+/- Damage is "bursty" due to Call of Steel this is good for fights where you need to reposition, very mildly bad where you can just stand there. +/- Active playstyle, meaning you'll need to keep an eye on your positioning and dance around monsters +/- This is NOT a one-button build you'll need to be active dancing between attacks, Call of Steel and your preferred movement skill to get the most out of it
PATH OF EXILE WIKI DEADEYE MOD
+ Every mod except phys reflect doable because sustain is from on-hit effects + Does not rely on any special mechanics or weird gearing requirements to achieve good numbers + Enough life-on-hit to face tank almost anything that doesn't one-shot you + Straight up deletes bosses at higher gear levels + Great clear from the first map to the last + Very easy to gear from your first million DPS to your 50th 3 item sets, for leveling through endgameįirst off, you will need one of these or else the skill will feel very clunky:.6 skill gem setups, starting at level 1.7 passive point configurations from 1st ascendancy to level 100.This is now drastically updated from the previous version with extensive leveling information (ymmv I havne't tested the low level stuff). Note: Remember to select the correct skills, passives, and items to get an accurate picture for your build Note: I have manually edited The Saviour to reflect the 100% more damage it provides I'll try testing it when the opportunity presents. This means that we want to drop Point Blank once we get Beltimber and move from a close-in playstyle to a long-distance playstyle at the limit of Pride's AoE (seems to be about 60-70 units, or something like 3/4 of the screen).Īgain, with Far Shot being greatly improved, there might be a good argument for dropping Paradoxica+Point Blank out of the endgame build and just sticking with Beltimber+Saviour and a long range playstyle. This complicates the build a little since it comes on Beltimber Blade. If you want a more defensive build, the updated Quartz Infusion is a good substitute for Avatar of the Slaughter, giving you some amazing flexibility in easily trading damage for survival. Really just more of all the stuff that made it good in 3.12. Life-on-hit rings will be more important than ever. On the other hand, Deadeye loses its best defense (life on hit) and only gets Wind Ward in exchange. Keep in mind, the only real way for Deadeye to compete with Raider on damage is if you have reliable frenzy generation, which is now achieved with: Anomalous Blood Rage and Divergent Poacher's Mark. +2 projectiles is a massive DPS boost, especially early on. Now that you can pick up +1 chain it's possible to completely drop pierce and use a more powerful 6-link. I'll outline what I think the most important differences are from my previous guide:
I think the biggest winner is Deadeye though. According to PoB, this build got stronger across the board in 3.13.