[3.0] Rash Decision - 30 APS Poison Viper/Flicker Guide

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COCONUTTIES wrote:
Hello. ive followed the build as well as i could and im having some serious DPS issues
I would love more info to help with this, I imagine you're asking at the mapping stage (as most of the items for the build aren't equippable until roughly then).

Ideas without knowing what exactly you're experiencing:

This build kills monsters over time, not on hit. This means that applying 'enough' stacks of poison to a group of monsters and moving on is sometimes necessary, as over-riding the frenzy charge cost of flicker strike in order to apply more poisons to monsters that are already dead is wasteful frenzy charge loss. Sometimes you need to just 'kill' a group and go to the next pack, as the frenzy charges from them fill your buff counter as you progress.

When I was learning how to play the build, I made this mistake the most, You really should have very high frenzy charge stacks most of the time, and going down to 1-2 charges means you're spending too long using flicker strike.

You may have to switch to viper for a rare in a group, to 'start' a zone to get your initial charges, to grab the unholy might buff, or just to finish a tough mob before moving on. Just remember that a lot of the build's poison damage is directly associated with charges. You are responsible for maintaining high numbers of charges as a priority.

--
Otherwise, my only other guesses are that you could start shifting gear budget allocation into added chaos/phys damage. here are my current pieces that I'm ussing in my t12's:



I also find the essence of insanty craft to be tremendously helpful for my single target and boss killing. I can't think of a superior option for this setup.

If you think of any particular problems that we can work on, don't hesitate to let us know.

Cheers!
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building one of these currently - just hit 60 and frenzy sustain isnt there yet. running viper in a 4L dendrobate currently, damage seems reasonable. using charged dash to clear packs until i get the frenzy sustain and poison damage up a bit (probably 66 when i get council equipped, and have some more points in damage).

Tip with charged dash - use a movespeed flask when clearing (before you start charging the spell) to give you a great clear time. movespeed flask with increased movement speed affix makes clearing with charged dash feel really good. works well with ele or phys builds.

will update when i get closer to 70 and have a reasonable idea of how the flicker clear is going to work.

Edit: I forgot to get Blood Rage running - frenzy charges are Okay now that i have that set up, running dual nests until i get to 66. packs are fairly easy to kill. damage seems reasonable, keep in mind shit is going to die AFTER you move to the next pack, if you are squashing the packs with flicker (like you were running an oro or terminus build) you are doing it wrong. keep moving.
Last edited by Bacowned on Sep 2, 2017, 1:26:39 AM
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Bacowned wrote:
...keep in mind shit is going to die AFTER you move to the next pack, if you are squashing the packs with flicker (like you were running an oro or terminus build) you are doing it wrong. keep moving.
Very much this. It's a different playstyle than 'I hold down button until everything is dead'

I was thinking of uploading a new video of map clears for the two builds I'm working on currently, time has been not so great for me IRL. Just to give an idea of what I mean. Thanks for the additional evidence.
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got this to 70 tonight and finished merc lab. single target feels okay, survival is fine (its a evasion build, 2 hits in a row = dead - so pray to rngesus and avoid mechanics on bosses). It has okay aoe clear and is a lot better once i picked up way of the poacher - I would suggest picking this up for your cruel points to give you better clear getting to 70 (unless you are just going to charged dash your way to 70, which is fine too)

This does not play nicely in groups for clearing as your charges come from getting kills. works fine for rares/bosses, but i would not recommend this if you are planning on playing in a party - roll with a terminus/oros build if you are partying and want to play a flicker build.

Overall this build seems middle of the road - poison feels lackluster and the DOT damage is clunky for clear, have to backtrack constantly to pick stuff up, etc.

Thoughts: adding in a vaal grace for bosses/sketchy things would be good. vaal haste would also be something to look at getting in. Adding a 2-slot CWDT-IC would be useful for avoiding things like porcupines and other overlapping aoe gib mechanics.

Endgame rings should be dualres steel rings crafted with delirium essence for 80% more poison damage (hp would be a bonus, but extreme cost).

crafting a claw with delirium would probably be an overall damage increase, but again extreme cost to get one with good enough mods to eclipse the wasp nest.

Leveling: I ran Charged Dash and Blade Flurry until 60, when i began experimenting with the actual build. This build did not work properly until I finished Merc lab - I would suggest getting Way of The Poacher for your Cuel Lab points rather than Merc lab to make Flicker Strike work sooner. I used swords until I got to 60 - The Tempestuous Steel is VERY strong at lv20 - a pair will carry you to 50-60 without issue. picking up good run speed boots and a double run speed flask will help charged dash a lot. If you want to run maces or axes you could run sunder (OP FOTM) instead of charged dash & blade flurry.
Would method to the madness be worth going for at all?>
Playing this i feel like i am lacking frenzy sustain and damage on my flicker.

