Manni's Lightning Arrow Deadeye Gear, Jewels and Flasks (PoE Settlers of Kalguur)
General gearing goals
We have very few Attribute requirements to worry about, as we get all the Dexterity we need from the passive tree and even with level 20 gems, we do not need more than 70 Strength and 111 Intelligence,
We can adapt and get those stats from 30 INT or 30 STR Nodes on the tree, but ideally, we find one or two STR and INT rolls on gear.
Other than capping Elemental Resistances, we also aim to cap Spell Suppression at higher levels. We can get most of it from the passive tree, but some Spell Suppression on gear is required.
As an attack based build, we also have to worry about capping our Accuracy so that we can have a 100% chance to hit enemies and make the most out of our critical strikes, which check our chance to hit a second time.
The Accuracy requirements scale with the increasing level of our enemies which in Tier 16 maps require us to have at least 3,300 Accuracy Rating to guarantee a hit. Just like Attributes and Spell Suppression, we can get most of the Accuracy required from the passive tree, but a few hundred points to our Accuracy Rating on gear are usually needed. Getting more is not necessary but can allow us to allocate passive points from Accuracy to something better.
Our best damage mods on gear are Crit Multiplier (on Quiver and Amulet), %increased Elemental Damage with Attacks (Rings, Amulet, Belt), Projectile Speed (Quiver), flat Elemental Damage (Quiver, Rings, Amulet) and* Attack Speed* (Gloves, Quiver).
We will go over all gear slots and what stats to look for in each one in detail below. Unique options are included, but please note that you should limit yourself to at most 2 or 3 of these unique items to assure we can still meet all the basic requirements for our build like Resistances, Spell Suppression, Accuracy and a solid Life and Evasion pool!
Bow and Quiver
Bow
The Bow is the most impactful item for our damage output. There are many different base types with different base Crit Chances and Attack Speeds, but a Spine Bow is the preferred one because of its good balance of base Crit Chance and base Attack Speed. In the early stages of the build when we use Precise Technique and ignore Crit, the base type matters a lot less, however fast base types like a Thicket Bow and a Grove Bow are ideal while using Precise Technique.
The priority stat on our Bow is its total Elemental DPS. Once we use Crits, the base Crit Chance is also very important. A bow with good elemental DPS, but bad base Crit chance can still be saved by using Increased Critical Strikes Support in our main links.
If you are not sure which one of two Bows is stronger, you can always import those items into PoB (CTRL-C while hovering with your cursor over the item in-game while the game window is active, and CTRL-V into PoB’s “Create Custom” option) and compare them with accurate configurations, like Flasks and Charges. If you want to use the in-game tooltip to compare Bows, you need to make sure to have all temporary buffs like Power Charges and Diamond Flask up while checking.
The strategy for acquiring good Bows during the campaign and early maps is usually just identifying drops or using any Essences or Orb of Alchemy on good Bow bases.
To make a Bow for endgame content, the most efficient crafting method is usually Shrieking Essence of Wrath, Shrieking Essence of Anger or Shrieking Essence of Hatred on Spine Bow with Itemlevel 82 or higher. The Essence guarantees a very high added flat Elemental Damage roll, and we hope to either hit more flat Elemental Damage affixes or a high Crit Chance roll on the remaining mods. We can then use the crafting bench to craft one of the mods that we have not hit. An ideal Bow would also have a high Attack Speed roll, but we do not require one on our budget.
For reference, a Bow with 500 Elemental DPS and 7.5% base Crit Chance would be a solid Bow for tier 16 Maps.
Other than Storm Cloud for the early game, there are no good unique options.
Quiver
A good Quiver generally has a Maximum Life roll and as many DPS modifiers as possible. The best base type is Feathered Arrow Quiver because Projectile Speed also applies to Projectile Damage thanks to our Bow Mastery. Primal Arrow Quiver and Broadhead Arrow Quiver are also very good base types.
Other than Life, the most important mod is Crit Multiplier. Other good mods are Projectile Speed, Attack Speed, Damage with Bow Skills and Flat Elemental Damage. An additional Arrow is very good, but also very rare and usually reserved for higher budgets.
Quivers can also roll Accuracy and Resistances, but since those stats can be found on many other item types we prefer to get the strong damage mods listed above.
