[3.16] Remi's Toxic Rain Deadeye | Beginner guide | All Content Viable


Video Guide (Click me)

Hi! If you are a new player, you are recommended to check section 7.0. It will guide you through the entire acts. To further optimize your build, you can check section 2.0 and so on.

Pinned Messages, PLEASE READ
1. Please check QnA section before asking questions to clear your doubts. If you have read all of them, please state so that you have read it when you are asking questions.

2. Please check the notice board for any updates

3. Don't PM me ingame, via mail, in discord or any sorts of PM. I am not the only person who could help you, and please do respect my own privacy. Your understanding is greatly appreciated.

4. PoB is at section 2.1

Notice Board <--- Check me here for updates! (Last touched : 19/10)

3.16 patch notes
- Dexterity tree got nerfed in general, Wind Dancer is dead.
- Jewels DoT buff (it is an insignificant change for most setups)
- No significant changes that massively affected the build so far.

Survivability is not very amazing, sacrifice damage for more survivability.

Quick Illustration of TR changes on 3.14


(16/2): Due to word limit, I've split gearing section into two parts. Additionally, updated some contents in the gearing section.

(14/4): We are going to deadeye since AoE is no longer relevant and Hardened Scars is gone.
Changes to cluster jewels, boots, ascendancy, quiver

(17/4): Changed ascendancy explanations to deadeye

(15/10): Notify the 3.16 changes, no updates towards the content of the build guide

(19/10): Updated PoB, contents of the guide has not


We are a small community right now, if you have any questions you can hook me up there as I'm fairly active on discord - https://discord.gg/XAREVfd
New to the game? Require assistance throughout your gameplay or just want to hangout with randoms? Join PoE official discord! - https://discord.com/invite/pathofexile

Occasionally I will stream at https://www.twitch.tv/remicaster1, feel free to ask any questions about the build there, I will be more than happy to help you out

This guide is made possible with help from one of my friend, Seberus100. He has provided some reliable information from conducting experiments on toxic rain to us. I gathered some of the information, did some further testing and to prove that pathfinder is NOT a bad class for toxic rain builds as of 3.10.

So I'd quickly give him a shoutout for the information, watch his stream right here!

The full leveling section is made possible by Shyvanaa, thanks to Shyvanaa for writing the full leveling process.


Table of contents
1.0 Introduction
> 1.1 Pros and Cons
> 1.2 Toxic Rain Mechanics
> 1.3 Why Deadeye?
> 1.4 Videos
> 1.5 Mechanics of this build

2.0 Gearing Information - First Half
> 2.1 Path of Building <------- Don't miss me, I am here
> 2.2 Gears

2.0 Gearing Information - Second Half
> 2.3 Jewels
> 2.4 Flasks

3.0 Ascendancy explained
> 3.1 Deadeye ascendancy rundown
> 3.2 Ascendancy Order

4.0 Bandits & Pantheons
> 4.1 Bandits
> 4.2 Pantheons

5.0 Gem Links
> 5.1 My setup
> 5.2 Alt Quality

6.0 Leveling
> 6.1 tl;dr leveling
> 6.2 Whole leveling
> 6.3 Gear Progression

7.0 Miscs
> Questions and Answers
> Information for beginner players
> Gear crafting guide
> Other Media


1.0 Introduction

1.1 Pros and Cons

> High damage uptime
You are able to kill conquerors and guardian in matters of seconds, looking their life pool getting drained so quick that if you blinked you might didn't saw what happened to them. But of course this does comes with a price, the more you invest the more damage you will get. You would also have good damage uptime as the Mirage archers would be able to do the damaging job while you are moving around dodging boss skills

> All map mods
This build allows you to safely faceroll any maps of your choice. Any map mods, just name it! It can be reflect, no regen, or whatever, this build DOMINATES all map mods. No regen maps will need minor tweaks for clearing if you haven't got all of the -mana cost stats.

> All content
Aside from Hall of Grandmasters which people could be immune to our damage, we can pretty much do any content available in the game currently with EASE. A8 Sirus, uber elder etc, all you can name it, yes we are able to do them!

> Upgrade gaps
This build can do all content on budget version just fine, but it comes down to your own acceptance on this build to become smooth. To some people, making this build to feel smooth requires a lot of currency because they have high requirements. If your acceptance are "I only accept builds that 1 shot everything", then this build might not be suitable for you because it requires a lot of currency to make it feel smooth. But on a general side, this build should be sufficient enough for most players to get going.

> Damage falls off at high reds, higher investment is needed
This build is very strong on the early stages of the game including acts until red tier maps. But once you've reached the red tier map zone, bosses felt a lot tankier and won't die fast enough. In order to deal with this, you need to have investments in the build else it will underperform.

1.2 Toxic Rain Mechanics (Important)


Toxic Rain is a chaos based attack skill gem. When fired, it will be firing 1 + 4, a total of 5 projectiles by default into the sky, then landing on the ground, hitting enemies around the area then leaving pods based on the amount of projectile you fired (default 5), which deals chaos damage over time (DoT) and last for 1 second (on default) which can stack and overlap on each other, applying 5% slow on monsters for each pod, maximum of 30%. When the pods duration end, it will explode, hitting the enemies additional time, applying on hit effects too.

Although Toxic Rain is a projectile, modifiers to projectile behavior such as pierce does not affect them.

Toxic Rain will be able to "convert" projectile damage into the gem's damage over time effect. This means that any projectile damage you took on the passive tree will apply to the chaos damage over time effect.

Here we scale the damage over time effect on Toxic Rain instead of the on hit damage as its on hit damage is very weak by itself and have low damage effectiveness. The damage over time effect from Toxic Rain comes from the VINES from the pods, not the EXPLOSION, as the explosion apply on hit affect when it ends, which is not the damage over time damage. (This is an error from Esoro's guide, he mentioned explosion is our main part of damage, which is not the case)

Modifiers to skill effect duration will Toxic Rain's pods last longer, at the same time increasing the total duration of Mirage Archer and other skill gems such as Vaal Haste. Do note that some skill effect duration only buff certain gems with tags. For example Tempered Arrowheads only scale the duration for Mirage archer + Toxic rain, not for Vaal Haste.

Similar to how poison functions, we do not want too much duration on our toxic rain pods. Although it shows significant dps increase by taking %increased duration on PoB, no boss is going to stand still and let you damage them. They are going to move away from their last location, which makes excessive duration wasted. Hence there is a small ramp up mechanic exist in this build and we do not want too much duration.

Modifiers to area of effect modifiers will increase the area of effect of the vines reach and the pods explosion area. As the 3.14 patch, it now also applies to the spread range, which results in obtaining more AoE mods irrelevant.

The more additional projectile modifiers you get, the more pods Toxic Rain will fire out, but this also means the more spreaded out the pods are. This means it does not increases your single target damage, only your clear speed.

All the pods are placed as close to your cursor as possible with random offset, but each pod blocks other pods from falling in a variable radius around it. Which means that there will be a minimum and maximum radius (the numbers are hidden) where it prevents the other pods colliding on each other. Though technically this variable cannot be changed, since this mechanic exist, adding more arrows would increase this variable as you fire a lot more projectile, there will be more pods which prevent other pods from colliding on the same place, which means they will be more spreaded when they land.

As of the 3.14 patch, the amount of the pod overlaps is stucked at 4 (assuming humanoid monsters, and your cursor placement is perfect).

This build is focused on damage over time damage, which is one of the 4 major category damaging skill gems in the game. Damage over time does not scaled by spell damage or attack damage, this includes any "adds #% to projectile attack damage". So our method on scaling Toxic Rain damage will be these commonly found stats

> generic #% damage
> +gem levels to Toxic Rain
> #% skill effect duration
> #% increase attack speed
> #% increase damage over time
> #% increase chaos damage over time
> #% to damage over time multiplier
> #% to chaos damage over time multiplier
> #% increase projectile damage (as stated in the gem itself)

#% increase damage over time and #% increase chaos damage over time are identical, just one of them only scale chaos damage based, and one of them only scale all types of damage over time skills. For example #% increased cold damage and #% increased elemental damage, the #% inc cold dmg only scales the cold damage, while #% increased elemental damage scales all 3 elementals. So there is no difference in terms of #% increase damage over time, #% increase chaos damage over time and generic #% increased damage.

What is generic #% increased damage? This goes the same for all stuff like
> #% increased chaos damage
> #% increased damage
> #% increased projectile damage

They are identical in way, but for our build they are the same, none of them gives more damage compared to others if their numbers are exactly the same.

From the basics of Toxic Rain, instead of purely scaling the damage over time damage on Toxic Rain, we will be scaling skill effect duration for the pods to last longer so more pods stacks, and attack speed (well it is kinda obvious), applying a lot of pods on our enemies.

We no longer scale any AoE for TR, as it is not really beneficial in terms of single target. Though you can scale it for clearing purposes, but I personally find Caustic would just do the job now instead of TR carrying both clear and damage.

We do not scale any on hit damage effects, so any flat chaos damage does not benefit us, this includes "adds # to chaos damage". Also on our build we does not scale any poison damage, as this is a pure damage over time build.

The basic calculations for a damage over time is
Base DoT * Increase DoT * DoT Multiplier

> Base DoT is the base DoT from the gem itself, so scaling the level of Toxic Rain has a huge impact

> Increase DoT can be found easily on your tree and gear. Any modifiers like #% increase damage will count towards the increase part.

> DoT Multiplier is slightly harder to find compare to Increase DoT, but it is an additive with other DoT multiplier then multiplies after the increase modifiers.

The ideal situation to scale the DoT damage is to have all 3 balance out, or else scaling the higher part will have diminishing returns compare to scaling the other lower 2. Here is an example

5 * 300 * 100, by scaling more base DoT (through gem levels) has the highest impact among the 3, but scaling the DoT increase (the 300) will have the lowest impact among the tree.

So you will see most of the time people scale Toxic Rain with +gem levels and DoT Multiplier, but prioritizing those will have dimishing returns at the long run without scaling any attack speed or skill effect duration.

Also, I've made a spreadsheet calculator to calculate your Toxic Rain damage. Feel free to use it to calculate your own dmg.

Toxic Rain Calculator (needs some rework, currently not usable)

below this spreadsheet calculator includes :
Damage with Mirage Archer
Ramp up calculation damage

Do note that you would need to have Path of Building tool to use this tool properly, it needs the numbers from PoB to have accurate numbers.

1.3 Why Deadeye? Why not mines?

As for 3.16, the common ascendancy for TR that is discussed throughout the community are Champion, Deadeye and Raider. I will give a quick summary and a detailed explanation, allowing you to decide which ascendancy you should go for. When I refer "other ascendancies", i meant the 3 ascendancies mentioned above.

Champion is popular as Darkee released his PoB for TR. It is a super tanky build for hardcore setting, with great defenses and survivability overall. It has consistent defense as compared to other ascedancies.

The reason why you shouldn't be picking it is because

1. Champion has no quality of life (QoL) and damage. It is purely a build just barely have the necessary damage to clear all the endgame content. It won't feel smooth for most softcore players.

2. Champion does not have any speed as compared to the other ascendancies. Deadeye has tailwind, while Raider has onslaught. It will feel a lot slower in mapping.

When you should pick Champion? : When all you care about is tankiness and you are willing to throw away QoL and damage, which is on a HC setup. If you are not playing in a HC settings, you shouldn't be playing this ascendancy.

