5xEndurance charges + multi-layered defense.
+ High HP (~7,000) on top of 90% less damage taken from hit with Immortal Call (57% uptime) and 71% less damage taken from hit when Immortal Call on cooldown.
+ Super durable: high regen; long utility flask duration + good life recovery (~14000life/6sec+Fortify from flask) + fast charge recovery.
+ All contents were cleared smoothly and deathlessly. All map mods.
+ I've reached level 100 (variant 1, variant 2)with this build.
+ Hardcore viable.
+ Have reliable way to build up withered stacks (lasts ~5sec) by Blast Rain/MiArcher.
+ Comprehensive league-starting guide.
+ Our original league-starter variant: Voltaxic Rift Scourge Arrow + Blast Rain can carry you from mid-game to pre-red maps with very small investment (30-35c). This should allow you to save up for end-game gears.
+ Final gears are affordable.
+ Comprehensive crafting guide for gears and cluster jewels that updated constantly.
+ Comfortable farming T16 juiced map in the Delirium mist [3.10].
+ Able to handle the ultimate end-game challenge: 100%-Delirious fully-juiced T18 map (T19 is a possibility) [3.10].
- Scourge Arrow style takes time to adapt.
- Need to press many flask buttons.
- Not suitable if you don't like being reliant too much on flasks.
- You need to understand the Scourge Arrow mechanics to be able to maximize your poison DPS against the single targets (we have a comprehensive guide on this for you, too).
THE BUILD MECHANICS
Build Mechanics Explained (must read)
Every time we consume a life flask charge, we have Fortify thanks to the Hardened Scars anointment on the amulet. A life flask would stop discharging when the character reaches full health, so to get fortify up for the full duration of the flask, we go with a special affix named foreboding. This foreboding is a prefix that force mana recovery occurs at the end of the flask effect, ensuring the flask grants fortify during its entire duration.
Instead of casting wither thru multiple spell totems, which is slow and not practical in crowded mobs clearing, esp. Simulacrum, this build shoots blast rain with zero cast time and generates withered stacks on the target (boss or mobs). Blast Rain also provides a bit of extra damage (400K sirus DPS) that makes it really useful in softening up bosses or mobs. It works great with poison DoT.
So why Blast Rain, one may ask! One of the most appealing characteristics of Blast Rain is that all the explosions overlap on the target. This is great for withered stack generation. We add GMP or Awakened GMP to have 11 or 12 of overlap explosions, each of which has 25% chance to inflict withered. So the question is can we fast enough to max cap the withered stack within withered duration of 2 sec?
Instead of trying to answer that hard question, let's tackle it from a different angle: increase the withered stack duration. The build invests quite a bit into increasing skill effect duration so that we have Mirage Archer (MiA) lasts for ~10sec and withered lasts for ~5sec (original: 2sec). To offset MiA low attack speed (60% less AS), we invest into faster AS from frenzy charges, flask, etc.. So we manually shoot a volley of Blast Rain to the target and let MiA lock on to that target for 10 seconds, a duration that is more than enough to kill any single-phase monster, such as metamorph, Conquerors, Omniphobia, etc.
If our manual Blast Rain misses the target on the initial shooting, we need to shoot it again. But usually, I don't spend too much time on that. Just shoot the mobs with BR once in about 10sec and shoot Scourge arrow the remaining time.
This is a standard SA setup. Awakened gems are great to have. However, in early league, I did just fine with regular gems.
Scourge Arrow Mechanics and Single-target DPS
Read further if you want to know more about the SA's mechanice or are having issue with your single-target DPS.
From the wiki:
But there's a catch. The thorn arrows from the same pod cannot all hit the same target since they are emitted at the same time. See Chris' notice:
So it's the number and position of the spore pods with regard to the target that determines the damage dealt on that target by thorn arrow hit.
All that said, I recommend +1 arrow for your SA, mostly for the purpose of dealing maximized DPS against single target.
With one arrow (+0)
With two arrows (+1)
With three arrows (+2)
Poison Toxic Rain
Read more here (this post's reached word limit).
