[3.15] Crimson Bow Gladiator, RoA + Puncture | Pure Bleed Build | All Content | In-depth
" Thanks a lot for your detailed view. Have you decided on league starter yet? I'm between bleed bow glad or CA/TR Trickster Última edição por BeastCC em 18 de jun de 2020 14:06:32
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does chance to hit matter in this build?
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"Mbxtreme is known for solving problems by throwing currency at them. If someone wants a cheap league starter, he's definitely not the person I'd look for the suggestions from. |
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Is this viable for 3.11? Any updates?
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" Hey Vik. At the same time this build is definitely doable early on. It doesn't -rely- on getting those things to function. I've been speedrunning it and practicing it as my league starter and it operates just fine without those things and allows for some enormous power gains if you can get your hands on any of the 4 items you could point to that would be harder to get at league start. I'm not sure I would call it a "beginner" build but it's definitely league start viable at the least as I did many, many runs with it to practice scenarios. You obviously need to switch a few things from what MB does on his level 81 tree because you won't have lioneye fall and a medium thread of hope which is the main reason I wouldn't call it beginner friendly. There are plenty of other nodes to play around with in the duelist portion of the tree though. Not to mention you can pick up tons of ele resist you can start with as you build early too. |
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3.10 Guide Archive Post #1
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Overview ====== For the longest time bleed was in a rough spot, a mechanic that couldn't be used as a standalone... but is it still the case? Over time, new and more powerful toys were added to the game. Stronger ascendancies, influenced items, fossils, new crafting system. After everything, bleed finally became a force to be reckoned with. This build features a reasonably tanky and well-rounded character capable of tackling all of the content this game has to offer. It uses Rain of Arrows for map clear and Puncture for single target damage, with bleed being the primary damaging mechanic. Guide also contains optional end game version of the build which uses Siege Ballista for single target instead. Pros + Good clear speed and single target + Quite tanky thanks to dodge, evasion, corpse removal and Purity Sentinels (bodyguards) + Bleedsplosion popcorn sound + Relatively cheap to get started + Decent but not great for beginners, SSF and league start + Almost hardcore viable, almost + Reaches around 6000 life Cons - Requires few key items to really start rolling - Puncture might feel sluggish - End game gear is very expensive - Can be hard to optimize
Passive Tree and Bandits
Level 91 - Base passive tree
Passive tree with all the essential nodes, that makes total level 90 + 1 for extra jewel slot. Besides of scaling life and bleeding damage, the tree focuses on: * Dodge/evasion as a secondary defence. * Frenzy charges for extra attack speed and damage. For levels above 91, just pick up jewel slots. They're way too good if they have 3 mods or more. Shouldn't be too difficult to buy few. In case you don't have any spare money, you can always pick up Hunter's Gambit or Master of Force notables at shadow's starting area. Bandit Reward: Oak (recommended) OR 2 passive points Ascendancy: Gratuitous Violence -> Arena Challenger -> Outmatch and Outlast Cluster Jewels and suggested Passive Tree
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Level 81 - Cluster Jewel Tree
This is my suggested passive tree if you want to go ham on the new cluster jewels. I simply cut down notables that can easily be replaced. ~20 points should be enough. If necessary you can remove more damage nodes. When using this tree i suggest using some form of automatic frenzy charge generations, you can find them in End Game Build section. Suggested Cluster Jewels: Large - 12% increased Physical Damage / 8 passives * Master of Fundamentals (Prefix) * Battle-Hardened OR Iron Breaker (Prefix) * Furious Assault (Suffix) * 2 Jewel Sockets (Suffix) There's not much to do discuss, this is the best possible combination for a large jewel. Medium - +5% to Physical Damage over Time Multiplier / 4-5 passives * 1 Jewel Socket + any 2 of following notables: * Rend / Compound Injury / Wasting Affliction - highest damage notables * Vivid Hues / Flow of Life / Disorienting Wounds - defensive notables Medium - +4% to Damage over Time Multiplier / 4-5 passives * 1 Jewel Socket * Wasting Affliction * Flow of Life * Optional notables: Brush with Death / Exposure Therapy / Brewed for Potency / Student of Decay Physical DoT multi has higher damage potential while DoT multi is easier to craft and more defensive oriented. All notables are prefixes in medium clusters. Jewel socket is still a suffix. Small notables aren't covered because they must have very good mods to be worth your time. Standard non-cluster jewels should be stronger in almost all cases unless you need a specific notable.
Pantheon
Major God: Soul of Lunaris
All around best god for evasion based builds. Extra speed is avoidance is always welcome. Solaris and Arakaali can be used too, but Lunaris is what i recommend. Minor God: Soul of Ryslatha OR Ralakesh Minor one are more preference based, you can pick almost anything, really. Ryslatha is always a good option for builds that use instant flasks to quickly heal up a big hit. Also really useful for labyrinth. Ralakesh is very viable option. Corrupted blood is one of the most troublesome mechanics i've encountered while playing. Reduced damage and chance to avoid might help in tough situations.
Gem Setups
Main Skill - Vaal Rain of Arrows:
Rain of Arrows has very wide area of coverage and often hits enemies multiple times. It doesn't deal high amounts of damage, but it's sufficient to quickly clear groups of enemies. Multiple hits mean it's more resilient to certain map mods and running out of mana. The biggest strength of the skill is the Vaal version, which is the hardest hitting clearing bow skill for bleed. It also inflicts very strong slowing effect and can be used in variety of ways. Recharges very quickly. Single Target - Puncture: Dedicated bleed skill with massive damage multiplier, perfect for single target. It's gonna be your go-to choice against any tough enemy. Grants flat physical damage too, making the progression smoother. There's one big drawback and it's the 70% attack speed multiplier, causing it to feel sluggish. It's partially resolved with Gladiator's Arena Challenger notable. Swift Affliction can be used as an optional link but not recommended. Unless you deal very high amounts of damage, Unbound Ailments is a better option. The extra duration gives a lot of room for dodging and applying other debuffs on enemy. This is true especially against very tanky bosses. Classic version of the build uses Siege Ballista instead with the same support gems. It can be found in End Game Build section. Debuffing Setup: Absolutely necessary bossing setup. Ensnaring arrow makes slowed enemies to always take extra 200% more damage from bleeding, which normally happens only if they're moving. It's a vital tool to bring down bosses quickly, plus it's an amazing kiting tool. The setup also curses enemies on top of that. In order for Ensnaring Arrow to work you CANNOT have pierce, fork or chain on your gear or passive tree. Frenzy Generation/Upkeep: Blood Rage is a natural choice. Attack speed is great, physical leech is perfect for this build and frenzy generation during mapping is insanely easy. For bosses you'll have to use Frenzy skill to generate charges. There are optional ways to automate frenzy charge generation which can be found in End Game Build section. Guard Skill: Steelskin for extra durability. If manually cast, it's great for any encounter. If you're lazy and linked Steelskin with CWDT, it protects you from multiple hits in quick succession. The entire setup is optional, but recommended nonetheless. Primary Aura: You have to choose ONLY ONE aura. You won't be able to sustain more than that unless you invest in specific gear. What auras offer and when you should use each one: Grace - grants extra evasion. Default aura for levelling and early maps. Loses impact later on. Malevolence - grants up to 20% more damage with bleeding. Default damage aura since it works regardless of distance. Watcher's Eye mods for this aura are amazing. Pride - nearby enemies take up to 39% more physical damage. Superior clearing aura and works for hits, bleed and corpse explosion damage. Pride requires you to stay in close-mid range to enemy in order to work. Other Reservation Skills: Herald of Purity grants small amount of added physical damage. The more important part are the minions who will block projectiles, draw monster aggro and tank enemies. Blood and Sand is used solely to generate Challenger stacks from Gladiator's ascendancy node. You will have to switch stances during mapping in order to maintain maximum stacks. Optional reservation setups can be found in End Game Build section. Movement Skill: Used to cross gaps and escape tough situations quickly. Your primary way of moving around is still on foot. This marks maximum amount of gems you can have inside your gear. To include any optional gems you'll have to sacrifice something, use Unset Ring or replace the setup in some other way.
