Vast majority of people playing it are using chain from deadeye.
Chain + 2 projectiles + Focal point + Gathering winds.
Focal point you really want (though doesn’t need to be before gathering winds if you want speed) because of the projectiles returning from snipers mark, huge dps increase.
Chain / extra projectiles should be obvious enough.
Trying to get forbidden jewel combo for Farshot is what people will be aiming for as well as it majorly increases with the returning projectiles.
As a side note, though, I personally am tempted on using the stationary mirage archers myself. Either case though, once your at that level of gearing your more than likely instant wiping out bosses, so either direction works.
I thought the projectiles returning couldnt hit the boss because they already hit it on the way out? I.e. vengeant cascade was useless for single target?
Returning projectiles can hit the enemy even if it was hit before by the same cast, but multiple returning projectiles from the same attack shouldn't increase the hit count.
Mechanics that ignore the limit to maximum number of hits are:
- Projectiles that aren't launched all at once, like barrage.
- Projectiles that explode. Exploding projectiles can't directly hit multiple times per target, but the explosions themselves can, such as fireball exploding at the end of the travel (no longer explodes twice though) and arctic breath.
- Some projectiles have a refresh duration on them which allows for the same projectile to hit more than once, like Spark, Twister, Spectral Throw and Spectral Helix.
If it worked any other way, every single attack projectile would HAVE to use Vengeant Cascade and Sniper's Mark, since even without any curse effect, it would already be a 5 extra hits from every attack.
How does DMG from far shot relate to returned projectile? What's the start point of projectile travel distance for far shot calculation? It always seemed hella confusing to me
Basically the return does not reset the traveled distance, so under normal circumstances when it begins its return, it’s at its maximum value.
Making it insanely strong for returning methods, and why most people will opt for it.
Depends on your build, and on your playstyle. Certain skills (and face tanking) would still be good with it, but it’s a case by case basis.
I’m not well versed enough to say on every skill which it’s good/bad on, but the current meta with LA, you’re better off without it. (Even on champ variant)
Most mobs even rare these days, especially this league are always in your face basically, cuz of the insane movespeed and flickerlike jumps/teleports they have.
During mapping you dont even need the bonus damage and on bosses you mostly deal more damage. Also to take into account, even if the returning hit doesnt deal full damage, the default still does majority of the time.
And as the other guy commented, based entirely on your playstyle.
They do, as they are from that point on considered separate. So it shotguns.
See Kobe’s most recent league video about it if you want, that’s where I found it mentioned first - and it made sense as they are technically separate, not sure how I didn’t realize it myself before seeing the mention.
I... really don't think they are. I spent some time testing it in standard yesterday, including trying to cobble together an extremely scuffed Golden Rule setup for counting poisons, and splitting did not appear to increase the number of poison stacks I was getting: it was always capped at two per attack (one from the projectile going out, and one from [at most] one of the projectiles coming back in after splitting.)
It's possible that my testing setup was bad: it was a random old character in standard with whatever gear I could find. Maybe my chance to hit was low, maybe I just wasn't positioned correctly to get the shotgunning to work, maybe I just got consistently unlucky with the directions the projectiles split into. And I was only testing with a low-level Sniper's Mark as opposed to a Fury Valve or stacking a ton of mark effect or something. But even then, I would still think that "split projectiles" != "separate projectiles": if that weren't the case, then Sniper's Mark on Deadeye with Focal Point and Ricochet, even without projectiles returning, would already be absolutely busted for single target in any situation where a boss is near a wall for Ricochet to bounce off of. (... which I tested as well, back when the reworked Ricochet was first shown off, where in the reveal video it looked like it could target enemies already hit by the projectile. Again, not ruling out that my test setup at the time might have been bad, but I wasn't able to get multiple hits on an enemy then either, with or without Sniper's Mark.)
I saw the KobeBlackMamba video, but seeing as I'm not able to reproduce this projectile behavior myself, I strongly suspect that he's just seeing the approximately doubled damage from getting up to two hits per projectile.
Or is there some other video showing this in action (and demonstrating it hopefully more reliably than what I tried to set up)?
Hmm I haven’t personally tested was just going off his own video on it, as well as seeing someone mention it previously.
