Updated for Patch 3.25
The Best Crafty Guides by Odealo
Guide notes |
November 29, 2024 -Build created |
Build Overview | |||
Tags: [RANGED] [ELEMENTAL] [LIFE] | |||
Budget: Defenses: |
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Boss DPS: AoE: |
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Spectral Throw of Materialising is a Throwing Attack with a very high damage, but one that, in contrast to the regular Spectral Throw, deals damage only when the Projectile is Returning. Normally you would want your Spectral Throw Projectile to hover over the enemy as it slows down to a halt when it begins to Return. This way, the Projectile will Hit an enemy multiple times, because it's in contact with an enemy for such a long time that it "re-arms". It takes about 0.22 seconds for the Throw to be able to damage again. The Transfigured version of this Skill that we are using takes advantage of the same phenomenon but in a completely different way. As described, you can damage an enemy multiple times with the same Attack, but you don't have to do it with the same Projectile. If you can manage to stagger some of the Projectiles, or cause them to start returning sooner, they will Hit the enemy each at different times, thus allowing you to "shotgun". It would be hard to do without the Fury Valve because if you throw them normally they all end up traveling in the same direction. With the Amulet, they Split in a radial fashion after the first Hit. Then, they start Returning to you; it's usually after they reach their tipping point, or after encountering an obstacle like a wall, another enemy, or a Hydrosphere. This means the build is not very good against lone bosses that stand in the bullseye of a circular arena or in an open field. Nevertheless, de-synchronizing these Throws should be trivial.
We've selected Deadeye for this build. It has the Far Shot, causing your Projectiles to deal 30% more damage, because they're damaging always after traveling a long distance. Endless Munitions grants 2 more Projeclies, making it 12 in total, so that the chance of Hitting with different Projectiles is more likely. Gathering Winds grants Action Speed, and Focal Point increases the Effect of Sniper's Mark for more Damage and two more Projectiles. All you need now is a good Melee weapon with high flat Elemental Damage, later increased with passives and items. Elemental Damage is easier to scale up than Poison or Physical Damage, especially for a Ranger in this configuration. The build's durability is not very high, but we've managed to make it quite sturdy. You can gain a lot of Evasion from Rare Gear pieces and Grace Aura, later transformed into Armour with Iron Reflexes. This will result in up to around 50k Armour. You'll have around 4 to 5k of Maximum Life, Capped Spell Suppression, Elusive Buff, Crit Resistance from Marked enemies, rapid Recovery with Life Leech, and possibly 3 Endurance Charges. The build is not very tanky, but it should be good enough for T17s.
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This Spectral Throw will deal damage only when returning, that is after it Splits and starts returning naturally, as it does, or after encountering an obstacle, an enemy, or a Hydrosphere. The Projectiles will come back to your character, so you must stay on top of the enemy so that he gets hit too. The only other skills, besides Hydrosphere, that you have to use are Blood Rage and Temporal Rift. Use them sparingly, only when the situation calls for it. Berserk and Molten Shell are Automated. Sniper's Mark is too. It Triggers against Rare and Unique enemies. Your passive Skills are Grace, Herald of Ice, Precision, Summon Skitterbots, and Temporal Rift.
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PROS |
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CONS |
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There are a few ways to start with the build; it is recommended to use a Projectile Attack, such as the regular Spectral Throw, or, use a more popular Bow-wielding archetype. Follow our Ranger Leveling Guide for PoE - Classic Bow version to learn more about the latter. Switch to this build after you acquire the necessary items at around level 80 to 90.
Bandits:
You should kill all the Bandits and take one more Passive Skill Point.
