[3.10] Pathfinder-Scourge Arrow ft. Blast Rain(no totem)|Fortify from a bottle|All Content|HC-viable


           FORTIFY UP & CRUISE THROUGH ALL END-GAME CONTENTS

                 -One of The Tankiest Rangers in 3.10-
                   (non-herald/warcry stacker)


"
Offense wins games but defense wins league.

"
Let's win both games and league then. -wolife_poe



QUICK LOOK

Poison explosion chain


Face up against wave-20 Kosis


Tank the Shaper's laser beam and tele-slam (a testament to the build's defensive effectiveness)



CHANGELOG

Spoiler

2020/05/24:
  • Added Final defensive and offensive PoB (v2.0 and v2.1) for PoE 3.10-Delirium league.
  • New: Malevolence + Aul's Uprising for DPS.
  • New: Enduring Composure (small cluster) for sustaining endurance charges, i.e. reliable phys+elemental damage mitigation when proc'ed by Immortal Call.

2020/05/24:
  • Added leveling up PoB and guide (level 70 - 80 - 90).

2020/05/19:
  • Added meme build's PoB & video: Grasping Vine + Barrage.

2020/05/17:
  • Revamped section: End-game gear setup.
  • Added section: Guide of Guide.
  • Added section: Crafting End-game Gears -> Helmet and Quiver.
  • Added PoB v1.0.1-Remove Mana Leech node if you have -15 mana chest.
  • Added PoB v1.0.2-Enable Instant WarCry (smooth endurancy charge gen.) at the expense of life

2020/05/14:
  • Added Scourge Arrow Mechanics. Read if you have problem with single-target DPS.

2020/05/12:
  • Finish Delirium league's ultimate challenge: 100%-Delirious fully-juiced T18 map.

2020/05/05:
  • Add Divine Flesh at the expense of one Fettle node and instant warcry. Level 98, grab more life. [PoB v1.2]
  • Crafted new helmet with %x phys. damage taken as cold. Add Taste of Haste Flask and basalt flask with +30% movespeed. Level 97. [PoB v1.1]

2020/05/01:
  • Add new. Level 95. [PoB v1.0.0]




MEDIA

Cruise through all end-game contents PoE has offered.

Build Walkthrough:

Ultimate limit test:

Simulacrum:

End-game Bosses:

Fully-juiced map farming:

Survival test:

Meme build:



PATH OF BUILDING

Spoiler

Select the PoB ver that you like.

[v2.1] https://pastebin.com/hHTUt7v8
  • Offensive Final PoB (in 3.10).
  • 69% physical damage reduction.
  • DPS = 13.1M, HP = 6.4K, Malevolence.
  • Delirium league (3.10)


[v2.0] https://pastebin.com/bi6jiCyZ
  • Defensive Final PoB (in 3.10).
  • 90% physical damage reduction.
  • DPS = 8.5M, HP = 6.4K, Malevolence.
  • Delirium league (3.10)


[v0.2] https://pastebin.com/5q8bL8RN
  • Leveling PoB: Level 90.
  • See leveling guide section.
  • Delirium league (3.10)


[v0.1] https://pastebin.com/A2rpKT4E
  • Leveling PoB: Level 80.
  • See leveling guide section.
  • Delirium league (3.10)


[v0.0] https://pastebin.com/hEf4cSHB
  • Leveling PoB: Level 70.
  • See leveling guide section.
  • Delirium league (3.10)


[vMeme] https://pastebin.com/LHyp5ytk
  • Meme build: Grasping Vine + Barrage
  • Video above
  • Delirium league (3.10)


[v1.2] https://pastebin.com/tBMgNQFw
  • Level 98
  • Delirium league (3.10)


[v1.1] https://pastebin.com/3qUZVpN4
  • Level 97
  • Delirium league (3.10)


[v1.0.2] https://pastebin.com/q9E8WbDF
  • Level 95
  • Based on v1.0.1: added Insta Warcry nodes at the expense of some life.
  • Delirium league (3.10)


[v1.0.1] https://pastebin.com/mYW74Pnd
  • Level 95
  • Based on v1.0.0: removed Mana Leech node. Use this if you have the -15 mana chest.
  • Delirium league (3.10)


[v1.0.0] https://pastebin.com/mCgSCVmA
  • Level 95.
  • Delirium League (3.10)


Note: community fork ver of PoB.



