Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Poison is easy to apply but is one of the weakest applied.
DMG: 20 pa
Bleed hits harder but is also harder to stack.
DMG: 53 pa
Electrify is the spell users way of dealing dot damage outside of ignite.
DMG: 44 pa
Frostbite is the colds ways
DMG: 36 pa + chance to be frozen
Ignote is the bleed alternative without the harder to get stacks issue.
DMG 40 pa
-----------------
Basically - Poison needs 2 applications for every 1 application of anything else, so 100 ignite applications is the same as 200 poison etc etc
You should always do poison and bleed, your bleed stacks help to off-set the lower damage of poison, in my opinion poison does not need a buff, you just need to shift your build over to include other forms of stacking applications as well, never go pure poison.
I am running a bleed warlock going rip blood route currently hitting 150ish corruption at lvl 88 and I think what is making the DoT builds work for warlock is that it has so many modifiers working in its favor for DoTs, also increasing that based on # of curses applied. half of the warlock passive tree helps with that.
With Rogue, for its DoT options, I have had a hard time finding similar sources of multipliers to get the poison builds to work. Seeing only a couple options in each tree that are mainly chance on hit and only one or so that are modifiers. Means most of the scaling will have to come from gear/idols/other sources OR you will have to focus on applying as many stacks as possible as quickly as possible with duration and chance helping that. Its really just a class/mastery diff I believe, unfortunately. That is only what I was able to notice immediately, I have no expansive knowledge about possible uniques to scale that better or how it can be navigated.
the same can pretty much be said for crit
building in an unsupported way just doesnt have the same results
Also, the arena ladders are pretty much never going to be balanced. Build balance in general is not at all an emphasis for this studio, accessibility is. If your build can do empowered monoliths, which they all can with enough brute force stats, then the devs think its fine.
oh, also, im not a rogue expert, but specific to your case, the resistance shred thats innate to poison didnt used to have a cap, so raw %poison chance used to be its own scaling and didnt need other modifiers to be brokenly good.
I know of a number of skills and situations that did not get adjusted/buffed for the cap to poison shred when it was introduced. I could be wrong but what you're looking at may just be more of that issue.
If you're curious go look at a unique amulet called Serpent's Milk. Its an old item literally designed around poison shred not having a cap.
Each stack might not do much, but you get so many hundreds.
And it also synergizes very very well with leech since it's a steady stream throughout so as you engage new enemies you're still leeching from the last ones