MP Frenzy / Point Blank lvl 61 Ranger build (video)

Split Arrow just not mowing down the masses like it used to? That added cold damage support not scaling with your gear and build? Try Multiple Projectile Frenzy and added fire damage instead!

Build link - includes 12 bonus points from quests.

Video link - Point Blank Archer after 2:30

Video link 2 - Acrobatics with Point Blank Archer @ lvl 65

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Wanted to test a few assumptions:

Spoiler
*Is split arrow just a poor-man's multiple projectile frenzy?

Yes. It faces the same "20% less damage" that multiple projectile frenzy does, yet maxes out at 20% increased attack speed from quality and 42% increased physical damage at level 15. MP frenzy with six charges gets boosted to 96% attack speed from quality and 48% increased physical damage. Assuming you use faster attacks instead of MP on split arrow that would boost the attack speed to 59% at level 15, still far shy of a frenzy build.

One might argue that split arrow is the better option for a ranger avoiding frenzy charges as I set out to do with this character. Using the points for increased critical passives and movement speed worked out just fine at the lower difficulties, and it was nice shattering groups without having to use a Diamond flask.

Problem was late game multiple crits were needed to kill with split arrow and the slow attack speed was not taking advantage of flasks because I couldn't spend it faster than it filled up. Thats quite an issue for a character with low mana pool. This was netting me less attacks, for less damage, and wasted flask drinks. Couldn't make good use of Diamond flasks due to slower attack speed with split arrow leading to running dry on flasks because I wasn't able to kill effectively.

*Will a full evasion ranged build making use of Hyrri's Ire for acrobatics survive the end of merciless and transition into Chaos at 56?

Yes, and possibly if you have lots (max life over 1000) of +HP from gear and passives.

After equipping Hyrri's Ire at 47 the boost in avoidance was impressive. This made the end of merciless quite enjoyable and the added cold damage/chill duration synergized well with the added cold damage support on Split arrow. Picked up the Piercing Shots cluster at that point and was able to swap to temporal chains instead of projectile weakness for even more slow-motion action.

I had been grabbing +HP on gear whenever I could and picked up five life passives to keep myself from being one-shot. After seeing Urist's ranger put immortal call to good use, I figured that would be a good idea in case of curse-immune quick moving groups. Seems like certain monsters in Chaos hit for over 900 damage, and the skeleton archers hit for around 400. There were more than a few deaths grinding chaos to 60, but much was learned in the process.

*Will poison arrow pick up the slack caused by terrible gear while leveling?

Yes. Poison arrow remains a safe and effective single target/AoE attack throughout the entire game independent of gear. See Urist's thread for more details on making the most of poison arrow.

*Is a crit-build effective while completely ignoring power charges?

Yes. Using at least one Diamond flask will give you on-demand screen clearing AoEs and also making quick work of rare monsters. Being able to use these flasks makes investing in Critical chance passives less attractive, especially if they are not in the way to something more worth the points (such as crit multiplier).

*Will completely ignoring mana, stun recovery, accuracy, and status ailment avoidance passives cause problems?

As long as you can spend more mana than you regain per second, the current system will reward you for ignoring such utility resource nodes. If this is not the case, spend points on attack speed instead.

The stun recovery was looking attractive from level 56-60 due to having less than 900 health. I knew I wouldn't need them after equipping Kaom's so I just suffered through the stuns trying to keep my distance from mobs and using temporal chains. If the multiple 8% stun avoidance and recovery nodes were condensed into half as many 16% ones they would be worth considering.

The status ailment avoidance clusters are just not attractive in the current system considering the majority of caster mobs use projectile spells which are simple enough to manually avoid by moving. Before equipping Kaom's there were many times in chaos and in the merciless dungeons when the cold weaver skeleton casters would chain freeze me. I would rather get more HP to decrease ailment duration than invest in a chance to avoid it. Again, if these clusters were condensed or put in the way of something more attractive, I would consider taking them.

*Is Point Blank Archer worth taking while not applying to rain of arrows, and lightning warp is causing crashes?

Yes! I wish I had tried Point Blank Archer from the beginning instead of waiting until 60.

Rain of arrows sees its best use in jungle maps and caves where swarms of enemies surround you (also nice for hitting mobs inside a room that the doorway would block your split arrow/mp frenzy). I actually stopped using rain of arrows at the end of merciless since it would require heavy support (increased aoe, concentrated aoe, faster attacks, added fire damage, or faster projectiles)
and I was more interested in testing split arrow vs. mp frenzy with my five-linked bow. Will look into rain of arrows further once it works with Point Blank Archer.

Lightning Warp seems like it would work well with Rain of Arrows since both skills have a delay before effect. I briefly tried lightning warp while I had all the movement speed passives, 30% boots, and 30% flask move speed but wasn't able to get a good rotation with RoA.

*Is straying from the typical 7-8 frenzy charge build and Iron Reflexes viable for Hardcore?