PROS VS CONS

+ Well-rounded build.
+ Good clear speed and great single-target DPS (~10M DPS from SA + ~400K DPS from Blast Rain/MiArcher).
+ Extreme surviving capabilities thanks to Fortify + multi-layered defense.
+ Super durable: high regen; long utility flask duration + good life recovery (~12000life/6sec+Fortify from flask) + fast charge recovery.
+ All contents were cleared smoothly and deathlessly. All map mods.
+ Well-suited if you want to level to 100.
+ Hardcore viable.
+ Have reliable way to build up withered stacks (lasts ~5sec) by Blast Rain/MiArcher.
+ 100% League-starter, and final gears are affordable.
+ The gatling-gun scourge arrow + poison explosion feel satisfied.
+ Powered by the new cluster jewels introduced in 3.10.
+ 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.



GUIDE of GUIDE

On Single-target DPS
Spoiler
  • Have a look at the Scourge Arrow Mechanics section.
  • Large jewel cluster: swap out Unspeakable Gift (poison explosion), which is good for map clear, for Unholy Grace (+% chaos damage, +% AS).

On Ultimate Limit Test(T18/T19 100% Delirious fully-juiced double-Beyond map)
Spoiler
  • Improve your defense as much as you can. Divine Flesh is a good upgrade. The mobs in such limit test are extremely tanky and it can be hard to one-shot them, so be prepared to be smashed by thousands of mobs.
  • Since we cannot one-/two-shot mobs, Unspeakable Gift is not the best option in the Large Cluster, swap it out for Unholy Grace.
  • Move more often, dodge more often, esp. against the Beyond' unique bosses. They have the life pool of a Shaper or Elder (?!) in such ultimate maps.



THE BUILD MECHANICS (MUST READ)

Why another pathfinder build and the ideas behind it
Spoiler


Mechanics Explained
Spoiler

Defensive Setup: Fortify and Flasks



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.

Offensive Setup: Blast Rain



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.

Offensive Setup: Scourge Arrow

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
Spoiler
Read this if you have issue with your single-target DPS.
"
Scourge Arrow is a channelling bow skill. Channelling the skill charges up an arrow that creates spore pods as the arrow travels when released. The pods explode to fire thorn arrows around them. The arrow and pods deal physical damage converted to chaos damage.

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:
"
All projectiles now behave like arrows. Multiple projectiles emitted at exactly the same time can no longer hit the same target. Their area of effect damage can still overlap, dealing damage to the same target multiple times. Many skills have received balance changes as a result. We now have far better ability to balance projectile skills because Multiple Projectiles support gems aren't absolutely mandatory any more. Many skills that we have previously been unable to create due the presence of projectile shotgunning are now possible. In addition, melee characters aren't at as much risk from monsters with multiple projectiles.

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)



ASCENDANCY & BANDIT

Spoiler
Getting your Pathfinder's ascendancy points in the following order:
1. Nature's Reprisal.
2. Master Toxicist.
3. Nature's Boon.
4. Master Alchemist.

Note:
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.


Bandit
Kill them all.



THE CHOICES OF GEAR


Anointment
Very straightforward! There is only one choice: Hardened Scars (so that we can have Fortify on life flask drink).


Flask Setup
Spoiler


Coralito's Signature: This is our damage flask. Great offensive stuff.

Overflowing Challice: This flask doubles the charge replenishment plus huge chunk of life regen.

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.

Alternatives:


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%.

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
Spoiler


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.

Numbing Elixir, Distilled Perfection: provides flask recovery and prolonged duration. With Druidic Rite node, we have 6-second Fortify.

