Toxic Rain Pathfinder League Start Guide for Necropolis

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toxic rain Pathfinder is an amazing League starter and one of the all-around best builds in Path of Exile it works extremely well on a low budget it has really smooth gear progression from League start to end game and once it's online it can do absolutely everything in the game it's also super easy to level I recently did a League start test run where I finished off both act five and act 10 kitava using a blue bow with crafted attack speed and nothing else on it and it was a totally smooth play style the whole way through I've cleared every Uber Boss Wave 30 simulacrums and done highle juice content of all kinds as toxic rain Pathfinder and I've done this for League after League after League I basically always leag start toxic rain Pathfinder I've made a couple of guides showing off the endgame for toxic rain Pathfinder in Affliction league and the gear crafting progression for toxic rain Pathfinder really just in every single league so I would recommend looking at those if you want to use them as a resource or sort of as an aspirational type of thing look at this and go Ah that's where I'll be a little while into the league but if you're just looking for a the league starter version of this build maybe you just want to play it as your league starter get enough currency to get another build online and go that way this is the place to start also before I move on I just want to be clear this is not a toxic rain totem build I know that works well I just don't particular particularly like the way that it handles in mapping I find it to be real stop and start and kind of janky very good and and smooth for super undergeared weak bossing you can really do a lot of damage with attack totems but I've just always hated the play style of attack totem specifically so that's not something I want to do as part of my league start or my league mid game or my league ever really all right with all of that having been said I'm Lal and I'm going to talk about how to leag start toxic rain Pathfinder before I do don't forget to like this video if you find it helpful and subscribe if you want to see more Poe content especially currency farming strategies early on in a league that don't necessarily require toxic rain Pathfinder but are well suited to it all right now let's just talk about toxic rain Pathfinder it's my favorite build it's pretty well known as an S tier League starter it has a very smooth play style especially in maps it can handle tons of content on a low budget and it really easily scales up into doing a lot of damage for a map character it's not an amazing bosser but it can clear all the Ubers and it works really well for Boss rushing strategies I actually made a Boss Rush Maven strategy with toxic rain Pathfinder as the first video we ever released on this channel all right now I'm just going to jump in game to talk about toxic rain and we'll start with what makes it special toxic rain is a chaos damage overtime skill and it skills more like a Caster build than an attack build that's why I was able to kill kitava so easily with this you know this terrible terrible bow it's a really tanky build for for a fast mapping build usually fast mapping builds are either like very lightweight tornado shot very very flimsy or they're tanky Like A Champion attack builds but then they have some sort of other weakness one of the main strengths here the really really good strengths of Pathfinder is that it's really good against damage over time this is surprisingly uncommon among builds that get advertised as being insanely tanky like I don't really want to pipe in footage of it here but like my Champion my lightning strike Champion that was insanely tanky and could live through everything if it had like five stacks of corrupted blood on it it might as I might as well just blast my computer with a shotgun it's dead that doesn't happen with Pathfinder at all it's also good at nearly all kinds of content the only things I really don't love to do on Pathfinder are things that are built on offscreen clearing like if I shoot toxic rain around the screen a bit here you can see I can hit a lot of area but I literally can't shoot off the screen because my mouse won't go there and that is that is the only real weakness that I feel like toxic rain has it's not great at Legion it's not great at sanctum because you kind of want to be able to offscreen for both of those mechanics now I've cleared plenty of sanctums with toxic rain and it's fine it's not optimal but it gets the job done as for the play style I've kind of already been showing it off here there's some great MTX for toxic rain they finally after years of playing with just the very ugly green balls like no thank you these pods are very very gross looking to me but there's a lot of good MTX for it now and it shoots an arrow into the sky that Arrow RS down on enemies as these five little ugly pods they attach Vines to nearby enemies that slow and deal damage to them over time after a second the pods will explode dealing damage 99.9999999% of the damage that the build deals comes from the vines spawned by the pods you don't hit you don't crit so you don't need accuracy or anything to worry about like that you just drop pods on enemies and then you run away you just drop pods run through this is true both in the campaign and in maps you're just zooming the whole time right clicking packs of mobs and moving on and then if something valuable drops you know as you're in the process of moving and moving uh something valuable drops you go back scoop it up and then keep on going in terms of the content you want to do mapping is really the main appeal of playing trpf it's extremely smooth I think I've said that a million times already and it's really good at dealing with enemies that stand still or Clump together together in circles I think this is kind of a big part of why it's not so great for Ubers because as you can see these pods last longer within 1 second now not to jump ahead but one of the ways that we scale our damage is through increased duration of skills which is great quality of life but it also means that there's a little bit of ramp up on enemies so for enemies that jump around a lot you having to constantly reset and ramp up on them and that can be pretty irritating so enemies that stand still or are like stacked in circles are really really good for this build and that means Essences harbingers and Expedition they're kind of the trifecta for money- making pretty great strong boxes are also really good harvest is pretty good although Harvest can be a little tanky and some of the mobs in Harvest can be really irritating I think it's yellow worms one of the color of guys that are worms that will Burrow under the ground and leave a pod behind they leave behind their own evil pod and then go somewhere else those guys can be really irritating but most of the Harvest beasts are or harvest monsters are pretty easy to kill einar speaking of harvest Beast is also pretty decent for toxic rain especially a lowlevel