Raider :
Raider has inherit evasion and speed thanks to onslaught, she has free ailment avoidance, evasion and suppression, along with the flexibility to get frenzy charges. Onslaught effect makes raider to zoom fast without any flask charges.

Why you shouldn't go raider

1. Raider could not outdamage Deadeye because of Deadeye's ascendancy Occupying Force for 3 mirage archers. This also means lower damage uptime. Because there is no 3 mirage archers helping you, you generally would deal 0 damage when you are moving as you are not damaging the boss.

2. No layered defenses, although raider has some good spell suppression and evasion, just 1 layer of defense is not enough, once the monsters are able to penetrate your first layer of defense, you are completely vulnerable.

3. Inherit ailment avoidance not very important, although ailment avoidance is strong, but it is not something that you should totally fear of. On SC, the only time you would die because of ailments is freeze, but once you solved issues with freeze, other ailments aren't as "deadly" as freeze as it completely stops your tracks.

When you should pick Raider? : I actually don't know when you should be picking raider, because the speed is comparable with Deadeye early on, damage is lower compared to Deadeye and survivability doesn't outshine other ascendancies either. Unless someone made a really good argument on what makes raider standout, I personally don't think Raider is the play here.

Why you shouldn't go with TR mines?
Mines will cancel out the need to go for attack speed because you just throw mines instead. With this, you don't need to go for a quill rain or +3 bow with attack speed, which saves quite an amount of currency.

The main problem is that TR itself is a delayed skill, if you further delayed it with mines, it will be very bad for moving bosses because you cannot ramp up your damage, all those excessive duration will all be wasted. Hence TR mines has some poor DPS performances on the current endgame bosses.

1.4 Videos

- Sirus A9
- Veritania

- Maven influenced Uber Atziri
- Maven Invitation 10 mob
- A8 Drox
- A9 Sirus Deathless /w Quill Rain
- Maven Deathless + No touching coil beam challenge

- Uber Elder : https://www.youtube.com/watch?v=JGb5AyfLMEU
- 100% Delirious Map
(2 deaths caused by Corrupted Blood cus I don't have an immunity jewel and my flask is unable to save me because I stack too many pods way too fast)

1.5 Mechanics of this build

Evasion - Evasion is our core defense for this build and it only works against monster attacks, doesn't work against spells. It completely nullifies a monster's attack damage, as stated "evade". Evasion is related to monster's accuracy, the higher the monster accuracy, the lower amount of attacks you are able to evade. Evasion has an entropy system instead of a random dice roll, after a certain amount of attacks, you are guaranteed to get hit by that attack. At the same time, after being hit by that attack, you are guaranteed to not be hit by another attack, amount of attacks guaranteed not to be hit varies, depending on monsters' accuracy and your evasion rating.

Spell Suppression
Spell Suppression is a newly introduced mechanic at 3.16, it has a chance to halves the spell damage taken from a monster, up to 100%. Spell suppression is a random dice roll instead of having an entropy system like evasion.

Immortal Call
This build defenses is build around on the immortal call cooldown, when your immortal call is activated, you will be taking a lot less damage thanks to Enduring Composure granted from a small cluster jewel, which grants synergize with the Immortal Call very well by giving us extra physical mitigation, and elemental mitigation.

2.0 Gearing Information - First half

2.1 Path of Building

Path of Building (PoB) is a great tool for all poe players as it provides a "simulation" for a build. It can be used as theory making a build, getting a rough estimation on dps on our build. Do note that PoB does not calculate our Mirage Archer damage.

If you haven't gotten PoB or you are using an outdated PoB, you can find the link on here : https://github.com/PathOfBuildingCommunity/PathOfBuilding/wiki/Installing-this-Fork

Please use PoB Fork instead of PoB by Openarl, this is because there will be calculations and stuff that is not available on there, so you MUST have PoB fork, not normal PoB

And here is my current PoB link:

Last updated (20/10):

Please read the notes section!

2.2 Gears

General Information on gearing

Due to the unpredictable market price, I will not give an exact value, instead i will give a range of value, stating how expensive is that item. So this will be my pricing range.

Cheap - 10 chaos or below
Moderate - 10 chaos or above, but not higher than 1 exalted
Expensive - 1 exalted or higher

On rare items, I will put a link that directs you to the Softcore Trade site, which I had already filtered out the stats you need on your gear. Do note that this setup is for players who doesn't know how to properly filter out items with the trade site so they will not have a lot of trouble looking for the gear.

Please use official trade and don't use poe.trade. Poetrade existed way before official trade is up, so it is a very ancient website that has reduced performance. Think about a 1 y/o PC and a 20 y/o PC. Would you pick the older one or the new one to play your games? Main reason is because poetrade API updates way slower, you would found those item getting sold before you get the chance to purchase it because the update time is just too slow.

Official trade link (even works after delirium league ended) : https://www.pathofexile.com/trade/search/Delirium

PLEASE NOTE : all items listed below are endgame items or items that carry you on early stages of mapping, items below are not leveling items!

2.2.1 Weapon

Quill Rain is a good starting weapon and endgame weapon, it also gives a lot of QoL because of the attack speed it provides and the damage it gives cannot be competed. +1 Arrow corruption is not mandatory, also there are no priority rolls.

Do not get +3 bow unless the price of quill rain is much more expensive than the second bow and you really need a 6l on the bow.

The main reason is that quill rain is able to do all content without much troubles. Though +3 bow does helps in improving your damage, it is not an item that can directly solve your damage issues like a miracle, and it cost quite a bit to get going even with harvest crafting. I recommend the bow should have at least 1.6 attack per second, else it will feel very slow.

NOTE: Chaos DoT Multi is now a suffix instead of a prefix

I highly recommend to get an attack speed implicit on your +3 synth bow, it is better than a +1 socketed support bow until all of your gems are maxed out with +1 from corruption.

Price - Cheap to Expensive (depends on implicit and links)

Trade link - https://www.pathofexile.com/trade/search/Harvest/rbyGSQ

2.2.2 Quiver

Cheap - Expensive

First Quiver is a very budget quiver. That quiver is just purely for life and resistance to boost our defenses.

Third piece of quiver is an endgame quiver scales a lot of the damage over time affect, it is one of the best offensive quiver you can have. You will need a Hunter Influenced with item level of 80 or above in order to roll the Chaos damage over time multiplier.

Note: For Double DoT Quiver, it should be damage over time multiplier with attack skills, the current version shown here (which is DoT multi) is discontinued.

If you hate using wither totems, you can use Maloney instead. It will summon Mirror Arrows to assist on the withering stacks.

Look for these stats on the quiver (endgame):
> #% to maximum life
> #% to Damage over time multiplier
> #% to Chaos damage over time multiplier (Hunter)
> $% Increase attack speed
> Bow attacks fires an additional arrow (Shaper)

You are recommended to get Ornate Quiver base for the extra socket, as all other Quiver base does not have any beneficial stats to us. Else look for Spike-Point quiver for the crit chance as it helps if you use Tailwind.

For a more budget quiver, you can get a decent Life + resistance quiver early on with some attack speed craft.
Price (endgame) : Expensive
Price (budget) : Cheap - Moderate

Trade link (Budget) : https://www.pathofexile.com/trade/search/Harvest/4DmkwoLS9
Trade link (Moderate) :

2.2.3 Helmet

A rare helmet with -9 chaos with high life works as a more defensively helmet. Note that if you use a hubris circlet, you must have a total of 155 INT else you can't wear the helmet.

For enchantment, look for
- Malevolence has 15% reduced Mana Reservation
- Toxic rain deals 40% increased damage
- 36% increased Immortal Call Duration
- Enduring Cry grants 1 additional Endurance Charge
- Blood Rage grants additional 12% increased Attack Speed
- Withering Step inflicts 3 additional Withered Debuffs

Any of these enchantment works, I personally prefer Malevolence reduced mana reserve.

Price (no helmet enchant) : Cheap
Price (with helmet enchant): Expensive

Trade link (Budget) : https://www.pathofexile.com/trade/search/Ultimatum/MEw3JqsJ

2.2.4 Body Armour


On league start, you just need any 6-linked chest piece that you can utilize for all of your damage.

Later on, you want to move onto a chest piece with decent life and res, with the +1 curse limit. The curse limit is fairly important for our setup as we could apply a Mark and a Hex on our enemy, increasing both of our survivability and damage.

If you are using Tabula for the 6l, do make sure that you have a 6l on the bow if the chest you are planning to buy is not 6-linked.

You can cooperate with a double influenced chest such as Frenzy Charge on hit if you could afford one.


2.2.5 Gloves

Budget - Expensive

For the budget gloves, we will be looking for a rare gloves with these following stats if possible

Look for these stats :
- +# to Maximum life
- #% to Chaos Damage Over Time Multiplier
- #% Increase Attack Speed
- #% to (any elemental) resistance

For a more endgame setup, I recommend using Hands of the High Templar with +1 socketed gems and despair on hit. If you can't afford one, mainly look for a random rare gloves with curse enemy with despair on hit.

Price: Cheap - Expensive

Trade link (Budget) : https://www.pathofexile.com/trade/search/Harvest/bGgmRmdiL

2.2.6 Boots

Budget - Moderate - Expensive

For the boots, we will be looking for generic life + resistance + movement speed. It is recommended to look for a pair of boots with high movement speed, decent life and resistance and a two-toned boots for your elemental resistances.

Look for these stats :
- +# to Maximum Life
- +#% to (any elemental) resistance
- #% Increase Movement Speed
- +# to Intelligence / Strength (optional)

For the boots enchant, look for
- 10% increased Movement Speed if you haven't been Hit Recently
- 8% chance to Dodge Spell Hits if you've taken a spell damage recently
- 10% Chance to Dodge Attack Hits if you've taken a Critical Strike Recently

Don't get the 16% increased Attack and Cast Speed if you've Killed Recently enchant as it doesn't help us on boss fights and the only trouble we will have is during boss fights

You could look for a cooldown recovery stat on the boots for further reduction on the cooldown for immortal call, but this is only for a very endgame setup.

Price: Cheap - Expensive

Trade link (Budget) : https://www.pathofexile.com/trade/search/Harvest/Zq63j7msQ

2.2.7 Amulet

For the amulet, it is recommended to get a rare amulet with STR or INT on it as we will be having some attributes trouble.

Look for these stats
- +1 to level of all chaos skill gems
- +1 to level of all Dexterity Skill gems
- +# to Maximum Life
- +# to Chaos damage over time Multiplier
- +# to (any elemental) resistance

For a more budget amulet, you can Ignore the Chaos DoT Multiplier and the +1 Chaos or Dexterity Skill gems

Link to trade web for budget amulet

For the anointment, we are going for Corruption , it is a very budget option that grants you a lot of damage. Alternatively you can anoint Whispers of Doom for a +1 curse instead of needing a +1 curse chest

Price: Moderate - Expensive

2.2.8 Rings

For budget rings, you can get any life and resistance ring to fill up your resistances.

You would need to look for rings with -mana cost because we will have huge mana issues early on after 3.15 nerfs. One of the rings must have Trigger lvl 12 Poachers Mark, as it helps our mana sustain massively on boss fights and our life sustain.

Look for these stats
- +# to Maximum Life
- #% to (any elemental) resistance
- #% Increase chaos damage
- +# to Intelligence / Strength

It is recommended to get a Vermilion Ring, Coral or Two stone rings to cap your elemental resistance and heavily increases your life. If you want more damage, you can look for an Iolite Ring base instead.