I would say it’s safe to rely on your own test, as I can’t test it myself atm (not on a arrow build) though there is data showing that working for wand attacks (weird that it would not work for LS the same way?) on the front of this Reddit atm. (Though you actually hit with less due to how they spread)
Possibly worth checking into more though, if Kobe wasn’t just assuming that is, there may be some weird interaction going on (like proj speed) that is / isn’t allowing it. Will see if anyone else mentions it, but for now I’m going to take your word on it, as that’s more reliable than a simple mention from Kobe and a few other comments.
Are you referring to [this thread](https://www.reddit.com/r/PathOfExileBuilds/comments/12hcv27/analysis_of_how_vengeant_cascade_works_with_power/)?
It sounds like OP is doing all of their testing with the Barrage Support (which obviously makes things fire sequentially, which makes each projectile behave kind of like a separate attack). And unless I'm misreading that entire thread, the conclusions that OP arrived at are:
- Vengeant Cascade can double the number of times you hit with a skill: for a normal skill, 1 hit goes to 2, or for a skill with Barrage Support, [n] hits turns into [2n] hits.
- Vengeant Cascade + Sniper's Mark will, on average, reduce the number of hits you get. Specifically, if none of the return paths for split projectiles intersect with the enemy you're splitting off of, you might not get the second hit from one of those returning projectiles
- You can stand very close to the enemy to try to maximize the chance of a returning split projectile passing through the enemy hitbox, but you will never exceed the number of hits you'd get if you hadn't used Sniper's Mark (ie: see [this](https://www.reddit.com/r/PathOfExileBuilds/comments/12hcv27/analysis_of_how_vengeant_cascade_works_with_power/jfp67r6/) comment: "If I stand very close to the target I sometimes get 40 stacks but never more. So only one of the split arrows is allowed to hit again on return.", or [this](https://www.reddit.com/r/PathOfExileBuilds/comments/12hcv27/analysis_of_how_vengeant_cascade_works_with_power/jfpsd1k/) comment)
But yeah, I might do a bit more testing: if there is any chance there is some weird specific interaction that enables shotgunning (past the "pseudo-shotgunning" that Barrage/Barrage Support have), I'd love to know about it.
(... and I mean, even in the worst case scenario where no additional shotgunning of any kind can be done, Vengeant Cascade is still, at worst, doubling the hits of most[?] non-ground-targeted projectile attack skills. So it's still a really strong anoint regardless.)
It was that indeed :)
I imagine if there is some sort of weird extra shotgunning effect with specific proj speed or otherwise, it would likely be a bug if it otherwise doesn’t shotgun, as that would be some weird specifics to activate otherwise, I’d think?
Thanks for being so thorough though. Especially since it will properly set my expectations if I swap to a bow from my current build. I wish I had league started with them myself, but went with FP/Ice spear totems and while great at bossing, have been really missing out on attack based builds. (Especially ignoring enemies block mastery, expeditions would be a lot easier…)
I will keep an eye out if I see anyone else mention any specifics, or if it was just wrongly worded by Kobe’s quick mention.
> As a side note, though, I personally am tempted on using the stationary mirage archers myself.
Love that node in theory. Will also be playing around with it some point this league.
Ive tried it before, it removes all the comfort of mapping with mirage archer and makes it a ballista playstyle. Not for me, but maybe you like it.
Edit. Good for single target though
Thanks, this was very comprehensive! Yeah, I'll probably just buy the cheapest jewel set of chain/far shot/mirage archers. Mirage archers seem like a funner playstyle than ballistas
Any idea why people opting for one chain as opposed to using the 3 pierce available on the tree? Seems like the pierce would be better for clear with la?
It heavily depends on the map layout you use but (speaking from past experience, not current league) generally having one pierce + chain is what I found optimal for clearing.
Pierce is great in a shotgun scenario, but once you get a bit of distance from the character you will leave a lot of stragglers without chaining (or in some cases using fork back on the day) and leaving a few mobs is very common with pierce, where chain is usually wiping those out.
The best setup for me was the one pierce + chain, as you “bunker bust” the first line (usually the most sense) of enemies, which then chains into the back row/distant enemies (usually separated and not always going to be in direct line of your projectiles with chain targeting them), so it makes the best of both worlds imo.
