๐[3.4] Trickster ๐ MoM Caustic Arrow & Toxic Rain ๐ 600+ Depth ๐ Uber Elder Down ๐EZ Budget ๐
" Yeah good to know that, is 40% less damage with quill rain. | |
I'm not sure if it's still good with quill rain...
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Toxic Rain Trickster still viable. You just need to stack attack speed to make up for the quill rain attack speed loss. I had to run a lightning golem plus bow and quiver that increases attack speed/projectile as replacement. With blood rage, the attack speed is close to Quill Rain. I might even pick up the attack speed node beside the hp nodes near scion to add even more attack speed.
Edit: Made a new trickster in standard to test, you can link faster attacks to toxic rain when you dont have the gear yet. Working out for me and has been smooth so far. Last edited by Absol9 on Dec 6, 2018, 7:54:34 AM
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" Toxic Rain is still viable with Quill Rain, but you'll want a pretty different passive tree. There's a total of 52% "non-ailment chaos damage over time multiplier" on the tree now. If you take it all, Quill Rain will do .6 * 1.52 = .912, or 91.2% of its previous damage. So it's nerfed, but not tremendously. The problem is OP's passive tree doesn't go near most of the nodes that now have chaos DoT multi. This is an old passive tree from a different chaos build (Death's Oath) that ends up hitting most of the nodes you'd want for that: https://www.pathofexile.com/fullscreen-passive-skill-tree/3.3.0/AAAABAYCAQSzBx4I9A5ID6sRLREvEZYTbRQJFr8YVhhqGYoajxzcIvQkiyaIJpUo-isKLJwvbzLRM6M1kjpYOuE8BTy2PV9Bh0VHRZ1JE0lPSVFN405tUlNSr1NSVUtVxlgHWrlcQF3yYeJn_Gh0aPJqQ2qMbAttGXC7dZ52gngvfIN85X_GgLOCx4PbhMWFMofLieCLDo8aj0aP-pFHkx-TJ5TxlS6XLZf0muCboZu1nDKhL6IAotmjo6XEplenCKebrJiw2LTRtUi3MLc-uJO7TbyqvOq-isBmwzrIDMgUzxXYvdkT2jvaYt1f5ljoWutj6-7sGO988B_w1fJF9W_22vfX-ej7Cf4K_o8= Honestly, I'm a little confused by OP's tree anyway. It looks like it's got a lot of bow phys dmg scaling, which is maybe (?) good with a +3 bow, but definitely not with Quill Rain. I may be missing something, but going up toward Witch instead of down toward Ranger seemed generally better to me before, and almost essential now with the new DoT multi passives. edit: OK, it looks like in 3.4 the "damage with ailments" on ranger nodes was turned into "damage over time", which makes more sense than trying to scale phys. Still, I stand by my statement that you're going to want the DoT multi nodes from the top of the tree now. Last edited by procproc on Dec 6, 2018, 3:31:30 PM
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Incredibly new here, Would the exact tree posted by procproc work with how the rest of the build is set up? if I were to follow that with this build would it work better or should I find a different build?
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