A list of puns related to "Arrow poison"
The creeps always aggro onto me and I can't harass effectively.
I'm a massive newbie to PoE, so after reading the balancing change notes, I was wondering if it's going to be possible to do a Split Arrow build in 3.17 that also uses poison -- since that seems like two things that are going to be strong.
Is there a non-stupid way of making Split Arrow do poison damage? What would be some things to look at when building it out?
Per subject (Bow Perq). Would it be better to have a number of arrows that are guaranteed to poison on a hit, or a be at the mercy of a chance to proc on 15-22 arrows?
There is an available slot in the ammo select rose; X.
I was playing a game last night and my partner (who loves using the Bow) mentioned how sad it was that we donβt have any fire arrows which brings up a great point β why donβt we have any fire arrows?!
I feel like that would be easy to implement and a ton of fun by giving you the chance to set people, barrels, oil and all sorts of things on fire.
I also had the idea of adding something like poison buckshot that has pretty good range, similar to flechette rounds.
This poison buckshot would work well with loadouts building around Poison Sense, allowing them easier ways to spot their prey in dark sight.
I main a hunter and was just wondering if rolling poison or foul arrows is better with the skipping stone?
At the very least it needs to create orbs. Honestly itβs an extremely powerful bow already and a catalyst might completely break it.
Adding the Explosive Head perk would be useful IF it poisoned after the explosion. It would make it great for shutting down a small area.
Allowing it to be drawn for .5-1 second longer and keeping Poison Arrows wouldnβt break it completely but itβd still be a lot more powerful.
It is a cheapest cheap shot because it is not obvious. I cannot really see where there's an extra archer behind me, who is using poison arrow. They are in numbers and they love to fire it when you are stuck in animation or busy fighting others. Once hit, unless I have the forbidden meds or some healing abilities I am screwed. Standing there and getting ready to be slaughtered.
The Oni spear charge is a close second. They just love to slide in from your blind spot and one shot you in many cases. However, if you are in front of you, they usually has a long wind up before the charge. You can see it from a mile away.
Hey guys Inco here, bringing the self poison/reverse chill SA build up to 3.16 changes. Currently still a work in progress and I have time stamps for everything, once I'm happy with the build I will have a full run down of everything, I also talk about upgrades in the video if you're interested.
The build is amazing for mapping and all general content, but ramping can be rough against some end game bosses. Also to maximize your DPS you always want to be infecting with your plague bearer and using focus with totems, which I forget a lot lol. Thanks for checking it out and let me know if you guys have any questions!
Different from βkills with poisonβ I presume the final hit has to be from the arrow itself and not the poison?
Yesterday I posted to ask if anyone noticed Poison Arrow wasn't dotting mobs/players who walked thru the green cloud. I tested it out a bit last night and confirmed that this is 100% the case (and it's true 100% of the time as far as I could tell).
Someone here said the bug was making all AoE's act weird, not just persistent / ground based ones. They were right -- Rain of Arrows also isn't working. This one is less consistent in my observation though, sometimes it hits and sometimes it just doesn't.
Penetrating shot, the other AoE I use, seems to be working fine. I've definitely had multiple hits on a single shot last night.
Anyway, that's just an update with some more info. Thanks to whomever told me to test out other abilities bc you're right, it's not just Poison that's busted.
These bugs also started with the last patch. Bow's always been janky, but this is a new and obvious bug that started in the last patch (when mage AoEs got busted). Was definitely a stealth change that wasn't in the patch notes.
tl;dr Poison Arrow doesn't dot people who walk thru the cloud, Rain of Arrows misses a lot now just like Mages are saying their AoEs do too. Penetrating Shot still works though.
So.. I've been debating this topic, mostly with myself.
What is better, fully upgraded with passives? If they fixed Poison Shot in the patch, so it actually works as intended now, which ability is better in PvP? I'm doing both OR, WPvP and wars..
I've been going back and forth, and been playing with rain of Arrows ever since Poison Shot bugged out, but never really decided what to go with, moving forward.