Final Skill Tree:
103 Points Final Skill Tree (doesn't include Cluster or Unique Jewels)
122 Points Path of Building (PoB) link
Ascendancy points:
Preferably in that order:
Pantheon:
Major God: Soul of the Brine King: You cannot be Stunned if you've been Stunned or Blocked a Stunning Hit in the past 2 seconds
Minor God: Soul of Garukhan: 60% reduced Effect of Shock on you; Cannot be Blinded, You cannot be Maimed
[DPS] Spectral Throw setup | |
Spectral Throw of Materialising - A throwing Attack that deals damage only when returning. You don't want to shoot it like a regular Spectral Throw; lowering Projectile Speed is not required. | |
Nightblade Support - The best Gem you can use with a Claw or a Dagger in a Crit build. It grants Crit Chance, Crit Damage, and the Elusive buff. | |
Hypothermia Support - With Skitterbots, your foes are pretty much always Chilled, which causes you to deal more damage to them with Hypothermia. Awakened Added Lightning Damage Support may be marginally better, especially with Volatility. | |
Volatility Support - A very popular choice with Rare Weapon with tons of added Elemental (especially Lightning) Damage. It even causes you to apply stronger Ailments with high rolls. Increased Critical Damage Support may be equally better if you don't meet these conditions, and if your Crit Multiplier is still very low. | |
Elemental Damage with Attacks Support - More Elemental Damage with Attacks. It has an Awakened version. | |
Inspiration Support - Increased Crit Chance, Elemental Damage, and lower Cost of Skills. |
[UTILITY] Reservation setup | |
Grace - More and increased Evasion Rating. You can later transform it into Armour with Iron Reflexes for a more reliable defensive layer. | |
Precision - Adds Accuracy Rating and increases Critical Strike Chance for Attacks; it's quite important. | |
Herald of Ice - Adds Cold Damage. Unfortunately, you can't Shatter with Secrets of Suffering - if you want explosions, consider the Devastator notable from a Cluster Jewel. | |
Enlighten Support - Linked Spells Reserve less Mana. |
[UTILITY] Automation Setup | |
Automation - Linked skills are Triggered on their own so that you don't have to press too many buttons. | |
Steelskin - It will absorb a bit of the incoming hit damage and stop Bleeding. Molten Shell is by far the superior option if you have high Armour, that is after you allocate Iron Reflexes. | |
Berserk - Consume your Rage at an accelerating rate to increase its effect. Rage is gained from the Bloodscent (if you're using a Sword or an Axe) notable and/or a Gloves' Eldritch mod. | |
Lifetap Support - Linked Skills will Cost no Mana, but Life instead. Your Unreserved Mana is very low so we recommend using this Support Gem in most setups. |
[UTILITY] Sniper's Mark setup | |
Sniper's Mark - Marked enemy takes increased Projectile Damage, whose Split on Hit. It's important to increase the Effect of Marks by 100% for an additional 2 splinters. It's done with Focal Point, Expert Hunter cluster, and Tattoos. | |
Mark on Hit Support - Sniper's Mark is applied automatically. It reduces the Mark Effect; to be sure Sniper's Mark effect is increased by 100% you will need two Tattoos of Tasalio Scout. | |
Enhance Support - A big damage boost to the Sniper's Mark. | |
Lifetap Support |
[UTILITY] Reservation setup | |
Summon Skitterbots - Skitterbots Chill and Shock, which you cannot do with Secrets of Suffering. These Ailments will additionally increase the damage bonus from The Taming. | |
Temporal Rift - It's not as bad as some are conditioned to believe. In a build where positioning and fast movement is exceptionally important, it can boost your damage. Use it to Recover Life and increase the expiration rate of debuffs on you - very useful in Maven and Exarch battles. | |
Enlighten Support |
[UTILITY] other Gems they don't have to be linked |
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Hydrosphere - Applies Cold and Lightning Exposure to lower Resistances. Projectiles colliding with this Orb will interact with it as it's an enemy. You can use to it stagger some of them; they start to return after passing through an enemy. | |
Blood Rage - Used mainly for increased Attack Speed and Frenzy Charges on kill. | |
Whirling Blades - A basic movement ability. Use it often. |
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It is important to find the Fury Valve, that's the only mandatory item. We also heavily recommend The Taming Rings and a few Unique Jewels. Rare Items will be, however, more influential; the build requires a lot of Attributes, fully-capped Spell Suppression, default Resistances, Accuracy, Maximum Life, and as much Evasion as you can afford. These stats are easily found on Rare Items, less so on Uniques. Try to cap your Crit Chance, get Critical Strike Multiplier, and a lot of added Elemental Damage of all types. Having a Claw and a Shield seems the best option, especially after you acquire a good Claw, but a 2-hand Sword might be fine too. It introduces problems of low Critical Strike Chance (you cannot use Nightblade Support), and an inability to use Shields. After you reach the end-game, go for the Iron Reflexes to transform all your Evasion into Armour. It's usually a much better option than Evasion, but only after you have a substantial amount of it - around 50k. The build generates Frenzy Charges with ease, but to gain Endurance Charges you will have to have a specific Eldritch implicit on a Body Armour or use Enduring Cry. To Generate Power Charges you will need the Wind-up notable or use Power Charge on Critical linked with Whirling Blades.