Probably not a good idea. If you play HC and have access to Kaom's Heart this build is very fun and safe in chaos. Otherwise, I would stick with something like Pyrocon's blood magic / iron grip build.

Respec notes for level 60:

6 regrets - 75% Critical Strike Chance cluster under dex/int start location. Original intent was to avoid Frenzy, building instead around Split Arrow and added cold damage from supports and gear. Picked up the Two Frenzy clusters on my way to the Piercing Shots cluster and was using Blood Rage to maintain charges. Moved points to grab Frenzy cluster near Iron Reflexes instead.

5 regrets - 19% Movement Speed was great for running between sparse mob packs and zooming between quest objectives. Unnecessary after getting 30% move boots and the mob packs become much denser in Chaos. Used the points to grab Frenzy cluster above ranger start, and grabbed Titanic Might to meet str requirement on Kaom's Heart.

2 regrets - 16% life was needed to avoid getting 1-shot before chaos, but was not enough to survive certain encounters in Chaos using Hyrri's Ire. The extra 16% life was not needed after switching to Kaom's, so I grabbed Point Blank Archer. Huge boost to kill speed with minimal positioning adjustments required.
Last edited by Lo4f#2652 on Mar 12, 2012, 1:59:35 AM
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I've tried Point Blank Archer and it's a wonderful Keystone to use up until MoC, but the problem I've continued to have with it is survivability. Kaom's Heart provides sufficient survivability to use PBA in MoC without having to worry about occasional enemies critically hitting you?
how come your mana leech is with your enduring cry? wouldn't it have to be with something that does damage to leech mana?
"
Shadowstorm wrote:
I've tried Point Blank Archer and it's a wonderful Keystone to use up until MoC, but the problem I've continued to have with it is survivability. Kaom's Heart provides sufficient survivability to use PBA in MoC without having to worry about occasional enemies critically hitting you?

I guess I did the opposite. Definitely would not recommend PBA on a sub 1300 HP build. To reach that by level 56 would probably need all four Oak rewards, +HP on most item slots, and sacrificing for more life passives on top of having four less passives. Kaom's gives you plenty of cushion. Combined with Immortal Call and you should feel pretty much like Rambo running around with a machine gun destroying MoC.

"
105731337 wrote:
how come your mana leech is with your enduring cry? wouldn't it have to be with something that does damage to leech mana?

Just leveling it to see when/if it reaches 4%, don't currently use it.

With bare minimum mana pool I reach my leech cap from Warlord's Mark and the 1% ring. I probably don't need the leech from ring anymore, but it provides the bulk of my fire resistance. I'll try using a magic find ring and see if I'm still reaching cap.

Alternatively, one could use Projectile Weakness for more damage, but would have to find health leech equipment or use Blood Rage (which I used while leveling since I used split arrow instead of mp frenzy). I look at it like this:

-Point Blank Archer needs piercing and leech, but gives damage.
-Projectile Weakness needs leech, but gives piercing and damage.
-Warlord's Mark needs damage and piercing, but gives leech, endurance charges and flask refill.
-Temporal Chains needs damage and piercing, but gives crowd control.

You can swap around which curse you use based on the situation, gear you find, and passive choices.

I chose to grab the Piercing Shots passive and use Pierce support for a combination of 95% chance to pierce eliminating that benefit of Projectile Weakness. Being heavy dex, my accuracy is ~92% so that benefit of Projectile Weakness is also unnecessary.

Temporal Chains was nice while using Hyrri's Ire with split arrow combined with Added Cold Damage support for massive chill durations and snares. Slow attack speed and Blood Rage were eating up too much of my flasks. I would have to kite curse immunes and high health mobs which were not chilled for long by the 66-103 cold damage and 67% increased chill duration combined with temporal chains.

I settled with Warlord's Mark since it refilled my caustic and diamond flasks very frequently in addition to providing all the leech I would ever need. The damage is provided from Point Blank Archer, and the pierce from support. Added bonus is that you gain endurance charges to use with Immortal Call without having to stop shooting and use Enduring Cry.
Last edited by Lo4f#2652 on Mar 10, 2012, 3:52:41 PM
Very interesting. My worry with theoretical point blank builds has always been survivability, but it seems that such a large damage bonus makes it difficult for any melee near you to survive long enough to deal significant sustained damage. So the only real threat left is ranged damage. Do you find you have more trouble with ranged mobs?

This gives me a large amount of confidence going forward with my new 74% block tempest shield/point blank wand build. For a time I was considering not following through with the point blank portion, but this makes it look promising.
Urist McDwarfy has been happy lately. He admired an exceptional ARPG recently. He took joy in slaughter lately. He has been attacked by the dead recently.
Check out the Path of Exile wiki: http://en.pathofexilewiki.com
"
UristMcDwarfy wrote:
This gives me a large amount of confidence going forward with my new 74% block tempest shield/point blank wand build. For a time I was considering not following through with the point blank portion, but this makes it look promising.


I
just decided not to bother with (two) power charges on my wand ranger and redistributed a few points to get Point Blank Archer. The damage bonus should work out a lot better, while being able to drop Power Siphon entirely.

