[3.2, Playable state Reached] Poison Quillrain Assasin. (300k reasonable/1m+ min-maxed dps)

when i load the PoB its only 80 points. Also what are you using for defense? there is only like 130% hp taken on the tree and no evasion or energy shield.
Currently play this style, my char here: https://pastebin.com/TBRPS9xA. The dps is just 1 arrow of tornado shots and the dps from mirage archer is not counted in POB

Use a 6L for tornado shots to kite + mapping, a 5L barrage for stacking duration & off screen boss.

The most powerful way vs bosses is using barrage but i chose ts bcz of my wooden pc (spikes, etc...), shot if i can, let mirage archer does his job, use barrage when my hp pot gone or im low on hp.

+Achievement:
-deathless normal atziri, trio are super ez
-deathless yellow elder (T7)
-deathless uber izaro

Another alternative that im going to try is moving toward hp cluster above marauder area and use kaom heart when i have enough currency, theoretically i will get 6k7 (currently above 4k9 with some hp node unallocated)

+Important unique:
-5-6L quill rain
-thief torment (high life gain on hit)
-coralito flask (main dps buff)
-lvling by other skill until you complete normal lab.
-thief torment help a lots at early levels (remember the old vaal pact?)
-atk spd and hp on jwl

+Pros:
-Powerful boss killer (not as fast as some godly build with ex+++ but it's worth the invesment)
-Cheap to start (all items are cheap except jwl and a 5-6L quill rain or chest pieces)
-good clear speed
-safe (knock back and high projectiles speed)
-not very high but decent amount of hp
-performs well in breach
-"instant" leech no mana pot problem
-fast projectiles speed --> off screen mobs --> faster clearing map
Cons:
-good against bosses but not killing mobs fast enought (need a little amount of time to build up DOT)
-Evasion is unreliable



Hello !
I've been trying to create a Quill Poison Assassin of my own brew, and I've been searching for a bit of inspiration.
I'm at A9 right now, the DPS is melting bosses & adds so far.



I've been building around the new Fenumus'set. The gloves are really strong, for the huge amount of chaos / Damage of ailments they bring. It's very interesting, and I suggest you might use them.
The helmet brings a lot of %chance to poison aswell as Poison damage on top of Hindering nearby ennemies.

So far i've encountered a bunch of issues :

- Capping Resists is a nightmare ;
I have 3 rare slots & the body armour - Dendrobate or Belly I guess.

- Can't use blasphemy Despair & Haste because of 25% mana reservation of Aspect of the Spider.
Might want Impresence but it's another unique lacking Resists.

- Very low HP pool.
Even with 185% Inc Life & a Belly, the max hp is 4800 (I'll have to solve that. Maybe a Kaom's heart ?)



The character is VanrellQuill if you're interested to check it out.
I wish you good luck !
Last edited by Arhyuu#4787 on Mar 13, 2018, 7:26:53 PM
I'll give some input in this thread about my own variant because I think many of you will struggle with survivability in high end maps. The key point is that you need to balance the lack of life from dendrobate in your other items.

POB:
https://pastebin.com/wguWERHB

Overall I think this combination of items is much better then using ranged attack totems, I also do not use the Fenumus helmet because it has no life and Starkonja is really good.

Highlights:
- Any map mod
- 7300 effective life pool (HP + MOM)
- Thief's torments so immune to no regen \ leech map mods \ -50% curse
- Allot of flask nodes
- Blind on hit (jewel)
- Knockback from bow crits
- Acrobatics

Negatives:
- Not a budget build
- No front loaded damage
- Requires 2x jewel with chance to poison (or 1 more passive point)
- Barrage is best for single target (however +2 TS helmet comes close)
- No room to improve accuracy
- No HoGM

Notes:
Starkonja with +2 TS projectiles would be BiS but the lightning golem enchant is pretty strong as well.

Other options with regards to gloves are embalmers or tombfists with 2 sockets (if you have really good jewels).

You could skip MOM and go for a life tree, then use your mana for 2 more auras but I don't think it's worth loosing around 1K effective life and Thief's Torment will have a hard time keeping your life pool up (instead of life+mana).
Last edited by foojin#2576 on Mar 14, 2018, 10:44:07 AM
From my own experiences, Tornado +2 2nd projectiles is BIS for this build

I have been playing around with this build and enjoy the play style. One question regarding TS as your multi-mob clearer - what 6L setup do you prefer. I don't follow the POE tool tip damage, but I like the idea of including chain for large packs of mobs, but from my experience, the DPS drop is noticeable.

I have been using:

TS - GMP - Vile Toxins - Deadly Ailments - Unbound Ailments - Added Chaos

or

TS - GMP - Vile Toxins - Deadly Ailments - Chain - Added Chaos

Curious what your 6-link TS suggestions are.



"
kurto55 wrote:
I have been playing around with this build and enjoy the play style. One question regarding TS as your multi-mob clearer - what 6L setup do you prefer. I don't follow the POE tool tip damage, but I like the idea of including chain for large packs of mobs, but from my experience, the DPS drop is noticeable.

I have been using:

TS - GMP - Vile Toxins - Deadly Ailments - Unbound Ailments - Added Chaos

or

TS - GMP - Vile Toxins - Deadly Ailments - Chain - Added Chaos

Curious what your 6-link TS suggestions are.





Faster attack, we have enough dmg so we need more atksp to sustain (life gain on hit)
Unbound ailment is weaker than other support like swift affliction, void manipulation after 80 stack of poison (1.3s for single target)

u should get +2 ts enchant so we dont have to swap to barrage vs single enemy, ts proved 109% base dmg > 61.4% barrage base so we're dealing more dmg but less life gain. Without the enchant, we have to use barrage for bosses.
Without the TS or Barrage enchant, would you mind sharing your 6 link gem setup for TS and Barrage?
"
kurto55 wrote:
Without the TS or Barrage enchant, would you mind sharing your 6 link gem setup for TS and Barrage?

For barrage, your setup is fine, but you should test with pobuilding. According to it, Unbound ailments using on my current char becomes weaker than swift affliction and voidmanipulation after 80 poison applied.

I'm testing around with TS, with the + 2 enchant, I dont have to swap weapon or gem in boss fight, but the life gain is much less (9 vs 6 projectiles). So im trying faster attack vs lesser multiple to figure out which one is better. It seems like faster atk provide better leech while lesser multiple projectiles provides more coverage.

Your setup is good atm, u can melt bosses in secs with barrage.
I'm playing a variant of this build that I theory crafted before league started. I considered a ranged attack totem setup as well. I absolutely do not think the Ranged Totems are worth it at all. First of all, you have to use a skirmish, which is otherwise pointless to the build. You lose something like 8%-15% damage over a rare quiver( or maloney's nightfall), depending on the quality of your quiver. And that can be immediate damage (phys damage to attacks, crit, etc).

Secondly you can't have a wither totem, which can be a huge source of damage.

And finally, the way they inflate your DPS is by buffing your poison duration, but in 99% of cases, going from 20 second poison duration to 30 second poison duration is useless. It's better to have a wither totem that buffs your damage up front, not by adding useless duration onto your poisons. Most enemies will never be alive long enough for that type of duration. I realize it can be helpful on tough bosses, guardians, etc, but still not to the level it effects your POB dps numbers.

I'm not saying poison duration isn't good... it's very nice. But consider that it has diminishing returns. At some point, it's just better to focus on your up front damage rather than continuing to scale duration.

Report Forum Post

Report Account:

Report Type

Additional Info