Poison Gas Arrow Pathfinder

Im also tryin this build after i tried dot-spread occulist(which was weak cuz of lackin multipliers).

I ll go semi-int style which i think more dps on single target.

Idea is "contagion"skill spreads poison 1x-4x-16x dmg wise. Throwin level 1 contagion and just runnin cuz it "carries" and "resets" poison time and multiply dmg with 16x.

Also "dark effigy" totem can add %50 (atleast) withered and with despair curse dps skyrockets on single target.

Btw u might need armor break since u use physical dmg. Which might give %50+ dps just with that. Might be another skill to throw for tough enemies.

I will follow thread so we share ideas and make this even more Op build:)
Last edited by diebreath#7585 on Dec 17, 2024, 7:08:01 PM
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Vine Arrow's Damage over Time has been adjusted, it is now slightly higher at Lower Levels, and substantially lower at Higher Levels. The intention of this ability was that you poison it to spread poisons, as opposed to the vine itself dealing immense amounts of Damage.

new patch note.

how bad does this nerf the build overall?


Doesnt change anything for us honestly.
Can you please explain one thing? Why all the physical damage? Why put Heft on GAs Arrow?
Loving the build.

Haven't played PoE in years. Always loved Poison builds. Please continue to update build guide, specially for a noob like me.

I'm following your skill tree on maxroll. you can hit the arrows and start from the beginning on passive tree. Noob questions. you said to rush the + 1 Poison. you done get "Building Toxins" till 94/114. Do I rush "building Toxins" instead of going in order and getting "Prolonged Assault", "Fast Acting Toxins" and "Wasting"?

Thanks.
Does martial tempo scale the rate at which poison are applied?
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Im also tryin this build after i tried dot-spread occulist(which was weak cuz of lackin multipliers).

I ll go semi-int style which i think more dps on single target.

Idea is "contagion"skill spreads poison 1x-4x-16x dmg wise. Throwin level 1 contagion and just runnin cuz it "carries" and "resets" poison time and multiply dmg with 16x.

Also "dark effigy" totem can add %50 (atleast) withered and with despair curse dps skyrockets on single target.

Btw u might need armor break since u use physical dmg. Which might give %50+ dps just with that. Might be another skill to throw for tough enemies.

I will follow thread so we share ideas and make this even more Op build:)




IIRC, Poison damage is calculated before Enemy Defense, so it should not give more damage, Poison itself is Chaos not physical aswell.

I wonder if momentum works, the one that increases damage by 40% after moving 2m, I can see the animation of it activating but didn't test if the damage increased. Also animation is only happening when moving while casting, and not when casting into dodgeroll.
Last edited by Slyccor#7657 on Dec 18, 2024, 6:15:32 AM
Y but both withered and chaos curse modifies enemys damage taken against poison.

-For armor break monsters take more "hit" dmg aka bigger poison.

-Contagion carries debufs in this case poison with x4 effect.
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Y but both withered and chaos curse modifies enemys damage taken against poison.

-For armor break monsters take more "hit" dmg aka bigger poison.

-Contagion carries debufs in this case poison with x4 effect.



Poison description :
*This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit

...but any such modifiers that specifically apply to Hit damage do not affect poison damage.*

Armour description :
* Armour reduces physical damage from Hits *



Might look into Despair though ( -35% Chaos Resistance), but I think we get fairly easy to a point where we don't need more AoE damage ( Poison Cloud from Poison Arrow Tooltip is at 3.8kdps for me, so 22.8kdps from 6 Stacks)

Or for More Damage you can use Rain of Arrows with Withering Touch + Chaos Infusion

I really need Survivability more than Damage atm, Mobs still die in 1-2s in T15 Maps
Last edited by Slyccor#7657 on Dec 18, 2024, 6:41:38 AM
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Slyccor#7657 wrote:
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Y but both withered and chaos curse modifies enemys damage taken against poison.

-For armor break monsters take more "hit" dmg aka bigger poison.

-Contagion carries debufs in this case poison with x4 effect.



Poison description :
*This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit

...but any such modifiers that specifically apply to Hit damage do not affect poison damage.*

Armour description :
* Armour reduces physical damage from Hits *



Might look into Despair though ( -35% Chaos Resistance), but I think we get fairly easy to a point where we don't need more AoE damage ( Poison Cloud from Poison Arrow Tooltip is at 3.8kdps for me, so 22.8kdps from 6 Stacks)

Or for More Damage you can use Rain of Arrows with Withering Touch + Chaos Infusion

I really need Survivability more than Damage atm, Mobs still die in 1-2s in T15 Maps


I ve seen videos. Its mostly for boss-killer spec.

Also i think martial tempo doesnt help "dot tick rate" cuz poison dmg per sec doesnt change but when u un-spec poison tick rate on tree it changes. But it helps that u throw faster gas arrow.

Armour reduces physical dmg yea but gas arrow etc. calculate as if u "hit" %200 physical dmg.

If despair works withered works too cuz they are same. In poe1 it was this way for poison. For end-end game u were increasin curse effects withered effects etc. For map clear u just need Aoe and move/attack speed.
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MBlueW#7892 wrote:
Does martial tempo scale the rate at which poison are applied?


No, not directly. You can test this by going to any story mode boss, shoot one gas arrow and see how many poisons stack up. Add martial tempo, nothing changes.

It makes clearing and playing feel much nicer though and you can stack up multiple gas clouds faster.

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