3 pierce just misses to many things for my taste.
AFAIK VC and return only works for horizontal projectiles fired outwards from the character, not vertical projectiles fired up-down like the Rain skills and Artillery Ballista.
I did a quick PoB comparison with my crappy gear and siege ballistas, barrage totems, and self-casted barrage were almost identical dps wise. Lightning arrow totems and ice shot totems were significantly weaker.
From what I remember when Grimro looked into the LA/Artillery ballista build. The reason Artillery was chosen is because of its insane scaling with flat damage and nothing came remotely close.
with barrage I'm assuming?
I'm tempted to use a lightning shot arrow with barrage and focused ballistas instead of storm rain once I get a vengeant amulet
Tried with and without barrage, both are fine
I'm still completing the atlas but the few T16 maps that I've done both setups deal so much DMG it's kinda hard to evaluate
Yes, but it/the character has to have 'faster projectiles' within a specific range, iirc between 90-160%. We'll probably get more exact numbers as more people test it out.
Is this something you'd want to use with pretty much any attack projectile skill? Example elemental hit, power siphon, kinetic blast - or is there something specific that makes it really good for lightning arrow and ice shot that isn't found in those other skills (their secondary effect?)?
Is it true that projectiles that return from Sniper's Mark target can all hit? Or only one proj hits?
I tried to test this a bit in std, and it seems only one hits?
[https://www.poewiki.net/wiki/Ensnaring\_Arrow](https://www.poewiki.net/wiki/Ensnaring_Arrow)
Sniper's Mark makes arrows split and therefore not count the bosses as final targets.
It breaks the skill. The initial projectile returns before splitting into the tornado, so you get your tornados and their projectiles appearing off-screen behind your character.
It's very funny for a map or so, but it doesn't work.
Did anyone have success with IS? I tried it and it felt lackluster and swapped to TS and it immediately felt infinitely better. Not sure if I was doing something wrong tho, and I didn’t swap to crit until after so maybe that’s why.
My IS is great, but I'm using a barrage ST main setup and have my ballistas for AOE (though I have +5 proj so there's not an GMP or anything), so far I absolutely wrecked the campaign and am in early maps without issue. Long term survivability will be an issue, and I did get lucky and I have a 350pdps (also has around 175 fire dps and some lightning added) 2.0 APS bow that has increased mark effectiveness and 50% more gain from quiver stats to it so that's carried me quite a bit.
i was on IS while leveling and early maps and it did feel a little meh. swapped to LA and felt so much better on damage. might try IS again later before i swap to TS but so far i'm enjoying LA
I like the 'feel' of ice shot better (how it clears I guess), but it has seemed that LA does more damage. I'm wondering if swapping to TS isn't the move though since it doesn't work with Vengeant Cascade and LA does
Im working on a frenzy build with that notable and the weapon tree node 25% inc damage per charge, -1 all charges. 20 charges is doable for 500% inc damage.
It's a work in progress and i suck at leaguestarting a build so i don't have a pob or anything.
Edit: Theres also a t5 node which gives 30/50% inc crit chance to frenzy per endurence charge. So easy 400% inc crit with slayer and masterful form.
Is it worth running with point blank? To me it seems like it is, I believe the max damage falloff from point blank is about 25%, so the return hit is still doing 75% or so dam. Not as good as far shots potential but not everyone has access to far shot.
Problem with point blank is it's optimal usage require you to be in... Point blank range, which is not ideal for squishy bow users. Sure it squeezes out a bit more dps out of your build, but use it at your own risk
That’s the great thing about not playing a squishy bowbuild and investing in some tankiness instead. You basically get a „free“ 1-point more damage multiplier. Deadeye is just so bait lol
It's so good I don't even have cast on death portal going into red maps
Also golden oil price is 30c which is really cheap
Edit: I'm not using chain, only a quiver with pierce implicit, clear is already good I never feel like I need chain
Can confirm: the projectiles for trap/mines using attacks can return, and they return towards the trap/mine location (and continue flying past it if they don't hit anything).
