Looking for some discussion on this theorycraft and its potential as a league starter.
For the most part, this is a fairly typical Poison Pathfinder build. In that sense, I think this (or any other Poison) build will do well at league start. Especially so with the new Mastery node for Poison that grants 300% increased damage on first application. I've also looked into some synergies for this build to grow into that I'd like to discuss.
Lethe Shade seems like a fairly mediocre node which gives a small upside for a very small downside. 100% More ailment duration isn't a big deal in a world were everyone and there mother is immune to ailments. The trick is to turn that downside into an upside and some really interesting synergies open up. The first is to combine it with Apep's Slumber. This shield makes poisons on you last even longer and gives some terrific defensive buffs that apply while you're poisoned. The Golden Rule makes it easier to get poisoned and gives a ton of chaos resistance for all the poison stacks we accumulate. This then gets turned into chaos DoT multi by a new Chaos Mastery. However, we likely can't sustain all that poison damage, even with all those defences. A Watcher's Eye with Unaffected by Poison will solve that, but that is not a realistic option for league start. A temporary fix is taking the buffed(-ish) Shakari pantheon, even though that stymies some of the effects.
The next step is to then pick up Icefang Orbit and Winterweave to turn the self-poison into self-chill into reversed chill. As a poison character, attack speed is a great multiplier for our damage and movement speed is king in this game, both for efficiency as defence. And later still, we can pick up Replica Hotheaded. Again, not suitable at league start, but it should be a smooth transition.
A final shout out goes to Forbidden Taste, whose downside is nearly completely mitigated by all this chaos and general damage over time mitigation, and now becomes an insane source of recovery. A great boon since we use our life flask to sustain the Concoction.
Trickster has been butchered for our nourishment. With Ghost Dance available to all, Corrupted Soul becomes a very strong layer of defence for all evasion based characters. In this tree, I attain Corrupted Soul through a Doryani's Glorious Vanity. Not a league start option, but Replica Soul Tether is a good temp option. Combined with a Gravicius craft on our chest, the insanely buffed Melding and Written in Blood wheels, and a new "Evasion and Energy Shield Mastery" that makes ES take up 30% of chaos damage, this becomes a very strong defensive package.
Sure, Mageblood is an insane belt that (maybe out-)competes with Headhunter, but have you considered devoting half your ascendancy, 14 skill points and all the suffixes of your belt to achieve half(-ish) its effect? The major strength of Mageblood is that you can use Instilling Orbs, while we use Enkindling Orbs, but we do auto-sustain two magic utility flasks which gives us insane speed and evasion. One point for us is that all this effort also goes towards unique flasks and, if we wanted to, we could automate Forbidden Taste as well. Dying Sun is a tougher beast, but we get some benefit, and it might not even be the best option anyway.
I really don't know if spell suppression is going to be any good. It seems very hard to invest into without some serious dex stacking. And you need a lot of it to get any decent dodge out of it through Acrobatics. Is it worth it? Is there a better way?
For now, I rather take Tempest Shield and get some block instead.
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