Equipment
IMPORTANT: YOU CANNOT HAVE PIERCE/FORK/CHAIN ON YOUR GEAR
My current gear / TL;DR:
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Weapon: Elder Bow with 100% more Bleed damage mod, read in-depth explaination for details Quiver: Life, resists and physical DoT multiplier Armour: Rare body armour OR Kintsugi OR Farrul's Fur Helmet: Life and resists OR Assailum (end game build) Boots: Life, resists and movement speed Gloves: Life, resists and added phys OR Farrul's Pounce (classic build) Belt: Ryslatha's Coil Rings: Life, resists and added phys Amulet: Life, resists and added phys, Turquoise/Lapis base pref, Annoint: Cleaving (BASe) Flasks: 1 Life flasks, 4 utility flasks recommended. Flexible, use what you want. Jewels: Life and damage on all of them, very efficient if you have at least 3 good mods. Watcher's Eye with Malevolence mods is also great. Below you will find the gear explained in-depth. Piece by piece. Bleeding Bow
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The core item of this build. The ideal bow needs: * 60% chance for Bleeding inflicted with this Weapon to deal 100% more Damage * High physical damage * High attack speed. Everything contributes to damage and smoothness. The first mod is the highest damage mod you can get from gear, but it appears on Elder influence weapons. Before you get your hands on one it's recommended to use any high physical damage bow. You will most likely have to craft your own bow. It requires a lot of resources to craft almost perfect bow, so don't be afraid to stop at mediocre damage rolls. End game version of the bow would use Elder+Hunter's influence combo for faster bleeding mod. Details how to craft it can be found in crafting section. Body Armour
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Rare Body Armour High level chests can give you really high amount of life on top of other potential bonuses. Well crafted influenced body armours in particular can be amazing. Elder armour especially has some really useful mods for defence. Redeemer's influence has a mod that automates frenzy generation/upkeep on bosses. Kintsugi My personal choice of body armour. I use it to mitigate potential oneshots from bosses, and it saved me multiple times in the past. Additional 50% evasion if you get hit is a really nice bonus for mapping. The "20% Less Damage Taken if you've not been hit Recently" also works against degens (LAB TRAPS!) until you've been hit. It's quite reliable when you need it the most, but doesn't always protect you. Farrul's Fur Optional body armour that automates frenzy generation if paired with Aspect of the Cat. Primarly used in classic build, but not limited to it. It's very expensive. Quiver
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At the beginning, a rare quiver with life, resistances and added physical damage/speed mods is all you need. As you approach end game you should consider crafting Hunter influenced quiver for extra damage DoT multipliers. Details how to craft it can be found in crafting section. Helmet, Gloves and Boots
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Packed into same category, as you want same thing from all of them: * Life * Resistances * Movement Speed (boots only) Evasion based preferred, especially the helmet (can achieve really high evasion). You should avoid ES based gear due to very low intelligence this build has. On top of that, gear with ES makes end game crafting much more difficult. Optional End Game Uniques Farrul's Pounce are unique gloves that are a core item in Classic build. Don't use them in main version of the build that focuses on Puncture. Assailum is an optional helmet which gives a lot of damage in exchange for survivability and QoL. Used in main version of the build. Details for both can be found in End Game Build section. Enchantments Gloves: of Spite Nothing else is useful, really. You can totally ignore the gloves enchantments. Boots: #1 - 16% increased Attack and Cast Speed if you've Killed Recently #2 - 8% chance to Spell Dodge if you've taken Spell Damage Recently. #3 - 10% increased Movement Speed if you haven't been Hit Recently All of them are really good, pick based on your preferences. Helmet: Any Puncture / Rain of Arrows enchantment To be fair, helmet enchantment doesn't matter at all in this build. There's tons of fine options but none of them is a clear winner. Just use whatever you prefer, including secondary skills/auras. Belt
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Core item of this build. Ryslatha's Coil is basically a 20-30% more damage multiplier. 50 life on stun is really useful during the map clear, as the bleedsplosions often stun enemies around. It can also be corrupted for one of the very good vaal implicits: * 6-8% increased maximum Life * 14-16% to all Elemental Resistances * 8-12% increased Attack Speed during any Flask Effect * 8–12% increased Movement Speed during any Flask Effect Rings and Amulet
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Like majority of other gear and little bit more: * Life * Resistances * Added physical damage * ~60-70 Intelligence total Steel rings are obviously the best for additional damage. However you should prioritize life/resistances first and then the damage, unless you have everything required. You can always mastercraft a little bit of added damage. You'll need around 60-70 intelligence in order to use some gems. Jewellery is most likely where you'll get it from. Amulet Annoinments: Cleaving - Black, Amber, Sepia Cheap and very high damage notable. It might be for axes, but the 2 bleed nodes are global. You can also allocate "Growth and Decay" or "Dirty Techniques" notables instead, they grant slightly less damage but have some extra other effects that makes them worthile. They're more expensive tho. End game build version should use one of the alternatives, since it's passive tree includes Cleaving. Thief's Craft - Amber, Sepia, Clear Extremely cheap early mapping node. Extra 30 intelligence for easier gearing. Hardened Scars - Golden, Black, Teal Hidden notable. Strongest defensive node for ranged characters, grants Fortify. Requires a hybrid flask with "Foreboding" or "Enduring" prefix in order to work. Discipline and Training - Silver, Silver, Black Soul of Steel - Golden, Golden, Golden If you prefer permanent life boots that's not tied to flask. Former node is better in nearly all scenarios, the latter is much stronger at mitigating physical damage. Flasks
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1 life flask for emergencies and 4 utility flasks. Standard for most builds. The setups are flexible, use everything to your preferences.