Aspect of the crab can be fit into any place, even outside of rings, as long as you have the open suffix for it. If you don't wish to reserve aspect of the crab, use Flesh and Stone instead

Price: Cheap - Expensive

Trade link (Budget) : https://www.pathofexile.com/trade/search/Harvest/VL5o3ePHp

2.2.9 Belt

Budget - Moderate - Expensive - ????

For the belt, I would say any belt will do. For the budget version, any will do as long as it has life and res.

It is recommended to get Flow Untethered or Torrent's Reclamation. Torrent's being the better version of Flow Untethered. I highly recommend to try out Torrent's, this is because it grants us a lot of attack speed while giving us CDR for the immortal call. It is a belt that works wonderfully with our defensive capabilities and offensive capabilities

Headhunter works surprisingly well with the build, because Toxic rain is considered as a physical skill, it gains all the buffs that headhunter provides, and also additional action speed.

For a rare belt, look for a stygian vise with
- #% Increased Chaos damage
- +# to Maximum life
- +#% to (any elemental resistance)
- #% increase attack speed during any flask effect
- +# to Intelligence / Strength

Budget belt will be a life and res belt. Link to the trade is right here

If the belt has an open prefix, you can craft
- Flasks applied to you have #% increased effect
- #% reduced flask charges gained, flask applied to you have #% increased effect.
- #% Increased Damage

If the belt has an open suffix, you can craft
- #% Increased flask effect duration
- Regenerate #% life per second during any flask effect
- +#% to (any elemental) resistance

Price: Cheap - Expensive

I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
Last edited by Remicaster1 on Oct 22, 2021, 8:58:09 AM
Last bumped on Oct 22, 2021, 11:04:19 AM
2.0 Gearing Information - Second half

2.3 Jewels

Basic Jewel

Look for these stats
- #% Increased Maximum Life
- #% Increased Attack Speed
- #% Increased Damage over time
- #% to chaos DoT multiplier
- #% Increased damage
- #% Increased attack speed with bows

For the Abyss Jewels, look for
- +# to Maximum Life
- #% Increased damage over time while wielding a two-handed weapon
- #% chance to gain phasing on kill

One of the jewels I aimed for some attributes and resistance as I didn't manage to cap my resistances with my gear. That 1% reduced mana reservation is not mandatory.

Generally you would want to have a maximum life on all of your jewels. Then look for attack speed and DoT damage multi then increase DoT. Those jewels will be expensive, so you will have to narrow down cheap ones by yourself if you are lacking on money, but Prioritize maximum life.

Cluster Jewels

Cluster jewels is a new item introduced in 3.10 Delirium. It can only drop in Delirium encounters and cannot be found in anywhere else for now.

For the medium clusters, you will need a total of 4 of them
FOr the large clusters, you will need 2 of them

Medium cluster : Look for 4-5 added passives with 1 jewel socket, NOT 6 passives, again, NOT SIX.
For the stats, look for

- Wicked Pall
- Brush with Death
- Exposure Therapy

This goes the same for all other 3 medium clusters. Wicked Pall are mainly to increase our skill effect duration so our pods will last longer while increasing the damage. Having an open jewel socket will allow us to socket in a powerful basic jewel socket to further increase both offense and defenses.

I highly recommend to go Exposure Therapy as it provides chaos resistance against damage over time, it could protect you from dangerous chaos DoT such as Sirus Storms. Alternatively, you can go with Brush with Death if you want some quick recovery on your mana, allowing you to run no regen maps. I only recommend grabbing two of these at most.

Large clusters : Look for 8 added passives, not 9 or 10, EIGHT. You must look for one that has 2 jewel sockets
For the stats, look for

- Wicked Pall
- Unholy Grace
- Misery Everlasting
- Unspeakable Gifts (for pseudo survivability)

This goes the same for the other large cluster

Small cluster : Look for Enduring composure, must be 2 passives. It will buffs our immortal call greatly and further reduce your phys damage taken.


Unique jewels

For the Watcher's Eye, we will be looking for Precision Attack speed and Malevolence damage over time multi. Prioritize Malevolence then attack speed Precision. Watchers eye is not mandatory but it can be quite expensive.

Replica Conqueror's Efficacy is mainly to reduce our mana cost to allow us to sustain our mana easily. I recommend getting this after you have obtained quill rain and tabula as it is very helpful towards solving your mana issues.

For the thread of hope, it must be in Very large ring. Then place it on this position.

2.4 Flasks

After flasks nerfs at 3.15, we have to be more careful on using flasks as we could not get as much charges as before and having 100% uptime during clearing. As I personally have no clue on how this is going to be, it is recommended to change the setup based on your preference.

Mana flask - This mana flask is our core item to recover all of our mana during any types of fights early on. Once you get enough mana reduction on your Toxic Rain, you can drop this flask for other stuff such as Jade Flask

Prefix : Enduring
Suffix : Of Warding (curse immune)

Quartz Flask - Quartz gives us phasing and some dodge chance, very helpful in keeping us alive. Additionally, by granting us phasing, we can walk through monsters without being body blocked by the monsters. Helping us surviving in a swarm of monsters without being squeezed t death.

Prefix : Any
Suffix : Of Staunching (Bleed immune)

Quicksilver flask - Quicksilver flask basically gives us a lot of movement speed, increasing our mobility. This is a both offensive and defensive flask as movement is very important in this game.

Prefix : Alchemist (or any other prefix)
Suffix : Of Adrenaline (Inc Movement speed)

Blood of the Karui - Blood of the Karui plays a big role on recovering our life, since we have a low ehp pool with low amount of life regen, it can save you many times when you are mapping.

Divine Life flask - Pretty much self explanatory as it recovers our life. Also Hybrid flask recovery won't be enough to recover our life on some situations, so it is recommended to get a life flask. Staunching will remove any corrupted blood stacks or bleed on us.

Prefix : Any
Suffix : Of Heat (removes freeze)

Before mapping, you want to prioritize getting bleed, freeze and curse immune on any of your flask, afterwards you can put these stats on a more appropriate flask.


3.0 Ascendancy explained

3.1 Deadeye Ascendancy Rundown

Deadeye is one of the 3 ascendancy that you could choose when you've completed the Lords Labyrinth.

Deadeye received a rework at patch 3.13, which allows her to summon up to 3 stationary mirage archers that have high damage uptime. This allows you to deal some massive damage, while having decent movement speed and attack speed boost from tailwind buff, and some built in defensive layers. Although Wind Ward looks great on paper, the more "less" you stack the less effective it is, on top of that, you won't be always on 10 Galeforce stacks, which means you would have troubles on protecting yourself from shotguns, which are usually the cause of deaths in this game.

I will be explaining the 4 ascendancy notables We will be taking in this build.

Gathering Winds :
Gain 1 Gale Force when you use a skill
15% increased effect of tailwind on you per Gale Force
You and nearby allies have Tailwind

Gathering winds gives you a tailwind buff, which increases your action speed by 10% (multiplicative with your attack speed, movement speed etc). The more you fire TR, the more faster you will fire bow because it increases the effect of the buff per skill usage. This is a great tool to use while leveling as it grants you a lot of speed.

Occupying Force :
Mirage Archers are not attached to you
+2 to maximum number of Summoned Mirage Archers
Cannot summon Mirage Archers while you are near your Mirage Archers

The first line means that the Mirage Archer you summon using Mirage Archer support gems no longer follows with you, instead it will stick on the place you summoned them on (similar to totems). During the duration, it will act as the same as the old Mirage Archer until it expires.
The second line means that you can have up to 3 Mirage Archers total at a time.
The third line means that you could not create another mirage archer when you are near one, means that you cannot stack all 3 mirage archers at the same place, forcing you to move in order to summon more mirage archers. This is great while kiting bosses as you can summon the Mirage Archers to deal dps while you are focusing on dodging abilities.

Wind Ward :
3% less damage taken per Gale Force
Lose all Gale Force when hit

This ascendancy node gives us one shot prevention and a lot of damage mitigation. You will lose all 10 Gale Force when you get hit, so this would slow you down a bit but generally as a dodge build you would be fine with this as you can instantly stack your Gale Force stacks back relatively quickly.

Endless Munitions:
Skill fire 2 additional Projectiles

Very straight forward, your TR will fire 2 additional arrows. This does not increase your decrease your single target damage in anyway. This will make your TR have more coverage, this means you would have better clear in general, and able to cover larger area during bossing, a pseudo increase in damage, but a minor node.

3.2 Ascendancy Order

Normal Lab

Cruel Lab

Merc Lab

Uber Lab


4.0 Bandits & Pantheons

4.1 Bandits

Kill All for +2 points.

Sadly there isn't any bandit that is useful for us. The only time you would want to help a bandit, I.E Alira is on league start situations and you don't have enough time to cover all of your resistances.

5.2 Pantheon

Major : Lunaris / Arakaali
Minor : Garukhan / Tukohama

For general mapping, you will be using Soul of Lunaris as it gives us decent dodge, physical mitigation and speed which is useful for mapping. For bosses such as Sirus, you might need to change it into Arakaali for the DoT storms.

Garukhan for general mapping as upgraded version gives you some survivability and speed. But for bosses you might need Tukohama because when we fire toxic rain we are stationary, so the bonuses from being stationary helps alot.

5.0 Gem links

5.1 My setup


Main Link

Acts setup

Budget Setup

Endgame Setup

Caustic Weapon Swap

(Gem is in this order : Strongest > Weakest)

Upgrade those gems into awakened gems if possible to maximize your damage output. Gem priority is in order, even with awakened gems.

I recommend using Mirage Archer as soon as you got Occupying Force as the ascendancy node (Your second lab). It helps a lot in terms of boosting our damage. Replace Void Manipulation with Mirage Archer on the budget version.

Caustic Arrow is just there for the clear because of the low AoE TR has

If you don't have Empower, replace it with Increased duration. Though you want to prioritize getting empower asap.

Prioritize level 21 Toxic Rain because it gives a lot of damage boost due to boosting the base DoT damage. This is one of the biggest DPS upgrade you can get and it is not that hard either so prioritize this!

Why use Concentrated Effect now? This is because after the Toxic Rain changes towards the AoE, it now also reduces the rain area, making Concentrated Effect now a viable choice for us to boost our damage without losing overlaps.

Awakened gems are great in terms of boosting your damage, so if you have the currency for upgrades, buy the awaken gems!

4 Link setup



Utility - Damage amplifier (Socketed on Maloney)

Utility - Utility


Auras - During acts, use Skitterbots instead of Malevolence and Flesh & Stone, this will solve the mana issues that you would be facing during acts. Malevolence is basically for damage, and clarity is to mitigate some of our mana issues. You can slot another aura such as skitterbots / precision if you have the mana for the reservation. Enlighten support is to reduce the mana reserved.

Precision and Clarity are recommended to put at low levels if you have troubles on mana reservation.

Defense - This is the immortal call setup I am using in all the 3.13 videos. It was introduced by Scottiar. Make sure to put Immortal call on your left click, as it allows you to constantly self cast it when you move. I also recommend putting immortal call onto another key in case you don't need to move but you need the immortal call up. Efficacy is to increase the duration of immortal call after second wind nerfs, and enhance 4 is more important than ever after the second wind nerfs

This setup must have the anomalous alternate quality, it helps reduces the cooldown by a lot. If you don't have the alternate quality version, don't use enhance till then.

