Ranged Puncture/DoT Build
Hi!
I was developing a ranged puncture build and would like to hear you criticism about it. Here is the idea Puncture basically adds a physical damage-over-time effect based on amount of physical damage your hit delivered. The DoT is further increased if the target is moving. Thus you can increase Puncture's effectiveness by a) delivering harder hits and b) get the target to move. The unique bow 'Chin Sol' provides both. It has decent physical damage, adds 100% MORE damage in close range and knocks targets back ON EACH HIT (knockback IS considered movement, thus enhancing puncture). If you add in the 'Vulnerability' curse you get up to an additional 33% physical damage (both on hit and on the DoT) and on top of that a 40% higher DoT damage, which is an INSANE boost to puncture. Based on my calculations a level 20 Vulnerability increases the Puncture DoT by almost 200%. The downside of all this is the close-range-only part though. It requires you to build your character quite beefy. A big HP pool and medium- high armor are vital! Passive-Tree development: 60 points:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAmy0XHbe2jX7NmL6n0k1uacAPhNnV7WVNJd9qk0d-G_oZtKQZytMs6d0NtBo6s_zF4ss1hlb6Z6AlP7nNnaruDod2GttKffljveY-z1FHMHyNv38rBbXWirEwhs531PlWtkFaGiyFdPGeuSFgQKDvTjIJKLVgiGFS
118 points: At level 100 and 111 points spent (just theoretically) you would end up with the following base stats + passive boni:
Spoiler
+212 to Strength
+252 to Dexterity +44 to Intelligence +458 to maximum Mana +750 to maximum Life Evasion Rating: 350 +3 Maximum Endurance Charge +6 Maximum Frenzy Charge +3 Maximum Power Charge 5% Additional Elemental Resistance per Endurance Charge 5% Physical Damage Reduction per Endurance Charge 5% Attack Speed Increase per Frenzy Charge 5% Cast Speed Increase per Frenzy Charge 50% Critical Strike Chance Increase per Power Charge 37% increased Attack Speed 24% increased Projectile Damage 40% increased Evasion Rating and Armour 32% increased maximum Mana Ignore all Movement Penalties from Armour 8% increased Melee Physical Damage +2 to Melee Weapon and Unarmed range 40% increased Mana Regeneration Rate 220% increased maximum Life 4% increased Evasion Rating per Frenzy Charge 35% increased Physical Damage with Bows 105% increased Critical Strike Chance with Bows 35% chance of Arrows Piercing 20% increased Accuracy Rating with Bows 15% increased Critical Strike Multiplier with Bows 36% increased Frenzy Charge Duration +15% to all Elemental Resistances Doubles chance to Evade Projectile Attacks 40% increased Knockback Distance 15% chance to Knock enemies Back on hit 2% of Physical Attack Damage Leeched back as Life 102% increased Armour 10% reduced Mana Cost of Skills 1.5% of Life Regenerated per Second 130% increased Critical Strike Chance 50% increased Critical Strike Multiplier +8.8% Energy Shield +42.4% increased Melee Physical Damage +504 Accuracy Rating 50.4% increased Evasion Rating How the build is intented to be played: Run around, gather monsters, curse with Vulnerability, fire a couple of Poison Arrows (enhanced by Vulnerability), applying Puncture via GMP + Pierce (pierce chance ~95%, including gem) while keeping melees busy knocking them around and slowing them (added cold damage). Evading enemy ranged attacks with Arrow Dodging. Leeching back life and mana. Difficulites? -Bosses (cannot be knocked back, cannot get close to them) -Physical Reflect? -Low Int (not enough for auras, probably need to swap points a bit) So, now its your turn. What's your view on this build? Got any questions or suggestions? Kind regards, Wood Last edited by Woodfist#7771 on Mar 11, 2013, 10:13:28 AM
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chance to flee could also work with it
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I'd start out like this and then go for chance to crit + pierce. I'd also go: Puncture + LMP + chance to crit + chance to flee + chance to ignite + pierce or something, with the intention of hitting a large number of monsters and at the same time motivate them to move around. And, I'd consider 2x the unique Iron ring, with 10% chance to flee. The Chin sol, better dmg bows are to be found and, being an archer, running up to monsters, shooting them point blank and THEN wanting them to move around, it seems counterproductive. |
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The Shadow also has options, permavulnerability, with permatemporal chains and 25% chance to shock + earlier high chance to crit. |
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>>>>Forgot to say that the build is meant to be played in hardcore.
" CTF might be worth considering, especially with those unqiue rings Chiliconkarma mentions. " Close range ≠ melee range. From my experience short range is aproximately the range of an unsupported freezing pulse. There's still room for the mobs to move towards me and being knocked back to 'max close range'. Also Chin Sol doesn't have the downside of Point Blank. Farther away targets will take full damage, just not the added 100% more damage. They will get punctured and recieve increased damage moving towards you. Once they reach the close range zone they start getting knocked around. " Why temporal chains? It adds nothing but the slow. The DoT might last longer but you will be hitting the monsters all the way anyway. You won't just debuff them and leave them. You can also achieve 2 curses by adding the unqiue Windscream boots, which are quite nice for the build anyway. The shadow lacks Armour nodes that you will most likely need to not get instakilled from physical reflect. Also HP nodes are scarce. However the critnodes are nice, but they are also part of my build. |
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The point with puncture is to make the monsters move and thus take dmg. or kill them before that. With movespeed and perhaps a skeletotem monsters can be punctured off-screen and have their movement handicapped and then torn to pieces.
Fighting them at "freezing pulse range" is add'ing danger and letting them get close. Not being within a monsters range is safer than tanking them, any day, thats also the point with temporal chains, that, high crit and cold, will make it easier to evade them, they have to move, but the skill doesn't care how fast they move. The shadow, if going for bow and crit, will need heartpierce, Iron reflexes is 7 nodes from there. Some armor can be gotten. .... But, I guess you are right, duelist will be safer, but, perhaps "King of the hill", with knockback on crit will help` |
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The point is that melee monsters will not get close enought to actually cause any harm to you (except maybe the really fast ones). They will constantly be knocked back (Chin Sol gives 100% Knockback) at max close-range.
Close range isn't actually too close. Here's how I would estimate the 'close range'. It could even be the outer line, but probably not. Though even at the inner line melee monsters would still be far away enough to not be able to hit you:
Spoiler
![]() Knockback IS considered movement and increases the puncture damage. The mobs move a step towards you, get knocked back, move towards you, get knocked back. And take increased damage all the way. It's the same with sweep. If you have high enough attack speed, the knockback part of the skill will make you immune to any melee monsters, since they will never get close. Last edited by Woodfist#7771 on Mar 10, 2013, 2:51:45 PM
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Any more ideas?
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Very nice use of Puncture, I think I am also going to try using it as soon as I can get a Chin Sol. Being the noob that I am, I am curious if the damage done by bleeding is being reflected by reflect mobs or not.
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I'm wondering the same as JohnWeps, I thought of doing a build with Puncture+LMP+ maybe Chance to Flee/Knockback but then I realised there is a node which says "Knocks Back Enemies if You get a Critical Strike with a Bow" so I decided to stack crit instead.
I think I'd probably use Puncture+LMP+Increased Critical Strikes+Faster Attacks+Life on Hit? and maybe use Poison Arrow+LMP aswell Curses would probably be Temp Chains/Vulnerability http://goo.gl/d5EuA Any suggestions to my build are appreciated. |
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