inexpensive inhar farm setup can be really good as toxic rain and then hilariously ritual and ultimatum a couple of kind of terrible leagues for actually making any sort of consistent currency are big old Circle leagues and toxic rain is great for that now we don't know what necropolis is yet I've seen some people suggest it might be a vampire survivors League I think toxic rain might be insane for them that if it winds up being that but hey we're going to see so obviously I'm on a very lowle character I killed katava I think at 62 or 63 I've just kind kind of done a couple of blood aqueducts for like footage for this video and other things I'm level 65 on this character and obviously it's not all that fast moving but as you can see I don't even have like I don't have flasks automated yet like this character just finished you can see even just with the very very terrible gear that I have and the the like unrolled terrible flasks I have on this character it's still pretty quick so it's good at boss rushing it's really good at Heist and lab running it's amazing at lab running if you have the stomach to lab run it's also pretty good for blighted maps because enemies will walk down set paths and so you want to funnel them into areas and then just drop a million toxic rain pods in there and that'll do it one thing that all these mechanics really have in common is that they're powerful currency farming strategies at the start of a league and toxic rain is really good at them all now the budget range for toxic rain is I mean it's you know it's a blue weapon and like a four link all the way up to Mage blood like if I log over and I did level this character in ssf but then I migrated it out so that I could level another character on a fresh start but as you can see like that character had less than nothing it was beyond poverty and then of course this character is wearing a mage blood and it's it's looking nice and that's that's basically the budget range everything in between is doable it it works at all of those possible levels so in terms of how we scale the damage we do this through gemm levels that is the main way that we scale damage so we get gemm levels from running and Empower linked to our toxic rain we have a weapon a very deterministically pretty easy to craft weapon like you can get your best of slot weapon for maybe 10 divines or so within the first week of a league it's pretty attainable and as you can see we have plus one to level of socketed gems plus two to level of socketed support gems so we're getting our Empower all the way up to level seven through all those modifiers we're getting a level 31 toxic rain because we're running a plus two neck a lot of this does take some time to craft but it's all stuff that you can work your way up into so we're getting a somewhere in the range of like 28 to 31 toxic rain gem that adds a ton of damage we also have a ton of attack speed as you can see that increases the number of PODS that we can get on the ground at the same time we also have increased skill effect duration you can see these pods are lasting you know 1 second count to one two three they're still going obviously that's not a full second Cadence but the point is these pods last quite a while uh 3.68 seconds so substantial substantial skill effect duration which is also really good quality of life for us in everything else that we do because we're able to run a divine blessing support malevolence to fit in an extra aura really just a lot of quality of life here and then finally we have two other mechanics they're very similar to each other that improve improve our damage and those are damage over time multiplier and Chaos damage overtime multiplier which are different stats but effectively just work the same way they just increase the amount of damage that all of our chaos damage over time deals and that's that's all that we do is toxic rains chaos damage over time all right I got to the end of the video and I realized that I had forgotten a really important very basic thing that I wanted to come back and pipe back in later and that is increased area of effect so we need to get to 39% increased area of effect because increasing the area of effect increases the range of the vines coming out of the pods which is really useful but it also increases the amount of spread on the pods like the amount that they spread out from each other so just stacking increased area of effect actually won't increase your damage it will uh cause them to spread out too far so that it actually reduces your damage and there's a perfect sweet spot where you can get all five pods to overlap relatively consistently on enemies and that number is 39% so you want 9% on either your Helmer gloves and then 10% on the other and then you want to pick up this passive node here from bow Mastery or any of the bow Mastery Wheels but this is the best one to go for that gives you 20% 20+ 9 + 10 39 and we can just show off like as you can see here obviously it's a little irregular but that's what it looks like with 39% and if I spec out of that node and take those pieces of gear off you can see the pods are a little bit tighter together not significantly but the area of effect on them the reach on the V The Vines will be shorter so it is actually harder to deal as much damage you will deal considerably less damage if you don't have that 39% break point hit so in terms of our defenses with a like fully fleshed out really strong uh version of the build we can get obviously this number isn't going to be correct cuz I am not missing any health we can get around like 1,600 life per second from Life flasks that number can be higher too based on your belt and your passives and a few other variables you also get 100% spell suppression you get ailment immunity really easy by running purity of elements which is one of my favorite auras and something I love during the campaign but something I also love if I'm able to work it into a build and like keep it around long term that is something that really makes me happy because it makes ailment so easy to fix it makes uh resistance is so easy to fix we also get bleed and corrupted blood immunity from our life flask that we're using all the time we have stun immunity alternately you could get curse immunity you kind of have a choice between those two but stun is usually better for preventing you from dying curse is more about quality of life and I like quality of life but dying is worse so that's sort of the choice I make there how do we scale our defenses we mainly use Fizz taken as Elemental we get that in a few ways lightning coil is really really valuable we also use a watcher eye that has uh Fizz converted to Elemental damage while we're using purity of elements which is how we're able to justify continuing to use that and then we also have a helmet that has 8% of Fizz taken from hits as a crafted prefix and then the implicit of Fizz taken as Lightning so I did a little tweaking and I am at 69% of physical damage taken uh as lightning damage which feels uh pretty nice and then another 8% or so as fire now in the super super ingame version of