Utility - Damage amplifier - This is basically wither totems setup if you hate using totems. It will reduce your damage output total, but if you can't maintain your wither totems, this setup will be better. But only use this setup when you have Maloney's quiver, do not use it before you have this

Additionally, since we don't need to put down totems, we don't need to worry the totem positioning and the totems getting one shotted by bosses without doing anything. Culling strike helps us to kill the toughest bosses no matter how tanky they are, as long as they have 10% hp remaining, they will be instantly killed, no matter the boss.

Utility - Smoke mine is very important in my opinion cus it allows you to summon 3 mirage archers almost instantly if you can position them correctly on a boss and execute it well. Withering step is there to apply wither, and dash is self explanatory.

We will be using flame dash now after second wind nerfs as it has massively reduced our cooldown recovery speed.

Misc gem setup


Enduring Cry is basically a secondary life flask for our build in case we do ran out of life flask. Divergent Urgent Orders is very important, as it grants us endurance charges without any enemy nearby. When you used it, you can tank sirus storms much more easily. You can slot in second wind if you felt like you need burst healing more than consistent healing.

Blood rage and Vaal Haste is just for more damage, and portal gem is just for the utility of not needing to pick up any portal scrolls.

Poachers mark is important for mana sustain early on when you don't have a Poacher's Mark ring. You will have to sacrifice Despair for more dps uptime, rather than dps numbers with no uptime.

DO NOT RESERVE HASTE, we only use it for the vaal haste

5.2. Alt Quality

If the particular alt quality is not mentioned, it means the default version imo is better or it is not available for the endgame version.

Toxic Rain - Anomalous
Anomalous is the BiS, but it can be very expensive. I still recommend getting the normal level 21 Toxic Rain before focusing on the Anomalous Version

Phantasmal is useless, here's the proof:

Mirage Archer - Divergent
This thing is just bonkers, TR gain 20% increased skill effect duration is just too strong from this alt quality. Divergent is the BiS version for MA.

Precision - Anomalous
Reduce mana reserve

Dash - Anomalous
increased dash distance, faster clear speed.

Malevolence - Anomalous
More Skill effect duration

Immortal Call - Anomalous
More evasion, increases survivability.

Smoke mine - Divergent
Increase attack speed


6.0 Leveling

6.1 tl;dr leveling

This is a summary of the leveling progress, recommended for experienced players

Act 1
> Caustic Arrow + Pierce
> Look for 3 green
> take Puncture for single target when you reached Submerged
> take Void Manipulation on reaching Prisons
> take Smoke Mine for mobility
> don't take Toxic Rain yet if you don't have an attack speed bow, you might delay it until act 3 ish

Act 2
> get Skitterbots on lvl 16
> take Vicious Projectile as quest reward
> Kill all bandits
> you can support hoag with gems if you swapped to Toxic Rain

Act 3
> Take Despair
> buy Malevolence
> gem links for 4l Toxic Rain - Vicious Projectile - Void Manipulation - Swift Affliction if you don't have Quill rain
> replace Void Mani with Mirage archer if you have Quill rain

stats to prioritize is attack speed on bows, bows can be any stats but as long as it has attack speed it is a good bow early on.

make sure to have 40% res + upon reaching act 6 after penalty, and cap your res when you reached maps. Drop HoAg when you felt like it is doing nothing anymore, replace it with skitterbots.

6.2 Whole leveling

> DC = Disconnect (Or use Portal Scroll to go back to town)
> WP = waypoint

This leveling method works for me, it might not be the most efficient method, but if you have no clue on how to level with this build, this is the method that works the best for you.

= Act 1 =

[] Hillock
[] Get Caustic Arrow (link to Pierce)
[] Check for MS boots and G=G=G if nothing get iron ring
[] Coast
[] Mud Flats
[] Submerged Passage (Get WP)
[] WP to Coast
[] Tidal (from top right, go left)
[] DC
[] Get Quicksilver + Mirage Archer from reward (link to Caustic, drop Pierce)
[] Buy Shrapnel Ballista + Onslaught (link Onslaught to Caustic + Mirage Archer)
[] Upgrade Life Flasks whenever possible
[] Dash + Puncture
[] Check MS and G=G=G (G=G=G is links and socket colors)
[] Submerged Passage
[] Portal at bridge
[] The Ledge
[] Get WP
[] Prison -> WP to town -> Take Portal to Submerged
[] Flooded Depths
[] DC
[] Get Void Manipulation from reward (Link it to Caustic)
[] Buy War Banner, doesn't need to be linked
[] Buy 2nd Void Manipulation (level it offhand)
[] Start to ID rares to vendor for Alteration shards
[] Lower Prison
[] Trial
[] Brutus (follow blood in upper prison)
[] DC
[] Buy iron rings if needed
[] Smoke Mine (Replace Dash)
[] WP to Prisoner's Gate
[] Narrow path to Ship Graveyard
[] Look for WP or Cave. If can't find WP, drop Portal and go up towards Cave.
[] Cavern -> WP to town -> Take portal to Ship Graveyard
[] Fairgraves
[] DC
[] Get Toxic Rain from reward
[] Toxic Rain + Void Manipulation (the 2nd void manipulation earlier), drop Shrapnel Ballista
[] WP to Merveil's Cavern
[] Merveil

= Act 2 =

Current Links
- Toxic Rain + Void Manipulation
- Caustic Arrow + Mirage Archer + Onslaught (Or Void Manipulation)
- Smoke Mine
- War Banner

- Don’t overdo toxic rain, tap and go
- Essences
- 2 Quicksilver


[] Old Fields
[] TP Outside Den (If no 2nd Quicksilver)
[] Crossroads WP -> WP to town -> Portal to Old Fields
[] Den (always go top except one that loops)
[] DC
[] Get Quicksilver
[] WP to Crossroads
[] Chamber of Sins
[] Trial
[] Kill Fidelitas/ Save Helena
[] DC
[] Buy Blood Rage + Skitterbots + Arctic Armor
[] Riverways (follow road to WP) then continue to Western Forest
[] Follow road get WP
[] Follow spiderwebs to Weaver's Chambers
[] Kill Weaver (~lvl 16)
[] DC
[] WP to Crossroads
[] Follow road to Broken Bridge
[] Kill Kraityn
[] DC
[] WP to Riverways
[] Wetlands
[] Kill Oak
[] Find Roots/ get WP
[] WP to Western Forest
[] Kill Alira (could help Alira on league start)
[] Follow road south to kill Blackguard
[] DC
[] Get Vicious Projectiles reward (link to Toxic Rain, Toxic Rain = Void Mani = Vicious Proj)
[] WP to Act 1 Town for Bestel reward
[] WP to Crossroads
[] Fellshrine Ruins
[] The Crypt Trial
[] DC
[] WP to Wetlands
[] Clear roots -> Vaal Ruins
[] WP
[] Ancient Seal
[] Northern Forest
[] Cavern
[] Ancient Pyramid
[] Kill Oversoul
[] DC
[] WP Act 3


= Act 3 =

- 4-links start at lvl 24

Current Links
- Toxic Rain + Void Manipulation + Vicious Projectiles
- Caustic Arrow + Mirage Archer + Onslaught (Or Void Mani)
- Smoke Mine
- War Banner
- Skitterbots
- Blood Rage
- Arctic Armor

- Despair - remember to use it on high HP mobs/bosses
- 4 Link green
- 3 link Royal Bow (attack speed)


[] Save Clarissa (talk to her)
[] Go to Slums
[] Crematorium
[] Get WP
[] Trial
[] Tolman quest
[] DC
[] Clarissa
[] Maramoa reward Despair (Doesn't need to be linked)
[] Slums -> Sewers
[] Busts
[] WP
[] The Marketplace
[] WP
[] Catacombs
[] Trial
[] DC
[] Hagan reward + passive
[] WP to Marketplace -> The Battlefront
[] WP
[] Ribbon
[] Docks (if underleveled, reset zone on WP to keep killing ~half way to 27)
[] Quest item
[] DC
[] WP to Battlefront
[] Solaris Temple
[] Int amulet reward
[] DC
[] WP to Sewers
[] Ebony Barracks
[] WP
[] Skip Gravicious
[] Lunaris Temple
[] WP
[] Lunaris 2
[] Piety
[] DC
[] Grigor, Clarissa
[] Busts reward
[] Check for 4 link
[] WP Ebony Barracks
[] Imperial Gardens
[] Grab WP -> Trial
[] Library -> Pages
[] DC
[] Aspirants Plaza -> WP
[] WP to Library
[] Get Malevolence + Flesh and Stone + Spell Totem + Wither Totem
[] Drop War Banner + Skitterbots + Arctic Armor auras and Caustic Arrow Setup
[] Link Mirage Archer to Toxic Rain
[] WP to Aspirants Plaza for First Lab (Deadeye -> Gathering Winds / Occupying force) (Pick Occupying force if you want more stable damage, Gathering Winds for extra speed)
[] WP to Imperial Gardens
[] Enter Scepter of God
[] Dominus


= Act 4 =

Current Links
- Toxic Rain + Void Manipulation + Vicious Projectiles + Mirage Archer
- Smoke Mine
- Flesh and Stone
- Blood Rage
- Malevolence
- Spell Totem + Wither

- Fixed resists and damage by crafting
- Upgraded 3 or 4 link bow
- Upgraded flasks


[] The Dried Lake
[] Crafting recipe
[] DC
[] Check vendor again
[] Mines
[] Mines level 2
[] Deshret's Spirit
[] Crystal Veins
[] WP
[] Daresso's Dream
[] DC
[] Tasuni Passive Reward
[] Kaom's Dream
[] DC
[] Belly of the beast
[] Piety
[] The Harvest
[] WP
[] Shav
[] DC
[] Doedre -> Maligaro
[] DC
[] Check vendor, grove bow
[] Fix resists/ damage (crafting)
[] Kill Malachai
[] DC
[] Buy Multiple Totems Support (Link to Spell Totem + Wither)
[] The Descent


= Act 5 =

Current Links
- Toxic Rain + Void Manipulation + Vicious Projectiles + Mirage Archer
- Smoke Mine
- Flesh and Stone
- Blood Rage
- Malevolence
- Spell Totem + Wither + Multiple Totems Support

- Flasks with resists or adrenaline
- Enough resists for the penalty after kitava


[] Escape the slave pens
[] Transmute + alt flasks if needed (adrenaline / staunching / etc..)
[] Two stone ring reward with most fitting implicit resists
[] Control Blocks
[] Templar Courts
[] Chamber of Innocence
[] Kill Innocence
[] Torched Courts
[] Ruined Square
[] WP
[] Ossuary
[] The Reliquary -> Kitava's Torments
[] DC
[] Silver Flask reward
[] Replace the low ilvl Quicksilver for the Silver flask
[] Reset and WP to Ruined Square
[] Cathedral Rooftop (~lvl 41)
[] Apex
[] Kitava


= Act 6 =

- Use your essences to find potential upgrades

Current Links
- same links

- Craft to even out resistances post Kitava
- Pantheon
- Tukohama
- Brine King
- Upgrade gear as you find it or by quest rewards
- 4 links
- Upgrading flasks


