Damage
The core interaction of the build is the synergy between
Bursting Decay and
Doomfletch.
With this build, each
Bursting Decay grants the player roughly 300 physical damage per ring after the boost from the
Mystic Attunement for a total of roughly 900 added physical damage for all 3 rings.
This bonus then gets applied to
Doomfletch to grant the player 900 added Cold, Fire, and Lightning damage. Its for this reason both flat physical damage bonuses as well as maximum life are prioritized for maximum damage.
Importance Of Projectile Speed
Projectile Speed is one of the biggest damage multipliers and quality of life stats the build has access to. With Projectile Acceleration III and
Feathered Fletching, players are able to double dip into damage modifiers for building Projectile Speed.
Projectile Speed also has a hidden benefit with
Rain of Arrows, but to explain that we have to talk about some of the quirks of the skill.
Rain of Arrows has an internal cooldown of .12 seconds between arrows from the skill being able to damage the enemy, with two arrows landing within that time only triggering one instance of damage. However, because
Rain of Arrows hits inside of a circle with the projectiles landing in random areas, it is incredibly unlikely majority of enemies will be hit with multiple arrows within the timeframe.
Because of this, Projectile Speed becomes a must have skill as
Rain of Arrows has a line of text that reads: "Modifiers to Projectile speed apply to arrow landing frequency". This can allow us to reach our arrow hit rate to around once every 0.12 seconds which is a dramatic damage increase.
And its also for this reason that Quality is NOT something you want to add on your skill gem, as when we reach the point we need to through the use of Projectile Speed, the quality causing the arrows to land faster will push multiple arrows into that 0.12 timeframe and cause us to miss a lot of damage.
It is also worth noting that its important to avoid increasing area of effect bonuses, as increasing the area of your
Rain of Arrows will lower the odds any one arrow hits. Its for this reason Concentrated Area it a vital part of the builds damage to lower the area of effect.
How To Overcome The Life Drain Effect
We stack
Greater Rebirth Rune runes along side the
Tecrod's Gaze socketed into a
Darkness Enthroned (body armour) to gain a massive amount of maximum life regeneration. This is then paired with multiple sources of Life Regeneration nodes in our skill tree which when used together will out heal the constant HP drain.
It is worth noting however, at extremely high investments, the
Tecrod's Gaze can be moved to the Body Armor to free up space for other belts such as
Mageblood and
Headhunter. Though it costs a significant amount of skill tree investment and requires multiple extra socketed pieces with multiple
Perfect Rebirth Rune to make up the lost regeneration.
Ingenuity may be possible with the corrupt corruptions onto the
Bursting Decay to lower the HP drain. More testing needs to be done to see if this is a possibility.
These should only be a consideration for those looking to truly minmax and is not a realistic upgrade for majority of people.
Frenzy Changes
Spiral Volley acts as the builds main Frenzy Charge generator, as with Armour Break III it can allow for an Endurance Charge to be gained when breaking armor. We then turn this into Frenzy Charges through the use of
Resonance.
Survivability
While it might seem daunting to play without any form of Elemental Resistances, having an 8k life pool backed behind the
Undying Hate (amanamu) and
Defiance of Destiny combo is more than enough to survive most encounters even in 200% delirious maps.
Undying Hate (amanamu) will grant the player
Sacrifice of Flesh, allowing players to survive constant streams of damage until the full 150% is gone through.
However,
Defiance of Destiny will constantly heal the players extreme amounts of life as they get hit, resulting in the inability to die as
Sacrifice of Flesh will prevent death and
Defiance of Destiny will out heal the 150% damage drain so long as the player doesn't get one shot.