Quick Note: There is an open space on the skill bar to put acid flask on. If you wanted to , and I do suggest doing this. Against bosses that are getting frozen, you can weave in hard casts of acid flask to trigger Elecoe's Abandon's Special Flask Damage Modifier. - Also, Couldn't Figure out a bossing gear switch. I tried swapping to ward on crit gear and increased crit chance but it didn't work. If you have ideas let me know!
see what i dont get is my ward match my current hp. and i see others where they have like 2k hp with 9k wards and now i see urs. 1.2k hp but 2.7k wards? how does this work. mine keep matching w'e hp i have
So for your standing ward, Ward per second is actually the most important stat. That is why he is using Tier 7 of the Experimental Affix. What ends up happening is the Ward Per Second from throughout his build will meet the same rate as the decay rate for Ward. This is what creates his standing Ward amount. I can do the math real quick: He is missing 1110 health, so the experimental affix is converting 18% of that number into Ward Per Second: 1110 * 0.18 = 200 Ward Per Second after rounding. He is also getting 29 Ward Per Second from his catalyst and 84 Ward Per Second from his Helmet which gives him 313 Ward Per Second. I'm not going to try and calculate his current Ward Decay Rate per increment of ward, but it should suffice to say his decay rate at 2743 Ward is probably around 229 Ward Decay Per Second which is why that is where it stabilized for him since his Ward Per Second is 229. Now for his combat ward is due to the fact his Damage Per Second increases his ward by an amount correlating to what his skills and passives provide giving him a significantly higher Ward Per Second based on how fast he can cast his skills which is why the ward total is able to shoot up significantly during combat to around 10k/12k and stay there as long as he's hitting enemies. Ward Decay, Ward Threshold, and Other Ward related stats help reduce the Ward Decay Per Second based on your current ward value, so that is why those stats are still important. A lower Ward Decay Per Second means you can have a lower Ward Per Second quantity to get higher ward numbers.
is Instrument of the Alchemist bugged? It continuously drains mana during explosions. I'm not seeing that on your gameplay. So when I drop an Explosive tap and it explodes, the chain damage/explosions drain mana even with just 1 trap. The more enemies the bigger the chain and the more mana it drains.
@@BamsterLP yeah but i cant believe its by design. drains mana like crazy I can't see how its useful. 200 mana drained on one sequence is just broken. they could at least put a node to recover mana or lessen the mana cost. I don't know about very high corruption but without that node its the build is very strong
@@-toadstoolicious-9851 With 2 T6 Rings its bearable. As for the Drain well its just the cost of Acid Flask, its its 2 per flask for me. Normal add clear is super fine, bossing is painful as i cant just spam but that overall is a design flaw not a bug. When you get at least T7 ring it should be operational for most degree. His hint about the need for this Affix on the rings was no joke.
@@-toadstoolicious-9851 not sure if its any helpful to you but i finally got my hands on 2 x T7 rings for this and the play is now butter smooth. currently lvl 92 and farming 500 Corruption.
I think the Instrument of the Alchemist is bugged. Figured it out yesterday after after a long trial and error. It drains mana continuously on chain explosions. See on the vid where the only drain is when he drops the traps. But on my gamplay its draining mana like crazy. The longer the chain the bigger the drain. I just decided not to go with that node since without it its still very strong. You just don't get the debuff when throwing the traps
@tonyverdechi9157 im not sure. I moved on to another character. Someone said its by design and not a bug but the way it drains mana is just ridiculous so they need to change it
*EDIT* Sorry, I ment you spec Markman for Detonating Arrow, but the skill point 'Arrow Traps' in the 'Explosive Trap' tree triggers Detonating Arrow when throwing traps. You can't actually manually cast Detonatinig Arrow.
@@qanthony I see. I was wondering since there is a bow requirement in the Detonating Arrow skill description. I thought it wouldn't work without equipping a bow?
@@phyxius117 this is where the unique daggers come into play (2x Jelkhor's Blast Knife, which should have 8 reduced mana cost for Detonating Arrow combined, for example -4 / -4 or -5 / -3 etc.). The dagger has a unique ability 'Detonating Arrow no longer requires a bow'.
Everyone, in this build, Orovis will not freeze unless you use 4 Potential. I invested a lot of money, but the bottom line was that I couldn't catch Boss Orovis even with 800 pollution levels.
JFC. I wish I knew how to make my own arpg. poe's been dead to me for years. d4 bad. LE .. idek what le is supposed to be... I have all the ideas but no way to execute them. life is hell.
Quick Note: There is an open space on the skill bar to put acid flask on. If you wanted to , and I do suggest doing this. Against bosses that are getting frozen, you can weave in hard casts of acid flask to trigger Elecoe's Abandon's Special Flask Damage Modifier. - Also, Couldn't Figure out a bossing gear switch. I tried swapping to ward on crit gear and increased crit chance but it didn't work. If you have ideas let me know!
"...you can weave in hard casts of acid flask to trigger Elecoe's Abandon's Special Flask Damage Modifier."
How you do that?
@@guillaumepare9651 actively activating the skill from your skill bar :)
Hi. Thanks for this build. Indeed, it seems that mana bug for poison flask was fixed or i don't know why but real mana short using this setup now
Is there a Loot Filter for this build?
see what i dont get is my ward match my current hp. and i see others where they have like 2k hp with 9k wards and now i see urs. 1.2k hp but 2.7k wards? how does this work. mine keep matching w'e hp i have
So for your standing ward, Ward per second is actually the most important stat. That is why he is using Tier 7 of the Experimental Affix. What ends up happening is the Ward Per Second from throughout his build will meet the same rate as the decay rate for Ward. This is what creates his standing Ward amount.