the build you have progenesis giving you basically a stagger effect you're able to stagger like 35 40% of all the damage you take over 4 seconds instead of instantly but prior to that you can run Taste of hate which will give you about another 15 to 25% of uh physical damage taken as cold which is also really good and a thing that's really amazing about this is that things like eldrich alter downsides negative effects throughout the game that reduce your defenses reduce your evasion reduce your spell suppression or their impact or whatever don't impact damage conversion so all of that damage that you're converting from physical into those elements is like totally unaffected by all those negative downsides throughout the game this is great we also use Grace it's just a really really good defensive Aura and it works really well with the type of gear that we're using now I know traditionally a lot of uh toxic rain builds other toxic rain builds would do the double dip of like Grace and determination but the problem is that in gearing up as a ranger it's kind of hard to fit in a lot of the armor a lot of the strength requirements can be a little tough and going for both armor and evasion it's an option right you would have to give up purity to do that but the problem is that I do a lot of blue uh blue eldrich alter farming and and in doing that there's a really nasty downside that you run into pretty often which is reduced physical damage reduction it'll be like 50 60% minus Fizz damage reduction that basically nullifies most of the armor value that you're getting out of runin DET term and maybe like Granite flask and some Armor Gear so I kind of feel like I've had a better time in the worst case scenario just staying tanky by doing Fizz converted to Ellie then bothering with armor at all like the best case scenario of tankiness where you're not dealing with that downside from that altar you're not dealing with anything that penetrates uh or overwhelms your armor maybe it's a little tankier in the tankier in the good cases but the problem is that when you're thinking about defenses you really want to think about the worst case scenario more than the best case scenario cuz the best case scenario you don't even notice it worst case scenario you're dead all right now let's take a look at the path of building I have made up trees for all of the acts we'll just kind of Le through these here for act one I like to start start out right at the top node for Ranger and I like to come straight to Primal spirit I just path through the attack speed nodes on the way to Primal Spirit now technically speaking at the very start I think the projectile damage notes are a little bit more damaged for like the First Act or two but as soon as you get to level 12 and you pick up toxic rain the attack speed is probably going to wind up being better and it certainly is better longer term and you're not like you're so starved for any sort of resp points in the first hour or two of leveling that you don't want to commit to three bad points to then roll out of them I realiz that you will then later roll out of these nodes and just take the dexterity nodes up top you can just go this way to get to Primal Spirit a little faster but I don't think it's really worth it but getting Primal Spirit ASAP is good for two reasons one getting that strength and int can just make it a little easier to equip skills and uh pieces of gear without any sort of friction or requiring like any sort of amulets or anything off of a vender but also the Mana per enemy hit with attacks if you've used a Mana flask in the last 10 seconds really helps automate man and that is really my biggest frustration in the whole leveling process is dealing with Mana uh on a new character having a constantly chug those Mana flasks to be able to keep going is really frustrating hitting a point on like Brutus where you're just sitting there spamming like default attack into him or something because you're Tapped Out on Mana that everybody's been there at least once and it's the worst feeling in the world so doing you know doing this making a Bei to Primal spirit is is huge for preventing that from happening now just to expand out and kind of blow through this a little bit in act two my goals are really to get to like Hunters Gambit just to get some more damage get to wasting get some more damage get to coordination get some more damage basically the way I'm avoiding dying is just like uh don't get hit it's really it's not too challenging getting through act two at least after you've done it a while you can come down to finesse you will eventually come down to finesse and Quick Step and intuition and herbalism but I prefer to make a beline up top toward eldrich battery that really is my goal here and that's why I'm starting out going that direction right off the bat act three I even have the note in here remember to run lab we're making our way up through blood siphon we are stopping and picking up growth and Decay real quick just to get a teeny tiny bit of Life regen and mainly just some more damage picking up entropy along the way same same sort of deal act four we are coming up to get Written in Blood and then in Act five we're finally able to make our way over to eldrich battery in act three four and especially five I'm going to be trying to look for pieces that have a bit of energy shield on them that's really important in that leveling process is picking up a couple of pieces of gear that have energy Shield it could be a Helm it could be a body armor it could be whatever Helm is kind of nice uh in particular to get because if you're in sort of a situation where you don't have enough energy Shield to actually use it to fully replace your Mana pool you can take energy Shield Mastery if you have a Helm that has a decent amount of energy shield on it this is an optional node that you can use to like basically double all the energy Shield you're getting from your helmet and if that's like the only piece that could double your energy Shield so getting eldrich battery is really good because energy Shield is really doing that much for you defensively while you're in the campaign or even like early on in mapping and it basically just trivializes Mana cost for you it really really makes it so so much easier to deal with Mana and we're going to stick with eldrich battery for a while now there is the downside of running eldrich battery which is that it turns off Mana forged arrows because they are Mana forged arrows you have to spend Mana in order for them to work and they're not energy Shield forged arrows right so in the skills section I have a leveling set of skills here I don't think I included toxic rain ballistas okay I didn't good I didn't use them in my last playthrough if you manage to get a couple of four lengths you can set up some toxic rain ballistas having a Ballista totem of some kind uh just like throw down and get a little bit of extra withering Stacks wither Stacks applied by it is okay really I like them more just because I can like throw them down and kind of make them tank for me not really a huge deal though