Fettle by two: +1000 life easily. Needless to say how important life is in the menacing Delirium league.


End-game Gear Setup
Spoiler

Main gears:



Alternative:




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.
  • When you have the bank, do not forget to divine Darkscorn to have good accuracy rating (25-30%). This build needs high accuracy to cap hit rate without using Precision.
  • Good roll of (145-150%) increased physical damage is our target.
  • Get 28% quality since we convert the bow's phys damage to chaos damage.
  • If you play in Standard in the future, always check if you have a legacy Darkscorn or not. A general rule of thumb is that a legacy item should not be divined.


Helmet: Crafting guide is available. Check it out in the Crafting end-game gear section. Recommended mods:
  • +1 pod enchant is a must for end-game mapping/bossing. When you leveling up, don't worry too much about this enchant. You can also get this enchant early by buying a cheap base. I bought a cheap helm with this enchant for about 10c in the early league, and it served me well until about T14,15 maps.
  • Good life roll.
  • An empty suffix to craft +130-140% increased ailment duration when focused. It's a huge boost to your DPS in 4 seconds every 16 seconds, i.e. 25% uptime.
  • The Redeemer's prefix '10% physical damage taken as cold damage'.


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:
  • (Warlord's prefix)+1 arrow for pod control.
  • (Hunter's suffix)+25% chaos DoT.
  • Accuracy rating (if your hit rate is not cap).
  • Life roll / benchcraft.
  • (Hunter's suffix) Chance to poison on hit/increased poison damage.
  • (Optional) +x% to maximum chaos resistance.


Chest: Crafting guide will be available in the crafting section. Recommended mods:
  • Socketed attack has -15 mana cost: is a must. It essentially makes Scourge Arrow cost no mana. This helps us equip more utility aura such as Flesh and Stone (+evade chance), and Dread Banner (+evade chance).
  • Frenzy charge on hit (chance): very useful in bossfight. Frenzy charge means higher attack speed --> SA takes shorter time to fire -> more DPS + survivability.
  • Good life roll.
  • Optional: +1 level to socketed support gems (very expensive to roll) if possible.
  • Redeemer's prefix: '15% physical damage taken as cold damage' (have a similar mod on the helmet).


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.

Amulet:
  • T1 life roll.
  • +48 intel (this build needs intel and accuracy).
  • Some resist
  • Optional: regen is good to have.
Depending on the situation that we would apply +20% life mod inc or +20% resist increase on the amulet. For the current gear, I went with +20% life mod inc.

Ring 1: one should be a Nostalgia ring with:
  • Increased chaos damage.
  • Chaos resist. HoAg's increased buff effect is very tempting, but there's simply nothing better than being able to cap your chaos resist (85% if you go Divine Flesh route).
  • Look for increase %life on the implicit.
  • Catalyst: we want to apply +20% resis catalyst on both rings.


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:
  • Good life roll.
  • Decent resists.
  • Good accuracy rating to cap hit chance, so we can use Dread banner (for +evasion chance) instead of Precision.
  • Catalyst: we want to apply +20% resis catalyst on both rings.


Boot:
  • T1/T2 life roll
  • +30% movement speed.
  • The Hunter's mod 'Inflicted poison deals damage faster' is great to have.
  • Optional: additional chaos resist if you need


Belt: Leather belt with:
  • Very good life roll on both the implicit and explicit.
  • Good flask mods, e.g. +flask duration, -flask used, etc.
  • Try to have as many good flask mods as possible. Flask mods + Life > everything else (if you can pick)



Gem setup
Spoiler

While the Scourge Arrow gem setup is quite standard, the Blast Rain setup employs withering touch and Mirae Archer to generate withered stacks, supporting by GMP and Awakened Added Chaos Damage.


Pantheon
Spoiler

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.