[] Coast
[] WP
[] Tidal Islands
[] DC
[] Bestel
[] Choose most needed slot, use alchemy or essence
[] Craft missing resistances
[] WP to Coast
[] Mud flats
[] Kill Dishonored Queen
[] Karui Fortress
[] Defeat Tukohama
[] Tukohama Pantheon
[] Go north to The Ridge
[] Get WP
[] Lower Prison -> Trial
[] Shavronne's Tower
[] Shav + Brutus
[] Portal to Town
[] Clear Twilight Strand
[] DC
[] Lilly reward
[] Tarkleigh passive and 4link reward
[] WP to Prisoner's Gate
[] Defeat Abberath
[] Western Forest
[] Riverways
[] WP
[] Wetlands
[] Puppet Mistress
[] DC
[] Tarkleigh Passive Reward
[] WP to Riverways
[] Southern Forest
[] Get WP
[] Cavern of Anger
[] The Beacon
[] WP
[] Beacon quest
[] Brine King's Reef
[] Brine King Pantheon
[] DC
[] Bestel Reward
[] WP to Act 7


= Act 7 =

- same links

- stanching flask for corrupted blood


[] Broken Ridge
[] Silver Locket
[] Crossroads
[] Get WP
[] Fellshrine Ruins
[] The Crypt
[] Get WP
[] Trial
[] Damage over time recipe
[] Crypt level 2
[] Get quest item
[] DC
[] WP to Crossroads
[] North East to Chamber of Sins
[] Talk to Silk and get WP
[] Use map device
[] Loop around inner wall
[] Maligaro
[] Portal
[] Talk to Silk
[] Chamber of sins level 2
[] Trial
[] Den
[] Ashen Fields
[] Northern Forest
[] Leave TP at Dread Thicket
[] Causeway
[] WP
[] Get quest item
[] Vaal City
[] WP
[] WP to town and take portal
[] Dread Thicket pick up Fireflies
[] Kill Gruthkul
[] Pick up remaining Fireflies
[] DC
[] Turn in quests and get 4link boots, passive points, jade flask
[] WP to Vaal City
[] Temple of Decay
[] Kill Arakaali


= Act 8 =

- same links

- Aspirants Trial, 2nd lab


[] Stick to the wall
[] The Toxic Conduits
[] Doedre's Cesspool
[] Go to The Quay because of skill point quests
[] Stick to the left for the Ankh
[] Clarissa & Tolman
[] Head to the right towards The Grain Gate
[] The Imperial Fields
[] Get WP
[] Solaris Temple (Follow red carpet)
[] Get WP
[] Solaris Temple lvl 2
[] Portal
[] Kill Dawn
[] DC
[] Turn in Clarissa quest
[] Turn in Maramoa
[] Hargan get Two-Stone ring that helps with your lowest resistances
[] Aspirants Trial, 2nd lab
[] -> Gathering Winds / Occupying Force (Pick the other one, depend on what you picked at the start, if you picked Gathering Winds first then pick Occupying Force and vice versa)
[] Solaris Concourse
[] The Harbour Bridge
[] The Lunaris Concourse
[] Get WP
[] Lunaris Temple
[] Lunaris Temple lvl 2
[] Go to Harbour Bridge (make sure to reset so you can kill on your way to boss)


= Act 9 =

- same links

- At least level 60


[] Farm blood aqueducts until level ~57
[] Head to The Descent
[] The Vastiri Desert
[] Stick to top wall
[] The Foothills
[] Get WP
[] The Boiling Lake
[] Kill Basilisk
[] DC
[] Talk to Sin
[] Go to Foothills
[] Reach The Tunnel -> Trial
[] The Quarry
[] Talk to Sin
[] Refinery (Going up is the fastest way)
[] DC
[] Quarry
[] Shrine of the Winds
[] Kill Garukhan
[] Belly of the Beast
[] The Rotting Core
[] Shavs
[] Maligaro
[] Doedre
[] Black Heart


= Act 10 =

- same links

- Kill Kitava!


[] Cathedral Rooftop
[] Rescue Bannon
[] Ravaged Square
[] Get WP
[] Torched Courts
[] Desecrated Chambers
[] Kill Avarius
[] DC
[] Talk to Bannon
[] WP to Ravaged Square
[] Talk to Innocence
[] Kitava

6.3 Gear Progression
First of all, get Quill Rain. Quill Rain is cheap, +1 Arrow corruption is not mandatory, so instead, get a 6 linked Quill Rain if possible early on. Even then a 4 linked Quill Rain should carry you through the whole 10 acts. Tabula or a random 6 link is also important as 6 link = more damage

During leveling, make sure to level your gems offhand. To do that, equip 2 melee weapons / wands on your offhand slot (default key X), make sure all of the sockets are green colored, then socket all of them with Toxic Rain. When the gem reaches level 20, corrupt them with Vaal Orb and hope for level 21 Toxic Rain to appear.

After that, I recommend getting rings with -mana cost as mana cost is relatively high for us to manage, I recommend looking for a poachers mark ring, you can obtained the ring relatively easily by spamming harvest reforge caster.

Afterwards, prioritize getting a 6 link bow (+3 bow also works, but at least 1.6 aps imo) or a 6l chest with +1 curse. Because you really want to have the poachers + despair going after you got the rings. After you obtained the +1 curse, look for a gloves with despair on hit so you can automate the curse.

With that done, you can start looking for clusters, get 1 large first then 2 mediums. With cluster obtained, you can now look into the alternate quality immortal call and the gems to buff the immortal call cooldown recovery to as low as possible, and buff it with enduring composure small cluster.

With immortal call setup done, I recommend looking for gear upgrades that you can upgrade on the gear section. Any of them would do, but I recommend upgrading the bow first if you are looking for more damage.

I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
Last edited by Remicaster1 on Oct 22, 2021, 9:00:05 AM
Questions & Answers

Q: I am having mana issues


First of all you need a mana flask with Enduring prefix. This will temporary solves your mana issues on early maps, but once your damage starts to fall off and you can't sustain your mana, you will need -mana cost rings.

You need at least:
x2 -mana cost rings
x1 -mana cost on amulet
x1 replica conqueror's efficacy
x1 watcher's eye, -mana cost while affected by clarity
as many mana gain on hit jewels
Thief's Torment (temporary solution)

With all of these, you will be able to sustain mana without the need of mana flask anymore.

While you are still unable to obtain all of these, you should get the poacher's mark setup. This is because poachers mark grants you mana gain on hit, allowing you to sustain your mana on boss fights without the need of mana flask. But this won't solve the mana issues during clear so you have to be aware of it.

Q: I am having survivability issues


These are the common 6 issues that causes deaths - poor survivability
1. Resistance not capped
Resistances in Path of Exile is insanely important as the damage calculation done through resistances are multiplicative. This means that if your resistance is at 50%, you are technically taking double the damage compared to someone having 75% resistance. For example, someone with 10,000 life with 0% fire resistance will have identical effective health pool compared to someone with 2,500 life and 75% fire resistance.

The default cap of resistance is 75%, to raise the resistance numbers higher than 75%, you need a stat called "#% increased maximum resistance". The cap for maximum resistance is at 90%, because 100% of resistance means immunity in this game.

You should always ensure that you have 75% resistance on all three fire, cold and lightning resistance. Chaos is recommended to have it on 0%, but it is not mandatory to raise it to 75%. This applies to almost all of the builds out there.

2. Immortal Call setup incomplete
Our defensive mechanic is build around Immortal Call. The longer your Immortal Call cooldown is, the more vulnerable you will be, so you want to get as much cooldown recovery on your Immortal Call such as
- Enhance 4
- Anomalous Immortal Call
- Cooldown Recovery boots

3. No pantheon upgrades
Pantheon is extra survivability that is obtained while you are clearing the first 10 acts. If you do happened to have one of them locked, please check on wiki on which boss you have missed during the campaign.


Pantheon have 4 major god souls and 8 minor gods. You are only allowed to select 1 major and 1 minor god. The general choice of pantheon setup will be Lunaris (Major) + Gruthkul (Minor). Make sure to upgrade the pantheons with divine vessels. In order to upgrade your pantheon, please check at the wiki linked above.

4. Lack of life pool
For this build, I recommend you to have at least 4.3k life with all the defensive setup prepared. The general rule for life pool during the 10 acts is 300 life per act.

5. Playstyle
This build is a RANGED BUILD. If you played it like a melee character, chances of it dying is high. Also our defenses are mainly built around immortal call so you have to play around with the immortal call uptime. Although the build CAN facetank Sirus storms, it just showcase the potential that it has, doesn't mean it can faceroll anything like standing still on an ultimatum. It is not designed for it.

When your immortal call is up, you are basically immune to everything, but once it is down, your main focus during that time is to dodge stuff and avoid getting hit just for the time duration (1.5 second, it's quite short tbh). Once the CD is over, you can go tank stuff again. This setup works super well against bosses since their attacks are very telegraphed, you can prepare your immortal call the moment they are preparing their attacks, such as Sirus Die beam, you can tank it if you have immortal call up. But if it is down, you have to dodge it.

You also need to be aware of map mods, dangerous map mods such as crit, -max resistance, more damage, phys gained as extra element, are all dangerous damage mod maps. These can effectively melt you through if more than 2 of them present at the same map, if you still play recklessly during these maps, obviously you are going to get punished by doing so.

Generally playstyle is the main issue but most people don't like to admit it. If you don't play carefully, even hardcore builds will still feel squishy.

Q: Where is the +1 curse on the second PoB?


Curse limit?
Anointment, Whispers of doom

Q: What should I do between the 81 points and 114 points? The starting position is different! Is this a mistake?


No it is not a mistake. This is because when we reach a certain place in the game, we will have to get some defensive layers as dying in maps are annoying. The reason why we get projectile damage early on is because we will be lacking on damage. So when we reach a certain point where we felt like we need more survivability and willing to drop some damage, it is the point where you have to refund the projectile damage nodes and then use it on the life + evasion nodes.

So for this refund you need a total of 10 regret orbs. Temporary refund random 5 points on the passive tree, then allocate the 5 points on the life + evasion. After that, refund the 5 projectile damage nodes on the beginning path, then reallocate back points where you've temporary removed.

Q: Why not Witchfire Brew / Dying sun?


> Witchfire
Witchfire itself is not a great flask to begin with. As you are a ranged build, you have to get ridiculously close to the boss in order to apply your despair curse. If you get rid of that, the remaining 50% increased damage is close to nothing, as increased damage itself is additive to all other increases, making it pretty weak. Compared to other flask like silver flask, it is noticeably weak with a side by side comparison

> Dying sun
Dying sun is great, but the catch is the AoE. Although I did mentioned AoE is great, but it does nothing if it didn't reached the breakpoint radius. For example, if you get a 20% Increased AoE, and in the PoB it does not increase the radius, it basically does nothing. Most of the time dying sun will only +1 radius, which is not significant. I personally only use it when it gives +2 radius, but as I said, most of the time it does not, so I choose not to.

+2 arrows on dying sun is also not very great, as mentioned above how projectile and the AoE work together. Although it can be useful, but you won't be noticing the immediate dps gain from it.

Q: PoB link is not working


Please download the latest PoB Fork Community, I've linked it directly above my PoB link. If you already have community fork, notify me via discord.

Do remember to update your PoB because outdated PoB does not seem to work with the current version of it.

Q: How to export my build on pastebin?


1. Have your PoB configured
2. Go to "Import/Export Build" section

3. Click "Generate", then copy (DO NOT PRESS SHARE WITH PASTEBIN)
4. Go to pastebin
5. Click on "+Paste" (it has a green button)
6. Paste the whole PoB code into the paste
7. Click on "Create new paste" at the bottom
8. Copy your current link, then paste it to share your PoB code via Pastebin to other people.

