3 years ago
Level 100 Siege Ballista Pathfinder3.21
Life: 3,931108%
ES: 900
Mana: 79
eHP:
35,142
Resistances: 75%/75%/75%/75%
Supp: 77.91%
DPS: 36,591,636
Speed: 1.90
Hit Chance: 100%
Config: Pinnacle, Frenzy, 15x Wither
Bandit: Kill All
Pantheon: Soul of Arakaali
Gear























Gems
Frenzy
Divergent Life Gain on Hit
Lifetap
Blast Rain
Manaforged Arrows
Culling Strike
Anomalous Siege Ballista
Awakened Void Manipulation
Awakened Unbound Ailments
Efficacy
Awakened Deadly Ailments
Awakened Vicious Projectiles
Malevolence
Divine Blessing
Inspiration
Anomalous Increased Duration
Haste
Divergent Herald of Agony
Enlighten
Purity of Elements
Anomalous Withering Step
Flame Dash
Cast when Damage Taken
Purifying Flame
Temporal Chains
Despair
Tree Preview
- +500 to Accuracy Rating
- -2 to Accuracy Rating per Level
- +100 to Accuracy Rating per Green Socket on Equipped Bow
- Stun Threshold is based on 60% of your Energy Shield instead of Life
- Recover 4% of Life when you use a Flask
- +50 to maximum Life
- Skills cost Life instead of 30% of Mana Cost
- Enemies Poisoned by you cannot deal Critical Strikes
- Poisons you inflict deal Damage 20% faster
- Regenerate 50 Life per second
- 8% increased Damage for each of your Aura or Herald Skills affecting you
- Chance to Suppress Spell Damage is Lucky
- 5% of Damage from Hits is taken from your nearest Totem's Life before you
Notes
Shopping List:
https://docs.google.com/spreadsheets/d/1bta-wPNz7RhU6ZwoKvW2D_C2n1BJ0vyzq7Z1VHrGOw0/edit#gid=1876210763
Recommended Upgrade Order:
1. Progenesis + Haste - It's such a large improvement to our survivability and QoL that it should come before all else.
Progenesis rolls altar how we build the rest of the character
Progenesis replaces Granite Flask, letting you replace Determination with Haste
2. Awakened Unbound Ailments/Deadly Ailments/Vicious Proj - Cheap and a huge DPS increase
3. Anomalous Increased Duration - Enables zero mana cost malevolence blessing
4. Dot Multi Medium Jewel + Bleed Chance Jewel - large DPS increase for a low cost
5. Phasing Watcher's Eye - Big QoL at a low cost
5. StrangleGasp - Large DPS increase at a large cost, only worth getting only the cheaper upgrades are out of the way imo
6. Awakened Void Manipulation - Expensive for what it adds over unawakened VM
7. Corrupted Covenant - Will probably be pretty expensive, skip it if it goes above 10 divines and pick one up later
8. 6 Link Darkscorn + Divergent Life Gain on Hit - Minor upgrade for some QoL and you can save 1 point on tree
9. Enchanted/Corrupted Helm
10. All the remaining rares - Upgrading the remaining rares tends to give lower return but they're worth doing whenever you need to for Chaos Res/Strength requirements or after everything else
11. 2 Mod Watcher's Eye - The lowest priority upgrade for what it gives
Taking the build further:
I'm currently not entirely sure where to take the build beyond this point but after playing this set up for a week, here are my thoughts on the stuff you should consider when theorycrafting upgrades:
First, I'd recommend toggling the boss dps measurements to Uber Pinnacle in configs and then trying to improve DPS even further.
The dot cap on this build is fake as it takes the full duration of a poison to ramp into it.
Preloading 40m damage a second may look nice in PoB but in practise, having no frontloaded damage lowers clear speed and lowers boss kill time on any boss that regularly phases/teleports (Uber maven/Sirus).
Alternatively you could improve defenses even further, doubling our elemental defense won't let us tank an Atziri Flameblast,
however, improving phys mitigation even slightly let's us surpass the threshhold to Tank a shaper slam. That sort of stuff isn't important to me but it might be to you.
Finally, there's probably some room to improve regen. It's unlikely we could fit enough to survive fatal degen zones (such as the ones left behind by some Sirus abilities)
but given that degen is this build's Achilles heel, it would be worth trying to fit more of it in.
I'd also consider that poison duration currently might be a tad high, I think anything beyond 6 seconds hits a point of diminishing returns since bosses phase and totems need to be summoned.
It might be worth lowering PoB DPS to trade poison duration for actual increased damage to make clear and boss kills faster by lowering the cap of your ramped damage but front loading it so the damage gets dealt faster.
Here's a list of ideas & upgrades I have that I haven't adequately tested/explored yet:
1. Synth rings (despair on hit via synth implicit or glove corrupt)
2. Corrupted Helm with serviced enchant
3. Impossible Escape/Thread of Hope/Timeless Jewels
4. Replacing Deadly Ailments and trying to skew multipliers in a way that makes hit damage while clearing non-trivial (eg Inc damage over dot multi)
5. Totem life investment via a different cluster set up and potentially different stranglegasp anoints (namely replacing steeped in profane)
6. Mark of Submission (higher level despair is a lot of damage)
7. Influenced boots + offload bleed immunity to watchers eye
8. Stormshroud + cutting purity of elements for something else
9. Figuring out the best way to make a rare bow that can be competitive with Darkscorn to better access an optimal crucible tree
10. Dual curse hands of the high Templar (I'm unsure how much Asenath explodes actually help us)
11. Influenced quiver
12. minus chaos Res on wither jewels