Scourge Arrow vs (Poison) Toxic Rain
For the older changelog, please see the archive: here. (word limit)
Comprehensive video guide(MUST SEE).
Cruise through all end-game contents PoE has offered.
Poison Toxic Rain:
Poison Scourge Arrow:
Harvest League - Ultimate test:
Delirium League - Ultimate test:
Fully-juiced map farming:
PATH OF BUILDINGS
Select the PoB ver that you like.
[Original] Voltaxic Rift Scourge Arrow (League-starter):
+ Voltaxic Rift bow: https://pastebin.com/MsmzBReA (level 64-85).
+ Leveling up: https://pastebin.com/PJurd7wy (level 1-60).
+ Final end-game: Use the same PoB of Elder Thicket bow below. Replace Flesh and Stone gem by Herald of Thunder, Elder bow by Voltaxic Rift.
+ An Original affordable efficient mid-game to end-game build based on Voltaxic Rift unique bow.
+ Chaos damage can shock. Guarantee shock with stage-5 SA.
+ SSF friendly (Tranquility divination cards).
+ No Divine Flesh/Darkscorn.
+ Updated 2020/09/09.
Poison Scourge Arrow/Toxic Rain Final End-game:
+ Used for both Elder bow and V-Rift: https://pastebin.com/f8q2dFhK .
+ Non-Harvest crafts.
+ Notes: Items with the name "People's Choice" are economy versions. There are better versions in the drop-down list.
+ Pick your body chest: -mana cost (people's choice ver.), frenzy (best for single target), or explode (best for clear).
+ Supports 2 skills: poison TR or SA.
+ Provides 2 tree setups: one with Iron Reflexes (IR) and one with Acrobatics. If you choose IR tree, swap Flesh and Stone for Herald of Purity. Blind is granted by "Silent Steps" notable. I'd recommend the Acrobatics tree for starter.
+ No Divine Flesh/Darkscorn.
+ Detailed explanation: video.
+ Updated 2020/09/22.
For the older PoB, please see the archive: here. (word limit)
ASCENDANCY & BANDIT
Getting your Pathfinder's ascendancy points in the following order:
1. Nature's Boon <-- auto flask gain
2. Nature's Reprisal <-- DPS
3. Master Alchemist <-- immune to ele ailment (free defensive flasks for offensive ones)
4. Master Toxicist <-- DPS
Nature's Adrenaline is an opportunity-cost trap. Master Alchemist grants elemental ailment immunity which is significantly better in all situations.
With Master Alchemist, You don't need to worry about getting ignited / freezed / chilled / shocked etc. under effect of any flask, which should be ~100% uptime. You will appreciate this node more when you get into the fight with Sirus at Awakening level 8.
All in all, regardless of the nature of the league you are doing, take Master Alchemist instead of Nature's Adrenaline.
Kill them all.
THE CHOICES OF GEAR
Very straightforward! There is only one choice: Hardened Scars so that we can have Fortify on life flask drink. (Note that a Hybrid flask is also considered life flask).
To anoint Hardened Scars, you need:
Vessel of Vinktar: great offensive and defense. It gives us 30% less lightning damage taken (great against all type of lightning damage, esp. again lightning-detonate boys). Also trigger 16% shock, i.e. a Skitterbot from a bottle. Assuming 150-160% inc flask effect.
Coralito's Signature: Great offensive stuff. Update (Aug. 2020): we've opted for Vinktar flask and using initial arrows for clear (end of Harvest league henceforth). Coralito reduces the hit damage and will not be used in our experiments.
Overflowing Challice: This flask doubles the charge replenishment plus huge chunk of life regen. Very useful in boss fights.
Foreboding Hallowed Hybrid: this flask generates Fortify thanks to the cool interaction with Hardened Scars anointment. Every time we consume a life flask charge, we have Fortify. A life flask would stop discharging when the character reaches full health, so to get fortify up for the full duration of the flask, we go with a special affix named foreboding. This foreboding is a prefix that force mana recovery occurs at the end of the flask effect, ensuring the flask grants fortify during its entire duration.