Our recommended items will:
Stat priorities on items:
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(Helmet) Rare Helmet - Here we recommend searching for Intelligence, Spell Suppression, Maximum Life, and Resistances. Get a lot of Evasion if possible. Accuracy can be found too if you can't get it on Gloves. For the Eldritch mods, get Reservation Efficiency and Reduced Mana Cost of Attacks. | |
Min. requirements: 90 maximum Life 40% Total Elemental Resistances +8% chance to Suppress Spell Damage Optional affixes: Accuracy Rating Intelligence Evasion Rating Chaos Resistance |
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(Weapon) Rare Claw - Here you will only need high Elemental DPS. That's added Damage on Prefixes and Attack Speed on Suffixes. Elemental Penetration or Crit mods will work too. | |
Min. requirements: 700 Elemental DPS Optional affixes: Critical Strike Chance Critical Strike Multiplier Elemental Penetration |
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(Weapon) Rakiata's Dance - Rakiata's requires some changes to the Passive Skill Tree and Gem setups, but you can definitely make it work with this, or similar 2-handed weapons. | |
60% increased Global Accuracy Rating Adds (150-200) to (300-350) Cold Damage Adds 1 to (550-600) Lightning Damage (15-20)% increased Attack Speed Treats Enemy Monster Elemental Resistance values as inverted |
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(Weapon) Rare Spiked Shield - Here, besides Maximum Life and Resistances, get Attributes, Accuracy, Suppression, or Attack Speed. Attributes or added Damage can be crafted. | |
Min. requirements: +80 to maximum Life +40% Elemental Resistances Optional affixes: Attributes Spell Suppression Chance Accuracy Rating Chaos Resistance Attack Speed Added Elemental Damage |
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(Weapon) Atziri's Reflection - It has a lot of Resistances with Intelligence and it may be all you need already. On top of that, it provides you with Curse "immunity", increased Effect of Cursers, and grants some ES. | |
6% increased Movement Speed +(40-60) to Intelligence (180-200)% increased Evasion Rating +(180-200) to maximum Energy Shield +(20-30)% to all Elemental Resistances Hex Reflection Unaffected by Curses (15-20)% increased Effect of your Curses |
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(Body Armour) Rare Body Armour - Search mainly for Maximum Life, Spell Suppression, Resistances, and Evasion Rating. Maybe Evasion and Armour combined. For the Eldritch mods get Critical Strike Multiplier for Attacks or Endurance Charge every now and then, and shift some Elemental Damage to be taken as Elemental, preferably Fire. | |
Min. requirements: 120 maximum Life 40% Total Elemental Resistances +8% chance to Suppress Spell Damage Optional affixes: Attributes Evasion Rating Chaos Resistance |
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(Boots) Rare Boots - Movement Speed, Maximum Life, and Resistances are the most important. Attributes and Evasion will be good additions. For the Eldritch mods seek increased Action Speed or Chaos Resistance and increased Elusive Effect. | |
Min. requirements: 30% Movement Speed 90 maximum Life 40% Total Elemental Resistances Optional affixes: Attributes Evasion Rating Chaos Resistance |
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(Gloves) Rare Gloves - Gloves are a great source of Maximum Life, Dexterity, Suppression, Attack Speed, and, of course, Maximum Life with Resistances. The Eldritch mods will grant you Attack Speed or Rage on Hit and Spell Suppression Chance. Exposure is not needed here if you have a Hydrosphere deployed. | |
Min. requirements: 90 maximum Life 40% Total Elemental Resistances Optional affixes: Accuracy Rating Spell Suppression Chance increased Attack Speed Evasion Rating |
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(Belt) Rare Belt - A Belt has a lot to offer; Maximum Life, Strength, increased Elemental Damage with Attacks, and Elemental Resistances are the best options. | |
Min. requirements: 90 maximum Life 40% Total Elemental Resistances 40% increased Elemental Damage with Attack Skills Strength Optional affixes: Chaos Resistance increased Maximum Life |
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(Amulet) Fury Valve - It's the key item in this build. It causes you to always fire one Projectile which then Splits on impact, so the splinters go all over the place instead of all following the same trajectory. It preserves the Projectile number and adds splinters from Sniper's Mark. | |
+(16-24) to Dexterity and Intelligence (15-25)% increased Evasion Rating +(15-20)% to all Elemental Resistances Skills fire 2 additional Projectiles (20-30)% increased Projectile Speed Modifiers to number of Projectiles instead apply to the number of targets Projectiles Split towards |