CRAFTING YOUR END-GAME GEARS


Crafting Helmet
Spoiler


The idea of this craft is to incorporate the following defensive mods:
  • (Redeemer's prefix)'10% of Physical damage taken as (Elemental = Cold) damage'.
  • (prefix) T1 or T2 life roll.
  • (suffix) One resistance roll.

with the best-in-slot offensive mods (crafted from the bench):
  • (suffix) 130-140% increased duration of ailment you inflicted while focused

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:

  • S1) Get a base helm of level 83 or 84 with the +1 pod enchant. Reminder: don't get the level 85 helm with +1 pod because of the aforementioned reasons. But if you have an excessive war chest, there is nothing that stops you from getting such a base.
  • S2) The following step can be done by either alteration spam or Fossil crafting. Alteration spam is straightforward: you spam alt until hit either T1/2 life and an acceptable roll of elemental resistance suffix of your choice, i.e. lightning resist, and regal. If you hit any useful roll, e.g. accuracy rating, intelligence, etc., stop and proceed to step S5. What you want from step S2 is 1 prefix (T1/T2 life) and 2 suffixes, one of them is an elemental resistance needed to cap your resist.
  • S3) If you don't like alt-spam, you can do a fossil-crafting with Potent Chaotic Resonator (2-slot) + Pristine Fossil (more life), and one kind of fossil that rolls more elemental of your choice. For example, if you want one lightning resistance + life, roll with Pristine Fossile (more life) and Metallic Fossil (more lightning).
  • S4) Once you arrive at 1 prefix (T1/T2 life), and 1-2 suffixes (lightning resist in this example), stop fossil-crafting. If you have 3 suffixes, try to annul out one suffix that's not the resist roll you want.
  • S5) The next step is to roll 'Physical damage taken as cold damage' as a prefix. The reason we want this specific mod is two folds. First, it gives more physical damage mitigation since our physical resistance is less than cold resistance. With the similar 'physical damage taken as cold damage' on your chest (if you can craft) and a Taste of Haste bottle, you are close to the cap of physical damage mitigation. Second, roll 'taken as cold damage' is much easier and nearly deterministic due to the number of mods on the Redeemer's prefix that can be rolled.
  • S6) To do it, first block the 3rd suffix with 'Cannot roll caster mods' (cheap). This will block the 'Unleash support' roll that we don't need and leave us with 1000/1500 or ~67% chance to roll 'Physical damage taken as cold damage', which is a very good deal.
  • S7) Take a deep breath and slam a Redeemer's exalted orb.
  • S8) If you have above average luck (it's 67% after all), voila! You have made a very good helmet. Otherwise, you end up with '+% chance to gain power charge on kill' which is a very good mod (even better for many builds). List this item for sale and start with another helmet if you still have the funding.
  • S9) The last step is to bench-craft the '130-140% increased ailment duration.. while focused' replacing the 'caster mods cannot be rolled'.
  • S10) Nicely done! Congratulations if you reach this step.


Crafting Quiver
Spoiler


The idea is to incorporate the following mods (getting as many optionals as we can):
  • (Hunter's suffix)+25% chaos DoT multiplier.
  • (Warlord's prefix)+1 arrow.
  • (prefix)Life roll or bench-craft.
  • (Hunter's suffix)+% chance to poison on hit / increase poison damage.
  • (suffix) DoT multiplier. [Optional]
  • (suffix)+x Accuracy rating (if you haven't cap your hit rate). [Optional]
  • (Hunter's prefix)+n% to maximum chaos resistance.[Optional]

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.


Crafting Body armour
Spoiler
To be added



LEVELING UP GUIDE


Leveling gears (level 70-90):
Spoiler



For the rest of the gears, check out related PoBs in the Path of Building section.

Level 70
Spoiler

Check out the PoB level 70 in the Path of Building section.

Grab 3/4 ascendancy notables:
As soon as possible.

Focus:
- Life.
- 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.

Gear:
- 5-link Death's Opus as main should be enough.
- 5-link body chest with temple mod (+raw life / +% increase life).
- Try to grab a Darkscorn as soon as possible.

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.

Level 80
Spoiler

Check out the PoB level 80 in the Path of Building section.

Grab 4/4 ascendancy notables:
As soon as possible.