I VERY much recommend using Quicksilver flask of Adrenaline since this build doesn't have too much movement speed on it's own. Jade/Stibnite flask also seems like a natural choice since it's easy to get decent amounts of evasion, allowing for relatively high mitigation. That's why i pick up life/evasion cluster on passive tree. Quartz flask is also one of my favorites due to synergy with acrobatics and phasing it provides. From unique flasks: * The Writhing Jar - Great flask for end game bosses. Allows you to refresh frenzy charges during waiting phases (like Shaper). Jewels
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There's not much to discuss, you want any 3 out of these 5 mods on your jewels: * 5-7% increased maximum life * 16–20% increased Damage with Bleeding * 14–16% increased Global Physical Damage * 12–16% increased Bleeding Duration / Attacks have 3–5% chance to cause Bleeding * +3-4% to Physical Damage over Time Multiplier Life on the jewel is especially valued, get it if you can. Bleeding duration might seem useless, but it works like a dimnishing multiplier. Good to invest into it once or twice. You also might want a single abyss jewel with chance to gain onslaught on kill, awesome for clearing. Getting a jewel with all 4 good mods is kinda impossible, but finding one with 3 mods at once should be easy. Be sure to look out for other mods that can be beneficial for you: * Attack speed mods * 10–12% increased Damage over Time * 8–10% increased Damage * 0.2–0.4% of Physical Attack Damage Leeched as Mana * 14–18% increased Evasion Rating * Any resistance / intelligence mods Watcher's Eye is an expensive jewel you might want to acquire once you reach the end game maps. It's capable of granting very high amount of damage and some extra defence/QoL. The mods you're interested in: * +(18-22)% to Damage over Time Multiplier while affected by Malevolence * Damaging Ailments you inflict deal Damage (10–15)% faster while affected by Malevolence * Unaffected by Bleeding while affected by Malevolence * (15–20)% increased Recovery rate of Life and Energy Shield while affected by Malevolence
Levelling and Progression
Bleed levelling (Act 1-10)
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Gem Progression:
Split Arrow - Pierce - Chance to Bleed Rain of Arrows - Chance to Bleed - Maim - Vicious Projectiles Your levelling setups for first 3 acts. Split Arrow is going to be your clear skill for a short moment. Once you hit level 12 you can finally use Rain of Arrows which you'll stick with for the rest of the game. Rain of Arrows - Chance to Bleed - Vicious Projectiles - Deadly Ailments OR Brutality Your clearing setup after you finish normal labyrinth and respec to bleed. You can use Deadly Ailments or Brutality depending on your 4-link colors. Puncture - Chance to Bleed - Deadly Ailments - Vicious Projectiles OR Brutality Additional setup for bosses. Hit once or twice and let the enemies slowly die to bleeding. Swap Vicious Projectiles for Brutality when you reach level 38 and have a suitable 4-link. Ensnaring Arrow Extra setup for single target. Use on immobile bosses in order triple bleeding damage from Puncture. Vulnerability - Curses enemies to increase damage. Use on bosses, tough packs, rares etc. Blood Rage - Frenzy generation and attack speed against normal enemies Herald of Purity - Additional physical damage and Sentinels for drawing aggro. You'll need extra intelligence on gear in order to use it. Blink Arrow : Your movement skill Grace : Your aura, grants additional evasion. Purity of Elements : If you REALLY need resistances. Use instead of Grace if necessary. Passive Tree Progression Level ~10 (Act 1) Level ~22 (Act 2) Level ~32 (Act 3) Level ~32 (After Respec) Level ~39 (Act 4) Level ~46 (Act 5) Level ~55 (Act 6-7) respec 2 bleed chances after cruel Labyrinth Level ~68 (Blood Acqueducts farm) Level ~71 (After Kitava) Bandit Reward: Oak (recommended) OR 2 passive points Ascendancy Order: Gratuitous Violence -> Arena Challenger -> Outmatch and Outlast Gem Rewards: * lvl 2 - Split Arrow * lvl 3 - Pierce (Medicine Chest side quest) * lvl 4 - Puncture * lvl 8 - Maim * lvl 10 - Blink Arrow * lvl 12 - Rain of Arrows * lvl 18 - Vicious Projectiles * lvl 24 - Grace, Vulnerability (buy other one from Clarissa) * lvl 38 - Greater Multiple Projectiles Additional Gem Purchases: * lvl 4 - Chance to Bleed (Act 1) * lvl 18 - Ensnaring Arrow, Deadly Ailments (Act 2) * lvl 38 - 2x Brutality (Act 4) General Levelling Guidelines First and most important to remember - when searching for an equipment, your priority on them is Life and Resistances. Links are equally as important, be sure to look out for correct socket colors. Upgrade potions regularely. This applies to all acts. The exception to the "Life and Resistance" part is your bow. You'll have to upgrade it overtime to maintain high amount of physical damage. In case you cannot find a good rare bow, you can create one on a crafting bench inside your hideout starting from middle of act 3 when you find physical damage recipe. There is also a vendor recipe that gives similar but slightly weaker damage (sell to shopkeeper): Bow + Blacksmith's Whetstone + magic/rare Rustic Sash Any of these two methods should easily carry you through majority of the storyline. There are few very notable bases you should be crafting with this method: Bone Bow (lvl 23, vendor recipe) -> Decurve Bow (lvl 38) -> Citadel Bow (lvl 58) Starting from Decurve bow, use Whetstones on a white bow to increase it's quality. Act by Act Guidelines:
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First 3 acts are trivial. Stack added physical damage early on since there's almost no danger. You'll be using normal attack based build as bleeding isn't very good just yet. Try to find Lapis Amulet before lvl 16, you'll need a little bit of intelligence to use Herald of Purity.
At level 32, after finishing act 3 and beating normal Labyrinth you can respec now inferior projectile nodes. You'll have to finish one of the side quests in Fetid Pool or Crypt to be able to remove all 4 nodes. Once you fully convert to bleed, the playstyle will change massively. Majority of the monsters should die quickly, but those that don't move much will be huge pain in the ass. You'll be using Ensnaring Arrow to make them take full damage. It is absolutely to take them down quickly. In act 4 it's important to have good resistances, especially fire resist. At level 38 after you breach the beast, you can buy Brutality support. It's a good idea to link it to your main skills, if you have right colours. Act 5 is where things get little bit tougher. Monsters out there are quite dangerous and it's recommended to have capped fire and lightning resitances. It's also a time where bleed removal life flask becomes necessary. I suggest to farm Chambers of Innocence until you reach level 45 and then face the Innocence himself. Next boss is Kitava, 1600 life is enough to tank almost all of his abilities. Once you arrive in act 6, check your resistances. If they're below 50%, you should pick up Purity of Elements from Clarissa (act 3) - use it instead of Grace aura until you solve the resistance problem. It's recommended to have at least cold and lightning capped before the final boss. Act 7 shouldn't give you any troubles outside of boss fights and spooky ghosts inside Crypt. Progress easily, collect all passive points and before you descend to Temple of Decay - you should face Izaro inside cruel Labyrith. Don't forget to respec Bleed chance nodes after ascenda. Now you're ready to face Arakaali. Act 8 should be a piece of cake, every single fight (yes, even Doedre). It's good to have freeze removal flask for Lunaris area, in case you don't have it already. Defeat the final boss of this act and proceed to Blood Acqueducts. The area with a long stream of blood is where you'll spend next 1-2 hours. It's a great place to farm experience, i recommend staying there until level 68-70. Look for gear upgrades and slowly adjust your gems to recommended final setups. You should start looking out for 5-link body armour OR Tabula Rasa which you can farm in Blood Acqueducts. You'll probably end up buying, either the armour or the remaining Humility cards. The gem setup socketed inside should be: Rain of Arrows - Chance To Bleed - Brutality - Vicious Projectiles - Deadly Ailments 6th link (Tabula): Puncture You should also try to find/craft/buy a bow with higher damage and attack speed than your current one. There are two amazing and cheap unique options: * Reach of the Council * Lioneye's Glare In case they're out of your price range or unavailable at all (first day of the league / SSF), just craft or buy an Imperial bow with at least 200 max physical damage. You cannot find one in acqueducts, but you can buy it from Irasha starting from level 66. Once you're ready, go on and finish the storyline. Act 9 should be really easy. The monsters in act 10 hit quite hard so make sure to have a Jade/Stibnite flask for defence. It is a good idea to finish merciless Labyrinth before Kitava. 4000 life is enough to not get one-shot in both fights, might be a little hard to acquire tho.
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If you're here, i'm assuming you have at least a 5-link AND/OR decent physical bow. Preferably both, but just one one them is enough for smooth experience.
