Elemental Gas Arrow Poison Pathfinder [Immortal / Bossing / Sims / Mapping / All Content T4] 0.1.1e

I'm not sure what max roll is but I'm sure that's contributing plenty to the dps increase as well. The extra dex and mana on death is nice too. Idk why but early on I just didn't really appreciate what getting more out of your quiver was worth. Once I switched to elemental it became even more apparent, and using ingenuity also helped teach me in general not to overlook all the mods getting multiplied... I loved recalculating the resists I was getting from my rings once ingenuity got calculated.
So you guys are going for higher bow dmg now on the quiver? Taking it in place of projectile skills and flat elemental damage? Let me know how it works out I’m also following this guide pretty close to the T, only piece I’m missing is ingenuity at the moment. I’ve got all the gems and diamonds and it’s running fantastic so far. Just got a bow last night that I corrupted to 3 sockets and had a total of 170% elemental damage and some good attack speed. Feeling good. Thanks for sharing all this info and I look forward to any updates or extra info you’re willing to update the guide with!
I'm not sure what's most important to prioritize to be honest. Mine has some flat ele, bow skill dmg, and plus skills, so it has room for all of that (just not 3 ele dmg, I think mine has 2). Maybe I'll play around on path of building to see what has the most value assuming 100% quiver bonus.
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So you guys are going for higher bow dmg now on the quiver? Taking it in place of projectile skills and flat elemental damage? Let me know how it works out I’m also following this guide pretty close to the T, only piece I’m missing is ingenuity at the moment. I’ve got all the gems and diamonds and it’s running fantastic so far. Just got a bow last night that I corrupted to 3 sockets and had a total of 170% elemental damage and some good attack speed. Feeling good. Thanks for sharing all this info and I look forward to any updates or extra info you’re willing to update the guide with!

Projectile skills is a suffix, so it can't be replaced. It's just that you generally don't want to be above 29 or 30, because mana cost becomes difficult to sustain, if you check my PoB, there's really no breakpoint for Quiver bonuses to be better than Magnitude until I hit like level 32 (which is about 3 shots until OOM).

Look for DPS that doesn't cost mana, and also consider that PoB is not calculating your actual realistic gameplay. For example, if you purely look at PoB, you'd assume that + additional arrows is a completely useless modifier, since it adds no damage.

You'd also assume that attack speed increases our poison dmg, but it doesn't, it just increases the projectile damage per second because PoB is assuming we are standing still shooting the boss with our key held down. Attack Speed isn't a useless stat, because it feels insanely good to have some, and the game is just funner to play with it on this build. It feels awful, terrible and soul crushing to play with none. However, it is not a DPS increase at all.

The actual game is dynamic, and while PoB can be useful for identifying clear upgrades, common sense should also prevail. In my case, bonuses to quiver over more Magnitude was the worst of both worlds. Magnitude just continues to hit harder the more of it you get.

In terms of bow prefixes specifically, yeah, damage with bow skills is the BEST prefix by far. It's better than 3 ele for sure. Fire, lightning and damage with bow skills are your best 3 prefixes. Flat cold and flat phys come in a close third and fourth.

If you have a 50%+ damage with bow skills roll, AND also a % increased damage corrupt enchant, then that's different, and I'd assume increased quiver bonuses becomes Adorned-worthy, but realistically it is also one of the most sought after mods for other meta builds, so it's going to be more expensive, harder to find, and generally not optimal unless you are changing your skill tree up a bit from mine to find some mana elsewhere.

My bossing bow has an additional 3 levels on my clear bow, and it also has like 150+ additional flat damage. My clear bow has a single additional arrow, and there's a reason I use it for 99% of content.

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Vari#0223 wrote:
I'm not sure what's most important to prioritize to be honest. Mine has some flat ele, bow skill dmg, and plus skills, so it has room for all of that (just not 3 ele dmg, I think mine has 2). Maybe I'll play around on path of building to see what has the most value assuming 100% quiver bonus.


If you have +1 on quiver, then 100% is a breakpoint to gain levels, but if you have +2 on your quiver, then you only need 50% for +3. 100% is as equal of a breakpoint as 150% is. I'm not saying it is guaranteed to be worse since you clearly have already tested things out, but if you try it on my PoB, you'll notice that there's basically nothing that you can replace one of my current jewels with that will beat any of them.

I assume it's because my magnitude scales harder the higher it gets. My poison magnitude effect is over 7 times baseline, which I would assume is over 4x as powerful as having 3.5 times. Magnitude is just a great thing to stack, it's also why I recommend Lasting Trauma on an anoint if you don't have a Megalomaniac with it (even though PoB might say Crushing Verdict or Volcanic Skin is more DPS).

