Dead Build

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SjmSon wrote:
i think Ranger Pathfinder is good too.
Skill tree
https://poeplanner.com/AAgAAOkACDIYAHGbjQgu7YMZjgBe034knWJafXX-urvjxKKXBhmKwzoqOO96RA3I8O4Ofyv9bo25ePl-3TB8UUfnVCT9_9431O0_jX0j9k2Sm7WExSSLD6sWvyaVYeJVS4w2idNwUioLXfJtbDY9napsjGKsDkgRlgcelS7w1UlRf8YwW60zGdeiow_EO3y4yhR1pMJW-nfXGNt08Y9gbyeaaiPTIWBEnlO7v9VDMY1-t7Z1y-pivqdlTb022sF07QUtLlPTb4TvYSEaVTboAecUTfxLvJ8Ykacwn8t_gP8QnrfxbemYF5Y3TMedAAAAAAA=
Skill tree

Seems ok but poeplanner not update they bandit rewards yet , i see you add power charge they no longer exist.And i usualy avoid pick heart of oak because %8 life isnt worth 3 skill point investment when we have Vaal pact also already stun immune and life regen is pointless too.Thick skin is better option with less investment and remember pick aspect of oak its %20 inc dmg , +10 life + ms and accuracy

Update 1> Im making deadeye alternative only for ranger no pathfinder and raider gonna come.And i add banner picture for main build , fix the broken english words.Now everything must be more readable.Im not gonna make more of those alternative builds i add to second post every viable ascendancy for this build.

Update 2> FAQ added for better explanation instead of why i pick tempest on every post.

Update 3> This build can be transformed to Magic findish without losing big amount of damage while you mapping just replace Bisco's collar with Choir of the storm ( i do not recommended this for red maps )
no longer playing
Last edited by canjp on Jul 31, 2017, 2:03:52 PM
Will likely be giving this one a shot in 3.0.

I just wanted to say I love how you presented this guide, especially the ascendancy comparison.
"
ConsPark wrote:
Will likely be giving this one a shot in 3.0.

I just wanted to say I love how you presented this guide, especially the ascendancy comparison.

Thank you i soon add every ascendacy with detailed dps except occulist its gonna come after fall of oriath i must see new Energy shield uniques.

Update about pathfinder > Why i pick deadeye instead of pathfinder ? because pathfinder totaly based on flasks , flasks keep nerfing and nerf same as pathfinder this build series has already enough flask recharge rate i dont see any good about pathfinder.

About deadeye , first of all it has ascendacy gives accuracy , +1 arrow , fast and deadly also great bonus , same for Far shot (%30 more dmg to far targets) but far shot isnt that relaible its just ok.

Big daddy bonus here is Rupture

"Moving while Bleeding doesn't cause you to take extra Damage
+40% to Critical Strike Multiplier against Bleeding Enemies
Attacks have 25% chance to cause Bleeding
80% increased Critical Strike Chance against Bleeding Enemies"

You can ask isnt bleed dumb for this build ? answer is no , since GGG nerfs crit multi this ascendacy skill actualy great , all we need to do is 1 flat phys dmg on gear so we can hit bleed.

When enemy has bleed , we deal %40 increased crit multi and %80 crit change to bleeding target.
Also no more bleed extra moving bonus , that wasnt the target but great to have it.

Compare to pathfinder deadeye has 400-500K more Dps.

Im also updating pobcode assuming 3.0 gonna be 123 skill points as usual current one says 122 but im sure GGG wont change that.They possibly add last skill point to Act 9-10 or something.
no longer playing
Last edited by canjp on Jul 31, 2017, 7:36:58 PM
Hi i was looking through your guide and i winder if i can use Drillneck Quiver for a better mapping and AoE?
"
SSelnieder wrote:
Hi i was looking through your guide and i winder if i can use Drillneck Quiver for a better mapping and AoE?

Drillneck is useless for this build , craft your own rare (except Jugg & Champion they using maloney's nightfall for blind to avoid Point blank deadly range) Same as AoE only thing it uses Aoe tag is Ice shot and its used for triggering Aura loop you dont need AoE at all .For Elementalist as long as it hits one target aura becomes active. Piece also very useless for this build since you cant chain and pierce at same time chain is more important for split arrow clear speed.Not the mention drillneck is very popular item its gonna be expensive and hard to find +1 arrow.
no longer playing
Last edited by canjp on Jul 31, 2017, 8:37:48 PM
I did not find any info about what better to choose in 3.0 Bandits. Kill all for +2 passive skill or take some one else?
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Sawceke wrote:
I did not find any info about what better to choose in 3.0 Bandits. Kill all for +2 passive skill or take some one else?