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Recommended Anointments: Claws of the Falcon Vengeant Cascade |
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(Ring) The Taming - Wear two of them if you can as it's a lot of damage and Elemental Resistances. Juice it up with Elemental Catalysts. It's extremely good in such builds, especially with Secrets of Suffering and Skitterbots for 5 different Elemental Ailments. | |
+(8-10)% to all Elemental Resistances (30-40)% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy +(20-30)% to all Elemental Resistances 10% chance to Freeze, Shock and Ignite |
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(Ring) Rare Ring - Rare Rings are not as good as The Taming, so use them only if you desperately need mods that are not present there, like Attributes, Accuracy, or reduced Mana Cost of Skills. | |
Min. requirements: 80 Maximum Life 50 Strength 50 Intelligence Optional affixes: increased Elemental Damage with Attack Skills Resistances Non-Channelling Skills have -7 to Total Mana Cost (crafted) Accuracy Rating |
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(Jewel) Rare Jewels - Critical Strike Multiplier and Maximum Life are the most valuable mods to look for, but you may probably also need to patch up your Resistances or Attributes with these. | |
Recommended affixes: increased maximum Life increased Critical Strike Multiplier increased Critical Strike Chance Elemental Resistances Attributes |
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(Jewel) The Interrogation - Secrets of Suffering causes you to apply Brittle, Sap, and Scorch instead of Ignite, Chill, and Shock. The former set of Elemental Ailments is better in a build that uses all types of Elemental Damage and benefits from Critical Strikes. | |
Adds Secrets of Suffering | |
(Jewel) The Light of Meaning - There are multiple variants of this Jewel that you can make use of. We recommend increased Evasion Rating for defence or Critical Strike Chance for offence. Socket it near Fervour. | |
<Random modifier that grants bonus stats to passive skills in radius> | |
(Jewel) Watcher's Eye - You're using Grace and Precision. Most of the Watcher's Eye mods for these Auras will be useful. | |
(4-6)% increased maximum Energy Shield (4-6)% increased maximum Life (4-6)% increased maximum Mana <Two or Three random aura modifiers> |
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(Jewel) Large Cluster Jewel - Calamitous and Martial Prowess grant damage. Devastator causes explosions on kill. Fan of Blades grants you one additional Projectile. Wind-up has a chance of granting you a Power Charge on non-Critical Hit. Bloodscent grants 2 Rage on Hit but works only with Swords and Axes. We recommend using two Large Cluster Jewels. | |
Recommended affixes: 1 Added Passive Skill is Calamitous 1 Added Passive Skill is Martial Prowess 1 Added Passive Skill is Devastator 1 Added Passive Skill is Fan of Blades 1 Added Passive Skill is Wind-up 1 Added Passive Skill is Bloodscent |
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(Jewel) Medium Cluster Jewel - It should fix your Crit Chance and grant you more damage with the help of listed Critical Strike notables. | |
Recommended affixes: 1 Added Passive Skill is Pressure Points 1 Added Passive Skill is Basics of Pain |
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(Flask) Bottled Faith - You will probably need a bit of extra Crit Chance from this Flask. It also increases damage and spills Consecrated Ground. | |
40% increased Damage Creates Consecrated Ground on Use (20-40)% increased Duration Consecrated Ground created by this Flask has Tripled Radius Consecrated Ground created during Effect applies (7-10)% increased Damage taken to Enemies (100-150)% increased Critical Strike Chance against Enemies on Consecrated Ground during Flask effect |
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(Flask) Dying Sun - Makes you fire two additional projectiles, it is the main reason to use this Flask. | |
+40% to Fire Resistance +5% to maximum Fire Resistance (125-150)% increased Charges per use (60-40)% less Duration (10-20)% increased Area of Effect during Effect Skills fire 2 additional Projectiles during Effect |
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Other suggested Flasks and Tinctures:
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If you have any other build requests please leave that in the comments below. We are always open to suggestions and constructive feedback.
Pictures used in this article are the intellectual property of Grinding Gear Games.