[3.10] Pathfinder-Scourge Arrow ft. Blast Rain(no totem)|Fortify from a bottle|All Content|HC-viable
FORTIFY UP & CRUISE THROUGH ALL END-GAME CONTENTS
Poison explosion chain
Face up against wave-20 Kosis
Tank the Shaper's laser beam and tele-slam (a testament to the build's defensive effectiveness)
Cruise through all end-game contents PoE has offered.
Ultimate limit test:
Fully-juiced map farming:
PATH OF BUILDING
Select the PoB ver that you like.
Note: community fork ver of PoB.
PROS VS CONS
+ Well-rounded build.
+ Good clear speed and great single-target DPS (~10M DPS from SA + ~400K DPS from Blast Rain/MiArcher).
+ Extreme surviving capabilities thanks to Fortify + multi-layered defense.
+ Super durable: high regen; long utility flask duration + good life recovery (~12000life/6sec+Fortify from flask) + fast charge recovery.
+ All contents were cleared smoothly and deathlessly. All map mods.
+ Well-suited if you want to level to 100.
+ Hardcore viable.
+ Have reliable way to build up withered stacks (lasts ~5sec) by Blast Rain/MiArcher.
+ 100% League-starter, and final gears are affordable.
+ The gatling-gun scourge arrow + poison explosion feel satisfied.
+ Powered by the new cluster jewels introduced in 3.10.
+ Comfortable farming T16 juiced map in the Delirium mist [3.10].
+ Able to handle the ultimate end-game challenge: 100%-Delirious fully-juiced T18 map (T19 is a possibility) [3.10].
- Scourge Arrow style takes time to adapt.
- Need to press many flask buttons.
- Not suitable if you don't like being reliant too much on flasks.
GUIDE of GUIDE
On Single-target DPS
On Ultimate Limit Test(T18/T19 100% Delirious fully-juiced double-Beyond map)
THE BUILD MECHANICS
Why another pathfinder build and the ideas behind it
Defensive Setup: Fortify and Flasks
Every time we consume a life flask charge, we have Fortify thanks to the Hardened Scars anointment on the amulet. A life flask would stop discharging when the character reaches full health, so to get fortify up for the full duration of the flask, we go with a special affix named foreboding. This foreboding is a prefix that force mana recovery occurs at the end of the flask effect, ensuring the flask grants fortify during its entire duration.
Offensive Setup: Blast Rain
Instead of casting wither thru multiple spell totems, which is slow and not practical in crowded mobs clearing, esp. Simulacrum, this build shoots blast rain with zero cast time and generates withered stacks on the target (boss or mobs). Blast Rain also provides a bit of extra damage (400K sirus DPS) that makes it really useful in softening up bosses or mobs. It works great with poison DoT.
So why Blast Rain, one may ask! One of the most appealing characteristics of Blast Rain is that all the explosions overlap on the target. This is great for withered stack generation. We add GMP or Awakened GMP to have 11 or 12 of overlap explosions, each of which has 25% chance to inflict withered. So the question is can we fast enough to max cap the withered stack within withered duration of 2 sec?
Instead of trying to answer that hard question, let's tackle it from a different angle: increase the withered stack duration. The build invests quite a bit into increasing skill effect duration so that we have Mirage Archer (MiA) lasts for ~10sec and withered lasts for ~5sec (original: 2sec). To offset MiA low attack speed (60% less AS), we invest into faster AS from frenzy charges, flask, etc.. So we manually shoot a volley of Blast Rain to the target and let MiA lock on to that target for 10 seconds, a duration that is more than enough to kill any single-phase monster, such as metamorph, Conquerors, Omniphobia, etc.
If our manual Blast Rain misses the target on the initial shooting, we need to shoot it again. But usually, I don't spend too much time on that. Just shoot the mobs with BR once in about 10sec and shoot Scourge arrow the remaining time.
Offensive Setup: Scourge Arrow
This is a standard SA setup. Awakened gems are great to have. However, in early league, I did just fine with regular gems.
Scourge Arrow Mechanics
Read this if you have issue with your single-target DPS.
But there's a catch. The thorn arrows from the same pod cannot all hit the same target since they are emitted at the same time. See Chris' notice:
So it's the number and position of the spore pods with regard to the target that determines the damage dealt on that target by thorn arrow hit.