Basalt Flask: Our source of physical damage reduction and curse immunity. To make it even better, we crafted an Alchemist prefix onto it that increases the flask effect with the expense of reduced duration. Since we already have tons of duration increased thanks to our cluster jewels and passive tree, we are good. In addition, curse immunity is important to have. People usually underestimate adverse curse effects; we will not.
Cinderswallow Urn: 3% max life regen on kill + stun avoidance.
Dying Sun: Very useful with the +2 arrows (+3 with our total increased Flask effect). Help cover the whole screen with initial arrows which are our primary clear mechanics (rapid poison with high APS). Init arrows deal more damage, and don't have any delay or lifetime expiration compared to the thorn arrows. Some first experiment with init arrow clearing (3 arrows) video: here. Also useful with less fire damage taken, given we can craft phys damage taken as fire damage on the chest.
Ruby flask: with Alchemist prefix; good at tanking Fire-focused damage.
Quartz flask: with Alchemist prefix and warding suffix; good for mapping thanks to +15% attack/spell dodge and Phasing, which helps move thru mobs. I found myself constantly use the Alchemist's Basalt Flask of Adrenaline(+30% speed) and Alchemist's Quartz flask of Warding when leveling up from level 98 to 100.
Bottle Faith: triple radius of consecrated ground compared to Overflowing Chalice and amplified damge taken for enemies, guaranteeing a good return of investment considered its hefty price. Bottle Faith is the luxury that is well-worth when you are either trying to minimize the risk of dying around level 98 or 99, or doing 100% delirious fully-juiced map. Absolutely not a mandatory flask to have.
Taste of Haste: synergize really well with the phys. damage taken as cold damage from the helmet. Can be used in substitution for the Overflowing Chalice.
Basalt Flask: with +30% movement speed: in bossfights (no curse immunity required). Total movement speed: ~110%.
Quicksilver: for easy-going league like Harvest, I'd use a Quicksilver flask for mapping. There is little danger except for the Tier3-4 Harvest monsters.
Regardless of your choices, try to craft +26% quality on your flasks by making Hillock the blacksmith the captain + leader of Research syndicate (so he grants 2 crafting benches on safe-house raid).
Cluster jewel Setup
A cluster jewel with Enduring Composure is our source of endurance charges. When we get hit, it generates one endurance charge per second. And when we at max endurance charges and get hit, the cluster jewel refreshes the duration of the charges. It essentially gives us semi-perma endurance charges (4 in our build).
Not only does endurance charge help use directly reduce physical damage (both hit and DoT), it also has a great interaction with Immortal Call. With the presence of Enduring Composure jewel, we have perma max endurance charges which guarantee that Immortal Call procs with maximum potential (up to 71% less physical damage taken with 4 endurance charges). Remember that we already have a long 3.5-sec Immortal Call (the base duration is 1-sec).
It's also worth to mention that while Immortal Call is proccing, the endurance charges will keep stacking up by Enduring Composure if we get hit. Enduring Composure cluster just synergizes too well with our whole defense system, thus it's a must-have.
[Harvest league exclusive] We can craft Enduring Composure on the body chest. That frees up the small cluster jewel for more life roll.
Nature's Patient enables Grasping Vines, which grant a total of 10% less damage taken (both hits and Dot) for 5 seconds being stationary. This looks more like a meme, but it actually has a certain synergy with Scourge Arrow mechanic, which requires us to stand still to fire arrows. I'd suggest that if you'd like to try this one, do it only when you have enough life pool. This one would replace Fettle cluster in our setup if you ever choose to deploy it.
We can facetank all Sirus A8's attacks with the addition of this cluster jewel.
These cluster jewels serve two purposes. We aim to increase the skill effect duration, for Withered lasts much longer than the default value, and flask duration / flask recovery, for longer Fortify and everything.
Wicked Pall, Circling Oblivion: great for both offense and defense.
Touch of Cruelty: great for both offense and defense. Hindered enemies are 30% slower, which means they can't approach us too fast and we can kill them more easily. Hindered targets 10% increased chaos damage, which is good for our Scourge Arrow.