Why we need to do this? This is because Pastebin has revoked the access for guest members to create a paste, hence we need to manually create paste via pastebin now.

Information for beginner players & Console players
Helpful information for beginner players & Console players

Before you go checking on these info, feel free to join the official Path of Exile discord, link is https://discord.com/invite/pathofexile or just type "PoE official discord" in Google search. There are a lot of helpful players willing to help and assist you when you are confused about certain part of the game. Feel free to ask any questions in their help channel, don't be afraid if you think your question is dumb or not, just ask!


What is trading in this game?

Trading in this game is usually referred to buying or selling items through https://www.pathofexile.com/trade/search/Metamorph. You can bookmark this page, even though it is Metamorph on here, it will redirect you to the current league!

How to trade with other players?

So when you go to the trade website, you are greeted by this overlay.


So this is a quick sketch of mine showing you how to use it


If you can't see it properly, open that picture in a new window.

After you have filtered everything out, click on the blue button (search item). Then the server will search for the item available in the trade system. After the search is finished, it will show you a overlay like this.



When you found the item that you are satisfied with, click on the whisper button, then go back to your game, copy and paste it on the chat. It will send a pm to the player that is selling the item.

If the player did not send you a party invite after 1 minute without any response, chances are the player is afking or not responding, best bet is to move on to the next guy then buy it from him / her.

When the player invites you to the party, accept it. Then right click on his profile at the top left on your screen, then go to hideout. After that, wait for the player to send you a trade invite, click on accept.

When you accept the trade invite, you will see an overlay, similar to this.


This is an example of a trade overlay of me, buying an amulet for 5 exalted orb.

On the top side is their offer, and on the bottom side is my offer. You are required to hover onto the item before you are able to accept the trade.

This is to prevent scamming to happen, so make sure. MAKE SURE. MAKE SURE, MAKE SURE. MAKE SURE to DOUBLE CHECK the item before you accepting the trade, especially big trade that involves with exalted orbs.

You cannot believe how many scams had happened, if you don't believe me, on this forum, go to either help & information section or general discussion section, press CTRL + F, then type in "scam", if the results are none, look for another page.

Again, double check before you buy an item.

When you finished the trading, give a thanks then go back to your hideout or waypoint then continue your journey on acts.

How do I sell items?

irst of all you will need a premium stash tab, it is obtained by buying it on the MTX store. This basically means that if you are not willing to put any money into the game, you can't sell items, unless someone gifted you points.

Also, there are some websites like PoE Ninja you can price check currencies, check which unique item is the most demanded and expensive at the moment, graphs for the price movement and so on.

Third party tools such as Awakened PoE Trade Macro could also be used to speed up the price checking process. Do note that price checking rare items (or the so called yellow items) are not accurate through these kind of tools.

So after having a stash tab, put an item you wanted to sell on it, then right click, set the type of currency you want (generally chaos or exalted orbs) then set the value.

After finishing act 10 - Atlas Progression for dummies

Congrtaz! Now you have finally killed Kitava and saved Oriath. What now? Most people referred the 10 acts as "tutorials" in this game, and 99% of the builds you found at the guides are builds made to do this content, which is called "mapping" and it involves with the thing called Atlas. The first quest you encounter will be "Find Kirac's Brother", this is no longer a "grabbing your hand quest". Rather this is a quest that may take several hours or even days to achieve.

Ok honestly this is very confusing and difficult to explain, so to prevent you guys from reading a wall of text and still understand nothing, here is a video guide provided by a content creator Badger.

Atlas Guide

I would like you to watch the guide first before proceeding reading the rest of the text below as I will use information provided from that particular atlas guide.

For the Kirac's Brother quest, you will need to reach an outer region section in order to find him. This takes a bit of time but when you found him, you will need to complete 3 maps within that section. So let's say you found him on Lex Ejoris, you need to complete 3 maps within Lex Ejoris in order to proceed the next quest.

You will eventually have to meet the 4 conquerors. They are
Baran (The Crusader) - Boss Fight Mechanics
Veritania (The Redeemer) - Boss Fight Mechanics Video
Al-Hezmin (The Hunter) - Boss Fight Mechanics Video (Mainly chaos damage)
Drox (The Warlord) - Boss Fight Mechanics Video (Mainly physical damage)

Note : I do not own any of the boss fight videos above!

So once you gathered 20 watchstones, you will eventually have to fight the "final boss" which is Sirus, The Awakener of Worlds. Honestly that fight is a big pile of mess, it is not difficult but annoying.

here is the boss fight video -

Ok so what I do after killing Sirus? The story for the game is pretty much over for now. So just have fun upgrading your build, killing monsters and completing some challenges or achievements available in the game! Or try out other builds!

If you still have troubles understanding the Atlas, feel free to join the official PoE discord right here! Ask your questions away in the help section, anything PoE related or parts you don't understand about the game, it can be anything as long as it's related to the game!

Basic Crafting

First of all let's learn item stats. This is important later on so as I will use the terms that you will learn over here. You will need to enable an option setting in the options UI section called "Advanced Mod Description" to view all the details like the image below.

This is a Rare (a type of rarity) ring in the game I've found on level 13

Purple > Bases : Usually what we call as "item bases". They have a fixed visual and implicit on them (except for unique items have a different visual).

Orange > Item level : Item level determines the pool of modifiers (mod) it can roll on an item. The lower the item level it is, the lower range of pool it can roll, also the lower tier (or numbers) it can roll on the stats.

Red > Implicit modifiers : These stats are on the top line of the item, which in this case it is "20-30% to Cold Resistance". This stat cannot be removed or changed with any orb except for vaal orb which is likely to destroy your item, so in most cases implicits are stuck forever on your item.

Yellow > These are the mods that you can roll on an item using currency like the chaos orb and other means. They are visually presented under the implicit mods. Generally, these are the most important modifiers and determine whether an item is worth using. There are two types of explicit mods: Prefixes and Suffixes. Depending on the base of the item the maximum number of explicit modifiers varies. On most rare items (or yellow items), the maximum number of suffixes is three, while the maximum number of prefixes is also three, for a total maximum of six explicit mods.

Green > Prefixes : To sum it up, a category of stats. It determines a set of mods that can be rolled on an item, for example, "Adds 1 to 2 fire damage to attacks" is a prefix, and this stat cannot be rolled in the suffix category.Can only hold up to a maximum of 3 prefix modifiers on a rare item.

Blue > Suffixes : Also a category of stats, same as prefixes logic.

Light blue > Crafted mod : A modifier that is crafted from the crafting bench. On default you can only have 1 maximum crafted mod on your item.

This is the basic of a rare item, which is generally used in the game. There are a total of 4 types of rarity in the game.

Normal (white name text): An item of normal rarity has no explicit mods. These are the most common items.

Magic (blue name text): An item of magic rarity has at least one explicit mod and can have a maximum of 1 prefix and 1 suffix for a maximum of two affixes.

Rare (yellow name text): An item of rare rarity can have much more mods then a magic item. They will usually have more than four mods, with a limit of 3 prefixes and 3 suffixes for a total of 6 maximum explicit mods. Jewels (of any kind) are the exception with a maximum of 4 mods, with a maximum 2 prefixes and 2 suffixes.

Unique (brown- dark orange name text): These (mostly) cannot be crafted and have special properties crafted items cannot have. They can be very powerful or very bad, so even though they are of the highest rarity, they won't always be the best choice.

Crafting in this game is actually through using the orbs that we considered as currencies. Such as Chaos Orb is used to reroll the stats of a rare item.

All of the orbs have their own properties and stated how to use them. So such as Chaos Orb which rerolls the stats of an item.

So to use it, you will have to right click as the orb, then left click on the item you wish to reroll the stats. This orb cannot be used on an unique item.

Orb of Transmutation - Will turn a normal item into a magic item (with one or two random explicit mods).

Orb of Alteration - This is one of the most commonly used orbs in crafting. It will reroll a magic rarity item into a new magic item, removing all old explicits on it and giving it up to 2 new explicits mods. If you just need to hit a certain mod, this can be a cost-effective way of creating an item with that mod. (This is generally referred as "Alt Spam" and it is commonly used)

Orb of Augmentation - Will add a new random explicit mod to a magic item that is missing a prefix or suffix. This is often used while alteration-crafting. If you create a single-mod item with a good mod, it is probably worth using one of these on it.

Regal Orb - Will add a new random explicit modifier to a magic item turning, it into a rare item.

Orb of Alchemy - Will turn a normal item into a rare, adding up to six randomly generated explicit modifiers.

Orb of Scouring - The opposite of the Orb of Alchemy, this orb will turn a rare item into a normal rarity item and remove all explicit modifiers from it.

Chaos Orb - Will reroll a rare item into a new rare item changing all its explicit mods.

Divine Orb: Will reroll the numerical values of each explicit mods on the item but will do so within the actual value range of the mod tier. It does not change the mod tier.

Essences - Essences are essentially alchemy orbs that always grant one guaranteed mod. That means that even the worst ones are still almost as good as an alchemy orb while the best ones are a lot better than those. Essences have 7 tiers (from Whispering to Deafening), the 5 lowest tiers of which can be found as drops from frozen mob packs riddled throughout Wraeclast.
The two highest tiers of essence (Shrieking and Deafening) can actually be used on a rare item, meaning that they can function as a special chaos orb instead of an alchemy orb with a single guaranteed mod.(include graph of essences?) Three essences of the same type can be vendored to receive one essence of the next tier up.

Vaal Orb - These will modify the item unpredictably with four possible outcomes. Use at your own risk!
It will either: do nothing except adding the "corrupted" status, change the item into a rare and totally reroll its explicits (this is known as bricking and is very bad), add a corrupted implicit to the item (this can be good and is usually what you're after) or in the case of socketable items, transform a number of sockets into white sockets (these can be socketed with gems of any color). Once an item has been vaaled, it will gain the "corrupted" status, which means it cannot be modified any further, not even by another vaal orb. That means that these orbs are quite likely to destroy your item!

Exalted Orb - Will add a new random explicit modifier to a rare item that has at least one vacant prefix or suffix. It cannot add modifiers that are already on the item.

Conqueror Exalted Orbs - Warlord, Redeemer, Crusader and Hunter Exalted Orb function like normal exalted orbs do except that they will always add a modifier related to their specific influence. You can only use these orbs on uninfluenced items, and it will apply their influence on the item.

Awakener's Orb - This orb will combine two influenced items of a different influence together and create a new item with both items' influences. It will take up to one influenced modifier from both items (if they are available) when making the combination. The other explicit modifiers are rerolled as if using a chaos orb - meaning that for most uses this is essentially a chaos orb with two influence modifiers locked in place.

(all of these explanation can be found on https://www.craftofexile.com/basics. Be sure to check out this useful website!

= Crafting Bench =
Crafting bench is a powerful tool that we all have. It can only be found in our hideout, which is obtained by completing Helena's Quest at Act 2.

Using the crafting bench in the hideout is probably the most crafting used method in the game. This is the most straight-forward and predictable method. You can choose a single modifier to add to an item and if you pay the crafting cost it is added as a freely removable "crafted mod". Some of these modifiers can be extremely powerful and can be used flexibly to add a missing piece of elemental resistance to a character or to add maximum life to a piece of gear that is otherwise perfect for you.