All that said, I recommend +1 arrow for your SA, mostly for the purpose of dealing maximized DPS against single target.
With one arrow (+0)
With two arrows (+1)
With three arrows (+2)
ASCENDANCY & BANDIT
Getting your Pathfinder's ascendancy points in the following order:
1. Nature's Reprisal.
2. Master Toxicist.
3. Nature's Boon.
4. Master Alchemist.
Nature's Adrenaline is an opportunity-cost trap. Master Alchemist grants elemental ailment immunity which is significantly better in all situations.
With Master Alchemist, You don't need to worry about getting ignited / freezed / chilled / shocked etc. under effect of any flask, which should be ~100% uptime. You will appreciate this node more when you get into the fight with Sirus at Awakening level 8.
All in all, regardless of the nature of the league you are doing, take Master Alchemist instead of Nature's Adrenaline.
Kill them all.
THE CHOICES OF GEAR
Very straightforward! There is only one choice: Hardened Scars (so that we can have Fortify on life flask drink).
Coralito's Signature: This is our damage flask. Great offensive stuff.
Overflowing Challice: This flask doubles the charge replenishment plus huge chunk of life regen.
Foreboding Hallowed Hybrid: this flask generates Fortify thanks to the cool interaction with Hardened Scars anointment. Every time we consume a life flask charge, we have Fortify. A life flask would stop discharging when the character reaches full health, so to get fortify up for the full duration of the flask, we go with a special affix named foreboding. This foreboding is a prefix that force mana recovery occurs at the end of the flask effect, ensuring the flask grants fortify during its entire duration.
Basalt Flask: Our source of physical damage reduction and curse immunity. To make it even better, we crafted an Alchemist prefix onto it that increases the flask effect with the expense of reduced duration. Since we already have tons of duration increased thanks to our cluster jewels and passive tree, we are good. In addition, curse immunity is important to have. People usually underestimate adverse curse effects; we will not.
Cinderswallow Urn: 3% max life regen on kill + stun avoidance.
Bottle Faith: triple radius of consecrated ground compared to Overflowing Chalice and amplified damge taken for enemies, guaranteeing a good return of investment considered its hefty price. Bottle Faith is the luxury that is well-worth when you are either trying to minimize the risk of dying around level 98 or 99, or doing 100% delirious fully-juiced map. Absolutely not a mandatory flask to have.
Taste of Haste: synergize really well with the phys. damage taken as cold damage from the helmet. Can be used in substitution for the Overflowing Chalice.
Basalt Flask with +30% movement speed: in bossfights (no curse immunity required). Total movement speed: ~110%.
Regardless of your choices, try to craft +26% quality on your flasks by making Hillock the blacksmith the captain + leader of Research syndicate (so he grants 2 crafting benches on safe-house raid).
Cluster jewel Setup
These cluster jewels serve two purposes. We aim to increase the skill effect duration, for Withered lasts much longer than the default value, and flask duration / flask recovery, for longer Fortify and everything.
Wicked Pall, Circling Oblivion: great for both offense and defense.
Touch of Cruelty: great for both offense and defense. Hindered enemies are 30% slower, which means they can't approach us too fast and we can kill them more easily. Hindered targets 10% increased chaos damage, which is good for our Scourge Arrow.
Unspeakable Gift: gives us poison explosion chain. Work really great in tandem with Scourge Arrow mechanics in mapping and Simulacrum. Switch to Unholy Grace if you're having problem with single-target DPS or doing limit test (T18/19 100% Delirious fully-juice map with x2 Beyond).
Unholy Grace: great offensive node for this build. Craft this node instead of Unspeakable Gift if you want more single-target DPS.
Numbing Elixir, Distilled Perfection: provides flask recovery and prolonged duration. With Druidic Rite node, we have 6-second Fortify.
Fettle by two: +1000 life easily. Needless to say how important life is in the menacing Delirium league.
End-game Gear Setup
Bow: Darkscorn is cheap and powerful that can carry this build from the early map to the end. If you want to go with rare one, look for %chance for inflicted poison to deal double damage, +% chaos dot, T1 added chaos damage, increased poison damage, etc.