While your build is running at 4k damage on flicker , i am getting 1.8k.

https://pastebin.com/zPxW6c3p

I know its not a flicker build , its more of a poison let them die later but i tend to get stuck between groups of mobs and get unluckily one shot quite often.

The tree isnt there yet and probably not perfectly rolled uniques but i feel like the damage difference is too large even if i roll perfect. Would maybe some jewel changes help ?

I did take Fangs of the Viper in the passive tree for that extra boost ( it was just 2 points away)


///

I have been looking at essence of delirium and thinking about getting rings but i definetly need level 80 before that.

"
Kwitch wrote:


Welcome Exiles! This build is a chaos damage powerhouse that aims to clear content very, very fast with Chaos damage, stacking as many applications of poison as possible in a short amount of time. Benefiting from all of this attack speed, it focuses on life gain on hit mechanics and tremendously high evasion to survive most threats. It has a very active playstyle despite only requiring a few buttons, and can start with little to no investment.———————————————————————————————————————————————————
Pros/Cons
Positives:
• Attack speeds that can exceed 30 per second.
• Chaos damage means reflect immunity.
• Life Gain on Hit x Attack Speed = 1,200 ~ 3,600 HP gained per second.
• Life Regeneration, Life Leech, and Life on Kill enabled.
• Almost 500 Dexterity, Acrobatics & Onslaught 'more' evasion feels tanky.
• Potential for dual cursing for silly high damage.
• Gotta go Fast!
• Cheap/common unique items.

Negatives:
• Build leveling with flicker is a bad idea.
• All evasion characters can have unlucky strings of damage.
• For end-game, needs really good rolled rings.
• Life on tree is not 200%, almost is though.
• Some people don't like flicker.
• Has yet to be proven in T16 maps.
• May need to stop and use single target skills on some rares (That's the point though).
• You'll get yelled at for making poisons good again.
Stats


Self-buffed Viper Striker at Level 78 (Without Uber Ascendancy)Self-buffed Flicker Strike at level 78 (Without Uber Ascendancy)

At the point of making these screenshots, I have not yet equipped Essence of Insanity, and our Viper Strike is still in a 5 link. No Vaal Haste, and good jewels yet to equip.

At level 78:

PoB Pastebin

At level 100:

PoB Pastebin (Mirror worth items)
Mechanics
This build has quite a bit going on, so lets break it down into smaller pieces.

Frenzy Charges

The build is heavily reliant on Frenzy charges, of course since it's a Raider and also using Flicker strike which requires charges in order to operate. The build also has a tremendously high attack speed, which means that more Frenzy charges will be consumed in the same amount of time as a slower attacking build, so we have to improve generation somehow. To address this, we utilize four different Frenzy Charge generating sources:



Poacher's Mark at lower levels on a blasphemy setup feels great early on, we can eventually drop it if we want for more damage later if we feel the mana leech and generation becomes unnecessary.



Blood Rage is the classic method that builds generate frenzy charges, but it is limited in use as it only grants a charge 25% of the time. This is just not going to cut it for our build however, since we require pure octane fuel for the vroom vrooms.



This new Amulet introduced in 3.0 actually works great for us, since it grants additional Frenzy Charge production when we have 5 or more poisons stacked on targets. That's something our build can do rather well. It also promises some Power Charges if we fail, which I see as more of a 'diagnostics' device than actually helpful. Of course we wouldn't say no to some extra duration, but it's either here or not. They are also dirt cheap as of the time of writing this, so they are excellent candidates for Vaal Orb crafting +1 curses onto. We don't wear this though until we're comfortable dropping Poacher's Mark, and our other gear can afford it life/resistance wise.



And finally, since we are a Ranger, we gain extra Frenzy Charge production for killing monsters as well as simply striking Rare and Unique monsters.

To total this all up, we should assume to have 30 + 25 + 20 = 75% Frenzy Charge chance. With Lab enchants, we can gain an extra 20% or 30%. Net maximum would be 95% ~ 105%, which more that meets our criteria for consistent charges.