A
lthough I am not sure if her defenses can deal with close ranges, I am inclined to try.

S
ince my ranger's build features some similarities to your templar build Urist, I'd like to share some more details about her to hopefully get an idea how pba-wand builds work out.

W
hile I could level her with a bow and switch to wand and shield once most of the relevant passives have been attained, I decided to use both wand and shield from the very start.

Much to my regret the mid-levels feel very tedious due to her low damage, since most relevant passives still are out of reach (namely pba, elder power and hex master wand cluster). I couldn't even rush for the point blank keystone as she would lack most wands' int requirements.

Anyways - how does your templar work out? Did you go for any weapon elemental damage passives? - even aof?


Some details (copied from another thread):
"
Azhubham wrote:
Acrobatics Wand Ranger
http://poezone.ru/skilltree/#sT


main attack skills: Elemental Hit, Enfeeble, Tempest Shield (just for the additional block chance)

weapons: wand, dex-shield
armour: dex

features:
  • high evasion, high block-chance, dodge, ranged damage;
  • multiple projectiles Elemental Hit;
  • Point Blank Archer;

drawbacks (not considering dps/survivability in chaos):
  • somewhat RNG dependent survivability;
  • (without the unique amulet) barely any defense against spells;

http://www.pathofexile.com/forum/view-thread/21707/page/2

She currently has
  • 56% chance to evade + Enfeeble curse
  • 54% chance to block,
  • 20% chance to dodge,
  • 20%-51% elemental resistances.

Tempest Shield's damage of course doesn't work out too well - I guess your templar's low evasion provides a lot more synergy :)


Edit: Lo4f's video gives me an idea how acrobatics work out in chaos - I wonder if a total of 59% block reasonably betters the chances not to get a lethal one-hit blow.
How often did you die using Hyrri's Ire, Lo4f?
[The Prison] Crawl a text-based dungeon - http://www.pathofexile.com/forum/view-thread/26299
Last edited by Azhubham#4599 on Mar 11, 2012, 5:00:21 PM
"
Azhubham wrote:
Much to my regret the mid-levels feel very tedious due to her low damage, since most relevant passives still are out of reach (namely pba, elder power and hex master wand cluster). I couldn't even rush for the point blank keystone as she would lack most wands' int requirements.

Anyways - how does your templar work out? Did you go for any weapon elemental damage passives? - even aof?

I'm at 54, and just got into chaos. The build seems to be doing alright there so far, though the damage is a bit less than ruthless and merciless would have had me believe. I'm sure that once I gain a few levels and get my Elemental Hit gems up to 15 at least, it'll play much more smoothly.

I didn't even bother trying to play with the wand until my multiple projectile support broke +2 projectiles. There's just no good AoE options for wands that early. I just used 1h cleave sword and board till it did.

I'll post some more details later in another thread once the build seems to be fitting well in Chaos.
Urist McDwarfy has been happy lately. He admired an exceptional ARPG recently. He took joy in slaughter lately. He has been attacked by the dead recently.
Check out the Path of Exile wiki: http://en.pathofexilewiki.com
Last edited by UristMcDwarfy#1339 on Mar 11, 2012, 10:13:02 PM
"
Azhubham wrote:
Lo4f's video gives me an idea how acrobatics work out in chaos - I wonder if a total of 59% block reasonably betters the chances not to get a lethal one-hit blow.
How often did you die using Hyrri's Ire, Lo4f?

I put together a new video at level 65 with Hyrri's equipped. That should give you a better idea of how an acrobatics point blank archer fares in Chaos than a simple death count. My first video only showed the death shots from using Hyrri's, the gameplay was all using Kaom's Heart.

Switching back to acrobatics definitely added a challenge to the runs, I'd say the close calls are more fun than the safety net I became used to. Now, with more efficient passives and bigger HP pool I'm not getting one-shot- but there are several near-death single hits (from full).

I think Acrobatics would be more viable if it provided a boost to life somehow. It works great as long as your health is higher then the maximum single blow damage you can possibly face. With all the dex/int nodes one has to travel out of the way to grab Acrobatics, it doesn't leave much room to boost health and evasion while still maintaining your damage output.

I think the lowest I would recommend someone try Chaos using acrobatics is about 1300 life. Any non-acrobat has the benefit of popping a granite flask at the first sign of physical damage trouble, in addition to other mitigation factors.

Blocking will help your chances, but if certain monsters can hit for 800 damage and you have 799 life with no mitigation all it takes is one failed block.

"
UristMcDwarfy wrote:
Do you find you have more trouble with ranged mobs?

With Kaom's the ranged mobs are not any trouble, I usually just sit still and fire off a few extra shots since they walk up close enough that point blank archer is only minimally penalized or neutral.

Using Hyrri's with just over 1000 life ranged mobs are a nightmare. Archers benefiting from an aura is very bad news since the blue ones seem to hit for about 300-400 pre-modifiers.

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