Unspeakable Gift: gives us poison explosion chain. Work really great in tandem with Scourge Arrow mechanics in mapping and Simulacrum. Switch to Unholy Grace if you're having problem with single-target DPS or doing limit test (T18/19 100% Delirious fully-juice map with x2 Beyond).
Unholy Grace: great offensive node for this build. Craft this node instead of Unspeakable Gift if you want more single-target DPS.
Spike Concoction, Distilled Perfection: provides flask recovery and prolonged duration. With Druidic Rite node, we have 6-second Fortify.
Fettle More life! We only deploy 1 fettle cluster (~+500 life) at most because we want to give one slot for Enduring Composure.
Harvest League End-game Gears
- Harvest league offers insane crafting mods that allow us to have multiple influenced mods on the same item in an unprecedented way. My current gears (work in progress):
Delirium league End-game Gears
The difference is that we stack increased fortify effect up to 40% to have 1.4x = 28% less damage taken from hit. This can be done by the new helmet and amulet. In addition, we also want to get as many endurance charges as we can, thus the new boot. With all these defense layers, it is better to go with more raw life (around +600 more) rather than Divine Flesh. In addition, we opt for a rare bow with higher DPS instead of Darkscorn.
Note that we still want the +x% phys damage taken as elemental damage from the helmet for insurance (in such a case that Immortal Call is on cooldown).
If we cannot have +x Intel from the amulet, we can get Intel from regular jewel and cluster jewel.
A snap shot of my gear at end of Delirium league (no Darkscorn, no Divine Flesh).
Regular End-game Gears
Since late Delirium (3.10) until now, we have entirely skip Darkscorn and directly go to the ultimate end-game bow, which is the rare bow as below. This rare bow provides higher DPS and doesn't cost much to craft compared to the unique Darkscorn. We also skip Divine Flesh and go straight to our final defense setup with multiple less-damage-taken stacks. These changes also help Solo Self-Found folks to reach the end-game setup much easier.
Bow: Darkscorn is cheap and powerful that can carry this build from the early map to the end. If you want to go with rare one, look for %chance for inflicted poison to deal double damage, +% chaos dot, T1 added chaos damage, increased poison damage, etc.
Helmet: Crafting guide is available. Check it out in the Crafting end-game gear section. Recommended mods:
Quiver: Crafting guide available. Check it out in the crafting section. Quiver is where you focus on landing your offensive mods. Things to look for on a quiver:
Chest: Crafting guide will be available in the crafting section. Recommended mods:
Gloves: Fenumus Weave with despair on hit corruption is the best in slot in my opinion. It delivers great DPS boost, a little life, and offer spider webs that synergize well with Touch of Cruelty cluster jewel. Embalmer with despair on hit corruption is also a good alternative. If you don't have access to despair on hit rolled on the gloves, don't worry. Just get it from ring at the cost of one suffix.
Ring 1: one should be a Nostalgia ring with:
Ring 2: I recommend a rare ring instead of another Nostalgia ring in the 2nd ring slot. A rare ring provides us the flexibility that the offensive Nostalgia doesn't have, esp. in the defense department (and it's never been enough to stress that we favor good defense over offense). Things to look for on the rare ring:
Belt: Leather belt with:
This is my gem setup at level 100. Courtesy of poe.ninja.
Soul of Lunaris: upto +8% phys damage reduction from nearby enemies.
Soul of Tukohama: upto +8% phys damage reudction while stationary, which this build loves to stand and shoot. It also provides a sweet chunk of life regen while stationary. Quite good synergy with the build.
This section discusses different variant of the build.
Poison Toxic Rain
Read more here.
Grasping Vines Variant 1
Grasping Vines Variant 2
Poison Barrage Variant
Main DPS: Barrage - Withering Touch - Awakened Added Chaos - Awakened Deadly Ailment - Awakened GMP - Awakened Unbound Ailment
(if GPM costs too much mana, replace it by Vile Toxins or Awakened Void Manipulation).