to not have that at all uh progressing from here into act six that is when we finally start making our way over here we're going to be M moving toward Sentinel and toward Constitution and exceptional performance and profane chemistry we're getting more life more defenses more skill effect duration and as we can see that is exactly the way that this is transitioning along we're also picking up Mage Bane one thing that I really like here is as soon as we've gotten uh eldrich battery we like to come here to pick up Instinct and also takes uh chance to suppress spell damage is lucky this is really nice for a couple of reasons one is just good for like staying alive suppression is really really good and having your spell suppression chance be lucky adds so much spell suppression chance when your when your chance is relatively low like if it's in the 50% range and it's lucky now it's basically 75% that's really good for just a Mastery but also Instinct really helps with recovering a lot of energy Shield because you will be suppressing fairly often and you're getting a huge chunk of energy Shield every time you do you're also just getting more energy Shield recharge rate which is basically Mana regen which is pretty good out of out of uh those notes there and then you know act nine Act 10 uh we're just kind of polishing some things off getting a bit more life getting some more life recovery from flasks and some flask regen I also didn't mention the ascendency uh node so I'll just run those real run through those real quick here act three you want to run the lab get Nature's reprisal pretty basic it adds a ton of damage gives you withered application increases the effect of it act seven we run Cru lab we get Nature's adrenaline now our flasks are online and we're B basically able to keep them going all the time and then in Act 10 we pick up surgeon and now we're able to keep our life flask rolling all the time all right and then once we've gotten into or you know whatever level 75ish we've done a trial basically in maps and gotten another gotten a gift of the Goddess no gotten an offering to the goddess and we can go and finally get Nature's Boon finish out our ascendency make everything a little stronger give ourselves a little bit more in the way of increased flask charges and flask effect all right now I want to look at some of the ingame passive trees here this is sort of a no cluster Jewel setup this is like level 88 you know your mileage may vary in terms of like how fast you get there that's fine but this is basically around the setup I would have when I want to start working on in-game farming working on watch Stones all of that kind of thing but before I have gotten enough points to like get into actually having cluster jewels and having like true Chase item stuff in my build yet all right now this is the one cluster Jewel setup and I will probably sit around the this area of the tree like this sort of a setup you know we've taken away eldrich battery we' fixed our Mana elsewhere and we're around level 96 we have our cluster Jewels set up we have the main one the main large one with Unholy Grace unwaveringly evil and wicked pull that's a really really powerful cluster Jewel and then we have two medium cluster Jewels one of those one of your cluster Jewels your medium ones should be a flask effect duration cluster Jewel and that is so that you can have spiked concoction spiked concoction makes it so that you have Alchemist genius whenever you use a flask and if we go over to the config tab here Alchemist genius makes it so that you gain 20% increased flask charges and you get 10% increased effect of flasks now how often you're hitting your flasks may vary a little bit but you're probably going to have that basically all of the time I think Alchemist genius last for 5 seconds on the dot so you're going to be popping flasks more often than once every 5 Seconds most of the time so you're basically just getting permanent up time on that and that is really really good worth a cluster Jewel for sure you can also get like brw for potency that's a pretty good option I have some uh some details here in the notes section which I have uh put a lot of info in and a lot of effort into writing so definitely check that out if you have any questions about anything in this build I think most of them are probably answered in there or throughout this video but brood for potency is generally speaking the the best uh number two option on this medium cluster Jewel here you have some other options for your medium cluster Jewels you can just run projectile damage cluster Jewels for a more of a budget setup I actually like chaos damage over time jewels and that's because it's pretty easy to get student of Decay which will give you a decent amount of chaos damage uh or damage over time which will affect your toxic rain output but it also gives you a relatively decent role on chaos res and so being able to pick that up out of a cluster Jewel uh really helps with early gearing it really helps a lot and then also getting Wicked Paul as the other notable on that Medium cluster Jewel just really adds a lot of extra damage and quality of life through the skill effect duration now as you've progressed on this one cluster Jewel setup for a while and started to gear up some more get some you know even more in-game gear and you've gotten yourself the Clusters available to do a two cluster setup that becomes an option you basically want to path out of everything in the top half of the tree which does require sacrificing a lot of the int nodes that you're picking up along the way you really as you can see here you pick up a lot of int nodes in this transition up here so you have to compensate for that with your gearing but you're able to pick up some really really powerful nodes by coming down here into this sort of endgame two cluster setup and I have two two versions of this I have one for using a mage blood which comes over here and has very different pathing it's not worried about like coming and getting natural remedies for example uh but prior to getting a mage blood which I realize is a pretty big pretty big ing game item uh you still have a very very strong tree set up where you come down here you use a second large cluster and then you are using projectile damage medium clusters in all of the non flask effect duration medium cluster Jewel spots okay now let's take a look at some some skills some more here for level 1- 11 you're just going to want use costic arrow and then if you can get supports for it if you can get some like sockets linked to it you're going to want to use Pierce and void manipulation those are kind of the two options in order that you would want to use uh puncture is a skill that you will get as a quest reward I like to take it and just keep it on hand so that when I get to Brutus I can tap him with a puncture and then continue to drop costic arrows under him that's all pretty straightforward Dash is the movement skill that you get first and it's really the best one to have I like to to hang on to that until I pick up flame Dash in act three blink arrow