White maps: Passive Tree Progression (level 80) They shouldn't be a problem at all. Most map mods are trivial, running them blue is completely viable. No real danger outside of few bosses. The best of all, the equipment you acquired before Kitava is enough to easily kill everything. You have 3 very simple goals for this map tier * 5-linked bow with high physical damage * Upgrade your gear that's not a bow (Life and Resistances) * Level up as much as you can. * (Optional) Assailum unique helmet. If you haven't bought a bow with high physical damage, then it's finally time to do so. Cost of 5-linking it should be low. Simply buying Jeweller's Touch prophecy should do the trick. Assailum is an optional end game helmet. Currently it's ridiculously cheap thanks to a mistake on developer's part which caused it to be common. It allows your Puncture to deal SIGNIFICANTLY more damage, at price of survivability and QoL. Even if you won't use it for end game, it's a great pick up right now. More details about this helmet can be found in End Game Build section under Enhancements. There's nothing in particular besides this. You should prepare for what's to come in the next map tier. Yellow maps: Passive Tree Progression (level 87) This is where you'll spend quite a lot of time, recommended level is 80-90. This map tier isn't too risky, but some map mods might be deadly without proper defences/damage. Gear goals for this tier: * Ryslatha's Coil * 6-linked body armour * Amulet annointment * General gear upgrades Ryslatha's Coil is one of the most important parts of the build. Gives insane amount of effective damage and decent chunk of life. Try to get one with as much life and maximum physical roll. Unfortunately it's quite expensive due to rarity. Acquiring 6-link armour shouldn't be too taxing. Simply buy a good base and craft it with Greed essences or chaos spam. There's also a high chance you can find a good corrupted rare with right socket colors. For convenience it's GGGRRB for single target setup. It's worth mentioning amulet annointments. It's a relatively cheap yet very strong upgrade. Make sure your amulet is quite good before you use the oils. Of course, with such major changes to the build you should also adjust your other gear. Never stop looking for upgrades. Red maps: Passive Tree Progression (level 91) That's where mapping becomes tough. Defences has worse effectiveness, monsters can hit hard, map bosses become tanky. Your damage should carry you through most maps easily, but the bosses combined with some map mods can be too scary. The build should be fully functional at this point and all you can do now is improve it to be faster and stronger. There are 3 following goals for map tier: * Elder Bleed Bow * End game build * Min-maxing gear, self-crafting equipment The bow is one of the obvious things to upgrade. It will take big amount of money to craft one, so you can postpone it for as long as you want to. 6-linking the bow should also be a part of your plan. Again, all details how to make one can be found in crafting section. End game version of the build is something you should check out. It has optional QoL and/or damage upgrades. It also contains classic version of the build. You can find the details in section below. Lastly, general gear upgrades. It's all min-maxing at this point. I cannot tell what combination you should run as it all depends on your current and future gear. Overall, fossil crafted gear can massively increase your damage. After that, all you can do now is enjoy the build, kill some end game bosses and look for another build you want to play.
Map Mods
Map Mods you absolutely can't run:
* Monsters reflect #% of Physical Damage Don't shoot, you'll most likely kill yourself instantly. Reroll the map and move on. If you're inside map, leave it immediately. Map Mods you can run but are slightly annoying/dangerous: * Cannot Leech Life / Mana from Monsters This mod is so rare it might as well not exists. It's really awful to run tho and makes clear very, very slow. You can bypass it with Enduring mana flask. * Players cannot Regenerate Life, Mana or Energy Shield Build mostly relies on leech so it's totally fine to run. Just make sure to not run out dry by using non-clearing skills. Mana pool is small after all. Blood Rage degen is going to be really awful * Player Dodge chance is Unlucky / Monsters have #% increased Accuracy Rating Scary mod, almost completely nullifies your defences. However you will kill majority of the monsters almost instantly so it's not that big deal. Some tanky rares might be very dangerous tho. * +#% Monster Physical Damage Reduction Absolutely awful. Unlike "Monster Life" mod, this also lowers the damage of bleedsplosions. Lowers clear speed and single target by a lot. Obviously doable but it's best to avoid it. * Monsters have a #% chance to avoid Poison, Blind, and Bleeding Almost the same as Phys Damage Reduction if not worse. It's annoying as hell during clearing, you'll often find yourself shooting multiple times at one pack. Rain of Arrows should still make it relatively smooth to clear the map. Bossing is where you'll feel the difference the most * #% increased Monster Movement/Attack/Cast Speed It's problematic if enemies are able to attack you. It won't happen most of the time, but the possibility exists. This mod bumps up that chance. Be cautious. * Players gain 50% reduced Flask Charges Really annoying in low density maps. It's OK for the most part tho. Other than that, it's standard. Too many damage mods are dangerous, curses are scary for bosses etc.
End Game Build
End Game Enhancements
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Considering the build is straightforward, there's not much to do creatively other than constantly upgrading the gear. However there are some improvements to make it more smooth to play and/or more damage.
Assailum Helmet This is an optional yet very poweful helmet. Bow skill gems socketed inside this helmet cannot be used directly. They can be fired by using channeling skill Snipe, which also grants massive damage multiplier to them based on amount of channeling stages. However, great power comes also comes with big downsides. Breakdown: Pros: * With 4-link Puncture socketed inside, it deals up to ~125% more damage compared to standard 6-link. In majority of scenarios it's closer to 50-100% more damage, depending on luck and time spent. Cons: * Requires you to fully charge the "Snipe" ability to make this helmet worthwhile, roughly 2,5-3 times as long attack time. * Longer attack time means it's more prone to RNG events and significantly more vulnerable during channeling. * Harder to use since it's a channeled ability, instead of a single click. * Almost no useful stats on the helmet itself. In short, it brings a lot of damage to the table at price of survivability and QoL. I personally don't think the damage is necessary and don't recommend it as a result. However i feel obligated to mention it because it is an interesting and powerful item. In order to use it, you must socket 4-link Puncture setup inside the helmet. Then you must channel Snipe ability which will fire the Puncture once you stop channeling. You cannot use this helmet in classic build. Suggested setup: Puncture - Vicious Projectiles - Deadly Ailments - Brutality Automatic Frenzy Generation Having to recharge frenzies on bosses is definitely the most irrating part of the build. I mitigate this with 16 sec charge duration so they can last between boss phases. However you can automate this process in few ways. Which option you choose is up to you.: #1 - Farrul's Fur with Aspect of the Cat. #2 - Redeemer influenced body armour with "10% chance to gain a Frenzy Charge on Hit". #3 - Dropping frenzy charges on passive tree and crafting +1 minimum frenzy charges on both rings and amulet. Farrul's Fur option is the easiest, but this body armour is also very expensive. You have to craft Aspect of the Cat adds somewhere on the gear as well. Extra crit and other stats from the Aspect are fairly powerful and nice QoL as well. Redeemer's armour is worse when it comes to charge generation, but should do the job in the long run. With enough currency it should give high amounts of life as well. Third option is also easy to do and potentially the best one. With 3 minimum and maximum frenzy charges you always get Gladiator's 10% more physical damage buff. This method frees up body armour slot and at least 6 passive points to try out cluster jewels. Automatic Vulnerability on Hit Primarly for mapping. While extra clear speed shouldn't be necessary it will help in maps with awful defensive mods. There are two primary ways to get it: #1 - Warlord influenced ring. #2 - Ring from Delve node that gives physical themed items. #3 - Vaal implicit on gloves. The choice here is that there's none, sort of. You'll likely craft a Warlord's ring and be done with it. Ring from azurite mine is too unreliable and vaal implicit is too risky unless you want to use unique gloves. Methods how to make such ring can be found in crafting section. Optional Mana Reservation While i recommend Herald of Purity for extra safety and little extra damage, it's not the only option available. For more damage but also riskier playstyle you can use two other mana reservation skills: It would replace both Herald of Purity and Blood and Sand for same amount on mana reservation. Auras choices are still the same, but Pride is definitely way to go. In order to make use of all skills you must remain in close-medium proximity to the enemies, which isn't ideal for safety reasons. You can link Flesh and Stone with Maim support to achieve highest amount of extra damage. There's also a possibility of running TWO auras at once with Blood and Sand, which should give highest potential damage output. To do that you'll likely need Enlighten support gem and extra source of "Aura has X% reduced Mana Reservation". Easiest sources are helmet enchantment and hunter influenced amulet (Malevolence aura). With more investment you can run even more mana reservation options. The only thing left that's interesting is classic build which you can find below. Other than that, just craft better gear. Classic Build
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This version of the build uses Siege Ballista for single target, combined with Farrul's Pounce gloves to deal damage similar to Puncture.