For clear, pick either:
Scourge Arrow: SA - MiA - Awakened Deadly Ailment - Awakened Unbound Ailment - Infused Channelling - Vile Toxins
Caustic Arrow: CA - MiA - Awakened Void Manipulation - Arrow Nova (or GMP) - Awakened Vicious Projectiles - Awakened Swift Affliction (or Empower Support)
Rain of Arrow: RoA - MiA - Awakened Unbound Ailment - Vile Toxin - Awakened Void Manipulation - Awakened Swift Affliction (or Awakened Deadly Ailment)
Darkscorn + Divine Flesh
This is the traditional Scourge Arrow Pathfinder. Even work better with our Fortify and Blast Rain setup. Update (June 2020): Divine Flesh becomes less and less favorable with our increasingly polished less damage taken system. Darkscorn can be replaced by either Voltaxic Rift on a low budget or a high-end Elder thicket bow on a high budget.
CRAFTING YOUR END-GAME GEARS
Harvest league offers extreme freedom to craft insane gears.
Crafting a decent Rare Bow
We can craft a powerful bow
Then, use Harvest augment-chaos to add flat chaos damage.
The recipe: more expensive than the traditional method
- Fossil: spamming Corroded + Metallic + either Serrated or Shuddering until you get the poison prefix, the +1 arrow and increased APS. An easier way is to roll only the +1 arrow and the poison prefix, then augment speed by Harvest. There are only 3 possible roll for speed on the bow, 2 of which are attack speed.
- Block suffix (if not blocked) and Harvest augment chaos to craft Added Chaos Damage to the prefix.
- Bench-craft +40% chaos DoT multi.
Crafting end-game SA ring
See crafting details here(word limit).
Crafting 4-influenced body chest in Harvest league
How to craft this:
(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: either Harvest-augment with Cold mod to add "10-15% 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.
Also, check aurican65's sharing in the comment. aurican is the 1st one able to craft this chest.
u/Hafth for his generous support of the Harvest-crafting seeds that made this chest possible.
Crafting rare Bow
This is the rare bow I used in leveling up from 99 to 100 in Delirium league. The best strat for crafting such bow is fossil-crafting. You'd go with a 3-socket resonators:
+ Abberanth Fossil: more chaos, no lightning
+ Metalic Fossil: more lightning, no phys
+ Corroed Fossil: more poison, no ele
The most important mods you want to land on the rare: "60% chance poison inflicted with this weapon to deal double damage", T1 added chaos damage, T1 increased chaos damage/poison on hit chance.
Then bench-craft +40% chaos DoT multiplier.
In Harvest league, it may be possible to craft an even better bow.
Crafting Cluster Jewels
Contributed by DarkWolfGod32 : read here. (This OP has reached word limit).
The idea of this craft is to incorporate the following defensive mods:
with the best-in-slot offensive mods (crafted from the bench):
We also want to steer away from the Hunter's mod: 'nearby enemies have -x% chaos resistance' mod because, first, it is too expensive to buy the required level-85 base with the +1 pod enchant. Second, the chance to roll this mod is pretty low. Finally, we can craft much better offensive mod instead of this suffix.
The process is as follows:
The idea is to incorporate the following mods (getting as many optionals as we can):
The process involves slamming an awakener's orb on a Hunter's base (+25% chaos DoT multiplier) and a Warlord's base (+1 arrow). Purely luck involved since the desired affixes are on both suffix (the chaos dot multiplier) and prefix (the +1 arrow). Best of luck!
Reminder: there are alternatives that still work fine for this build without the +25% chaos dot multiplier. An example of such alternative is a (Warlord/Shaper) quiver with T1 life, +1 arrow, +x% Attack speed, maim on hit, or even a nice roll of DoT multiplier if you are lucky. Awakener's orb is just a deterministic way to have both chaos dot multiplier and +1 arrow although the process after that is not so deterministic.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
Last edited by WolfieNa on Sep 22, 2020, 7:45:41 PM
Last bumped on Sep 26, 2020, 12:47:17 AM
on May 1, 2020, 3:02:42 AM
LEVELING UP GUIDE
My Harvest league-starer: Voltaxic Rift Scourge Arrow + Blast Rain: new league starter build
I would suggest a corrupted 6-link armour (10-15c cheap) with proper color for Scourge Arrow. Suggested link: SA - Added Chaos - Unbound Ailment - Deadly Ailment - Vile Toxins - Infused Channelling.
