[3.25] Scourge Arrow Poison Prolif Pathfinder - Fast, tanky, fun to play

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Corukana wrote:
I was trying to make a ballistas poison build for the new pathfinder. I wanted my build to be ssf viable and was wondering if this setup works at all without the uniques? I was going to manually cast scourge arrow with mirage archer on it and then set up siege ballistas with added chaos damage since they seemed to have better poison damage than ballista supported scourge arrow. This is my first league so I could be completely missing how to get the math right with sourge arrow ballistas.


SA ballista will not work without the helmet. We scale via frenzy charges, onslaught, and adrenaline which is essentially half the effectiveness without the helm. I'd go for TR ballista if you wanna do ssf

Done with the budget belt craft!
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ericchongws wrote:

Done with the budget belt craft!


Gratz!
How much divines did you spend?
just killed this aul with the build
So here is small update im working on for the build:

https://pobb.in/gfi4BGAORyOf

It basically drops Master Fletcher and takes Rain of Splinters instead. Thanks to this we can repath to Natural Remedies for more flask duration and flask effect for even more defense. Im still not 100% sure about it but I think its an improvement? Makes getting good enough rolls on Progenesis cheaper too
My builds:
https://pobb.in/u/thedeathbeam
My site:
https://mapsofexile.com/
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Corukana wrote:
I was trying to make a ballistas poison build for the new pathfinder. I wanted my build to be ssf viable and was wondering if this setup works at all without the uniques? I was going to manually cast scourge arrow with mirage archer on it and then set up siege ballistas with added chaos damage since they seemed to have better poison damage than ballista supported scourge arrow. This is my first league so I could be completely missing how to get the math right with sourge arrow ballistas.


This builds benefits a lot from some uniques. Both Wilma's and Snakebite can help a fair bit, but both are relatively common uniques. Taste of Hate and Progenesis also add a lot of tankiness, but are much rarer. That being said I THINK this build would be fine in SSF with the exception of a decent bow craft, which I don't think is unreasonable but I have not looked into. Darkscorn is the optimal pick, but is quite rare so I would not think it easy to get in ssf. The tree gives you a lot of power and totem playstyle is relatively safe if you go a bit slow.

If you want to test this for yourself, import the POB and take off all the uniques on the starter item build and replace them with what you think are craftable rares and see where you stand! You may find it beneficial to go iron reflexes + molten shell as it will be much more difficult to get the high phys damage taken is converted to X Ele/Chaos which helps this build not get one shot by physical. You may also want to craft up to whispers of doom and annoint vengeant cascade.
So I did uber shaper with pathing to natural remedies and I could legit just stand in everything, super nice. I also testd if i have mana issues after dropping some mana and also skirmish but its mostly fine so I will try to update the guide tomorrow if I will have some free time.
My builds:
https://pobb.in/u/thedeathbeam
My site:
https://mapsofexile.com/
"
So here is small update im working on for the build:

https://pobb.in/gfi4BGAORyOf

It basically drops Master Fletcher and takes Rain of Splinters instead. Thanks to this we can repath to Natural Remedies for more flask duration and flask effect for even more defense. Im still not 100% sure about it but I think its an improvement? Makes getting good enough rolls on Progenesis cheaper too


I always love the sound of better defenses, how much dps do you lose from the jewel ?
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S_Elise_2 wrote:
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ericchongws wrote:

Done with the budget belt craft!


Gratz!
How much divines did you spend?


I'd say I got lucky, so maybe around 6-7d?
CWDT Setup is a little awkward with the new changes to auras isn't it? Going back to artic armor and down to 7% unreserved mana puts us at around 100 unreserved mana and to cast both enfeeble and immortal call at once it's around 100 mana, isn't it? Almost breaking it even once you have anomalous support and all.

But while mapping and regularly throwing down totems I feel like I'm not always getting the value out of this link.


I've temporarily circumvented this by making sure immortal call casts first in the link(top left) so enfeeble casts while IC is on it's internal cooldown, but it'd be nice to make this feel more consistent somehow.

I'd guess the play is to shove a level 4 enlighten in for the consistency. I did grab a jewel with a 3% efficiency roll too.

Am I crazy? Tell me I'm missing something.

It's particularly glaring for me as my bow's crucible tree has 20% increase cost for 60% increased global damage but..
Last edited by Bluepugs73 on Apr 20, 2023, 3:24:59 AM

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