Pros: + Safer playstyle + Significantly more versatile in almost every scenario + Doesn't require you to stand still to deal damage + Combination of clearing by yourself and totem for single target doesn't feel boring Cons: - Still less damage than just using Puncture - Unique heavy, requires good rares to cap resistances - Uses Farrul's Fur so it's expensive by default Passive Tree: It's identical to the main version of the build. However if you feel your totem are dying too often, you can pick up Ironwood totem notable and precedent small passives to increase their survivability. Then they'll be unkillable. Ancestral Preservation notable from cluster jewels should do the trick as well. Required Items: Build Mechanics: Farrul's Pounce gloves grant Crimson Dance periodically when combined with Aspect of the Cat. Standard bleed and Crimson Dance bleed don't interact with each other at all, allowing to apply both bleed types simultaneously. This means that if a build is capable of applying all 8 Crimson Dance bleed stacks, Farrul's Pounce effectively doubles the damage. Puncture's attack speed penalty and necessity to stand still for longer periods of time make it impossible to use the gloves to their full potential. Three (or more) Siege Ballistas can easily achieve this while having relatively high damage multiplier. Everything combined allows classic build to deal similar damage to current version despite massive different in damage multiplier for bleed. Item Explaination: You already know why Farrul's Pounce is here. It's worth mentioning they're a unique gloves. You can try corrupting them to get Vulnerability of Hit vaal implicit. Farrul's Fur is used to remove Cat Aspect's mana reservation cost, longer Crimson Dance phase and to generate frenzy/power charges as a bonus. There's almost no reason to not use this chest. Next is a rare helmet/boots with Aspect of the Cat. You MUST socket Less Duration support into that gear piece in order to cycle through Cat phases quicker. You can't get benefit from the gloves until you cycle through both phases after all. You can socket Swift Affliction or it's awakened version as well, but it's not necessary. Keep in mind that all global reductions or increases to skill effect duration also apply to Aspect of the Cat, this includes bonus from Malevolence aura. Rain of Splinters jewel while not necessary is great to ensure hitting moving target or for extra clear. Encounters like blight, legions, abysses, breaches and delving greatly benefit from it. If you decide to use this build version, i hope you'll have a great time like i do. It's nearly identical to the original build version back from 3.4 for which i wrote this guide. It's my preferred playstyle for bow bleed. https://www.pathofexile.com/forum/view-thread/3053600 - My Guides
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3.10 Guide Archive Post #2
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IMPORTANT NOTE: Most videos have timestamps and character info in the description. 3.10 Build Videos T16 Phoenix / T15 Shore (Pride aura) T16 Summit / T15 Park (Malevolence aura) 3.9 Classic Build Videos AL8 Awakener kill Elder / Shaper / Uber Elder Pure Chayula's Domain
Path of Building
PoB code:
https://pastebin.com/LdLXLdiA This PoB is based on my character from Delve HC. The default is mostly life/resistances focused, with all crucial equipment pieces equipped. No mirror tier bullshit here. It features 2 different gear setup versions for budget and end game build. Equipment for end game build is VERY expensive but still obtainable. You can change them at any time for quick comparison. Levelling trees and cluster jewel focused tree are also available for convenience. For classic build use end game version and switch gloves to Farrul's Pounce. Ryslatha's Coil and Elder's bleed mod don't work in PoB, so the DPS is much lower than it is in reality. For levels above 91 i recommend picking up nearby 3-socket jewel slots. I socketed typical bleed jewels inside all nearby jewel sockets. Shaper/Guardian config is enabled by default. "Enemies are moving" is NOT ticked since my bleed calculator also has that option. ========================================= = CALCULATING EFFECTIVE DPS - PLEASE READ THIS = ========================================= PoB is really awful at calculating bleed dps, even more if you use Crimson Dance. For actual accurate DPS numbers, i've created google doc specifically for it. Bleed DPS Calculator. All the necessary info can be found in the document.
Crafting Section
How to craft your own gear. To remind:
Magic items can have 2 affixes: 1 prefix and 1 suffix Rare items can have 6 affixes: 3 prefixes, 3 suffixes To check what mod is prefix or suffix, enable Advanced Mod Descriptions in game (Options -> UI) Additional resources: PoEDB.tw Fossil Cheat Sheet In case you don't have required crafting recipes, ask a trusted mastercrafter. You can find them on forums under Trading -> [your league] - Shops. They'll require a small fee for their services. Elder Bleed Bow crafting
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Best bow bases:
* Imperial Bow - highest AS with good max phys * Citadel Bow - highest max phys with low AS * Spine Bow - slightly worse Imperial In general i suggest using Imperial bow to off-set Puncture's attack speed reduction. You won't lose a lot of damage but it's gonna be much smoother to use. However either of the bases should be fine. Key modifiers you want: * 60% chance for Bleeding inflicted with this Weapon to deal 100% more Damage * High physical damage * High attack speed The first one is obviously a must and the primary reason you're crafting elder bow. High physical damage should be already known to you. There are three crafting methods. You should use Budget Multimod method if you just want a solid bow without paying much. Other crafting methods while being better can easily end up very expensive for a small damage increase. Alt -> Regal is more deterministic and will eventually net you a really strong bow. Fossil crafting is more of a gamble but also gives you chance to craft really ridiculous bows. Which method you should use is up to you. Budget Multimod method:
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Requires: Elder influenced bow ilvl 83+
Average Cost: ~200-300 alts, 3 exalts, 4 chaos, few regals and scours, few annuls Step 1: Spam alts/augs until you hit "60% chance for Bleeding inflicted with this Weapon to deal 100% more Damage" Step 2: Regal the bow and based on the results: * If you hit a prefix, use Orb of Annulment to remove it. If you removed the bleed mod, scour the bow and go back to step 1. * If you hit a suffix, proceed to next step Step 3: If you have "#% of Physical Damage Converted to Chaos Damage", use Orb of Annulment to remove it. If you removed the bleed mod, scour the bow and go back to step 1. Step 4: Craft mods in following order: * Can have up to 3 Crafted Modifiers * (100–129)% increased Physical Damage * (18–24) to (36–42) Physical Damage Step 5: If you're unsatified with the physical rolls, use Divine Orbs until they're close to maximum. Alt -> Regal method:
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Requires: Elder influenced bow ilvl 83+
Method: Corroded + Jagged Step 1: Spam alts/augs until you hit one of the following prefixes: #1 - 60% chance for Bleeding inflicted with this Weapon to deal 100% more Damage #2 - ~110%+ increased Physical Damage #3 - ~46+ added maximum Physical Damage Step 2: If you don't have a suffix yet, use Orb of Augmentation on the bow. Step 3: Regal the bow: * If you have both physical mods at T2 or T1 without 100% more Bleed damage mod, go to step 4b. * If you don't have 100% more Bleed damage mod, scour the bow and go back to step 1. * If you have at least 2 mods from the list including 100% more Bleed damage mod, proceed to step 4a. * If you only have 100% more Bleed damage mod, but also have "11%+ increased Attack Speed", proceed to step 4a. A ROUTE Step 4a: Check if you have "#% of Physical Damage Converted to Chaos Damage" mod * If you do not, proceed to next step. * If you do and also have 11%+ increased Attack Speed, scour the bow and go back to step 1. * If you do, craft "Prefixes cannot be changed" and use Orb of Scouring to remove suffixes. Step 5a: Craft "Can have up to 3 Crafted Modifiers" and two of the following mods that you're missing: * (100–129)% increased Physical Damage * (18–24) to (36–42) Physical Damage * (11–13)% increased Attack Speed OR (8–10)% increased Attack Speed / +(7–12)% to Quality B ROUTE Step 4b: Craft mods in following order: * Craft "Cannot roll Attack mods" * Beastcraft "Add prefix, remove suffix" for ~21% chance to add 100% more Bleed damage mod. The beast MUST BE ilvl 83 or higher. Step 5b: Based on results: * If you hit Level 10 Onslaught or +1 Socketed Gems, scour the bow and go back to step 1. * If you hit 100% more Poison damage mod, finish crafting and try to sell it for a good price. * If you hit 100% more Bleed damage mod, proceed to step 6b. Step 6b: Check if you have "#% of Physical Damage Converted to Chaos Damage" mod * If you do not, proceed to next step * If you do, craft "Prefixes cannot be changed" and use Orb of Scouring to remove suffixes. Step 7b: Check if you have attack speed modifier on the bow. * If not, craft (11–13)% increased Attack Speed OR (8–10)% increased Attack Speed / +(7–12)% to Quality * If you do, craft a suffix of your choice. Fossil Crafting Method:
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Requires: Elder influenced bow ilvl 83+
Method: Corroded + Jagged Step 1: Use fossil crafting method until you hit 100% more Bleed damage mod Step 2: Check how many mods you're missing: * #% increased Physical Damage * Adds # to # physical damage * #% increased Attack Speed Step 3: Based on missing mods you have: * If you miss 0 or 1, go to next step * If you miss 2, consider using Orb of Annulment but first go to next step. * If you miss all 3, return to step 1. Step 4: Check if you're satisfied with current mods. Keep in mind mod crafting possibility and the fact it's close to impossible to craft perfect bow. Based on that, decide if you want to proceed with the crafting. Step 5: Mastercraft the remaining affix(es). In case you used Orb of Annulment and didn't remove important mod, you will need to use "Can have up to 3 Crafted Modifiers". Hunter Quiver crafting
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Let's start with a quick look at the mods you're chasing:
* +(21–25)% to Physical Damage over Time Multiplier (Hunter suffix, T2: 16-20%) * +(16–18)% to Damage over Time Multiplier (suffix, T2: 12-15%, T3: 7-11%) The goal would be to have both of them. Unfortunately chances of rolling both of them is small. That's about it. One more very important reminder: You can't have pierce on your quiver! Useful non-shaper mods you might want on the quiver: * +#% to Fire/Cold/Light/Chaos Resistance * #% increased Attack Speed * Adds X to X Physical Damage to Attacks I highly recommend Alt -> Regal method since it's cheap and above all - reliable. You will get what you want eventually, but chance of getting ridiculous quiver is slim. Fossil crafting should be used only if you have a lot of currency to spare. Alt -> Regal Method
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Required: Hunter influenced quiver ilvl 82+
Step 1: Spam alts/augs until you hit at least one of the following: * +(21–25)% to Physical Damage over Time Multiplier * +(16–18)% to Damage over Time Multiplier * +80 to Maximum Life (or more) Step 2: If you don't have 2 affixes yet, augment the quiver. Step 3: Regal the quiver: * If you have at least 2 desired mods, proceed to next step. * If you still have only one, scour the quiver and return to step 1. Step 4: Depending on your mods and suffixes, do the following: * If you don't have any life, craft 40-55 life at crafting bench and finish crafting. * If you have life below 40 and both DoT multiplier suffixes, go to step 5a. * If you have life and any 2 suffixes, craft remaining suffix and finish crafting. * If you have life and any 1 suffix, go to step 5b. Step 5a - Do in following order: * Craft "Suffixes cannot be changed". * Use Scouring Orb to remove prefixes. * Craft 40-55 life at crafting bench and finish crafting. Step 5b - You have two choices: #1 - Craft suffix and finish crafting. #2 - Craft an extra suffix with an exalted orb. You need to craft cheap prefix at crafting bench, afterwards use exalted orb, and then proceed with choice #1. Fossil Crafting Method
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Requirement: Hunter influenced quiver ilvl 82+
Method: Corroded + Jagged Step 1: Use the one of the methods until you hit two out of three following affixes: * +(21–25)% to Physical Damage over Time Multiplier * +(16–18)% to Damage over Time Multiplier * +80 to Maximum Life (or more) Step 2: Craft anything you need on the remaining affix (assuming you have one) These two fossils block majority of the unwanted prefixes while increasing chances of good mods. That's about it, just roll until you're happy with the results. Damage crafts - Amulet, Gloves, Helmet
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Elder/Hunter Amulet
Crafting method: Alt -> Regal -> 1 Craft/Multimod Fossil Method: Jagged + Corroded (optional) + Pristine (optional) Influenced mods: * +(13–16)% to Physical Damage over Time Multiplier (Elder/Hunter) * (1.6–2)% of Life Regenerated per second (Elder/Hunter) * (7–13)% increased Attack Speed (Elder) * Malevolence has (20–25)% reduced Mana Reservation (Hunter) Crafted mods: * -9 to -8 to Total Mana Cost of Skills * 0.7–1% of Life Regenerated per second Both influenced mods should more or less the same. Hunter is probably slightly easier to craft. Provides very high damage boost. Using both Jagged and Corroded will give you highest chance of rolling damage affixes and phys DoT multiplier. You'll have to be a little lucky with the life tho. You can add Pristine to increase chances of rolling life, but it will also affect chance of physical life leech mod that's not needed at all. Marble amulet is really cool base to craft, it's always that little extra regen to mitigate degens (like Blood Rage). Not necessary by any means, only a personal preference. Elder/Hunter Gloves Crafting method: Alt -> Regal -> 1 Craft/Multimod Fossil Method: Jagged + Corroded (optional) + Pristine (optional) Influenced mods: * +(13–16)% to Physical Damage over Time Multiplier (Elder/Hunter) * (31–35)% increased Damage with Bleeding / Socketed Gems are Supported by Level 20 Chance To Bleed (Elder) * +1 to Maximum Frenzy Charges (Warlord) Crafted mods: * You have Onslaught during Soul Gain Prevention * (31–36)% increased Attack and Cast Speed while Focussed * Non-Vaal Skills deal (51–60)% increased Damage during Soul Gain Prevention Elder influence has higher potential, but Hunter has much higher probability to craft phys DoT multiplier. Gloves have high damage potential in general. Elder gloves can grant up to 16% phys DoT multiplier, increased bleed damage AND pseudo 5-link for clearing if your damage is high enough. Any approach to fossil crafting is viable pretty much. Rolling high life might be hard, so you'll probably end up having to mastercraft it. Similarly to amulet, you can add Pristine fossil to increase chances of rolling life at cost of lower chance to hit damage mods. Alt -> Regal method for methodical approach or spam fossils and pray to make a decent one. Elder Helmet Crafting method: Alt -> Regal -> 1 Craft Fossil Method: Jagged + Pristine Influenced mods: * Nearby Enemies take 9% increased Physical Damage (Elder) Crafted mods: * 7–8% of Physical Damage from Hits taken as Fire Damage * (121–140)% increased Duration of Ailments you inflict while Focussed 9% damage increase is quite big damage increase, as it's a straight multiplier to the damage dealt. The increase is additive with Vulnerability/Maim debuffs. Because of this, helmet crafting shouldn't be prioritized over amulet/gloves. Focus craft can be useful, but most of the time enemy will die before you take advantage of the massive duration increase. Other crafts - Rings, Boots, Jewels
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Warlord Rings
Crafting method: Alt -> Regal -> 1 Craft/Multimod Method: Jagged + Pristine (optional) Influenced mods: * Curse Enemies with Level 8 Vulnerability on Hit (Warlord) * (18–22)% increased Damage with Bleeding / (9–10)% increased Bleeding Duration (Warlord) Crafted mods: * -9 to -8 to Total Mana Cost of Skills * 17–20% increased Damage Unlike amulet, rings don't have global physical damage prefix. If you want to craft the ring, you're probably doing it for Vulnerability on Hit mod. In this case the curse's level doesn't matter since benefit per level is minimal. Alt -> Regal method for methodical approach or spam fossils and pray to make a decent one. Elder/Redeemer Boots Crafting method #1: Chaos Orb spamming Crafting method #2: Alt -> Regal -> Multimod Essence method: Screaming/Shrieking Essence of Greed Fossil method: Pristine + Dense (optional) Influenced mods: * (7–10)% chance to gain an Endurance Charge on Kill (Elder/Redeemer) * (9–10)% chance to Dodge Spell Damage (Elder/Redeemer) Crafted mods: * All 3 hybrid movement speed crafts * You have Onslaught during Soul Gain Prevention * Non-Vaal Skills deal (51–60)% increased Damage during Soul Gain Prevention Elder influence is easier to roll in general. Great defensive craft. There's no tricks to easily craft these unfortunately. I suggest chaos spam or alt -> regal if you have something specific in mind. High life, desired mod and movement speed/open prefix are the key mods. 20%+ MS can be crafted, it's enough for the build. Essences will guarantee high life roll, but might be really costly. You can also use fossils if you only care about endurance charge on kill. It'll remove nearly all prefixes (elder), making it somewhat easy to hit movement speed and charges. Craft 70 life / movement speed mod afterwards. Crimson Jewels Crafting Method: Alt -> Regal Fossil Method: Jagged + Corroded (optional) + Pristine (optional) Jewels have a really high pool of mods, so hitting the right mods might be really hard - especially hitting life. Getting right combination of damage mods should be relatively easy with either method. If you're seeking 5-7% maximum life mod, it's probably easier and cheaper to simply buy the jewel if you have the possibility. Crimson Jewel is the base with highest chance of rolling physical/life mods. Don't craft any other jewel base.