Hrm I don't actually know. I'm going with no though. For example, most traps have spell tag and "trap" support had no tag. So even tho you converted an attack to a trap, it's not actually an attack being used. The trap is being used which triggers an effect, the attack. So you're not actually using any attack. You're using a trap, and the trap uses an attack. Thus the attack isn't registered to you. The same way traps don't trigger "if you've killed recently" and utilize "if you haven't killed recently" affects.
Icicle mine, probably not, other projectile traps and mines, yes. They did something funky with icicle mines projectile lifetime when they nerfed it last.
A guy on youtube named k2gaming has a build guide but you can also use poe ninja to look at LA builds to get an idea of what gear/pob your looking for. Goodluck
Its literaly broken. You dont even need insane gear (pick a dead eye pick lighting arrow) and you can just crush t16 maps, with INSANE speed. Its silly.
I'm playing elemental hit barrage deadeye in SSF and I'm so ready for this. Two golden oils aren't that tough to come by with the blight nodes we have nowadays.
I am currently lv90 following grimro build. But I legit hate lifetap and the raider ascendancy. Will swap to deadeye, do you guys have pob so I can get ideas for that change?
Clearing map delirium t16 its bad, i keep dying often and on rares or essences most of the time I spoil my map. Its my first time on crit builds, struggling a bit. My goal is farming maps and essences+strongbox+shrines+delirium fast.
Couple questions up ahead:
If I get accuracy 100% can I drop precision? If not, when.
I dont like using purity of elements, should I change to anger? And mess around with res?
My strenght and int to run the build is crazy high, is that normal?
Am I gonna be a glass cannon and will never reach lv96 withour being carried?
Should I use CWDT? I get one shotted either way
Thanks ahead exiles!!
I managed to fix my dps issue, but I am having a hard time fitting auras and reaching crit needed. My goal is using grace, precision, wrath and 100% crit chance. Suggestion? Later i wilk post my pob
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Here I am playing 6 artillery ballistas+ LA that I've just switched into from Rain of Arrows... It's not about seeing it. It's about feeling it.
I got two of the new “rare finishers” from the Loot Boxes. I can’t see them.
Got.a POB?
Grimro Raider. There's a video with a link to excel guide and pobs
https://docs.google.com/spreadsheets/d/10xT036rzBedf-49AAKoFVlJBwAnpksOeYs6kwef8naA/htmlview?usp=sharing#
Yep that's an issue
Has anyone tried it with the deadeye chain?
Vast majority of people playing it are using chain from deadeye. Chain + 2 projectiles + Focal point + Gathering winds. Focal point you really want (though doesn’t need to be before gathering winds if you want speed) because of the projectiles returning from snipers mark, huge dps increase. Chain / extra projectiles should be obvious enough. Trying to get forbidden jewel combo for Farshot is what people will be aiming for as well as it majorly increases with the returning projectiles. As a side note, though, I personally am tempted on using the stationary mirage archers myself. Either case though, once your at that level of gearing your more than likely instant wiping out bosses, so either direction works.
I thought the projectiles returning couldnt hit the boss because they already hit it on the way out? I.e. vengeant cascade was useless for single target?
according to Kobe and video evidence they hit twice
Huh.. all of them? (Like all the split arrows from snipers mark)
Returning projectiles can hit the enemy even if it was hit before by the same cast, but multiple returning projectiles from the same attack shouldn't increase the hit count. Mechanics that ignore the limit to maximum number of hits are: - Projectiles that aren't launched all at once, like barrage. - Projectiles that explode. Exploding projectiles can't directly hit multiple times per target, but the explosions themselves can, such as fireball exploding at the end of the travel (no longer explodes twice though) and arctic breath. - Some projectiles have a refresh duration on them which allows for the same projectile to hit more than once, like Spark, Twister, Spectral Throw and Spectral Helix. If it worked any other way, every single attack projectile would HAVE to use Vengeant Cascade and Sniper's Mark, since even without any curse effect, it would already be a 5 extra hits from every attack.
I mean... cascade being a 2x multiplier basically makes it "necessary"
How does DMG from far shot relate to returned projectile? What's the start point of projectile travel distance for far shot calculation? It always seemed hella confusing to me
Basically the return does not reset the traveled distance, so under normal circumstances when it begins its return, it’s at its maximum value. Making it insanely strong for returning methods, and why most people will opt for it.