Also, bring an Enduring Mana flask until you can craft a rare chest with -mana mod.
Suggested aura/herald setup with Voltaxic Rift: Herald of Thunder + Herald of Agony + Flesh and Stone (haven't got Enlighten gem yet). Use an Enduring mana flask to sustain your 5-stage SA in bossfight.
Start working on your rare bow (one as below). When you are able to craft such a bow, replace Herald of Thunder by Skitterbot support.
And when you are able to get your level-3 Enlighten, switch to either:
- Aspect of the Spider if you have full cluster jewels setup with Touch of Cruelty. Aspect of the Spider can be crafted or come with Fenumus' gloves. Aura/Herald setup:
- Otherwise, go with Malevolence instead of Aspect of the Spider. Aura/Herald setup:
When you have level-4 Enlighten:
League starting (level 1-69):
- Attack gem:
I would start with 2x Kaom's Sign and use Enduring Cry to gain 5 endurance charges in case I have to engage a crowded mobs.
Silverbranch -> Quill Rain -> (Death's Harp/Lioneye's Glare) -> Death's Opus
Update: Voltaxic Rift + Stormcharger seem to be an eco version of Death's Opus, i.e. much cheaper while having similar performance and the potential to scale into the end game.
Drillneck is well-rounded choice for our build and will be our quiver until we can grab something better for the end-game.
Coralito and Witchfire are main DPS boost. A mana flask would be useful in the early game.
Update for Harvest League:
- Also new in Harvest League: I spec out to a new notable named 'No Witnesses', which used to be exclusively available on cluster jewel. This notable grants chance to gain Elusive on kill.
Leveling gears (level 70-90): this section was made in Delirium league. Make sure you read the Harvest's league-starter with Voltaxic Rift above first.
For the rest of the gears, check out related PoBs in the Path of Building section.
Grab 3/4 ascendancy notables:
As soon as possible.
- Chance to poison. We start with small chance to poison on hit. No need to go ham on pure DPS node because low chance to poison = low DPS.
- 5-link Voltaxic Rift
- 6-link body chest (a cheap corrupted with proper colors will do).
- Try to save fossil for the rare bow crafting, or grab a Darkscorn as soon as possible (much more expensive).
Grab Iron Reflexes:
IR converts all evasion into armor. This tremendously improves our physical damage reduction. Remember that armor is much more useful against small hits than evasion, and small hits are what we could expect in the early maps.
Skip all the cluster jewels:
Cluster jewels have a fixed penalty of 3 skill points minimum. Don't spec out onto cluster jewels until we have enough skill points.
Run Barrage Poison as main DPS:
Early game, Scourge Arrow deals little DPS. Instead, a Barrage Poison as main DPS for bossfights and Scourge Arrow/MiA for clearing are better choices I think.
Grab 4/4 ascendancy notables:
- As soon as possible.
- If you have difficulty in finding missing trials: Camp on global channel 820 (type: "/global 820"). People there often share trial for a small amount of tip).
- Should start working on a rare Elder Thicket bow (recommended) or a Darkscorn, and start 5-link it.
- 6-link body chest (buying a cheap corrupted 6-link is the easiest).
- Start crafting the cluster jewels: medium flask cluster -> small Enduring Compusure cluster -> large cluster (as PoB) -> medium Chaos DoT cluster -> small Fettle cluster.
- DPS: should have a rare Elder Thicket bow (recommended), or a Darkscorn + 6-link chest from level 80.
- Cluster jewels:
- Start crafting end-game gears: helmet, quiver, chest.
- Start looking for corrupted gloves with Despair On Hit on the implicit.
Spec'ing out Iron Reflexes and preparing to pick up Divine Flesh:
- Armor is no longer our best defensive mechanism since we gonna receive multiple savage hits from end-game mobs/bosses.