Compare to +2 skill point rest of them not that good , kill all for this entire build series.
no longer playing
Hey. I'll play your build at 3.0. And I want to advise you to strengthen the life of Juggernaut Alternative. Quiver is very cheap and it will not be difficult to have 2 quivers +1 arrow. Then you can take 2 6l Storm Cloud and switch them to different targets (groups or one). On the body you can wear Kaom's Heart then there will be better survival)
I hope I clearly expressed my thoughts because my English is very bad))))
"
s4am666 wrote:
Hey. I'll play your build at 3.0. And I want to advise you to strengthen the life of Juggernaut Alternative. Quiver is very cheap and it will not be difficult to have 2 quivers +1 arrow. Then you can take 2 6l Storm Cloud and switch them to different targets (groups or one). On the body you can wear Kaom's Heart then there will be better survival)
I hope I clearly expressed my thoughts because my English is very bad))))

Kaoms heart is very expensive item on leaguestart ,also this build series needs at least 2 6L to max efficiency.I think survivability is best on jugg compare to other alternatives you cant actualy kill jugg unless you make mistake or heavy lag spike.With 3.0 Body armour hp gets buff.

"
Rory wrote:


Update 1>
Spoiler
"
Rory wrote:
The most recent wave of Beta changes introduced adjustments to the mechanics of Chill, Shock, and Charges. Some community members have expressed concern about the changes, so we'd like to talk about these changes further, as well as go over the adjustments we're going to make to Chill and Shock between Beta and the release of Fall of Oriath.

Power and Frenzy Charges

In Wave 4 of the Beta, we reduced the Increased Critical Chance granted by Power Charges bonus and gave them More Spell Damage, while changing Frenzy Charges to only grant its More Damage bonus to Attacks, to better align each of them with their appropriate attribute.
We received a lot of community feedback, with many people against the change and many people in favour of the direction of its nerfs. We have decided to take more time to discuss this change and its consequences, removing it from the 3.0.0 patch. If we make it or a similar change to Charges in the future, we'll make sure to give more notice and explanation of reasoning.

This change was intended to reduce the high impact for low cost that Power Charges have on critical chance, while making them more valuable for the majority of Intelligence Spellcaster builds in another way. For now, we're just going to reduce the effect granted by Power Charges from 50% increased Critical Chance to 40% increased Critical Chance, as we still want to reduce the large value of Critical Chance players gain from this accessible resource.

Chill and Shock

Wave 4 of the Beta also included a major change to Chill and Shock. Prior to this, the effect of Chill and Shocks from a hit was fixed at 30% reduced speed and 50% increased damage taken, while the duration of the effects were based on how much Cold or Lightning damage was dealt relative to the target's life. If you hit an enemy for 50% of their life using Lightning Damage, you'd apply a maximum-duration Shock effect, scaling down to no duration if you didn't meet a minimum threshold. This has now been reversed, so the effect is based on the damage relative to life, but duration is always fixed. This means that if you hit an enemy for 50% of their life, they'll take 50% increased damage for a fixed time, and smaller hits will provide a smaller damage bonus.

With the release of The Fall of Oriath, we're going to be changing the threshold so that you only need to deal 10% of a target's life to gain a maximum effect shock. This will make it much easier to apply Shock effects to very high health bosses, which achieves our desired goal; Lightning and Cold based characters can now apply their own ailments to bosses, but not at a strength that would make the encounter too easy without appropriate investment. This means that we can now remove all Chill and Shock immunity from end-game boss encounters. We've removed the minimum, so as long as you'd have a 1% effect with your Chill or Shock, the ailment will be displayed and will have an effect.

To further enable investment, we're also adding Chill and Shock Effect to many clusters of skills on the passive tree, to certain Support Gems, and to Lightning and Cold skills that have a strong affinity with those ailments. This stat can't boost Chill and Shock above their maximum threshold values, so it has the most value on tough bosses.

We're lowering the base Shock duration and base Chill duration to two seconds, to reward investment in Chill and Shock Duration increases already found through the game. This change should also make the ailments less punishing towards players.

Chill and Shock effects from sources like Chilled Ground, Shocked Ground and some unique items have been adjusted to grant lesser slows and damage taken increases. Chill and Shock effect will enhance these values. Our intent with this change is to let them be easy ways to apply these effects to enemies, while letting dedicated Lightning and Cold damage builds have more powerful effects on low health enemies and the potential for greater effects on high-health enemies.

Threshold Jewels/Vendor

Due to a production mistake, some threshold jewels that failed internal testing (Choking Ash (Fire Trap) and Straight and True (Split Arrow)) were released on the Beta alongside the ones we do intend to release. Please note that these broken ones will not be released as part of 3.0.0, but may be reworked in the future to an appropriate power level for release.

The vendor itself will not be included in 3.0.0. Your feedback about how it trivialises the acquisition of unique items (and associated Prophecies/vendor recipes/etc) is completely correct. We will ensure that the quest offers all of the threshold jewels to all characters (regardless of class) so that SSF players are not at a disadvantage due to the lack of the vendor.


Basicly they rework about shock system AGAIN , now they removing shock immunity , and they buff/nerf power charges to %30 > %40 that basicly like %4-5 more crit and dmg on total. they rethink about frenzy charges but since this build attack based nothing ever changes even they nerf more dmg to more attack dmg.
no longer playing
Last edited by canjp on Aug 1, 2017, 1:47:33 PM
Hey, love this build, on level 89 already.
I levelled all the gems to get 20% quality, Could you add what level helmet/glove/boots should be?

And what is stat priority on jewels?

Thank you
Last edited by Andrihaf on Aug 2, 2017, 5:22:05 AM

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