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PoE 3.12·Heist·Deadeye

Is Deadeye Toxic Rain worth trying in 3.13?

by Cottonfists5 years ago24

DPS
1.71M
Life
5.19K
Level
95
Min budget

Overview

Is Deadeye Toxic Rain worth trying in 3.13? is a Path of Exile Deadeye build by Cottonfists, made for the Heist league (3.12). It is centered on Toxic Rain and plays as a dexterity, attack, area, chaos archetype. In Path of Building it reaches 1.71M DPS with 5.19K life, 199 energy shield. Suited for: Heist. Key uniques include Quill Rain, Dying Sun, Devoto's Devotion, Carcass Jack.

Cottonfists's Notes

Hello fellow Exiles,

after spending some time looking at the changes of the Deadeye ascendancy I'm asking myself if Endless Munitions (+2 projectiles) and Occuyping Forces (Mirage Archer note) might make it a strong contender for a toxic rain build next league. I've only played the Pathfinder version up till now and will compare it to that.

Why Deadeye:

  • TR scales heavily with increased projectiles and usually relies on Dying Sun, Headenchant, Quiver and Corruptions to gain those. Endless Munitions gives easy and early access to +proj. I'm not sure if that means we open up alternatives for new enchants/affixes or just want to stack the number even higher, but both seem decent.
  • One Mirage Archer is about 25-30% increased overall Damage in TR builds. If the condition "Cannot Summon Mirage Archers while near your Mirage Archers" isn't too hard to circumvent, this node alone might be an incredible damage multiplier.
  • PFs Nature's Reprisals inc. AoE is nerfed vom 50% to 30%, making it hard to reach the 6 Pod breakpoint (30 radius) anyways
  • The new Chaos Conversion on Nature's Reprisal doesn't do anything for TR and neither does the poison duration (instead of Chaos damage) on the small notes
  • Nature's Adrenaline and Master Alchemist fullfill very similar needs to Wind Ward and Gathering Winds (suvivability, movement speed, attack speed), though its hard to judge how good Wind Ward will be.

So the argument is something like this: the 3.13 changes to AoE cut into one of the main benefits of going PF. Occupying Forces could be a lot stronger of a multplier than the new Nature's Reprisal. Survivality, Attack Speed and Movement speed will come through different mechanics (Tailwind instead of Flasks and Gale Force instead of Ailment immunity) but might perform on a decently similar level.

The main contra argument I can see is that you add damage to a build that really doesnt need more. The costs of easy gearing (ailment immunity), quality of life (nature's boon flask charges) and potentially survivabilty in hard encounters (hardened scar) might not be worth the tradeoff.

What do you guys think? Worth a try or straight up a different but worse idea?

Sources:

Loadouts

Gear

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Quill Rain
Devoto's Devotion
Carcass Jack
Rage Clasp
Glyph Whorl
Demon Nail
Rift Hand
Sorrow Lash
Plague Trail
Brood Hail
Spirit Creed
Thread of Hope
Honour Wound
Pandemonium Star
Sol Barrage
Watcher's Eye
Behemoth Scar

Skills

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Body Armour

  • Toxic RainToxic Rain21/20WMain
  • Awakened Swift AfflictionAwakened Swift Affliction2/20W
  • EfficacyEfficacy20W
  • Awakened Vicious ProjectilesAwakened Vicious Projectiles2W
  • Awakened Void ManipulationAwakened Void Manipulation2/20W
  • Mirage ArcherMirage Archer20/20W

Weapon 1

  • MalevolenceMalevolence20/9W
  • Smoke MineSmoke Mine20/20W
  • Flesh and StoneFlesh and Stone20W
  • EnlightenEnlighten3W

Boots

  • Vaal GraceVaal Grace20W
  • Immortal CallImmortal Call3/20W
  • Cast when Damage TakenCast when Damage Taken1W
  • Increased DurationIncreased Duration20/20W

Helmet

  • Withering StepWithering Step20/10W
  • SteelskinSteelskin20/20W
  • DashDash20/20W
  • Second WindSecond Wind20/20W

Gloves

  • WitherWither15/20W
  • Spell TotemSpell Totem20/20W
  • Faster CastingFaster Casting20/20W
  • Multiple TotemsMultiple Totems20/20W

Ring 1

  • DespairDespair1W

Passive Tree

Passive tree 3.18
scroll to zoom
Deadeye
Deadeye
Bandits
Eramir (1 Passive Skill Point)

Character Stats

Level
95

Damage

Combined DPS
1.71M
Hit DPS
4.44K
With Poison DPS
4.44K
With Ignite DPS
4.45K
With Bleed DPS
4.44K
Damage over Time
1.7M
Ignite DPS
16.69
Average Hit
4.44K
Average Damage
133.09

Attack & Crit

Attack/Cast Rate
6.67/s
Hit Chance
88%
Crit Chance
5%
Crit Multiplier
150%
Totem Limit
1
Mana Cost
28

Defence

Life
5.19K
Energy Shield
199
Mana
268
Armour
593
Evasion
3.89K
Phys Damage Reduction
5%

Mitigation & Avoidance

Block
0%
Spell Block
0%
Evade (Melee)
61%
Evade (Projectile)
61%
Attack Dodge
40%
Spell Dodge
30%

Resistances

Fire Resistance
75% (+76%)
Cold Resistance
75% (+12%)
Lightning Resistance
75% (+14%)
Chaos Resistance
23%

Recovery

Life Regen
166.21/s
ES Regen
0/s
Mana Regen
22.1/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
58.66/s

Attributes & Utility

Strength
162
Intelligence
130
Dexterity
364
Movement Speed
208%
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Devotion
0
Item Rarity
18%