FAQ
Q: Is this build good for a new player?
A: It's decent because it's easy to get good damage on a budget. Survivability might be a problem tho since build's defences aren't top tier, which means mistakes will be punished. If you want a new player friendly build, you should check out my Caustic Arrow Raider guide. Q: How's the hardcore viability? A: On the edge of viability. It's fairly safe until red tier maps where mistake or very unfortunate event might take your life. I would only recommend it for exprienced hardcore players. Q: How does it perform in SSF? A: Mediocre. Due to limited gear acquisition you will often hit a wall starting from ~white/yellow maps transition. It's caused by Ryslatha's Coil being ridiculously rare which heavily hinders the build. It forces you to have 100% bleed damage elder mod which also might be hard to obtain early on. Same issue with acquiring oils for amulet annointment. All combined slows progression considerably. If you're fine it, feel free to try. Q: How do you level with twink gear? A: Using bleed with high damage bows should be fairly fast. Other than that usual Goldrim/Tabula/Wanderlust and you're good to go. Q: Why can't i have pierce/fork/chain on my gear? A: In order for Ensnaring Arrow to work and apply the debuff. It can only happen if the arrow hits an enemy and stops. Any of the mechanics above allow the arrow to hit the target an keep flying towards next victim, preventing debuff from being applied. Q: How about Mirage Archer? A: Sure, why not. If your damage allows you to run then there's nothing stopping you from using. Q: Why don't you use War Banner? A: Using it would mean having 5% of you mana pool. With some investment it should be possible to run it. Keep in mind that build has very little room for extra skill gems. Q: I don't like Rain of Arrows, can i use Split Arrow instead? A: While not advised, yes you can do it. However you must link it with Pierce or Chain support. Without these supports, i won't clear well. Q: Have you thought about using Lioneye's Fall and taking melee nodes in Marauder's starting location? A: Yes, it's a very viable alternative. However it heavily encourages armour as a defensive mechanic which i dislike in general. Performance-wise it's very similar to the passive tree i provide. Overall going to shadow area is easier for newbies and has smoother progression. Q: I have problems sustaining mana, what can i do? A: This shouldn't be happening to be fair. Best course of action is to craft "-X to Total Mana Cost of Skills" or even flat mana might solve the problem. Linking Enlighten (at least lvl 2) with mana reservation skills should do the trick as well. If you can't do any of those, you can always disable Herald of Purity/Stance until you can support every mana reservation skill. Q: Why do you take two handed melee weapon nodes? A: The hit and attack speed based bonuses are exclusive to melee weapons. The ailment increases are not, they only require you to wield two handed weapon - bow fits that category. Q: How does the bleed work? A: Mechanics are quite simple: #1 - Each hit that applies bleeding is inflicted on the enemy, but only 1 ailment can deal damage (or 8 in case of Crimson Dance). #2 - Bleeding damage is based on source physical damage. That means it also inherits the high or low damage rolls. #3 - Game ALWAYS proritizes stacks with highest damage. #4 - Having previous points in mind, that means hitting target multiple times will increase the damage output since you apply more high damage bleeding debuffs. Q: Are you sure Ryslatha's Coil works with bleed? A: Yes, i'm certain. This video should dispel all your doubt Q: How do Farrul's Pounce two different bleed types interact with each other? A: They're completly separate debuffs. That means you can have up to 9 bleeds total, 8 from Crimson Dance and 1 standard bleed. Q: If Farrul's Pounce have such potential, why don't you use it with Puncture for more damage? A: That's a great idea that fails in practice. Use Vaal Rain of Arrows to quickly stack up Crimson Dance and Puncture for standard bleed and long term damage. Timing it felt awful and overall playstyle was more dangerous. While it dealt higher damage, the playstyle was significantly worse and gearing more difficult. Q: Is it good for party play? Should be fine overall. No matter what bleedsplosions will contribute greatly to the team.
Changelog
To do list (for me mostly)
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* Low priority: Bleed calculator update
* Proof read every single time there's a new big update. Bleed Calculator: * Fixed Snipe's attack speed multiplier (200% -> 180%), i forgot to take off Vicious Projectiles when i was finding out numbers last time. * PoB Fork now changes Snipe modifiers, since they just added support for it. * Added conditioned formatting for two most common mistakes to signilize you entered wrong data. April 17th, 2020 Bleed Calculator: * Massive calculator update! It's worth using again! * Support for Farrul's Pounce gloves. This comes with separate Crimson Dance / Standard Bleed calculations and switch to disable each of them. Farrul's Fur also included. * Support for Pride aura. PoB doesn't reflect extra more damage after # seconds. * Support for Assailum helmet. PoB is completely clueless what's going on with the helmet. * Support for LocalIdentity's PoB Fork. While i'm glad he acknowledge's Ryslatha's Coil, that poor attempt at fixing 100% more bleed damage elder mod does more harm than it helps. * Added DoT multiplier to calculations. * Updated crit damage calculations. Perfect Agony option has been removed and crit multiplier replaced with Critical DoT Multiplier. * Added option to force specific # of attacks (not hits!) * Added an extra calculator to quickly find out DoT multiplier values. PoB not showing this info is insulting. * Added an extra calculator to manually fix DPS in your PoB based on the main calculator. * Added video tutorial for calculator: https://youtu.be/0pZvrSwtyj * Fixed calculation error that caused standard bleed to scale with extra attacks a bit too quickly. * Removed bleed type switch. I'm running out of space to make the calculator compact (without huge redesign) and this option wasn't useful majority of the time. Maybe i'll re-add it later. March 23rd, 2020 Path of Building: * PoB build updated to reflect changes in crafting section. Crafting Section: * Added additional budget crafting method for Elder Bleed Bow. * "Made it easier" to craft Elder Bleed Bow using Alt -> Regal method by adding extra attack speed check. * Added extra step to check if you have chaos conversion modifier and instuction how to remove it in Alt -> Regal crafting method. March 22nd, 2020 Videos: * Added 4 new videos, 2 per Pride/Malevolence auras. Path of Building: * PoB build updated to include cluster jewels. * Thing to note - Wasting Affliction cluster notable doesn't work corrently in main PoB version (OpenARL) March 21st, 2020 Passive Tree: * Added proper Cluster Jewel section with suggested notable combos. Crafting Section: * Minor adjustment in Elder Bleed Bow crafting. March 20th, 2020 End Game Build: * Added Assailum helmet as an optional enhancement. * Also added mention about the helmet to Equipment and Mapping Progression sections, since currently it's a cheap and powerful upgrade. Crafting Section: * Added extra route to Alt -> Regal crafting for Elder Bleed Bow. * Updated Damage crafts and Other crafts. March 17th, 2020 End Game Build: * Updated section's image and optional mana reservation skills. FAQ: * Added 2 more questions about Split Arrow and pierce/fork/chain restriction on gear. March 15th, 2020 Levelling and Progression: * Adjusted mapping gear goals. 