Damage Scaling
Any damaging ailment nodes/stats we take are essentially double-dipping since we do both poison/bleed damage.
1. Fragmentation Rounds + FROZEN = BIG HIT + SPREAD POISON
Damage Ailment in PoE 2 scales of the damage of the hit. Fragmentation Round hits on a FROZEN TARGET does TONS of DAMAGE (800%+ attack base toward the end of the campaign). THIS BIG HIT IS SPREAD/PROLIF across all the monsters in close proximity.
If they are alive, poison/bleeds kicks in and finishes them swiftly.
2. Envenom & Corrosion = Armour Break
To take it even further, we have Armour Break ailment on the enemy, which lowers their physical mitigation and therefore increases our physical hits, which means more damage.
3. High Velocity Rounds + Bleed
With Fragmentation Rounds + Corrosion, we easily break enemies armour, then shooting a High Velocity Rounds will CONSUME that armour breaks and bleed the target for extra single-target damage.
This is our scaling loop/shell that makes it possible to work with just a good physical damage xbow.
Defensive Shell
1. Armour/Evasion
Make sure you take all the armour/evasion base that you can find with a good amount of maximum life and you should be good to go. The mitigation was good enough so that I opted for less defensive nodes on the passive skill tree.
For your gloves, make sure that they have a big armour value to utilize.General's Bindingsd Leather Bound Gauntlets
2. Wind Dancer
Simple, yet very effective buff that increased your evasion by a lot and knocked back enemies to help you escape when surrounded.
QoL
1. Herald of Plague Contagion AoE Clears
The poison from Fragmentation Round is very potent, and Herald of Plague helps us spread that. The only downside is that it's available much later in the game, so you won't have that source of AoE Clear in the early game.
2. Vitality + Clarity Socketed into Wind Dancer
This is a good source of life and mana regen to make you more comfy during the campaign. I rarely run out/ or have issues with Mana
3. FREEZING
We have easy freeze and chill so most of the time we are never in danger really. Remember to play it safe still.
Jewel Mods
Mainly ailment, hit, and generic damage should work. Here's what I would recommend:
At least 1 of this:
#% increased Magnitude of Poison you inflict
#% increased Magnitude of Ailments you inflict
At least 1 of this:
#% increased Critical Hit Chance
#% increased Critical Hit Chance for Attacks
#% increased Magnitude of Damaging Ailments you inflict with Critical Hits or other Critical damage stuff (but we need crit chance the most)
Ultility/Good Addition:
Recover #% of Life on Kill
#% of Damage taken Recouped as Life
#% increased Damage with Hits against Rare and Unique Enemies
#% increased Projectile Damage
#% increased Damage with Crossbows
#% increased Crossbow Reload Speed