- Shift focus to evasion-based defense and mitigating hits.
- Embrace Divine Flesh for further physical and elemental damage mitigation.
Run Scourge Arrow as main DPS:
- Your Scourge Arrow should feel good by now.
- Main DPS: Scourge Arrow. Support (withered gen): Blast Rain/MiA or Barrage-Chain/MiA (up to you).
- If you want, you can also keep running with Barrage poison as main DPS and Scourge Arrow/MiA as clearing as you have done up to this point.
Road to level 100
I have reached level 100 with this build in Delirium league (3.10).
I would suggest speed-running fully-juiced T16 map either Canyon / Promenade / Malformation.
Thank you for making this far! If you have any questions or suggestions, feel free to let me know. I also collected some of the questions I got asked in my video. Please see the FAQ in the comment below this post.
Reserved for the latest updates.
Resource for Leveling up:
Long story short: Awakened Added Chaos Damage provides better bang for the buck since we have extra 200K DPS from MiA. Long answer.
It's the combination of high life regen (+1200) from stationary, enduring cry, the passive tree + cluster jewels, and plus the cinderswallow (recover 3% life when kill). With enough life regen and high DPS to wipe out targets we can constantly get back to full life even in the middle of crowded mobs.
Every time we consume a life flask charge, we have Fortify. A life flask would stop discharging when the character reaches full health, so to get fortify up for the full duration of the flask, we go with a special affix named foreboding. This foreboding is a prefix that force mana recovery occurs at the end of the flask effect, ensuring the flask grants fortify during its entire duration.
DELIRIUM (3.10): END OF LEAGUE REMARK
Harvest League (3.11)
Update to fix the medium cluster jewel being broken by the PoB tool update.
[v1.0x, v1.1x] https://pastebin.com/kB4eFJc4
[v.0.0] Leveling up (lvl 70 - 80 - 90) [out-dated]:
Note: download community fork ver of PoB from their official github page.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
Last edited by WolfieNa on Sep 22, 2020, 7:45:07 PM
on May 1, 2020, 3:02:59 AM
I saw your build posted on reddit and was curious about few things, nice you posted it here too.
Can you explain how exactly the blast rain setup works? Do you just alternate casts of blast rain and scourge arrow?
Second thing is do you ever feel a lack of quicksilver and instant life flask in this build? You also don't use any anti-bleed flask, how do you deal with it? Just use corrupted blood jewel and take normal bleeds & outheal them?
Your idea with foreboding hybrid flask + hardened scars looked very interesting but I'm worried about giving up flask slot for that, especially the quicksilver... do you stack any movement speed from other sources to counteract it? I don't see any withering step or other speed ups, is dash just enough?
on May 1, 2020, 9:02:29 PM
Thank you. The idea of posting here for retrievability was actually from a gent in reddit. :)
So instead of casting wither thru multiple spell totem, which is slow (cast time) and clunky, my build shoots blast rain with zero cast time and generates withered stacks on the target.
One of the most appealing characteristics of Blast Rain is that all the explosion overlaps on the target. This is great for withered stack generation. We add GMP or Awakened GMP to have 11 or 12 explosions on the target, each of which has 25% chance to inflict withered. So the question is can we fast enough to max cap the withered stack within 2sec (withered duration?
Instead, I have a better way: increase the withered stack duration. The build invests quite a bit into increasing skill effect duration so that we have Mirage Archer (MiA) lasts for ~10sec and withered lasts for ~5sec (instead of only 2sec). Remember MiA has 60% less attack speed, we need to invest into faster AS from frenzy charges, flask, etc.. So we manually shoot a volley of Blast Rain to the target and let MiA lockdown on that target for 10 seconds, a duration that is more than enough to kill any single-phase monster, such as metamorph. If our manual Blast Rain misses the target on the initial shooting, we need to shoot it again. But usually, I don't spend too much time on that. Just shoot the mobs with BR once in about 10sec and shoot Scourge arrow the remaining time.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
Last edited by WolfieNa on May 1, 2020, 10:57:02 PM
on May 1, 2020, 10:49:08 PM
Initially, I had a quicksilver flask. But when I started to farm more in Simulacrum, I realize that silver flask wouldn't help much in a confined area that filled with tons of crazy mobs. Furthermore, with a silver flask, I tend to move faster or forced to move around more often than I should. I, however, feel this doesn't work too well with Scourge Arrow which requires one to stand still and channel the skill for a few seconds. Quicksilver buff is wasted in this stationary period.