I can do the math real quick:
He is missing 1110 health, so the experimental affix is converting 18% of that number into Ward Per Second: 1110 * 0.18 = 200 Ward Per Second after rounding.
He is also getting 29 Ward Per Second from his catalyst and 84 Ward Per Second from his Helmet which gives him 313 Ward Per Second.
I'm not going to try and calculate his current Ward Decay Rate per increment of ward, but it should suffice to say his decay rate at 2743 Ward is probably around 229 Ward Decay Per Second which is why that is where it stabilized for him since his Ward Per Second is 229.
Now for his combat ward is due to the fact his Damage Per Second increases his ward by an amount correlating to what his skills and passives provide giving him a significantly higher Ward Per Second based on how fast he can cast his skills which is why the ward total is able to shoot up significantly during combat to around 10k/12k and stay there as long as he's hitting enemies.
Ward Decay, Ward Threshold, and Other Ward related stats help reduce the Ward Decay Per Second based on your current ward value, so that is why those stats are still important. A lower Ward Decay Per Second means you can have a lower Ward Per Second quantity to get higher ward numbers.
@@AeroSW oh my gad... THAANK YOU!
Is this good for leveling? Or do you have any suggestion for fast leveling?
Everything item has increased since you posted this video 😂
This build could be meta for marksman in 1.1
still powerful in 1.1.4?
does this still work?
is Instrument of the Alchemist bugged? It continuously drains mana during explosions. I'm not seeing that on your gameplay. So when I drop an Explosive tap and it explodes, the chain damage/explosions drain mana even with just 1 trap. The more enemies the bigger the chain and the more mana it drains.
not getting his comment on the rings at all? there is no bug. It casts acid flask all the time so yes ofc it drains you mana.
@@BamsterLP yeah but i cant believe its by design. drains mana like crazy I can't see how its useful. 200 mana drained on one sequence is just broken. they could at least put a node to recover mana or lessen the mana cost. I don't know about very high corruption but without that node its the build is very strong
@@-toadstoolicious-9851 With 2 T6 Rings its bearable. As for the Drain well its just the cost of Acid Flask, its its 2 per flask for me. Normal add clear is super fine, bossing is painful as i cant just spam but that overall is a design flaw not a bug.
When you get at least T7 ring it should be operational for most degree. His hint about the need for this Affix on the rings was no joke.
@BamsterLP will check on that. Im playing runmaster now. My marksman was an offline character and i do admit i dont have the best gear wiith that char
@@-toadstoolicious-9851
not sure if its any helpful to you but i finally got my hands on 2 x T7 rings for this and the play is now butter smooth. currently lvl 92 and farming 500 Corruption.
could you pls share your filter.
I don't get it, same equip, same build, but my mana is ALWAYS zero, it's unplayable, what I am doing wrong?
I think the Instrument of the Alchemist is bugged. Figured it out yesterday after after a long trial and error. It drains mana continuously on chain explosions. See on the vid where the only drain is when he drops the traps. But on my gamplay its draining mana like crazy. The longer the chain the bigger the drain. I just decided not to go with that node since without it its still very strong. You just don't get the debuff when throwing the traps
@@-toadstoolicious-9851 Instrument of the Alchemist still bugged?
@tonyverdechi9157 im not sure. I moved on to another character. Someone said its by design and not a bug but the way it drains mana is just ridiculous so they need to change it
@@-toadstoolicious-9851 Yeah the game has it's share of bugs.
This is so nice what scales our dmg?
freeze rate multi is the main source of damage scaling (frostbite damage)
hi C: is me again xD do u have a filter for items of this build C:
How are you triggering Detonating Arrow without equipping a bow?
*EDIT* Sorry, I ment you spec Markman for Detonating Arrow, but the skill point 'Arrow Traps' in the 'Explosive Trap' tree triggers Detonating Arrow when throwing traps. You can't actually manually cast Detonatinig Arrow.
@@qanthony I see. I was wondering since there is a bow requirement in the Detonating Arrow skill description. I thought it wouldn't work without equipping a bow?
@@phyxius117 this is where the unique daggers come into play (2x Jelkhor's Blast Knife, which should have 8 reduced mana cost for Detonating Arrow combined, for example -4 / -4 or -5 / -3 etc.). The dagger has a unique ability 'Detonating Arrow no longer requires a bow'.
@@qanthony but in the build planner I do not see any of this dagger equipped?
arrow traps in the explosive trap tree + mana arrow on detonating arrow tree = 0 cost detonating arrows that trigger without needing a bow@@phyxius117
Everyone, in this build, Orovis will not freeze unless you use 4 Potential. I invested a lot of money, but the bottom line was that I couldn't catch Boss Orovis even with 800 pollution levels.
please give us a filter :)
🎉
imposible manter el mana amigo
Si usas dos anillos con -5 throwing damage mana cost no te cuesta mana
JFC. I wish I knew how to make my own arpg. poe's been dead to me for years. d4 bad. LE .. idek what le is supposed to be... I have all the ideas but no way to execute them. life is hell.