For final considerations here, we need to remember that we only acquire charges when we Kill something, which as some players have pointed out may be challenging in content where monsters have increased maximum life. To address this concern, higher-tiered content will require greater investment into character damage in the form of Steel Rings, possibly 6 linking our chest, and making sure we have the prerequisite Intelligence for Dendrobate.
Life Sustain
The build does have life leech coming in from damage dealt with our attacks and Blood Rage, albeit a very small amount. It also has some Life Regen to help with Blood Rage degen. The major method of sustaining our life pool however comes in the form of our attack speed paired with Life Gain on Hit.



Our weapon has 40 life gained on it as an innate property, which it should be stressed counts for ever single enemy hit per attack. We pair our Flicker Strike with Melee Splash, and we can reach 30 Attacks Per Second. Even in a modest 20 APS, our total life gained per second from attacking a single monster would be 20x40 = 800, and if we imagine only 3 monsters hit per second is 20x120 = 2400.
When we reach closer to our ideal speed, those numbers increase to 1,200 and 3,600 respectively.
And again, we still have Regen/Leech/Flasks occurring.



This flask also gives us more leech, more damage, and more base poison damage.

After all of our layers of defense, this amount of leech is seen as adequate for most content.
We can however substitute our Off-Hand weapon for a second Wasp Nest, to double these values.

Gear
My character at level 78:


I dropped my Slink/Three-Steps in favor of well rolled Two-toned for more flexibility in gearing.
Since I was hoping to try on Maligaro's Cruelty soon for testing, I felt I needed to move more stats from my amulet and into other gear pieces. There is still much more work to be done to finalize the character for regular mapping, but it is working out so far.

Ideal Gear:
Larger Life pools on all rare items.
Essence of Insanity crafted gloves for far greater Flicker Strike speed.
Vaal Haste needs to find it's way into the build. Likely easier to socket once I drop Poacher's.
Vaal corrupted amulet for +1 curses, so Witchfire Brew + Temp Chains can exist. I believe it's silly to imagine Temp Chains on hit in glove socket on top of well rolled Insanity gloves, but if you have the bankroll for it this is a great place to spend it.
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Links
Main Skill - 6 Link Dendrobate:

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Implied gem links:


Single target gets the 6 link because Flicker really shouldn't need this much love. While leveling, since Dendrobate has a built in 40% poison on hit with linked attacks, it makes sense to make Flicker your 6-link skill until you finish picking up all of the chance to poison nodes on the tree. However, with 3.0's boss HP buff, we really want to keep Viper strong so that we can kill bosses quickly.

Map Clearing - Essence of Insanity crafted Gloves:


As was stated prior, you can choose to swap Flicker and Viper between gloves and Chest armour, but these choices were made specifically to take advantage of gem socket coloring and how each skill works for us. Flicker not having 100% chance to poison is the one true downside, which with our current attack speed has not been noticable.

Movement Skill - Boots:


I played around with reduced mana instead of blood magic, but in the end it just couldn't keep up with how fast I wanted to zoom around maps with. Remembering to use this during boss fights to keep Fortify up is pretty important.

Aura/Herald - Helm:


Poacher's Mark and Blasphemy eventually go away, and are replaced with Vaal Haste and Enlighten. I run Herald of Thunder to be able to apply shock to enemies, which helps us a lot. If I had lightning damage on rings, I would probably still run it, however you can drop it if you like. Obviously you cannot run all three simultaneously.

Support: Weapons


or



I personally prefer Protector over Wither, and at max gem levels it also is more damage overall. Since I prefer more attack speed for more hits and therefore more poison stacks / life gained, I chose Protector. It's perfectly fine to run spell totem and Wither if you like the hinder debuff, but it's not particularly meaningful on bosses as a method to make the encounters safer. Additionally, Brotector does fight alongside us. If I could, I would also run a max level CwDT here for the Ice Golem, just so that he can auto-respawn and I wouldn't ever have to recast him.
Skilltree
Level 40 Tree

Level 60 Tree
Please do notice that for leveling, Essence Sap and Master of the Arena are pick-ups to help the process. Both disappear by the time we enter mapping.

Level 95 Tree
I'm still not 100% finished with this tree, as I've cut Ambidexterity from the build for the sake of efficient pathing. More HP is also within range that we did not pick up, and attack speed.

For leveling, I typically recommend players use whatever uniques and items they can get their hands on to make the process go faster.
The major skill grabs early to focus on are the required strength and intelligence for our skills, enough attack speed to improve the rate that we level, and waiting to pick up Frenzy Charges until we reach roughly 60. In the introduction video I described how I had left 70%
to maximum life on the tree by this point, however feel free to modify this if you specifically want to survive content safer (i.e. hardcore).
Jewels
The only 'required' jewel is Growing Agony, to enable Viper Strike to exist as a meaningful addition to the build.