Helmet: Crafting guide is available. Check it out in the Crafting end-game gear section. Recommended mods:
Quiver: Crafting guide available. Check it out in the crafting section. Quiver is where you focus on landing your offensive mods. Things to look for on a quiver:
Chest: Crafting guide will be available in the crafting section. Recommended mods:
Gloves: Fenumus Weave with despair on hit corruption is the best in slot in my opinion. It delivers great DPS boost, a little life, and offer spider webs that synergize well with Touch of Cruelty cluster jewel. Embalmer with despair on hit corruption is also a good alternative. If you don't have access to despair on hit rolled on the gloves, don't worry. Just get it from ring at the cost of one suffix.
Ring 1: one should be a Nostalgia ring with:
Ring 2: I recommend a rare ring instead of another Nostalgia ring in the 2nd ring slot. A rare ring provides us the flexibility that the offensive Nostalgia doesn't have, esp. in the defense department (and it's never been enough to stress that we favor good defense over offense). Things to look for on the rare ring:
Belt: Leather belt with:
While the Scourge Arrow gem setup is quite standard, the Blast Rain setup employs withering touch and Mirae Archer to generate withered stacks, supporting by GMP and Awakened Added Chaos Damage.
Soul of Lunaris: upto +8% phys damage reduction from nearby enemies.
Soul of Tukohama: upto +8% phys damage reudction while stationary, which this build loves to stand and shoot. It also provides a sweet chunk of life regen while stationary. Quite good synergy with the build.
CRAFTING YOUR END-GAME GEARS
The idea of this craft is to incorporate the following defensive mods:
with the best-in-slot offensive mods (crafted from the bench):
We also want to steer away from the Hunter's mod: 'nearby enemies have -x% chaos resistance' mod because, first, it is too expensive to buy the required level-85 base with the +1 pod enchant. Second, the chance to roll this mod is pretty low. Finally, we can craft much better offensive mod instead of this suffix.
The process is as follows:
The idea is to incorporate the following mods (getting as many optionals as we can):
The process involves slamming an awakener's orb on a Hunter's base (+25% chaos DoT multiplier) and a Warlord's base (+1 arrow). Purely luck involved since the desired affixes are on both suffix (the chaos dot multiplier) and prefix (the +1 arrow). Best of luck!
Reminder: there are alternatives that still work fine for this build without the +25% chaos dot multiplier. An example of such alternative is a (Warlord/Shaper) quiver with T1 life, +1 arrow, +x% Attack speed, maim on hit, or even a nice roll of DoT multiplier if you are lucky. Awakener's orb is just a deterministic way to have both chaos dot multiplier and +1 arrow although the process after that is not so deterministic.
Crafting Body armour
To be added
LEVELING UP GUIDE
Leveling gears (level 70-90):
For the rest of the gears, check out related PoBs in the Path of Building section.
Check out the PoB level 70 in the Path of Building section.
Grab 3/4 ascendancy notables:
As soon as possible.
- Chance to poison. We start with small chance to poison on hit. No need to go ham on pure DPS node because low chance to poison = low DPS.
- 5-link Death's Opus as main should be enough.
- 5-link body chest with temple mod (+raw life / +% increase life).
- Try to grab a Darkscorn as soon as possible.
Grab Iron Reflexes:
IR converts all evasion into armor. This tremendously improves our physical damage reduction. Remember that armor is much more useful against small hits than evasion, and small hits are what we could expect in the early maps.
Skip all the cluster jewels:
Cluster jewels have a fixed penalty of 3 skill points minimum. Don't spec out onto cluster jewels until we have enough skill points.
Run Barrage Poison as main DPS:
Early game, Scourge Arrow deals little DPS. Instead, a Barrage Poison as main DPS for bossfights and Scourge Arrow/MiA for clearing are better choices I think.
Check out the PoB level 80 in the Path of Building section.
Grab 4/4 ascendancy notables:
As soon as possible.
- Should already have a Darkscorn in the inventory and start 5-link it.
- 6-link body chest from level 70.
- Start crafting the cluster jewels: medium flask cluster -> small Enduring Compusure cluster -> large cluster (as PoB) -> medium Chaos DoT cluster -> small Fettle cluster.
Check out the PoB level 90 in the Path of Building section.