is kind of an annoying Mobility skill but it is useful during the campaign it will get you around faster than actually walking so you can alternate between Dash blink arrow and walking to move as quickly as you can withering step is a damage increase since it Withers enemies so I like to have it and use it on like hard single Target enemies mainly just bosses the problem with it is that it shares a cool down with Dash and dash is better for moving unless you're just going to be walking in a long straight line without like casting any other skills because withering step gets canceled as soon as you use any other skills so you can use withering step if you're just walking around that's fine but I like to uh not put it on my left click until I have picked up flame Dash in act three toxic rain is a quest reward from the siren Cadence that's the quest that requires you to enter meril's Cavern but not actually defeat her and you're able to use toxic rain once you're level 12 so it's very realistic to have toxic rain available when you're fighting mervil if you have it if you're using it I like to use Mirage Archer Andoid manipulation if I'm in a three green link and that's kind of the preferred setup for finishing out act one and progressing into act two once you're able to get a for green uh item you want to use vicious PR as your fourth green gym if you wind up getting a three green one blue then you can use f efficacy if you get a three green one red you can use increased duration support it's definitely the weakest option here if you manage to be kind of like super unlucky with your four links and you get like a two green one blue one red then you can do efficacy and increased duration instead of void man and vicious PR that's an option definitely weaker than going with the greens but you know you use what you get basically as for moving around in act two you want to use Blink Arrow you want to keep using using Dash and you're not going to switch to Flame Dash until act three if you do the library which I do think is worth doing and in terms of using flame Dash you basically just put it in the place of Dash and you keep using it except now you're able to swap withering step into your left Mouse button and use that just all the time as you're walking around to Sprint a lot faster that is worth doing during the campaign if you're playing softcore just do that don't worry about the fact that like hardcore players say you should never do that and you should it's a good idea to unsocket withering step from your left Mouse button when you're bossing when you're doing in-game bosses that kind of thing have it on a separate key button absolutely for just zooming around and being convenient put it on your left Mouse button don't argue with me as for auras the first Aura you're going to get that really does anything for you is summon skitterbots and it's not great but it's worth using initially it's definitely good for act two in act three you're going to get some more useful auras and you're going to get a curse you're going to get despair you want to pick that up and you start using that anytime you're fighting like you know a unique enemy pety uh I guess if you fight any Essence mobs or any rares along the way you want to hit them with dispare as well as for auras you kind of have some options you only want to use one initially because your Mana is going to constrain you from using more than one but once you're able to use eldrich battery you are able to switch over to using two I like to use haste that's my go-to aura for basically all of the campaign I do pick up malevolence Grace and purity of elements I try to level all of those because my endgame goal is to use all four of those auras basically I would be using haste Grace and purity of elements all at the same time and then malevolence on a uh divine blessing support that would be the goal long term so leveling all of those is good in terms of their like actual value which what's your priority while leveling haste is really I think the most important because it makes you move faster and that's kind of the most important thing for just getting through the campaign quickly Grace is really good if you're running through an area full of guys and you're worried about getting killed you know toggling on Grace is good being able to and being comfortable swapping orus off and on while you're doing the campaign is a good skill to develop it really will help you clear faster and more efficiently just kind of have a better time in the campaign one of the problems with Grace is that it is really not very useful against bosses against unique enemies it really kind of doesn't have all that much value and it certainly doesn't help you do any more damage so swapping a Grace off once you've like run through an area full of guys and turning malevolence on once you need to do some single Target and kill some uh kill some enemies is I think a really good skill to learn a really good approach to take purity of elements I don't really use it all that much in the campaign unless I find myself suddenly struggling like sometimes when I hit act six if I my gear is really terrible and my resistance are are like quite negative like if I'm just sitting on like -30 resist on some of cold or fire or whatever especially fire as I'm transitioning out into those areas where there are a lot of guys who deal fire damage turning on purity of elements can be kind of useful now I have an early in-game setup this is before you've switched out of using eldrich battery so you're not able to use um Mana forged Arrow support so this would be like with this passive tree setup where you're still using eldr battery you're like in the 80 range on on your character level uh this setup would use toxic rain void manipulation P Mirage Archer and then some option of efficacy or damage on full life support and if you take damage on full life support you want to come to one of these life masteries and take the life Mastery that grants you uh you count as full life while at 90% Max life or above that that is a really good damage support skill damage on full life support but the obvious problem is you have to be on full life so having that work with whenever you're just at 90% And up is actually pretty good you often are at 90% And up empow is better but you have to actually be able to afford it which can be like tough in day one now as you can see I have a six link toxic rain ballista support here and actually I'm going to turn that off just specifically because I know that people might complain you don't need to run this on a six link at all I will be running this on a four-link for a while and the only reason I'm running this instead of Mana forg arrows is because we're still using eldrich battery to fix our mana and obviously Mana Forge shos wouldn't work but the goal is to get out of that as quickly as we can the goal here really is just to have toxic rain ballista totems that you're using Focus ballista to actually make them fire at the rate that you do significantly faster than they can fire without you focusing their their attacks using multiple