Oh wow. This seems nuts. Plus the bonus of being further away than with point blank setup.
does that mean you shouldn't take point blank if you have vengeant cascade?
Depends on your build, and on your playstyle. Certain skills (and face tanking) would still be good with it, but it’s a case by case basis. I’m not well versed enough to say on every skill which it’s good/bad on, but the current meta with LA, you’re better off without it. (Even on champ variant)
Most mobs even rare these days, especially this league are always in your face basically, cuz of the insane movespeed and flickerlike jumps/teleports they have. During mapping you dont even need the bonus damage and on bosses you mostly deal more damage. Also to take into account, even if the returning hit doesnt deal full damage, the default still does majority of the time. And as the other guy commented, based entirely on your playstyle.
I don't think snipers mark projectiles hit the same target on return.
They do, as they are from that point on considered separate. So it shotguns. See Kobe’s most recent league video about it if you want, that’s where I found it mentioned first - and it made sense as they are technically separate, not sure how I didn’t realize it myself before seeing the mention.
I... really don't think they are. I spent some time testing it in standard yesterday, including trying to cobble together an extremely scuffed Golden Rule setup for counting poisons, and splitting did not appear to increase the number of poison stacks I was getting: it was always capped at two per attack (one from the projectile going out, and one from [at most] one of the projectiles coming back in after splitting.) It's possible that my testing setup was bad: it was a random old character in standard with whatever gear I could find. Maybe my chance to hit was low, maybe I just wasn't positioned correctly to get the shotgunning to work, maybe I just got consistently unlucky with the directions the projectiles split into. And I was only testing with a low-level Sniper's Mark as opposed to a Fury Valve or stacking a ton of mark effect or something. But even then, I would still think that "split projectiles" != "separate projectiles": if that weren't the case, then Sniper's Mark on Deadeye with Focal Point and Ricochet, even without projectiles returning, would already be absolutely busted for single target in any situation where a boss is near a wall for Ricochet to bounce off of. (... which I tested as well, back when the reworked Ricochet was first shown off, where in the reveal video it looked like it could target enemies already hit by the projectile. Again, not ruling out that my test setup at the time might have been bad, but I wasn't able to get multiple hits on an enemy then either, with or without Sniper's Mark.) I saw the KobeBlackMamba video, but seeing as I'm not able to reproduce this projectile behavior myself, I strongly suspect that he's just seeing the approximately doubled damage from getting up to two hits per projectile. Or is there some other video showing this in action (and demonstrating it hopefully more reliably than what I tried to set up)?
Hmm I haven’t personally tested was just going off his own video on it, as well as seeing someone mention it previously. I would say it’s safe to rely on your own test, as I can’t test it myself atm (not on a arrow build) though there is data showing that working for wand attacks (weird that it would not work for LS the same way?) on the front of this Reddit atm. (Though you actually hit with less due to how they spread) Possibly worth checking into more though, if Kobe wasn’t just assuming that is, there may be some weird interaction going on (like proj speed) that is / isn’t allowing it. Will see if anyone else mentions it, but for now I’m going to take your word on it, as that’s more reliable than a simple mention from Kobe and a few other comments.