5-link bow is now recommended for white maps and 6-link armour in yellow maps. Crafting Section: * Updated Bleed Bow crafting section, also renamed to Elder Bleed Bow crafting * Minor update to Hunter Quiver crafting. * Added Alt -> Regal method for both Bow and Quiver crafting sections. March 13th, 2020 Levelling and Progression: * Adjusted gear goals in mapping progression to the newest patch. Videos: * Added 5 new videos with classic build in action. * Updated the important note. * Removed 3.4/3.5 videos since the old build lives on again. Path of Building: * PoB link updated to newest version. March 12th, 2020 - Delirium League Overview: * Added extra line about optional classic build version. Passive Tree: * Passive tree has been updated! Minor changes to account for "Destroyer" cluster ailment increases no longer working with bows. * Added extra passive tree with less points allocated to experiment with cluster jewels. * Added link-out to detailed cluster jewel notables breakdown. Gem Setups: * Added mentions about optional gem setups that can be found in end game build section. Equipment: * Updated my current gear and gear examples in in-depth equipment sections. * Removed Loreweave body armour. * Added Farrul's Fur body armour. * Minor commentary adjustments to reflect some of the newest changes. * Removed "end game build options" for gloves and amulet since extra fossil mods that made these gear slots very strong and easy to obtain damage are being removed. * Removed Watcher's Eye mods for Grace aura, since they're not as useful anymore. Levelling: * Adjusted levelling passive trees to reflect newest changes. NEW SECTION - End Game Build: * Inside you can find End Game Enhancements which focus on QoL and/or potential damage upgrade. * Classic Build is back with good old Siege Ballista action! FAQ: * Removed a lot of outdated questions. * Added plenty of new answers to common problems/ideas/concerns. * Some already existing answers were updated. February 25th, 2020 Levelling and Progression: * Updated levelling passive trees to reflect recent changes. * Removed End Game Build section since it's somewhat outdated. It will reappear once i update it. Path of Building: * PoB link updated to newest version. * Now features 2nd gear set with extremely expensive gear * Added levelling passive trees February 24th, 2020 Passive Tree: * Basic tree revamped - no longer goes to left side of the tree, instead it goes to shadow's starting area. * End game tree removed. Gem Setups: * Revamped the whole section. * New main clearing skill - Vaal Rain of Arrows (bye bye Split Arrow). * Puncture setup now uses Unbound Ailments instead of Swift Affliction by default. * Ensnaring Arrow is now used in Curse on Hit setup, now known as Debuffing Setup. * Frenzy is now a standalone skill. * You can now check what each gem does at their designated level. * Some explainations are shorter and right to the point. December 29th, 2019 Crafting Section: * Fully updated all sections. Most items didn't change very much. * Added end game bow crafting method. December 18th, 2019 Videos: * Added two new videos to showcase how the build works nowadays. December 16th, 2019 Equipment: * Updated bow and quiver sections. Still needs more work, but this should suffice for now. Crafting Section: * Quiver crafting updated, now uses Hunter's influence. * Bow section updated, but end game bow crafting is not there yet. Technically you still need to do same thing as before, roll as many times Corroded + Jagged until you're happy with it, but many times more to have ultimate weapon. December 13th, 2019 - Metamorph Launch General: * Old build is gone. New superior version takes it's place. * Standard bleed is now a main focus of the build. Crimson Dance is no longer taken. * Build now uses Split Arrow for clear and Puncture for single target. * There are now 2 versions of the build - basic and end game. Both should handle all content. Passive Tree: * Two entirely new passive trees. Basic one is main focus of the build. * End game passive tree focuses on Lioneye's Fall unique jewel. * Optional ascedancies have been REMOVED. Gladiator is simply superior. End game version wasn't compatibile with other ascendancies. Pantheon: * No changes. Gem Setups: * Split Arrow and Puncture are now main skills. * Added Ensnaring Arrow as a mandatory setup. Equipment: * Removed mentions of 7-link bleed bow. * Removed Blasphemer's Grasp gloves, they're not worth it anymore). * Removed Haemophilia gloves since there's no optional ascendancies now. * Removed Rain of Splinters jewel and Dying Sun flask. * Updated some modifiers on equipment. * Bow and quiver sections still need attention. Waiting for new influenced modifiers. Levelling and Progression: * Updated bleed levelling and mapping progression to reflect newest changes. * NEW SUB-SECTION: End Game Build * Focuses on expensive upgrades to the build. Map Mods: * Updated to reflect newest changes to the build Videos: * No changes for now. I don't have means to record new ones. Path of Building: * PoB link updated with basic version of the build. * End game build is currently not included. * Added warning that bleed calculator is currently outdated. Crafting Section: * Added warning it's outdated, but fossil crafting should still be fine. FAQ: * No changes yet. Changelog's... changes: * The changelog has been cleared due to it's length. * You can still find whole changelog prior to 3.9 update on page 13 inside the archived guide. https://www.pathofexile.com/forum/view-thread/3053600 - My Guides Última edição por DankawSL em 17 de set de 2020 19:46:40
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June 19th, 2020 - Harvest League
Spoiler
Passive Trees:
* Updated passive trees. * Noteworthy change is picking up Wind Dancer keystone in end game setup. Levelling Section: * Updated levelling and mapping progression passive trees. * Removed Assailum helmet from white map goals. Now that this unique won't cost 1 chaos anymore, it should become an end game goal. End Game Build: * Added Elemental Ailment Immunity to Enhancements. It was possible for long time now, but it was a bit more questionable investment. With buff to Thick Skin, the requirements are more realistic. Path of Building: * Updated PoB build to newest version. * Updated passive trees. * Removed "(doesn't work in PoB)" warning from 100% bleed damage mods found on bows. That part is still true for both original and fork PoB. However fork acknowledges that by applying almost correct values. Primary reason is so people who use fork have easier time comparing this PoB with other similar builds. Changelog's... changes: * The changelog has been cleared due to it's length. * You can still find whole changelog prior to 3.8 update on page 68 inside the archived guide. PoB link for convenience: https://pastebin.com/DTVkypWM Overall, very little changes. Small damage nerf, signficant defensive boost thanks to Wind Dancer. It's still worth mentioning loss of 5% reduced dmg from bleeding enemies tho. Changes are neutral i would say. However this league you shouldn't feel a thing. New crafting options allow to create absolutely ridiculous items in a deterministic way. I honestly can't imagine GGG integrate Harvest league to core game without completely gutting it (similar to Bestiary.) " I'm positive all people who follow any of my guides already know what it is. CA Raider as always, but this time in HC trade instead of HCSSF. I rarely have opportunity to record good footage in SSF and my current videos are getting old now. Besides that i might play bleed bow in HC as well, because all those crafting options should make gearing a walk in the park. I also have cool idea for a build, but i'm not sure if it's truly viable or not. Cluster jewels should make it possible tho. " Yes, mostly for clearing. It does not matter very much, but it's still good to have that ~90%+ accuracy. Not like it's hard to obtain, just get a single +400 accuracy mod and you should be good to go. " In general i pay close to none attention to streamers other than podcasts once in a while. Had no idea about it. I guess clickbaits equal to more views... " It is known that bow bleed deals great damage early on, but requires a lot of investment to feel good to use in red maps. I don't think anyone denied that. The issue is that mbXtereme terribly misleads people. I wasn't joking when i said i could make an essay out of this. Anyway, i think we should stop here before this escalates to witch hunting. I certainly don't agree with the ways he's presenting his builds and let's leave it at that. https://www.pathofexile.com/forum/view-thread/3053600 - My Guides
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I'm getting an error message on your POB link, seems to be outdated compared to newest version? :-)
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" Original PoB wasn't updated to include 3.11 passive tree version yet. You should use PoB Community fork instead. It's a good point and i'll just straight up add this warning to PoB section of the guide. https://www.pathofexile.com/forum/view-thread/3053600 - My Guides
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