[3.24] Scourge Arrow Poison Prolif Pathfinder - Fast, fun to play

Don't think you really want the Mageblood flask belt as a Pathfinder, you get plenty of charges already and lots of flask duration.

You already get enough res from alchemist bismuth and a flask rare stygian is probably just straight up better unless you are doing full increased effect shenanigans (harvest craft, alchemist prefix, etc.)
Last edited by Rysidion on Oct 17, 2021, 3:27:45 AM
Hmmmm, a good mastery for Divine flash

I just saw the chaos mastery and I am not sure if it helps a lot but we can get 100% phys converted to chaos very ezy 40% from assendency 40% from mastery and 25% from wepon.
Scourge arrow already converts 60% phys to chaos so no need for that chaos node.
I guess the new jewel that gives 50% chance for flasks not to consume charges will be pretty neat on this?
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cybertier wrote:
I guess the new jewel that gives 50% chance for flasks not to consume charges will be pretty neat on this?


Yeah I was thinking the same. Pathfinder also got another 20% from ascendancy, so it's 70% chance not to consume flasks charges.
You can get another 10% on elder belt.

I don't know where to find the last 20% tho.

Will 80% chance be enough ? It's worth giving it a try I think.
Last edited by zibbulon on Oct 17, 2021, 10:49:34 AM
U mean...the ascendancy node that gives the 20% also gives the 3 charges anyways, so...there is like basically no value between 80 and 100 AND getting 100 would literally mess up Iron Flask?! The "when charges reach full" certainly wouldnt do anything and not sure how it would interact with "used at the end of flask duration" Like right now it basically empties the flask instnaly, so maybe it would refresh an infinite amount of times with 100& dont consume? Something tells me the game wont like it and bug out xD

Which jewel btw? did I miss something?
I think this will be my starter next week :) how is it for Blights? I imagine the proliferation is very useful there.
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xardas149 wrote:
Which jewel btw? did I miss something?

The Survival Instinct jewel changes

"There is now a limit of 1 for these Survival Jewels.
Survival Instincts: Now has “50% chance for Flasks you use to not consume Charges” and “70% less Flask Charges gained from Kills”. It no longer grants +20 to Dexterity, or +6% to all Elemental Resistances. Existing items can be updated using a Divine Orb."

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U mean...the ascendancy node that gives the 20% also gives the 3 charges anyways, so...there is like basically no value between 80 and 100 AND getting 100 would literally mess up Iron Flask?! The "when charges reach full" certainly wouldnt do anything and not sure how it would interact with "used at the end of flask duration" Like right now it basically empties the flask instnaly, so maybe it would refresh an infinite amount of times with 100& dont consume? Something tells me the game wont like it and bug out xD

It won't mess up Iron Flask actually with "when charges reach full" b/c what it does when flasks dont consume charges is it basically spam uses the flask. I was paying attention to my flask consumption and noticed this. When it doesn't consume charges it just uses the flask again right after. So basically your ward will be refreshed every second lol. Plus perma runeflaring so perma big dmg boost with gloves even during bosses. Plus it would allow you to run Alchemist instead for even MORE damage.

I kinda expect them to nerf this jewel b/c it's almost a free mageblood.
Last edited by Heysatan on Oct 17, 2021, 2:57:43 PM
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Heysatan wrote:


I kinda expect them to nerf this jewel b/c it's almost a free mageblood.


I don't know if they'll nerf it, sure the positive is extremely strong, but so is the downside for non-pathfinders. Especially with flasks such as Cinderswallow that require a lot of charges.
And keep in mind that they did make getting flask charges a bit harder in expedition.

That being said, they are also increasing and changing flask related stuff in the skill tree, and wouldn't surprise me much if items also get touched. So, maybe we can actually reach 100% with pathfinder, it'd be super busted, but we'll see. I am however fairly certain they'll make it so you can't reach 100% for obvious reasons. Worst case scenario they remove the 20% chance to not consume flask charges from Pathfinder while making it more available for everyone in the tree.

Either way it definitely looks worth considering. I am definitely playing this as a starter.

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