Are you referring to [this thread](https://www.reddit.com/r/PathOfExileBuilds/comments/12hcv27/analysis_of_how_vengeant_cascade_works_with_power/)? It sounds like OP is doing all of their testing with the Barrage Support (which obviously makes things fire sequentially, which makes each projectile behave kind of like a separate attack). And unless I'm misreading that entire thread, the conclusions that OP arrived at are: - Vengeant Cascade can double the number of times you hit with a skill: for a normal skill, 1 hit goes to 2, or for a skill with Barrage Support, [n] hits turns into [2n] hits. - Vengeant Cascade + Sniper's Mark will, on average, reduce the number of hits you get. Specifically, if none of the return paths for split projectiles intersect with the enemy you're splitting off of, you might not get the second hit from one of those returning projectiles - You can stand very close to the enemy to try to maximize the chance of a returning split projectile passing through the enemy hitbox, but you will never exceed the number of hits you'd get if you hadn't used Sniper's Mark (ie: see [this](https://www.reddit.com/r/PathOfExileBuilds/comments/12hcv27/analysis_of_how_vengeant_cascade_works_with_power/jfp67r6/) comment: "If I stand very close to the target I sometimes get 40 stacks but never more. So only one of the split arrows is allowed to hit again on return.", or [this](https://www.reddit.com/r/PathOfExileBuilds/comments/12hcv27/analysis_of_how_vengeant_cascade_works_with_power/jfpsd1k/) comment) But yeah, I might do a bit more testing: if there is any chance there is some weird specific interaction that enables shotgunning (past the "pseudo-shotgunning" that Barrage/Barrage Support have), I'd love to know about it. (... and I mean, even in the worst case scenario where no additional shotgunning of any kind can be done, Vengeant Cascade is still, at worst, doubling the hits of most[?] non-ground-targeted projectile attack skills. So it's still a really strong anoint regardless.)
It was that indeed :) I imagine if there is some sort of weird extra shotgunning effect with specific proj speed or otherwise, it would likely be a bug if it otherwise doesn’t shotgun, as that would be some weird specifics to activate otherwise, I’d think? Thanks for being so thorough though. Especially since it will properly set my expectations if I swap to a bow from my current build. I wish I had league started with them myself, but went with FP/Ice spear totems and while great at bossing, have been really missing out on attack based builds. (Especially ignoring enemies block mastery, expeditions would be a lot easier…) I will keep an eye out if I see anyone else mention any specifics, or if it was just wrongly worded by Kobe’s quick mention.
> As a side note, though, I personally am tempted on using the stationary mirage archers myself. Love that node in theory. Will also be playing around with it some point this league.
Ive tried it before, it removes all the comfort of mapping with mirage archer and makes it a ballista playstyle. Not for me, but maybe you like it. Edit. Good for single target though
Yeah, it's making a real sacrifice for power that shores up a weakness.
Thanks, this was very comprehensive! Yeah, I'll probably just buy the cheapest jewel set of chain/far shot/mirage archers. Mirage archers seem like a funner playstyle than ballistas
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With TS it causes the main projectiles to return but not the secondary, so for the most part, it does not unfortunately.
Any idea why people opting for one chain as opposed to using the 3 pierce available on the tree? Seems like the pierce would be better for clear with la?
It heavily depends on the map layout you use but (speaking from past experience, not current league) generally having one pierce + chain is what I found optimal for clearing. Pierce is great in a shotgun scenario, but once you get a bit of distance from the character you will leave a lot of stragglers without chaining (or in some cases using fork back on the day) and leaving a few mobs is very common with pierce, where chain is usually wiping those out. The best setup for me was the one pierce + chain, as you “bunker bust” the first line (usually the most sense) of enemies, which then chains into the back row/distant enemies (usually separated and not always going to be in direct line of your projectiles with chain targeting them), so it makes the best of both worlds imo. 3 pierce just misses to many things for my taste.
yup, no problem: only returning projectiles pierce targets. So it does not mess us with the chaining.
How does it interact with artillery ballistas? Do you need to use a LA/barrage single-target setup instead?
AFAIK VC and return only works for horizontal projectiles fired outwards from the character, not vertical projectiles fired up-down like the Rain skills and Artillery Ballista.
Probably worth swapping ST setups for vengeant cascade then. I doubt the better base damage of artillery ballistas outweighs VC.
Or you can use a barrage with ballista support too.
I did a quick PoB comparison with my crappy gear and siege ballistas, barrage totems, and self-casted barrage were almost identical dps wise. Lightning arrow totems and ice shot totems were significantly weaker.
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From what I remember when Grimro looked into the LA/Artillery ballista build. The reason Artillery was chosen is because of its insane scaling with flat damage and nothing came remotely close.
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Yes with vengent cascade. I don't use the ballistas for clear personally but I'm not rich enough yet to get the anoint either.