- DPS: should have 6-link Darkscorn + 6-link chest from level 80.
- Cluster jewels:
- Start crafting end-game gears: helmet, quiver, chest.
- Start looking for corrupted gloves with Despair On Hit on the implicit.
Spec'ing out Iron Reflexes and preparing to pick up Divine Flesh:
- Armor is no longer our best defensive mechanism since we gonna receive multiple savage hits from end-game mobs/bosses.
- Shift focus to evasion-based defense and mitigating hits.
- Embrace Divine Flesh for further physical and elemental damage mitigation.
Run Scourge Arrow as main DPS:
- Your Scourge Arrow should feel good by now.
- Main DPS: Scourge Arrow. Support (withered gen): Blast Rain/MiA or Barrage-Chain/MiA (up to you).
- If you want, you can also keep running with Barrage poison as main DPS and Scourge Arrow/MiA as clearing as you have done up to this point.
Road to level 100
I would suggest speed-running fully-juiced Promenade + Overgrown Shrine. Although if you feel uncomfortble with the confined area in Overgrown Shrine, feel free to switch to Light House or Burial Chamber.
I leveled up from lvl 95 to lvl 97 in just 16h of playing time by doing so why still having chance to get 4 watchstones to fight SIrus for additional possibility of good drop. Not a single death.
Thank you for making this far! If you have any questions or suggestions, feel free to let me know. I also collected some of the questions I got asked in my video.
Long story short: Awakened Added Chaos Damage provides better bang for the buck since we have extra 200K DPS from MiA. Long answer.
It's the combination of high life regen (+1200) from stationary, enduring cry, the passive tree + cluster jewels, and plus the cinderswallow (recover 3% life when kill). With enough life regen and high DPS to wipe out targets we can constantly get back to full life even in the middle of crowded mobs.
Every time we consume a life flask charge, we have Fortify. A life flask would stop discharging when the character reaches full health, so to get fortify up for the full duration of the flask, we go with a special affix named foreboding. This foreboding is a prefix that force mana recovery occurs at the end of the flask effect, ensuring the flask grants fortify during its entire duration.
Last edited by WolfieNa on May 24, 2020, 2:50:34 PM
Last bumped on May 25, 2020, 2:22:08 AM
on May 1, 2020, 3:02:42 AM
on May 1, 2020, 3:02:59 AM
I saw your build posted on reddit and was curious about few things, nice you posted it here too.
Can you explain how exactly the blast rain setup works? Do you just alternate casts of blast rain and scourge arrow?
Second thing is do you ever feel a lack of quicksilver and instant life flask in this build? You also don't use any anti-bleed flask, how do you deal with it? Just use corrupted blood jewel and take normal bleeds & outheal them?
Your idea with foreboding hybrid flask + hardened scars looked very interesting but I'm worried about giving up flask slot for that, especially the quicksilver... do you stack any movement speed from other sources to counteract it? I don't see any withering step or other speed ups, is dash just enough?
on May 1, 2020, 9:02:29 PM
Thank you. The idea of posting here for retrievability was actually from a gent in reddit. :)
So instead of casting wither thru multiple spell totem, which is slow (cast time) and clunky, my build shoots blast rain with zero cast time and generates withered stacks on the target.
One of the most appealing characteristics of Blast Rain is that all the explosion overlaps on the target. This is great for withered stack generation. We add GMP or Awakened GMP to have 11 or 12 explosions on the target, each of which has 25% chance to inflict withered. So the question is can we fast enough to max cap the withered stack within 2sec (withered duration?
Instead, I have a better way: increase the withered stack duration. The build invests quite a bit into increasing skill effect duration so that we have Mirage Archer (MiA) lasts for ~10sec and withered lasts for ~5sec (instead of only 2sec). Remember MiA has 60% less attack speed, we need to invest into faster AS from frenzy charges, flask, etc.. So we manually shoot a volley of Blast Rain to the target and let MiA lockdown on that target for 10 seconds, a duration that is more than enough to kill any single-phase monster, such as metamorph. If our manual Blast Rain misses the target on the initial shooting, we need to shoot it again. But usually, I don't spend too much time on that. Just shoot the mobs with BR once in about 10sec and shoot Scourge arrow the remaining time.