totems makes it so that you're spawning more of them at a time you don't really care about the damage that they deal at all you're basically only using them to hit more and that's why I have the withering touch support in there as well it's just to get even more wither Stacks guarantee that you're always at 15 wither Stacks all the time and really I just like to have them tank for me as for movement skills we're basically sticking with the same trifecta in endgame we're using flame Dash blink arrow and withering step and you'll notice that flame Dash is lower level why because it has an INT requirement and if you keep that level lower all you really lose out on is some damage and I guess a little bit of cooldown recovery but not enough to really matter so you want to run this up to whatever your int requirement is and then not bother with taking it any higher one of the biggest like problems I've run into in the past especially when I was kind of still learning the game a lot I change a piece of gear now I can't use anything because my because I'm too stupid my int is too low and the only thing that's causing that problem is flame dashes level 20 instead of level one so there's nothing wrong with just running a lowle flame Dash you want to level it up as much as you can so that you do get that cool down reduction but only up to the point where your your int like Cuts you off basically in an early ingame setup I am still going to run despair as a self-cast uh curse even though I kind of hate it I still will do that for auras I'm going to run purity of elements Grace and summon skitterbots as sort of my early setup and then I will do malevolence divine blessing now you'll notice that I'm not using petrified blood I know that's a commonly run thing here and the reason I'm not doing petrified blood it's an option it's something you can run if you want to do that instead of summon skitterbots petrified blood has the same Mana reservation cost but as you can see the strength requirement is very high so it's a little difficult to get that strength it's an option definitely something you can do I don't really love the feel of petrified blood like always losing Health whenever I'm using skills which you're you're casting toxic rain quite quickly so blowing through a lot of Health all the time and kind of counteracting all of that life recovery that I'm getting out of my flask can be a little bit annoying so not the biggest petrified blood uh fan here but it can work I prefer skitterbots for my early on Atlas progression and then as soon as I'm able to transition out of it I do we do like Immortal callon cast when damage taken we just keep those low level so that they'll be cheap and Trigger fairly often and then whenever possible you know you do want to switch over to running blood rage as soon as you're able all right now here I have the in-game gym set up I don't have any awakened gyms in here none of this stuff should be too horribly expensive it all should be attainable within the first handful of days or so into the league you see we have a Mana forged arrow set up I have this set up on I think a six link but you definitely don't need to run it on a six link this is a great way to get cing strike into your build though and you just run Mana forged arrows toxic rain of withering if you want that will help with uh applying that wither debuff keeping that maintained that's really good it obviously gives you the freedom to put in Coal it gives you the freedom to put in uh frenzy and get frenzy charges and then in snaring Arrow is really nice as part of an uh a Mana forged arrows setup because it slows enemies and slowing enemies keeps them in your toxic rain pods taking more damage which is really really valuable and then finally here I have the full endgame awaken gem totally established uh endgame setup you'll see I have V haste toggled off but you can run V haste still sticking with Immortal call we really like that at low levels is good just because that makes it all cheap withering step max level is just sort of an unnecessary Flex you can get away with 2020 withering step forever but I think I might have double corrupted this just for the hell of it to get a 2123 or maybe I bought one who can remember so just to cover the endgame awaken gem full max power setup for toxic rain you're going to want to run awaken void manipulation and awaken vicious PR these are the only awaken gems that you need other than that you're just going to run a regular old Mirage Archer and efficacy and those are relatively simple cheap gems you can them yourself pretty easily and then you want an Empower level four that is definitely something you'll want you know as we can see lose a lot of damage by not running in EMP power level four level three is definitely a lot weaker so it is worth that once you reach the point of being willing to put that currency and to actually get your damage to go up like that now let's take a look at gear and this is my leveling gear setup as you can see this is all just like rare Gear with just life on it nothing special at all as I said before you do kind of want to try to find a couple of pieces of gear like an oiled coat that's great or a golden mask with energy Shield stuff that has some energy shield on it so that you can handle using eldrich battery while you're in the campaign and and the early aspects the early parts of mapping it's good to have just a little bit of energy Shield so you can afford to use skills you don't have to have a quill rain to level if you find one while leveling awesome I'm very happy for you that you got that lucky quill rain is the preferred unique bow once you hit the like very start of end game you definitely don't need it but if you're doing stuff like Heist or like lowlevel Essence farming then quill rain is really really good a four-link quill rain can take you very far all the way into crafting some more endgame actual proper six link bows now we have sort of the early end game build here and I have shown off a porcupine bow this is just an example crafted porcupine bow I think I crafted this in craft of Exile and as you can see it has a plus two level of socketed bow gems from a dread Essence and then I craft it I think I tapped it until I got attack speed and then I crafted on chaos dot multi that's an incredible bow that'll take you to getting some watch stones and getting yourself really online until you've built like a real true ingame bow then we have like a Broadhead Arrow quiver here again some good stats on it just some sort of generic gear the main things that you're really looking for in terms of uniques are lightning coil that's really really valuable convert half of the Fizz damage you take into lightning damage you do have that massive negative lightning resistance uh debuff that you want to compensate for the Min minus 60 Lightning res is really quite bad so using a topaz flask really helps with that I'd like to go for the reduced Mana cost of skills during effect suffix and I like to put that onto a flask that I know is going to have very easy super high up time like 100% really is is the