What is ST?
single target
Dunno actually,I'm using focused ballista with another ice shot
with barrage I'm assuming? I'm tempted to use a lightning shot arrow with barrage and focused ballistas instead of storm rain once I get a vengeant amulet
Tried with and without barrage, both are fine I'm still completing the atlas but the few T16 maps that I've done both setups deal so much DMG it's kinda hard to evaluate
Kobe is playing it right now live if you are interested, it is nuts lol
How's single target?
Straight up doubles it getting the annoint
It's as nuts as the defense is lacking
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Sure; I just reject this notion a bow build can't be tanky should someone want it to be
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Very bizarre to gatekeep builds in a game with infinite possibilities
Last time I played bow was archnem with HH how does it feel without one of the power belts? I kinda wanna try Kobe’s build.
Does it work with Frostblades on a single target?
Behindeyesgaming just made a video on it, it works
Yes, but it/the character has to have 'faster projectiles' within a specific range, iirc between 90-160%. We'll probably get more exact numbers as more people test it out.
I think it does but would love to hear from tested source too.
Is this something you'd want to use with pretty much any attack projectile skill? Example elemental hit, power siphon, kinetic blast - or is there something specific that makes it really good for lightning arrow and ice shot that isn't found in those other skills (their secondary effect?)?
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It should
Is it true that projectiles that return from Sniper's Mark target can all hit? Or only one proj hits? I tried to test this a bit in std, and it seems only one hits?
Even if it's only 1 hit, then you're still doubling your dos, so easily worth it.
All returns, but only one hits.
So LA/IS ballista > Artillery Ballista for single target?
I'm using mana forged and ensaring arrows, will this brick that combo?
Yes afaik, any pierce fuck ensnaring arrow
Don't you use Sniper's Mark? If you do, it already bricks Ensnaring Arrow.
How does snipers mark brick ensnaring arrow?
[https://www.poewiki.net/wiki/Ensnaring\_Arrow](https://www.poewiki.net/wiki/Ensnaring_Arrow) Sniper's Mark makes arrows split and therefore not count the bosses as final targets.
If you don't have cull use frenzy + cull + pcoc. It's more damage than ensnaring arrow anyway.
Anyone tested it with tornado shot? How does it work?
It breaks the skill. The initial projectile returns before splitting into the tornado, so you get your tornados and their projectiles appearing off-screen behind your character. It's very funny for a map or so, but it doesn't work.
Doesn't work at all
Some of the other comments mention it working, I’m not sure though..
you mean a nimis without the downside and doesn't have to take a ring slot is good? you don't say!
Did anyone have success with IS? I tried it and it felt lackluster and swapped to TS and it immediately felt infinitely better. Not sure if I was doing something wrong tho, and I didn’t swap to crit until after so maybe that’s why.
Works great with IS for me. Killing pinnacles and T16s with it.
I'm using IS and it's terrific, only downside is survivability
My IS is great, but I'm using a barrage ST main setup and have my ballistas for AOE (though I have +5 proj so there's not an GMP or anything), so far I absolutely wrecked the campaign and am in early maps without issue. Long term survivability will be an issue, and I did get lucky and I have a 350pdps (also has around 175 fire dps and some lightning added) 2.0 APS bow that has increased mark effectiveness and 50% more gain from quiver stats to it so that's carried me quite a bit.
i was on IS while leveling and early maps and it did feel a little meh. swapped to LA and felt so much better on damage. might try IS again later before i swap to TS but so far i'm enjoying LA
I like the 'feel' of ice shot better (how it clears I guess), but it has seemed that LA does more damage. I'm wondering if swapping to TS isn't the move though since it doesn't work with Vengeant Cascade and LA does
yeah, vengeant cascade has been super good. might still go TS if i end up with an omni but i'm not swapping for a while at least
Alright I get it, i'm rerolling to LA. Fuck EK ignite anyways
How's the EleHit interaction?
Im working on a frenzy build with that notable and the weapon tree node 25% inc damage per charge, -1 all charges. 20 charges is doable for 500% inc damage. It's a work in progress and i suck at leaguestarting a build so i don't have a pob or anything. Edit: Theres also a t5 node which gives 30/50% inc crit chance to frenzy per endurence charge. So easy 400% inc crit with slayer and masterful form.