Priority of stats on jewels for the other 3 is as follows:
Life > Attack Speed with Claws > Damage over Time > Poison Damage/Chance to Poison > Poison Damage > Any Attack Speed that is applicable > Chaos Damage.
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Bandits/Ascendancy/Pantheon



Ascendancy: Raider
Order of Ascendancy selection is recommended:
1. Rapid Assault
2. Avatar of the Chase
3. Way of the Poacher
4. Avatar of the Slaughter

The rationale behind this is that during the leveling process, the build does not focus on Frenzy Charges or generation as heavily as it does later. Onslaught and improving Onslaught is far more meaningful to quickly level. And yes, I know how good Avatar of the Veil is... But this is an attack speed build, take your cookie cutters somewhere else, seriously. This build is for speed freaks. So of course, improved Onslaught.

Bandits: Kraitlyn
(You could not have expected us to get 2 passive points when one of the Bandits actually gives us attack speed, could you?)

Pantheon:
Major: Soul of the Brine King
Minor: Soul of Ralakesh(Litanius) / Tukohama(Tore) / Garukhan(Rek'Tar)

Brine King is a no-brainer because we lifegain to live. Being stunned = not gaining life.The minor gods actually have really interesting choices for us, and we can swap through them depending on what content we plan to face. For everyday mapping, I prefer Ralakesh. It makes our Blood Rage degen slightly less while moving, helps us avoid having to use our Staunching flask, and prevents blind (and maim) which is a really bad thing for our accuracy. Gruthkul is a pretty safe pickup if we're going into a map where Porcupines spawn, since we don't run an Immortal Call. Typically though, the chance of being one-shot by a Porcupine is tremendously low since we gain life so rapidly. Garukhan is our third option for encounters where we are expecting to take savage hits, so use it when we face harder hitting bosses. The movement speed is really not required.
F.A.Q.
Q: Didn't you steal this idea from Mathil?
A: I would say 'Great Minds Think Alike' but then it would imply that I think I'm great. On the contrary, I've made endless builds over the years with varying levels of failure and success, this just happens to be one of them. I took it as a point of pride that I made a build similar to his at approximately the same time, however I can't site him as a source of inspiration due to starting on it before I even knew his existed. Lots of differences as well.

Q: Oh my god Kwitch this build won't work because X Y Z!
A: I believe it will work, I've tested it and thus far it has worked. I look forward to hitting a wall and solving any problems that I encounter with it. It's not a perfect build that can clear 100% of the content. It's a drag racer that can beat any other car off the line. If you wanted an Uber farmer or Currency farmer or Shaper farmer, you would approach those challenges with that goal in mind. The goal of this build is speed, excessive speed, and managing to somehow kill everything it sees as an afterthought of speed.

Q: 'Gee kwotch, why does your Path of Building pastebin have perfect items? If PoE is played for 8 million years those will never exist! Reeeeeeeeeeeee...'
A: I build all of my builds in PoB with perfect gear so that the build can be viewed at it's 'maximum' potential. I then remove half of that and consider if what would be possible at 50% would still work as a build. If it does, then I play it and make sure. Also, I play temp leagues. Standard players DO have mirror-worthy items and appreciate knowing what a build is capable of should they invest their time into it. However, I also always include my 'current' PoB links so that people can use educated judgement to find a middle point between my current, real character and the hypothetical values.

Q: Can this build do [Boss Name]?
A: You'll be the first to know, when I do.

Q: Why not drop Acrobatics and pick up Iron Reflexes, change out your breath of the council for another item, get more weapon damage on tree, and reroll as duelist so you can get slayer leech.
A: Why don't you accidentally enjoy the flavor of a fire hydrant.

Q: Your builds are pretty awesome and I am really proud of your contributions to the Path of Exile community.
A: Thanks mom, but it's really weird knowing you read my build guides.
Changelog
None yet, no changes.

"
monsters1421 wrote:
the entire guide.

...And?
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far cry from 30 aps. pretty misleading
When I first made the build in PoB, I initially was able to reach 44 attacks per second.

I reduced that value to 29.89 for the sake of making the build more rounded defense and hp wise, so that it could actually be played.

If your point is that 0.11 less attack speed than 30 is misleading, I'm sorry, but that's a bit pedantic.

*edit* Looking at it again, it's 30.17. I don't like this version though, so I reduced the value down so that it was more playable.


Your empty criticism is duly noted.
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Last edited by Kwitch on Oct 1, 2017, 12:56:30 PM

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