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Just maxing without over capping it puts a -55% Vitality / -35% Bleed against enemies natural resist against vitality / bleed.
It helps a lot.
CON: The monsters with mega super high resist against vitality / bleed you won't really notice the difference.
Vines is a highly potent dmg stacking skill because of its semi unique properties, which means if you directly build around it you can make it a decent main dmg or support dmg skill
*cc effects are irrelevant btw, remember; enemies you want to CC can't be CCd, enemies that can be CCd doesn't matter/dies too fast for it to matter
Pox is a bit of the odd one out, it's fine levelling skill to clear packs, very efficient, it sadly drops off a fair bit at endgame, because the overall investment to make it slightly potent is just too high a cost.
It is/was doable to make a pox end build, but required full dedication and acceptance it wouldn't perform equal to other "top" builds.
But it's mainly used for debuffing, and since 1.2.1 it seems like it's lost a bit of extra of it's main skill glory
It does the ,,thing", but you need to use other abilities to make bloody pox a ,,thing". You wont be able to speedrun the bosses thu.
What do you mean? Damage of bloody pox got buffed in 1.2.1.
issue with that is it's one of those things that defensively took a large hit with the phys changes
I can comfirm that, survivality on my bloody pox conjurer dropped hard after phys changes.
You can make all good DPS for campaign, but not good endgame.
Thank you all for your responses!
https://www.grimtools.com/calc/4NOrKdvZ
It seems I have to readjust resistances, but the vines work well with the Huntress' Rend. Going full acid should also work, but you'll lose the synergy with Devouring Swarm.