Instant life flask: it usually gives you around 900 life recovered instantly. My life flask recovered 12000 life over 6 sec, so it's 2000 life/sec. And we have fortify during the effect of this life flask too, so it's effectively 12000*1.2 = 14400 life / 6 sec (napkin math). Should be more than enough to outpace any instant life flask.
We also have a great amount of regen if we are stationary (~1200 life/sec), so in theory, not even a corrupted blood jewel is needed. However, if we forget to press the flask button or not pressing it fast enough when the corrupted blood starts stacking, we risk dying. I don't like that chance, so I go with an insurance method of using a corrupted blood-immune jewel. Regular bleed is nothing to worry about.
As aforementioned in previous post, I prefer not to go with quicksilver since it doesn't work well with the approach and style I usually play (and I don't have the extra space for it, too). However, I do have +29% movement speed buff from the cinderswallow flask (onslaught + 9%ms) which lasts for 9 seconds.
Last edited by WolfieNa on May 1, 2020, 11:19:42 PM
on May 1, 2020, 11:18:55 PM
Sorry for another question, but wanted to be sure, hybrid flasks don't gain charges from life flasks, i.e. Ryslatha's pantheon and "Mender's Wellspring" cluster node? The only way to get "free" charges is pathfinder's ascendancy?
on May 2, 2020, 2:32:20 PM
Hybrid flask is considered life flask as well. Therefore, Soul of Ryslatha and Mender's Wellspring should work with it just as with other regular life flask.
Update on speed flask: when I ran Uber Elder for recording purpose, I crafted +30% movement speed to the Basalt flask replacing curse immunity. It works just fine. So with the Basalt flask + Cinderswallows, I have +116% move speed. Hope that would ease up your concern on the lack of quicksilver.
Uber Elder fight.
Last edited by WolfieNa on May 2, 2020, 11:27:56 PM
on May 2, 2020, 11:00:06 PM
Is 12,000 life recovery over 6 seconds all from the hybrid flask and if so mind helping me understand the math to get from ~3500 to 12000? (New to flask finder).
on May 3, 2020, 12:35:18 AM
bahamut458: Good to see you here.
The maths behind it is as follows:
Total %x inc. flask effect: +25%
- Pathfinder: +20%
- Mana and flask effect: +5%
Total %x inc. flask duration: +46%
- Druidic Rite: +20%
- Cluster jewel: +26% = passive node (+6%) + Distilled perfection (+20%)
Total %x inc. life recovery from flask: +85%
- Hardened Scars: +15%
- Herbalism: +20%
- Cluster Jewel: 50% = Distilled Perfection(+25%) + Numbing Elixir (+25%)
Total %x inc. flask recovery rate, i.e. shorten duration: +20%
- Herbalism: +20%
Total: 11,344 life / 6.08 sec
- base: 3466 life / 5 sec.
- new base (with inc. flask effect): 4333 life = 3466 * 1.25
- duration: 6.08 sec = 5 sec * 1.46 / 1.2
- life recovery: 11,703 life = 4333 * 1.46 * 1.85
So the hybrid flask recovered: 11,703 life over 6.08 sec.
This matches with the number of my latest PoB in the screenshot below.
*Latest PoB (level 97, new helmet, add Taste of Haste flask):
Last edited by WolfieNa on May 3, 2020, 11:56:14 AM
on May 3, 2020, 11:33:58 AM
Looks like a very good build!
What are your thoughts on replacing blast rain with toxic rain? It would probably be more difficult to maintain 15 wither stacks, but the skill itself has more synergy with the damage scaling on the tree and you get up to 60% less movement on tethered enemies to stack with hinder.
on May 3, 2020, 10:37:17 PM