goal here right and topaz flasks are very easy to maintain uptime on quick silver flasks are pretty easy silver flasks are not so I don't like to craft that onto a silver flask I really like to put that onto a topaz or a quick silver because of this we do like to do betrayal early on in the league and try and farm the Betrayal Mastermind and get that Mana cost of skill reduction so that we can afford to move out of eldrich battery and have constant uptime on that reduced Mana cost of skills then we have sort of a high budget setup here and obviously a high budget setup would probably be running one or two cluster Jewels you can see we have like a true proper endgame bow a really nice in-game quiver some some like eldrich crafted armor in here as well definitely a lot of aspirational gear in here and a nice high budget crafted flask belt which yeah that's pretty nice okay something I thought was really important to talk about and definitely wanted to dedicate an entire section to was being able to actually cast malevolence with a divine blessing now when you're using Elder battery that's pretty easy that kind of takes care of itself but once you've transitioned out of using eldrich battery how do you get your Mana cost low enough on malevolence to use that divine blessing support there are a couple of things here that we can do to really alleviate that one is to run inspiration attached to that even though inspiration seems like it wouldn't do anything to interact with it by default when you've leveled inspiration up to 20 it'll give you I think 34% reduced Mana cost of skills and then by quality it up to 20% you'll get another 5% now if you're able to get more levels on the inspiration you'll get even more reduced Mana cost or more quality maybe I think quality doesn't hit enough to go over that break point but levels will so you get another percent all right now that's not enough on its own you do need to get that Mana cost of skills reduced uh during flask effect and then put that onto something like a topaz flask or a quick silver flask that's going to have super high up time you're also going to want to get increased flask effect from things like care careful conservationist and uh from your belt prefix ideally as well so that'll help a lot with getting your Mana cost down now that on its own is still not enough so what then do you do you want to use a couple of jewels a couple of just rare jewels that have reduced Mana cost of skills surprisingly these can be kind of cheap early on in a league because there aren't really that many builds that need reduced Mana cost of skills early on so finding some that have maybe some other suboptimal stats like you can see this is a pretty well rolled one it has chaos. multi-attack speed with bows increase maximum life and reduce Mana cost of skills maybe you're not going to find that exact Jewel but that's fine just getting reduced Mana cost of skills at all has a huge impact you can see right now with none of those the cost of malevolence even with the level 20 inspiration at a level 20 divine blessing it's 100 now if we drop the level of divine blessing we lose duration but we do lose some cost on it so we could run a level one divine blessing it won't be as effective it will still be kind of expensive uh but that is an option for cutting that cost down but as you can see the difference between a one you know which is 80 mana and a 20 which is 104 Mana really isn't that huge and so I think it is worth it to St leveling level up the divine blessing and just try to defay the Mana costs elsewhere and rare Jews really are the best way to do that now you can get reduced Mana cost of skills as a prefix on rings that is also an option um I would really prefer to always have like the crafted non- channeling skills have minus Mana cost as a prefix on my rings that really is what I'm going for and that that comes from betrayal unveils but you can find some other sources of reduced Mana cost but as you can see just an extra 10% reduced Mana cost massively reduces the amount of Mana spent on that divine blessing support you know cuts it from uh 104 Mana all the way down to 35 which makes it totally usable just on that alone and then obviously as I've transitioned here from the one cluster setup to a two cluster setup if we have three of those Jewels or four of them we can get the cost all the way down to zero or at least to like 14 which is pretty cheap pretty manageable pretty affordable now one thing that you want to be mindful of as you're balancing out the Mana cost of malevolence using these jewels to balance that out and bring that down is you want to be watching out for the cost of toxic rain you do want toxic rain to have a Mana cost like as you can see here I've played around and brought the Mana cost of toxic rain down to zero which is uh not ideal because then that means it won't be able to trigger Mana forged arrows support so the way you can deal with it is by tweaking the amount of non- channeling skills have minus total Mana cost uh on your ring prefixes I think in one of my setups I have like a minus four or a minus5 on one ring and just like increased damage roll on the other I think it's this setup right here this one minus five on one ring and damage on the other that is totally acceptable uh depending on how many jewels you have in that setup that is something you might want to play around with so you might not even need any non- channeling skills have minus total Mana cost on your your prefixes you might actually be able to get away with crafting a reduce Mana cost of skills prefix on your one one of your rings that might be able to help you out with getting those Jewels squared away it's something to play around with and it will be based on all the rest of your gear also there are these two little nodes here mana and flask effect they're not exactly great but they do increase the effect of your flasks and that does also apply to the Mana cost of skills uh effect from flasks so as sort of a very endgame optimization it is something that I've played around with taking those two little nodes there okay now I wanted to include some optional uniques that I think are really valuable and so I'm just going to pull up The Path of Exile wiki and just kind of show a couple of these bad boys off and the first is Maloney's mechanism this is not an amazing quiver for toxic rain Pathfinder but it is good for getting Mana forged arrows style triggers early on in mapping while you're still using eldrich battery now it can be expensive early on in the past I remember it being prohibitively expensive but I do think it's something that has kind of fallen out of favor due to Mana forged Arrow so it might be a bit cheaper it might be something you can reasonably afford and it does have some useful stats increased attack speed Max life chance to Blind is also not too bad so you know it's it's an okay option and ultimately what I would use in a Maloney mechanism if I were using one would be frenzy greater multiple projectiles and coling strike I think that would probably be your best setup there ultimately I think you