For your own PoB I would recommend copying my own configuration, and setting your active skills to Poison Cloud (instead of Arrow) of Gas Arrow, and copying my general config. I've done some manual overrides to account for things like Despair's weapon swap Curse Effect not applying (I override enemy chaos res to -15% to make up for it)

I don't really think damage is a thing we need to scale that much end-game, since the hardest thing to kill is Arbiter and Xesht and we can already do that pretty comfortably. If you don't plan to do them, it's better to scale other things like movement speed and evasion / es. If you do want to absolutely minmax damage however, with a high budget, another user commented earlier and I replied with a build I made focused around crit. It does seem like crit is the most potent way to scale outrageous damage with Gas Arrow right now.
Last edited by cricrusic#5718 on Feb 13, 2025, 3:17:03 AM
The names of proper nouns may be different because I am using translations.

I have been making my own changes since I came across your build. First of all, thank you for that.

How about using the old jewels for the sockets on the right side of Elemental Equilibrium? The Jewel of Ancient has a large passive that can give up to 7% acceleration of damaging conditions. You can earn 21% for an affordable point by taking Catalytic Action, Feel the Earth, and Anoint the Fire. Other useful effects such as poison strength, range, and duration can be added if the asset is well matched.

Also, the medium-large radius of controlled metamorphosis in the socket a little above to the right and to the left of the swift blow allows us to take several large passives directly useful to us.

Hopefully this will be useful to the many exiles who love gas arrows.
Last edited by kasikoiinu#1140 on Feb 13, 2025, 6:50:14 AM
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Q: Does Original Sin work for this instead of Plaguefingers?
A: potentially, but all our attack damage and proj damage wouldn't convert so you'd need to restructure the entire tree around chaos damage.


Hello, i'm trying to use Original Sin. In my understanding, increase attack damage and increase projectile damage work with chaos conversion, because these bonuses apply to the hit itself, regardless of the nature of the damage the hit is made of. Is this correct or am I doing it wrong? an explanation would be very valuable. A thousand thanks
Could someone help me understand exactly what all this flat damage (fire, lightning) being added to rings and other gear is doing and how it deals more damage than the poison and curses? I'm also curious about the 90% elemental damage buffs on the bow... poison isn't elemental so it doesn't increase our damage there, is it just the initial blow of the arrow dealing this elemental damage? Would appreciate if anyone has the time to help me understand! I've got this build to level 90 now and just want to really get a better grasp of how everything works together.
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Q: Does Original Sin work for this instead of Plaguefingers?
A: potentially, but all our attack damage and proj damage wouldn't convert so you'd need to restructure the entire tree around chaos damage.


Hello, i'm trying to use Original Sin. In my understanding, increase attack damage and increase projectile damage work with chaos conversion, because these bonuses apply to the hit itself, regardless of the nature of the damage the hit is made of. Is this correct or am I doing it wrong? an explanation would be very valuable. A thousand thanks


I think he meant the inverse -- increased elemental damage doesn't work. Conversion happens first, so anything that increases ele dmg wont apply with original sin. Has to be flat dmg only. I have never seen a way to get original sin to work personally. HoWa is the best bet and it's not enough.
Last edited by suchacrisis#2704 on Feb 13, 2025, 10:41:47 PM
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Q: Does Original Sin work for this instead of Plaguefingers?
A: potentially, but all our attack damage and proj damage wouldn't convert so you'd need to restructure the entire tree around chaos damage.


Hello, i'm trying to use Original Sin. In my understanding, increase attack damage and increase projectile damage work with chaos conversion, because these bonuses apply to the hit itself, regardless of the nature of the damage the hit is made of. Is this correct or am I doing it wrong? an explanation would be very valuable. A thousand thanks


I think he meant the inverse -- increased elemental damage doesn't work. Conversion happens first, so anything that increases ele dmg wont apply with original sin. Has to be flat dmg only. I have never seen a way to get original sin to work personally. HoWa is the best bet and it's not enough.


Yep, I misspoke. Thanks for clarying, I'll edit the post. I also tried to make it work and couldn't, but I could still be convinced it is possible.

Also as an update, I've added a 60% movespeed variant here: https://pobb.in/jT15nfZdliet

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Could someone help me understand exactly what all this flat damage (fire, lightning) being added to rings and other gear is doing and how it deals more damage than the poison and curses? I'm also curious about the 90% elemental damage buffs on the bow... poison isn't elemental so it doesn't increase our damage there, is it just the initial blow of the arrow dealing this elemental damage? Would appreciate if anyone has the time to help me understand! I've got this build to level 90 now and just want to really get a better grasp of how everything works together.


Check out the gloves that we are using. It's the reason why this works.
Last edited by cricrusic#5718 on Feb 14, 2025, 4:16:49 AM
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I think he meant the inverse -- increased elemental damage doesn't work. Conversion happens first, so anything that increases ele dmg wont apply with original sin. Has to be flat dmg only. I have never seen a way to get original sin to work personally. HoWa is the best bet and it's not enough.


Thx for reply. So we can confirm that it's only elemental damage doesn't work, attack damage and projectile are ok right?

About original sin choiche: in these days i doing some test, and need more time; ok we loose all elemental damage bonus but we can rely on the physical damage which still contributes to the poison magnitude and also, as you said, there is the flat increase of HoWA. I currently have 350 intelligence, which converts to 35-350 flat chaos damage. I need to do several tests to see where I can push it, but the current currency doesn't allow me to try everything I would like XD

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