A usable Quiver is often found or cheaply bought. Screaming Essence of Anguish, Screaming Essence of Torment, Screaming Essence of Suffering, Screaming Essence of Dread and Screaming Essence of Scorn are good types of essences to try on a Feathered Arrow Quiver of high item level to try and craft a strong Quiver.
Drillneck is a decent unique option before we go crit-based. The crit-based endgame version is always better of with a rare Crit Multi quiver.
Armour Pieces
Body Armour
Our main priority on the Body Armour is a huge amount of Evasion, and we therefore need a DEX-requirement base type, with Zodiac Leather being the preferred base type to craft on. However, since we need our Body Armour to be linked, we often cannot be picky about the base type early on and just use whatever 5-link or 6-link we happen to have. Any base type that has any Evasion is acceptable, so we can keep the Evasion Mastery that grants +15% Spell Suppression Chance active and easily hit our required socket colours.
Usually, we want a Maximum Life roll on nearly all items, but Body Armours are an exception because we can pick up the Life Mastery that grants a huge 15% increased Maximum Life if our Body Armour does NOT have any Life modifiers on it instead.
For suffixes, we are looking for Resistances or Spell Suppression.
To craft a Body Armour I recommend using the Harvest Bench option of “Reforge a Rare item with random modifiers, including a Defence modifier” if the base type has good base Evasion.
Otherwise, we are better off just getting some Life from it by using the “Reforge a Rare item with random modifiers, including a Life modifier” or a Screaming Essence of Greed.
For Searing Exarch Eldritch Implicits, Crit Multiplier for Attacks and Effect of non-curse Auras are the best hits. For Eater of Worlds Eldritch Implicits, “Grace has x% increased Aura Effect” and increased Evasion are ideal.
Hyrri's Ire is an insanely good unique option for the Body Armour for the build, but very rare and usually very expensive and outside out budget.
Helmet
To keep our Evasion Mastery that grants Chance to Suppress Spell Damage, we want an Evasion-based base type here, the ideal one being Lion Pelt. Helmets are one of the few slots that can roll INT and Accuracy, so those are very desirable stats on our helmet. Life, Evasion, Resists and Spell Suppression are also very good.
Usually, it is most cost efficient to buy a decent Helmet if we cannot identify one. Screaming Essence of Greed and Screaming Essence of Envy are good options for trying to craft a good Helmet.
“reduced Mana Cost of Attack Skills” is a great Searing Exarch Eldritch Implicit, while “# of Physical Damage from Hits taken as Cold/Fire/Lightning Damage” are the ideal Eater of Worlds Eldritch Implicits.
Rat's Nest is a very common and cheap unique item that can be worth using if we can meet our INT, Accuracy, Resistances and Spell Suppression requirements without a rare Helmet. The Attack Speed and Crit Chance it provides grants us around 10-15% more total DPS, and Movement Speed is always useful for clearing and dodging.
Gloves
Gloves have relatively low defensive stats, so we do not really care about the base type. However, we do want any amount of Evasion on them to enable the Evasion Mastery that grants +15% Chance to Suppress Spell Damage.
Other than the usual Life, Resistances and Suppression, Gloves can also roll Attack Speed and Accuracy which are very important stats for us.
“(37-43)% increased Damage while Leeching” is also a very strong craftable prefix if our Gloves have an open prefix slot.
Screaming Essence of Zeal and Screaming Essence of Greed are good for crafting Gloves if could not find any good ones.
The Searing Exarch Eldritch Implicit “Gain 1 Rage on Hit with Attacks, no more than once every 1.2 seconds” is extremely good and rolling for it is one of the best uses for our Lesser Eldritch Ember. For Eater of Worlds Eldritch Implicits, Global Accuracy Rating, Spell Suppression and additional Pierce are good options.
Shadows and Dust is a great endgame option once the rest of our gear is good enough to run these gloves without the need for any Life or Resistances from the Gloves slot. The Rampage buff and kill-streak effects will increase our clear speed significantly and Crit Multi is a hugely effective DPS stat.
Boots
As for the Boots slot, we again want any amount of Evasion to enable the Evasion Mastery that grants Chance to Suppress Spell Damage. Boots should always have a high Movement Speed roll, and ideally Life and Resistances or Spell Suppression as well.