lose some single Target DPS compared to just running a good chaos. multi quiver and I think I would rather have the rare quiver but for like early on if you can get one of these bad boys for cheap I think it's a good piece to pick up kin sui is kind of an out of favor old unique armor that's really not all that great the thing with with lightning coil is it's really good but the Secret's out so it can be really expensive to buy a lightning coil for the first day or two or three of a league and kuki is a pretty good defensive chest that you can get before you have the extra lightning resistance that you need to make up for lightning coil and also just like the currency that you need to buy a lightning coil and also kugi has no life on it so you can use this Mastery here on the tree if I come path over here to the life masteries you can take the 15% increase Max life if there are no life mods on your equipped body armor you can take that because gugi doesn't have a Life mod instead what it has is a ton of evasion rating which will help with Staying Alive in maps it has a pretty good fire reses roll on it and more importantly than either of those things it has a massive less damage taken if you haven't been hit recently so it really helps with not getting bursted down the first time you walk on the onto the screen with uh like a big pack of mobs all right I just briefly want to talk about flasks and talk about good prefixes the best possible prefix when you're playing this build in a sort of a normal setup you know you're using a rare belt or maybe you're using a head hunter maybe you're going for for the whole head hunter approach which definitely is fun I do that every League pretty much uh the best possible prefixes you can get are these increased charge recovery prefix FES they're called Perpetual or you know synonyms for Perpetual uh that is the best thing you can get as a as a Pathfinder now increased duration is pretty good reduced number of charges is also decent especially on a more expensive flask like silver that can be decent but Perpetual increased charge recovery that is the best one as for suffixes I have written up in the notes section here what flask suffixes are important and I just talk about this briefly 25% reduced Mana cost of skills on a 100% uptime flask is critical for fixing mana and being able to switch out of using eldrich battery T1 per increased attack speed is a huge DPS increase I like to put that onto usually the silver flask because even though it's a massive damage increase and silver flask doesn't always have 100% uptime you don't want to lose it you won't die if you lose damage you won't die if you lose Onslaught you won't die if you lose attack speed you might die if you lose the other things chance to avoid being stunned will prevent you from being stun locked to death so I like to put that onto the quick silver flask cuz that pretty much has guaranteed 100% uptime and not getting uh not getting stunlocked to death is nice as I've said I have a lot of notes in the notes section A lot of FAQs here I think I've headed off most of the questions that I would expect uh I think I've headed those off in the past I do have a League start rag X here just thrown right in here this will help you find any green green blue green green green and uh I think any moves speed boots so that should get you set up there as for build disabling mods on this build I think there are really two the first real like killer is no regen now that's actually not a problem while you're still using eldrich battery because you recover energy shield and you recover life from your flask you don't regen it so no regen actually doesn't do anything in that situation it's solvable once you're out of an eldrich battery setup by just running a five link and not like not having a Mana cost on your toxic rain and then you just still use a life flask and you're fine it does turn off Mana forged arrows so it's annoying to have to go around that no regen mod but it is actually doable I just don't really love to less recovery rate of life and energy Shield is more build disabling this can be fixed by running Defiance of Destiny but you do recover life with your life flask you recover energy Shield if you're still using eldrich battery so having those reduced those rate being reduced is really really bad it's actually worse a no regen now there are two others that I think are notable they're not necessarily lethal but they're very annoying they often can kill you and those would be percent minus Max rest it's just a bad bad mod and then also reduced or effect of non curse non- curse oras terrible we you don't want to do either of those all right now I want to talk about pantheons I really like Solaris I think it's pretty good for reducing your damage taken from crits it was really good during a fliction league so I leaned a lot more on that during a fliction league I think during a normal League during necropolis League I think lunaris will probably be better especially if the speculation that it winds up being a vampire Survivor Z style of League winds up being true than having a bit more damage reduction a bit more move speed and whatever just sort of more of an AOE focused uh defensive Pantheon will be the approach ultimately you want to use Laris for a and Solaris for single Target you can use erali for like reducing damage over time but you're already so tanky against dot that I don't think you need it and I don't think you need solo the BR King at all you're dealing with stun through your flask you're dealing with freeze and all ailments through purity of element so I think Brian King's actually kind of worthless for this particular manifestation of toxic rain Pathfinder that I go with I like ratha I find it to be generically useful it's just really good for flasks and this is a flask build it also Cuts enemy reach gen that gulus the life thief gulus the will thief whatever that modification is really good 50% reduced life regen rate is really good if you're doing any sort of Maven content you kind of cut that in half feels pretty nice but abath is a musthave for any situation where you're dealing with burning ground blight is like the the king of that cuz some of those blight burning grounds can do like I don't know millions of DPS and being able to just not take any damage from it and actually turn it into a move speed bonus is pretty good but you know other than burning ground the reduced duration of ignite doesn't do anything you're immune to ignite so who cares as for Bandits you kill them all that's pretty much it all right I think that about covers it be sure to like And subscribe if you enjoyed this video and thank you for watching [Music] bye
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Channel: Path of Evening
Views: 21,728
Rating: undefined out of 5
Keywords: arpg, pathofexile, poe, pathofbuilding, gamingcommunity, gaming, ggg, grinding gear, games, pob, toxic rain, tr pf, pathfinder
Id: JWjYC0UtZ-Q
Channel Id: undefined
Length: 54min 36sec (3276 seconds)
Published: Sun Mar 17 2024
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