Last edited by WolfieNa on May 1, 2020, 10:57:02 PM
on May 1, 2020, 10:49:08 PM
Initially, I had a quicksilver flask. But when I started to farm more in Simulacrum, I realize that silver flask wouldn't help much in a confined area that filled with tons of crazy mobs. Furthermore, with a silver flask, I tend to move faster or forced to move around more often than I should. I, however, feel this doesn't work too well with Scourge Arrow which requires one to stand still and channel the skill for a few seconds. Quicksilver buff is wasted in this stationary period.
Instant life flask: it usually gives you around 900 life recovered instantly. My life flask recovered 12000 life over 6 sec, so it's 2000 life/sec. And we have fortify during the effect of this life flask too, so it's effectively 12000*1.2 = 14400 life / 6 sec (napkin math). Should be more than enough to outpace any instant life flask.
We also have a great amount of regen if we are stationary (~1200 life/sec), so in theory, not even a corrupted blood jewel is needed. However, if we forget to press the flask button or not pressing it fast enough when the corrupted blood starts stacking, we risk dying. I don't like that chance, so I go with an insurance method of using a corrupted blood-immune jewel. Regular bleed is nothing to worry about.
As aforementioned in previous post, I prefer not to go with quicksilver since it doesn't work well with the approach and style I usually play (and I don't have the extra space for it, too). However, I do have +29% movement speed buff from the cinderswallow flask (onslaught + 9%ms) which lasts for 9 seconds.
Last edited by WolfieNa on May 1, 2020, 11:19:42 PM
on May 1, 2020, 11:18:55 PM
Sorry for another question, but wanted to be sure, hybrid flasks don't gain charges from life flasks, i.e. Ryslatha's pantheon and "Mender's Wellspring" cluster node? The only way to get "free" charges is pathfinder's ascendancy?
on May 2, 2020, 2:32:20 PM
Hybrid flask is considered life flask as well. Therefore, Soul of Ryslatha and Mender's Wellspring should work with it just as with other regular life flask.
Update on speed flask: when I ran Uber Elder for recording purpose, I crafted +30% movement speed to the Basalt flask replacing curse immunity. It works just fine. So with the Basalt flask + Cinderswallows, I have +116% move speed. Hope that would ease up your concern on the lack of quicksilver.
Uber Elder fight.
Last edited by WolfieNa on May 2, 2020, 11:27:56 PM
on May 2, 2020, 11:00:06 PM
Is 12,000 life recovery over 6 seconds all from the hybrid flask and if so mind helping me understand the math to get from ~3500 to 12000? (New to flask finder).
on May 3, 2020, 12:35:18 AM
bahamut458: Good to see you here.
The maths behind it is as follows:
Total %x inc. flask effect: +25%
- Pathfinder: +20%
- Mana and flask effect: +5%
Total %x inc. flask duration: +46%
- Druidic Rite: +20%
- Cluster jewel: +26% = passive node (+6%) + Distilled perfection (+20%)
Total %x inc. life recovery from flask: +85%
- Hardened Scars: +15%
- Herbalism: +20%
- Cluster Jewel: 50% = Distilled Perfection(+25%) + Numbing Elixir (+25%)
Total %x inc. flask recovery rate, i.e. shorten duration: +20%
- Herbalism: +20%
Total: 11,344 life / 6.08 sec
- base: 3466 life / 5 sec.
- new base (with inc. flask effect): 4333 life = 3466 * 1.25
- duration: 6.08 sec = 5 sec * 1.46 / 1.2
- life recovery: 11,703 life = 4333 * 1.46 * 1.85
So the hybrid flask recovered: 11,703 life over 6.08 sec.
This matches with the number of my latest PoB in the screenshot below.
*Latest PoB (level 97, new helmet, add Taste of Haste flask):
Last edited by WolfieNa on May 3, 2020, 11:56:14 AM
on May 3, 2020, 11:33:58 AM
Looks like a very good build!
What are your thoughts on replacing blast rain with toxic rain? It would probably be more difficult to maintain 15 wither stacks, but the skill itself has more synergy with the damage scaling on the tree and you get up to 60% less movement on tethered enemies to stack with hinder.
on May 3, 2020, 10:37:17 PM