More modifiers to craft can be found through crafting recipes in different places in the storyline, maps and the delve mine (refer the places on wiki). You can also unlock specific crafting options by unveiling mods on veiled items.

One specific crafted modifier of note is "this item can have up to three crafted modifiers". This modifier is used for what is known as "multimodding". It also includes itself as a crafted mod, so you can only realistically craft 2 more stats on an item.

To have more information about what stats your item can roll, refer to https://poedb.tw/us/mod.php or https://www.craftofexile.com/

I will only cover the basics of crafting on an item, if you want to dive deep into a more challenging and time consuming craft, you will need to refer to https://www.craftofexile.com/

Harvest Crafting

Harvest crafting is introduced as a very powerful crafting medium, as it allows players to directly target a specific stats on adding, removing and rerolling the tiers. This powerful mechanic also has its own downside, which is pretty rare.

To combat against the rareness of the harvest crafts, players generally trade the crafts found on their harvest with each other, which is a major flaw as scams can easily occur.

This is because crafts cannot be directly traded, the buyer will have to give their item to the seller, afterwards the seller will then apply the craft, then the seller will give back the item and the buyer will pay the agreed cost of the craft. This flaw enabled a lot of scammers stealing items during these services. So you will have to be constantly aware of this issue when you are performing harvest crafts with another person.

That being said, Harvest crafting is commonly used simply it is too powerful and it is something that every beginner should tackle on.

The general rule of harvest craft is that the gear is limited to 10 levels, which means a ilvl 70+ harvest craft would not be able to apply on an ilvl 86 item, the harvest craft must be a minimum of ilvl 76+ in order to apply on an ilvl 86 item. If the item lvl is higher than 86 such as ilvl 100 item, it will count as an ilvl 86 item.

Through harvest craft, you really need to learn the tags of affixes. Each affix has their own tag. For example, "+100 to Maximum life" affix will have a life tag, using any harvest crafts related to "life" will affect this particular affix. Meanwhile, "+30 to movement speed" will have a speed tag, using any harvest crafts related to "speed" will affect this particular affix, you get an idea of this.

To understand which affix has what tags, you will need the help of Craftofexile. I will not go through much detail about this, I recommend you to ask for help from other players if you don't know how to use craftofexile entirely to look up affix tags.

Harvest crafts still respects the basic item rule, explain at basic crafting above.

Augment - Commonly referred as "Aug / add"
Augment is doing what it is stated, add an affix related to the tag to an item, as simple as that. For example, Augment lightning will be able to add lightning resistance, lightning damage or any other stats that have the "lightning" tag.

Remove NON & Add - Commonly referred as "Rem NON, add"
Rem NON add is removing an affix that DOES NOT have the particular tag, then add an affix with that particular affix. This means it could screw up a whole item because it removes the item that is NOT RELATED to the specified tag, it is similar to a random annul then adding a specific stat.

This is not commonly used on trading, as it does not hold much value since it just rerolls an entire item and it is very common. But this can be useful as it acts as a free chaos orb. You could use this as an alternative alt spam method.

Information for Console players

If you are having troubles with flasks management and you don't have a fancy controller, try to keep your Onslaught flask and mana flask up all the time. Treat rest of the flask like this

- Life flask & Blood of the Karui : A quick way to recover your life
- Quicksilver flask : A speed buff, use it when you needed to move from point A to B quickly.

Most importantly, it is recommended to have Immortal Call up as often as possible, can be done by holding down a button (I believe that works). Other utility stuff are optional, of course it would be best if you can manage them, but if you can't, here are some of the stuff you should keep up

- Immortal Call
- Withering Step
- Dash

I am also aware of console market being shitty (I.E the prices are very expensive) since there aren't a lot of console players, so I recommend you to follow some crafting guides below to obtain some of the high tier gear which would be very difficult to obtain for you console players through trading.

If you can't use PoB from Console, you can check via profile, you have most of the stuff you need in the guide already so you don't have to worry much about it. The only difficult part is trouble shooting the build, which can be only done via sharing your profile with other players either on the comments or in my discord.

Gear Crafting Guide
For those wants to craft their own gear

Below are the crafting methods I tested on CraftOfExile and suggest them, I am not 100% confident with this values, but it is something for those who wants to craft items. But honestly I don't really recommend crafting any of the stuff, I just buy them straight. If you have any better methods, do feel free to suggest on the replies.

Gloves - I tried a lot of possibilities to search for this section, but it seems like essence spamming is the way to go for this one. I recommend spamming Shrieking Essence of Greed on this one. Estimated roughly 320c on average to obtain T2 chaos, life and single resistance.

Quiver - This one is very difficult for me to narrow down, but it seems like Alt spamming is the way but you lose out attack speed for Double DoT multi. For just Chaos DoT multi just Fossil spam with Aberrant + Pristine, but for Double DoT, you need to also fossil spam it, with single aberrant and hope for the best, estimated for double DoT is 1,234c for Alt spam, 2,261c for fossil spam. The quiver I bought cost me roughly 25ex.


How To Craft It
https://www.youtube.com/watch?v=dWIBKKe9zig&t=9s&ab_channel=RemicasterRemicaster (outdated)

3 different variations are included.
> Ultra Budget (2-3ex)
> Moderate Budget (8-10ex)
> High end Budget (17-20ex)




Step 1
This is the base you need
- Must be ilvl 82 or above
- Must be hunter influenced
- Can be any base

If you want a +1 only, you can spam harvest reforge chaos, or use resonator with Pristine and Abberant on it.

If you have a random base like a Paua Amulet, you can do the vendor recipe
Amulet + red gem + blue gem + green gem, can be active or support gems

Alternatively, you can buy a base with the main stat we needed, which is +1 to dex, prefer on a int base amulet. If you did this, skip step 2

Step 2
You want to alt spam until you get +1 to dex gems, would take an average of 400-500 alterations orb.

Step 3
After obtaining +1 dex, you want to imprint it, then regal it to a rare. Below are one of the 2 scenarios

If it hits a prefix
- If it is a stat that cannot be removed (such as Item rarity), you NEED to Annul it out or use beast prefix to suffix. If it hit +1 dex, go back to step 2. If it didn't, continue to step 4.

If you hit a suffix
- Go to step 4

Step 4
Now is the expensive part of the amulet, you want to craft in Multimod, Prefix Cannot be Changed and Suffix Cannot be Changed. Afterwards, pray to RNGesus and use reforge chaos and hope for a +1 chaos.

If it failed, apply imprint restore, go back to step 3.

If you hit +1 chaos. Remove crafted mods, then craft in multimod, fill in life and a resistance / suffixes of your choice. The last remaining suffix can be placed with an aspect.
With that, it is pretty much done!

Other media
More Videos

- T16 map with less than 1ex performance
- Maven influenced Phoenix on 8 map mods

- Mino T16 with 43% More Life + Hexproof

I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
Last edited by Remicaster1 on Jul 20, 2021, 11:55:46 PM
Cool build ! Thanks for sharing :-)

How dependant on medium CJ stacking would you say this build is ?
How would you rank this build if GGG:
- Completely removes CJ in 3.11
- Forbids allocating more than 1 each CJ passive in 3.11
thomzon wrote:
Cool build ! Thanks for sharing :-)

How dependant on medium CJ stacking would you say this build is ?
How would you rank this build if GGG:
- Completely removes CJ in 3.11
- Forbids allocating more than 1 each CJ passive in 3.11

I would say this build really depends on the cluster jewels to make up the damage, without them you will lose against trickster.

so for your other 2 question
1. GGG will not remove CJ, as it just doesn't makes sense if they removed one of the mehcanics they spent months on it. Though it is not 100% guaranteed, the chances is very high that they will not remove it. But if they do (which is most likely won't), this build will be quite weak.

2. So basically disabling cluster jewel stacking, well I hope not, there are some chances of this might happen but if it does, we would be almost half of our damage if this happens.

Yeah it is a new way to scale Toxic Rain but it is also quite vulnerable to these types of nerfs
I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
Remicaster1 wrote:
Our damage won trickster with +3 bow as seen in the video, why?
This is because pathfinder have 50% increased area with chaos skills, increasing our overlapping damage. With Pathfinder's Nature's Adrenaline, we will have a lot more movement speed and attack speed compared to Trickster.

How about defenses? Compared to trickster, we have perma fortify via Hardened Scars, 20% less damage on Wind Dancer and Elemental Ailment immunity, vs Ghost Shroud and life recovery on kill, our mitigation is better than Trickster.

Let me start by saying I'm not a "pathfinder stinks" guy. I love the ascendancy, think it has great synergy with TR, and I think this guide, like all of yours, is one of the most well written and comprehensive guides for any build I've seen.

My only nitpick is with the comparison video you posted. Looking at the PoBs you posted in the descriptions, the Pathfinder has 2 cluster setups whereas the Trickster only has 1. That gives your Pathfinder almost 50% more duration of the TR. The +1 gem level Carcass Jack also helps mitigate a lot of the benefit of the +3 bow vs. Quill Rain. You also don't curse the boss with the Trickster outside of Witchfire Brew. Don't get me wrong, the kill speed with PF is great enough to stand alone, and it proves that pathfinder is perfectly viable in its own right (enough to silence the haters). But using corrupt Carcass Jack, +1 arrow Quill Rain, not having a curse setup with the Trickster, and using an extra cluster setup with the Pathfinder and then labeling it "not min maxed PF vs near min maxed Trickster" feels like a bit of an oversell.

I don't know if it's possible to produce a perfect side by side comparison that will please everybody. Everyone will always be able to nitpick something. I think the choice just comes down to personal preference.
Last edited by rlauren2 on May 26, 2020, 12:50:04 PM
Yeah i know something like that will eventually happen but not yet. Comparison videos is almost impossible to make it fair on this game.

When I experimented on Shaper, I found the timing insanely hard to caught when the shaper literally have immune phase + immune phase on top of another immune phase, which mean Sirus is just a dead comparison too. I know eventually someone will nitpick on those points, just a matter of time

I do understand your point of view on the comparison, but here is the "behind the scene"
That bow alone is 40ex, let's just say I sniped one and I got it for 35ex.
Helmet is stupidly overpriced, 30ex for a 230es with enchant and -9 chaos, no way i am paying that. I attempted to snipe one for 3 days, no luck. Had to buy a base that cost 10ex which is just stupid, and let's say I dumped 2ex on the craft, sounds good right?

Both rings are for the same price shown in the comparison so there's that. But the curses will get wonky when both of the curses from rings and witchfire is up so I really want to prevent that. Though i didnt tested with it.

Meanwhile on pathfinder, i bought the bow for 3ex, yes 3ex. Just a few days ago i decide to look for another one, it cost 15ex so lets just say it is 15ex.
Helmet devotos i got it for 10ex, also stupidly overpriced but i have no other options
Carcass i could go deep ans get a +4 or a +2 +1 but i didnt, so there is an upgrade option for that. My +1 carcass cost me 15ex.

Trick : 35 + 12
Pf : 15 (3) + 15 + 10

So effectively it is a 7ex difference (as far as 19ex difference), and that is the cost for the additional set of the Pf's cluster and it is not even 7ex, 2 for large and 4ex for the medium ones

On top if that, my PF could chuck in skitterbots and a +4 chest while trickster is just for a cluster and a ring (which might works weird cus priority issues but lets just count that in ok?)