Arrows are supposed to be infinite during duels and outpost rush but poison shot still consumes it. Rapid shot and penetrating shot dont consumes arrows, i did not try for the three other skills. I'm not playing anymore but just remebered about this so maybe another bowyer can test to confirm it.
come to think of it, when they roll to reduce the damage of the initial attack, should they take the bonus poison damage into account?
Hey! I am wondering if a Fletcher villager can trade poison 2 tipped arrows? Or is the max poison 1 tipped arrows?
Checked the wiki but couldn't find an answer. Is there something like a poison frog or something that we can dip arrows into?
Is it normal that at 100 in alchemy and 67 in intelligence my one effect ''health damage'' poisons do only 5pts for 21 sec..? At level 17, this does not as much damage as I would have wanted.
I'm just curious. I crafted some (fletched) poison arrows and shot them at various targets, but nothing ever began taking damage over time. Even after I shot them three times or so. Am I missing something?
This is a build I played in ritual, upgraded for 3.16 league start.
https://pastebin.com/n0Nr63Li
It uses Blackflame and Replica Volkuur's Guidance to effectively turn ignites into big poisons that don't stack; they're based off of fully chaos converted damage, and also deal chaos damage so wither/despair. The ignites help to "frontload" my damage, getting my poison prolif rolling faster.
Very early league getting uniques may not be dependable, so I'm planning to league start as pure poison. Without little more than a Lioneye's Glare and life/res gear, my level 75-ish tree hits 800k DPs.
With a slightly better rare bow, ignite gear, and a frenzy-on-crit quiver and my level 90 tree, that doubles to 1.6 million dps.
Darkscorn is a huge upgrade (and also helps with physical defense with capped chaos res), and with that and some better gear pushes 2.5m.
Any thoughts or advice?
Deadly Draw used to have a chance to inflict bleeding on top of its increased damage over time with bow skills. The bleeding deals damage faster has been changed to damaging ailments deal damage faster which is nice.... but lack of bleed sucks. Back in delirium I used the cluster jewels with Steady Torment to get the poison damage over time multiplier on targets with bleed
With the change to Deadly Draw and a severe lack of bleed nodes near the ranger side of the tree is this no longer feasible for SA?
In addition is anyone fucking losing their mind trying to plan a SA build with the new tree. I've been messing with it trying to find an optimal manner and its like wow
The other chaos attacks come with an inherent chance to poison.
Viper Strike - 60%
Cobra Lash - 40%
Pestilent Strike - 60%
Venom Gyre - 40%
The absence of an inherent chance to poison forces Scourge Arrow players into a very narrow/generic passive tree and/or using a narrow set of specific uniques. If I mathed corrected, there is exactly a total of 100% chance to poison on the tree that would apply to Scourge Arrow - taking nodes that are inefficient and forcing a specific passive tree. This requires 30 passive points of which 18 are just pathing nodes. Leaving off the minor node prior to Dirty Techniques allows you to be at 100% chance to poison with Herald of Agony and taking all other clusters for chance.
The other route around this is being required to use specific uniques to achieve 100% chance to poison - Snakebite (need to maintain Frenzy charges), Coralito's etc.
Meanwhile, a Ranger using Viper Strike (60%) using a claws can get 100% chance to poison in 9 points from the start. With another 4 passive points, a player could use one of the inherent 40% chance to poison skills and be at 100%. A shadow also has easy access to 100% chance to poison with the other skills.
Even a 20% chance to poison on Scourge Arrow would allow a Ranger to path towards the Duelist area for Dirty Techniques and use Herald of Agony for 100% chance to poison and not require spreading out towards the Shadow area.
Edit from my reply below:
Maybe another solution (if not giving Scourge Arrow a chance to poison) would be having the minor node prior to Toxic Strikes give a chance and/or the same for nodes in the Swift Venoms Cluster? This would allow for Rangers to not path up towards the Shadow area.
The Poisonous Fangs cluster (claws) offers chance to poison on every single node. Adder's Touch (Daggers) offers it on 3/4 nodes. Adder's Touch itself gives 40% on crit. Meanwhile Hunter's Gambit only offers 10% on 1/4 nodes.
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