Focus:
- Life.
- Damage.

Gears:
- Should already have a Darkscorn in the inventory and start 5-link it.
- 6-link body chest from level 70.
- Start crafting the cluster jewels: medium flask cluster -> small Enduring Compusure cluster -> large cluster (as PoB) -> medium Chaos DoT cluster -> small Fettle cluster.

Level 90:
Spoiler

Check out the PoB level 90 in the Path of Building section.

Focus:
- DPS: should have 6-link Darkscorn + 6-link chest from level 80.
- Cluster jewels:
  • If you have everything, plug them in.
  • If you haven't finished the set, prioritize medium flask cluster -> Enduring Composure cluster first. Plug these two into your tree first since they give significant boost to the overall defense.
  • Plug in the rest of the cluster set in you skill tree.
  • No need to rush. One piece at a time. Only start spec'ing into cluster when you have the two aforementioned clusters.


Gear
- 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.





OTHER DISCUSSION


Road to level 100
Spoiler

I would suggest speed-running fully-juiced Promenade + Overgrown Shrine. Although if you feel uncomfortble with the confined area in Overgrown Shrine, feel free to switch to Light House or Burial Chamber.

I leveled up from lvl 95 to lvl 97 in just 16h of playing time by doing so why still having chance to get 4 watchstones to fight SIrus for additional possibility of good drop. Not a single death.


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.



FAQ

Spoiler

1.
"
I was wondering why you didn't put Faster Attacks on the blast rain setup. My understanding is that the primary focus of those links is to inflict wither, so would FA not help with that? Or is it too slow to make any real impact on Mirage Archer?

Answer:
Long story short: Awakened Added Chaos Damage provides better bang for the buck since we have extra 200K DPS from MiA. Long answer.

2.
"

This is really impressive life recovery, is this all cinderswallow or the life regen?

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.

3.
"

Somehow I can't figure out where you get fortify from.

Answer:
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.
Pathfinder Scourge Arrow ft. Blast Rain | Fortify from a Bottle | Extreme Damage Mitigation + High DPS:
https://www.pathofexile.com/forum/view-thread/2851574
Last edited by WolfieNa on May 30, 2020, 10:13:10 AM
Last bumped on May 28, 2020, 3:50:26 PM
reserved.
Pathfinder Scourge Arrow ft. Blast Rain | Fortify from a Bottle | Extreme Damage Mitigation + High DPS:
https://www.pathofexile.com/forum/view-thread/2851574
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?
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I saw your build posted on reddit and was curious about few things, nice you posted it here too.

Thank you. The idea of posting here for retrievability was actually from a gent in reddit. :)

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Can you explain how exactly the blast rain setup works? Do you just alternate casts of blast rain and scourge arrow?


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.
Pathfinder Scourge Arrow ft. Blast Rain | Fortify from a Bottle | Extreme Damage Mitigation + High DPS:
https://www.pathofexile.com/forum/view-thread/2851574
Last edited by WolfieNa on May 1, 2020, 10:57:02 PM
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Viktranka wrote:


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?

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.


"

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?


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.
Pathfinder Scourge Arrow ft. Blast Rain | Fortify from a Bottle | Extreme Damage Mitigation + High DPS:
https://www.pathofexile.com/forum/view-thread/2851574
Last edited by WolfieNa on May 1, 2020, 11:19:42 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?
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Viktranka wrote:
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?


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.
Pathfinder Scourge Arrow ft. Blast Rain | Fortify from a Bottle | Extreme Damage Mitigation + High DPS:
https://www.pathofexile.com/forum/view-thread/2851574
Last edited by WolfieNa on May 2, 2020, 11:27:56 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).
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bahamut458 wrote:
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).


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):
https://pastebin.com/UuPGTryZ

Pathfinder Scourge Arrow ft. Blast Rain | Fortify from a Bottle | Extreme Damage Mitigation + High DPS:
https://www.pathofexile.com/forum/view-thread/2851574
Last edited by WolfieNa on May 3, 2020, 11:56:14 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.

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