Finally! A build worthy of showing off.
POB:
(calculations here are fucked because Affliction charges from Olesya's are not computed)
Writeup:
After watching Tuna's video and reading up on Ruetoo's guide I reaaally wanted to make a self-chill build this league that made use of its mechanics. Having just played a strength stacking Berserker and making a point of never playing an ascendancy twice in the same league I really didn't want to make a self-chill zerker because it'd be boring as well (everyone is playing it).
As more and more people start to switch up and play different builds mid league I noticed prices of certain uniques started to fall and that's when I started theorycrafting a new self-chill variant. Originally I planned either a meme Inquisitor with Instruments of Zeal or a flicker strike raider.
But after looking at alternative self-chill methods (thank you Captain Lance) I realized that it was possible to self chill with poison (Icefang) or bleed (Venopuncture).
With Elder mods being removed from weapons both options seemed pretty lackluster till I realized that Darkscorn's 20% to do 300% with poison was still in the game. This left me with the ascendancy and skill of choice.
Turns out with bow poison and Darkscorn you kinda only have one option remaining on the table, Scourge Arrow Pathfinder. And so 3 days later and about 70ex in currency spend, here we are. (6-L Farruls and Self-chill boots with elevated mods are pretty fucking bonker expensive)
Mechanics:
With Golden Rule we apply poisons to ourselves from Scourge Arrow. This poison damage is mitigated with "Unaffected by poisons" Malevolence Watcher's Eye.
With Icefang, whenever we apply a poison to ourselves, we also apply a self-chill.
With Winterweave, self-chill effects are reversed, granting us increased action speed instead of reduced action speed.
Self-chill effects start off from a 10% action speed base and you can only stack a maximum of 40% increased action speed on your character. With non-damaging ailment effectiveness and chill effectiveness, this value can be increased.
For example, on boots 60% increased effect of non-damaging ailments from an elevated Redeemer mod, amulet bench craft of 30% increased effect of non-damaging ailments, 12% increased chill effect on abyss jewels and 7% effect of non-damaging ailments corruption on jewels.
We amp this by linking a Awakened Unbound Ailments support to Scourge Arrow along with an elevated Redeemer mod to hit 97% increased chill effectiveness, this grants us 10%*197% = 19.7% increased action speed.
Elevated tailwind grants an additional 10% on top of that, giving us a total of 29.7% increased action speed.
That's still 11.3% off the maximum action speed cap. How do we get this?
Enter one of the most unused belts in the game (<1c) Olesya's Delight.
Olesya's delight converts frenzy charges to affliction charges. Each affliction charges grants 8% More Ailment damage and 8% More Effect of Non-damaging Ailments.
This a poison build and a self-chill build, both mods are extremely valuable to us. With 7 frenzy charges (6 from tree and 1 from glove corruption) and permanent uptime due to Farruls Fur (you can go either Replica or non-Replica versions) we get a total of 58% More Ailment damage and 58% More Effect of Non-damaging Ailments.
So this gives us a total action speed of 19.7*1.58+10 =31.12 +10 = 41.12%
We hit the 40% action speed cap.
What does action speed give a Scourge Arrow Pathfinder?
A 140% multiplier on insane flask speed bonuses (quicksilver) and ascendancy bonuses.
A lower channeling time required from Scourge Arrow and a faster Mirage Archer Scourge Arrow Channel, taking away almost all the clunky downsides of a Scourge Arrow Pathfinder.
How to run this on a budget?
Pretty easily I'd say, get normal Farruls instead of Replica, you don't have to 6L it.
Darkscorn 6L is 3ex.
Get just elevated Redeemer non-damaging ailments (get someone's failed craft) and skip tailwind.Get 30% non-damaging ailment craft on amulet.
​
Hope you enjoyed this write up! Enjoy :3
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