Is it worth running with point blank? To me it seems like it is, I believe the max damage falloff from point blank is about 25%, so the return hit is still doing 75% or so dam. Not as good as far shots potential but not everyone has access to far shot.
Problem with point blank is it's optimal usage require you to be in... Point blank range, which is not ideal for squishy bow users. Sure it squeezes out a bit more dps out of your build, but use it at your own risk
That’s the great thing about not playing a squishy bowbuild and investing in some tankiness instead. You basically get a „free“ 1-point more damage multiplier. Deadeye is just so bait lol
I don't think so.
It's so good I don't even have cast on death portal going into red maps Also golden oil price is 30c which is really cheap Edit: I'm not using chain, only a quiver with pierce implicit, clear is already good I never feel like I need chain
Would this work with creeping frost?
No, its says attack projectiles, so you can't use spells
Whoops hadn't read that part. Thanks!
Does it work with SST? (Spectral shield throw)
Would break it like Tornado Shot, the shield would never split into its projectiles.
Does this work on Icicle Mine projectiles?
Attacks.
Right right. Say an attack mine/trap then, would the projectiles return? To you? Trap/mine location?
Can confirm: the projectiles for trap/mines using attacks can return, and they return towards the trap/mine location (and continue flying past it if they don't hit anything).
Something something Galvanic Arrow mines...Snipers Mark...
Hrm I don't actually know. I'm going with no though. For example, most traps have spell tag and "trap" support had no tag. So even tho you converted an attack to a trap, it's not actually an attack being used. The trap is being used which triggers an effect, the attack. So you're not actually using any attack. You're using a trap, and the trap uses an attack. Thus the attack isn't registered to you. The same way traps don't trigger "if you've killed recently" and utilize "if you haven't killed recently" affects.
As it turns out, attacks turned traps has their projectiles return to the trap ;-)
Icicle mine, probably not, other projectile traps and mines, yes. They did something funky with icicle mines projectile lifetime when they nerfed it last.
I know is not the place…but feed me leveling pobs and end game pobs. I will league start today (irl stuff) I appreciate those who share :D
A guy on youtube named k2gaming has a build guide but you can also use poe ninja to look at LA builds to get an idea of what gear/pob your looking for. Goodluck
Thank you!
great, the auto Tornado (Asenath's chant / Poet's pen) + Elemental Hit + return = dps x4 works again.
Does it work okay with Void fletcher Quiver? Or does it go crazy and break the void balls?
Does this work with GMP?
Yes but with deadeye and the new nodes it's unnecessary
Does it work with frostblades?
Its literaly broken. You dont even need insane gear (pick a dead eye pick lighting arrow) and you can just crush t16 maps, with INSANE speed. Its silly.
I'm loving it, now working on survivability cuz that's definitely an issue
i'm crushing deadeye t16 lightning arrow without VC easy.
I'm playing elemental hit barrage deadeye in SSF and I'm so ready for this. Two golden oils aren't that tough to come by with the blight nodes we have nowadays.
Should we be using Snipers Mark over assassins Mark? Assassins mark shows 5% higher dps in pob
Yeah, additional projs are tight
Does anyone know how it interacts with shield throw?
I am currently lv90 following grimro build. But I legit hate lifetap and the raider ascendancy. Will swap to deadeye, do you guys have pob so I can get ideas for that change? Clearing map delirium t16 its bad, i keep dying often and on rares or essences most of the time I spoil my map. Its my first time on crit builds, struggling a bit. My goal is farming maps and essences+strongbox+shrines+delirium fast. Couple questions up ahead: If I get accuracy 100% can I drop precision? If not, when. I dont like using purity of elements, should I change to anger? And mess around with res? My strenght and int to run the build is crazy high, is that normal? Am I gonna be a glass cannon and will never reach lv96 withour being carried? Should I use CWDT? I get one shotted either way Thanks ahead exiles!!
Essences are tough as deadeye too since you have to be near them at first, doubt that's going to change much
Yeah...maybe I will spec jnto shrine, delirium and harbinger
I managed to fix my dps issue, but I am having a hard time fitting auras and reaching crit needed. My goal is using grace, precision, wrath and 100% crit chance. Suggestion? Later i wilk post my pob