So there is that, prices are nearly the same, but eventually PF could do better with even more investment while Trickster is near at the roof, thats why i would say it is kinda near maxed for trick ( though i dont recall i ever claimed it is fully maxed)

Ok end of all of those "nonsense behind the scene". But at the end comparisons, no matter how fair they are, people will still find some "unmentioned" parts on the video and nitpick left and right, you are true about it is just impossible to satisfy everyone.

I think i did said that the Trickster is a generic TR that is built from those popular TR guides, and my current setup on my tr is considered their final min maxed version

I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
Last edited by Remicaster1 on May 26, 2020, 1:50:59 PM
Hey! Nice guide, it seems toxic rain is getting popular, there's been quite a few new pop ups this league about it.

I remember you from the delving guide, that was really nice because we've all seen the emergent "1hp" playstyle in delve but there wasn't a clear, exhaustive guide explaining how to replicate it, especially in the post-dex-stacking-nerf world where cold scourge arrow got dunked on.

You have really nice and clear formatting, which is a great advantage over builds that are either wall of text or barebones pastebin + gear + links.

First thing is you have a typo in your wither setup, I imagine it should be faster casting (it says wither twice atm).

Second, I'm wondering why would you pick nature's adrenaline over master toxicist, you already have tons of attack speed from quill rain, onslaught flask and various other mods, meanwhile master toxicist is 10% more chaos damage, not multiplier or w/e else has problem with diminishing returns.

Third, how sturdy is this build? I see there are some extra defensives incorporated like deshret jewel and fortify anointment, but on the other hand flasks are all dps options or fortify enabler, and cwdt immortal call I imagine is just baseline effectiveness, no endurance charges are used in this build right?

Tbh a lot of tricksters variants ARE glass cannon so this might be even a defensive improvement over them, especially the one that started the meme "pathfinder sucks, don't play it" because it was the ONLY guide I found for toxic rain back in Legion league when I played TR. I still played it as PF anyway, but there was no other guide except some poison-based ones which are only creating confusion for inexperienced players (I fell into that trap too), I don't think TR is even the best skill for poison bows, ROA (for HoAg scaling) or scourge is probably better.

I respect that guy for having the only decent TR chaos dot guide around when there weren't other ones (there was a totem one and maybe mines?), but I disagree with several of his choices like Queen of the Forest and no life flask in main setup? Is that like... a mapping only build?

Keep in mind that was the era when Quill Rain still had 40% penalty instead of current 30% and Vicious Projectiles elder bows were possible to make so having a 7-link was clearly beneficial.

Still I think I know what video guide you're relaying as it was discussed in rlauren2 trickster's thread. To achieve comparable numbers you will need double corrupted chest and those are in limited supply and when I checked, they cost 40ex+. Yes, yours is only 1 corrupt out of 2 good so it was 15ex but still if you want to "truly min max" you need a double +gem corruption.

You can self-craft a bow for around 7-8ex in mats that is probably like 80-90% efficiency of the "perfect 35ex bow" and that's the true advantage of going +gem bow over corrupted chest, it's cheaper for people who are more casual players and don't produce hundreds if not thousands of exalts within the span of the league. And let's be honest, people who can get couple of mirrors in the first month of the league don't need guides anyway... unless they got them through sheer luck of drop and not deep knowledge of the game (like crafting for profit).

Personally I'm not sure why would people pump 200ex into toxic rain or essence drain, there are much better scaling builds out there if you have this levels of currency, but to each their own.

So yes, helmet enchants are one of these "extremely overpriced for its benefit" types of upgrades. Especially for toxic rain where the most impactful is something like +1 extra arrow (requiring more investment into aoe scaling to make up for it and is mostly QoL), this is not molten strike / volatile dead / tornado shot / scourge arrow where helmet enchant is actually VERY impactful. People pay for it though, so the prices reflect it.

Same as paying for 21/23 gem over 21/0 even though all it does is add some minuscule aoe radius that will drown in all other aoe increases the build has.

I think the -9 res helmets after the fossil nerf just became much more "luxurious" than before when it was a given any build that can utilize them and doesn't require 100% a unique, will slap them in. Getting that, or correct base for it (85+ hunter influenced or wasting a hunter's orb) and with correct enchant became a chase item that's more pricey than it's really worth. Yes, it is damage upgrade, no, it's friggin' not worth the cost.

So I think considering alternatives like your Devoto or tricksters that run with Vertex are just fine.

The ornate quiver base is also that form of "luxury", I saw on reddit methods to copy them with beastcrafting, but it's still a base that cannot normally drop and afaik is produced from bricking maloney's that are 5ex a pop mid league and easily 10ex+ early league. So yeah, sucks to have to pay so much just to have 1 extra socket.

To sum it up, I think the whole PF vs Trickster debate is a bit of a moot point, both are fine to play and both can be played either with +3 bow or with double corrupted chest but the bow is much more accessible. While "min maxed trickster" has a lot of overpriced pieces, I'd say this version does so as well, just in other areas.

Personally I'm not a fan of Quill Rain because if you take non corrupted Carcass Jack and either Quill Rain or some 20c self made essence bow, the damage will probably be the same or slightly better on Quill Rain if you stand and attack, but you have to shoot 2-3 more times to achieve the same damage as with 1 cast from the other setup.

Map clear in a situation where mobs don't die from 1 instance of TR is very annoying, until you get enough gear that you can 1-shot them even with Quill Rain (and then it'll be faster as you'll have much faster animations) it's fairly frustrating, I remember trying to time alva incursion or legion monoliths and the delay of the skill encourages you to shoot and run and leave them to die from the skill duration, but if you didn't calculate it well and the mobs survived at 5% life then yeah, fail. I'm talking about gearing up situation.

Also about the cluster jewel situation, I think both setups (yours vs standard trickster) gain the same from cluster jewels. I don't see how one class would gain more from them than another. The only difference being that you went for the bow large cluster and most trickster's builds go for chaos cluster. The only reason for that is bow wheel has no great 3rd option for a notable, best option is one that gives 6% attack speed and some useless stats (martial prowess) and the other options are even worse. Meanwhile unholy grace + wicked pall on a large has nothing wasted, all good stats, and for the 3rd one you can get 10% damage taken by mob (basically another 1,5 withered stack for free) or 30% increased chaos damage.

TL:DR Nice guide but I'm not sold on the original idea that requires corrupted chest for good damage numbers. It's the same conundrum essence drain builds face "do I go bow, or do I go wand + shield + skin of the loyal / corrupted shavs", the second setup will reach better damage but for much higher cost and risk unavailability of the important dps components.

P.S. Do you bother with any sources of frenzy charges? Only thing that I never managed to find elegant solution for on toxic rain builds are reliable sources of frenzy charges because "maloneys with frenzy socketed in it" just doesn't work for me, when I play a "no aim required" build like TR I don't wanna have to worry where that frenzy arrow shoots and have it miss half the time on bosses. Plus maloney's is expensive and has underwhelming stats outside of the sockets it provides.
First of all I would like to give a thanks for your compliment on the guide :>, and thanks for notifying me those typo mistakes in there.

(Second) : The reason I picked Nature's Adrenaline is because it just gives a lot of QoL on both offense and defense (able to run around faster), increase clearing speed (cus movement speed) and a hidden scaling that it also scales the Mirage Archer dps, which a lot of people neglected about. But yeah I will still conduct an experiment on this because a video proves more than simple words

(Third) : I would say it is quite sturdy, if you have seen the Uber Elder video, you could see me tanking one shaper ball and still have like 40% hp left where some builds it is immediate one shot. On clearing wise I have anti stun from the mana flask which prevents me from getting stun in most situation, with the help of ailment immunity, reduce dmg and wind dancer evade, quite impossible to die (tbh I haven't got the experience where I actually died to map monsters), mostly died to Sirus cus his fight is just a joke and I actually start to hate it.

About the +3 bow stuff and the Quill Rain, I have a small clip made for you, here is the answers for your question. This testing is done on modless, yes completely modless Phoenix fight


Also about the +4 Carcass. I think a lot of people, including you, felt discourage when the build requires a corruption result. Let's say a +1 Power charge Diadem, most people will be like "oh man it needs rng" and they be like.. no, just no. I respect on your opinion on hating that kind of stuff because we all have different opinions, including this build which is built out from a different way, which is almost the same as a "different opinion on scaling the damage"

Also speaking, the -9 helmet is just overrated, it is not as good as it seems as you don't always stand close to bosses like Phoenix charge up, you don't stand right next to him. People though "oh it's the -9 helmet it must be superior" but it is just, nothing much as proven in the comparison

Yeah the Ornate quiver is quite difficult to get, let alone the stats I have on my quiver so my apologies for not really explaining well enough. It just an endgame option when you have the money, and it is not mandatory (i know that you know about it), it's just letting people know this kind of stuff existed, like I doubt most people know you can even roll Enduring on Hybrid flask.

I mean, if you are not a fan of Quill Rain i completely respect that, but when a new player goes looking on a "bow build" what would be the first type of gear they look on? Usually it's the bow right? Same goes to the melee builds, the first thing they will usually look is the weapons right? So the Bow is kinda the "face" of the build, when you let them see like, let's say a 100ex bow, they will be like "oh damn what should I do to get that", encouraging them to do the impossible. So here I am offering a 1 alch or 1c bow that can do the endgame content just completely fine. If you dislike the Quill Rain I can't force you to like that bow either, so again, I respect your opinion on there.

Trickster is not the best ascendancy, there are others as I've mentioned, like Pathfinder, Necromancer and Ascendant (yes, max block attack speed ascendant variant). And NONE of them are the best, the best one is the one you found the most comfortable and enjoyable playing with. But other than PF and Trick, most people doesn't even attempt to experiment with them (I don't because I don't have the GPU for it)

During the early stages mapping, even Trickster will still have some troubles on 1 tapping the monsters anyway, but as PF + Quill rain has faster attack speed which makes mapping smoother in general (though at the end it is still down to one's preference).

About the frenzy charge stuff, the only other method I found is via Elegant Hubris, 10% chance to gain frenzy on hit, which is quite strong but it doesn't offer any good defensive options. As a guy who likes balancing out stuff, I don't really like those kind of stuff that requires you to drop a lot of survivability.

tldr I do agree most of the stuff you say, some of them I stay neutral on because mostly it is personal's opinion and preference. I don't really have any major disagreement on your statement above.

PS : The moment I decided to write this guide, i know i am stepping into something extremely controversial and I am prepared to deal with it xd
I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
Last edited by Remicaster1 on May 26, 2020, 11:47:39 PM
It's nice to see another Pathfinder build. Congratz OP.

Viktranka wrote:
P.S. Do you bother with any sources of frenzy charges? Only thing that I never managed to find elegant solution for on toxic rain builds are reliable sources of frenzy charges because "maloneys with frenzy socketed in it" just doesn't work for me, when I play a "no aim required" build like TR I don't wanna have to worry where that frenzy arrow shoots and have it miss half the time on bosses. Plus maloney's is expensive and has underwhelming stats outside of the sockets it provides.

I wonder if a quiver with +25% chaos dot multiplier and chance to gain frenzy charge on hitting a rare/unique monster would be better than OP's quiver? Or your attack speed is already too high that getting more AS multiplier would not significantly be better than raw +17% dot multiplier? I guess my question is about +17% dot multiplier in OP's current quiver vs. a quiver with (+12% more multiplier and +12% AS more multiplier).

[theorycraft]Replace stun avoidance suffix with +AS to have luxury end-game quiver.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
Last edited by WolfieNa on May 27, 2020, 1:24:27 AM

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