If the Boots are missing Movement Speed and have an open prefix, we can bench craft Movement Speed which can be even better than a regular Movement Speed roll, because we can get Chill Immunity from the Veiled modifier that grants both Movement Speed and Immunity to Chill once we have unlocked it from the Betrayal League Mechanic.
For the Searing Exarch Eldritch Implicits we really want to hit “x% increased Action Speed”, which works just like Tailwind to speed up everything we do, but “x% increased Movement Speed” is a good second-best roll.
None of the Eater of Worlds Eldritch implicits is particularly impactful for our build, but “Increased Cooldown Recovery Rate of Travel Skills” allows for more uses of Blink Arrow and Flame Dash.
Three-step Assault are a decent option for cheap unique Boots. While they do not provide any Resistances or Spell Suppression, the “100% increased Evasion (which is global) during Onslaught” gives our character between 5,000 and 10,000 Evasion Rating, which is a huge defensive buff while mapping.
Jewellery
Amulet
The Amulet is an easy slot to get the required STR and INT that we need from gear, which makes an Agate Amulet the ideal crafting base.
Amulets are one of the few slots that can roll Crit Multiplier, so usually we cannot afford to skip it here. Life is the second priority and other good stats here are INT, STR, Resistances, %Elemental Damage with Attacks and flat elemental damage.
For the Blight anoint we pick the very cheap Fury Bolts (Verdant Oil. Verdant Oil, Teal Oil). Assassination (Black Oil, Opalescent Oil, Golden Oil) is a slight bit stronger but way more expensive due to it requiring a Golden Oil.
Disciple of the Unyielding (Violet Oil, Crimson Oil, Opalescent Oil is another relatively cheap option that, while granting less DPS than the previously mentioned anoints, generates Endurance Charges on kill to increase our Physical Damage Mitigation while mapping.
Screaming Essence of Scorn and the Harvest option to “Reforge a Rare item with random modifiers, granting at least one Critical Modifier” are accessible ways to craft a Crit Multiplier Amulet if we choose to craft one instead of trading for one.
Hyrri's Truth is a very strong unique option. Compared to a rare amulet, we trade away Life and STR/INT for a huge amount of Accuracy from the level 30 Precision skill that it grants, removing any need for Accuracy on other items. The reduced Reservation mod on the amulet makes the level 30 Precision reserve about as much Mana as a level 12 Precision normally, so we can fit it into our build just fine. The Culling Strike line also allows us to remove Culling Strike Support from our Manaforged Arrows Support setup, reducing socket pressure and making all our Bow attacks inherently instantly kill enemies when they have 10% maximum Life left.
Rings
Our rings are likely to be the biggest sources of Resistances in the build, but INT and Accuracy are also useful suffixes to roll on them. Ideally we use Amethyst Ring, but Two-Stone Ring (Cold / Lightning Resistances) or any other implicit Elemental Resistance Ring is also fine.
On top of Life we ideally get %Elemental Damage with Attacks_or flat elemental damage prefixes.
Rings are rather inefficient to try and craft, having a wide pool of modifiers they can roll and we usually opt to identify or buy decent rings.
The Taming is an amazing unique Ring for the build, being crafted by selling Berek’s three unique Rings to an NPC vendor, and offering huge elemental Damage and Resistances, but sacrificing a Life roll, meaning you might experience more deaths from the resulting smaller Life pool.
Belt
Our Belt is usually where we get lots of Life and Resistances, but ideally, we get a “%Elemental Damage with Attacks” roll as well, for a small DPS boost from this slot.
STR and Flask modifiers (increased Duration, increased charges gained, reduced charges used) are also useful modifiers on the Belt.
Similar to our Rings, we usually loot a decent Belt or purchase it from other players and crafting is usually not worth it.
Bisco's Leash is an interesting unique option here, offering a trade-off of Life and Resistances for Rampage and some Magic Find stats.
Flasks
After level 60, or by the time we start mapping at the latest, we should have a solid flask setup that covers Bleed and Freeze and grants us some extra defences, for example:
- Divine Life Flask with Bleed removal
- Divine Life Flask with Freeze&Chill removal
- Jade Flask
- Quartz Flask
- Quicksilver Flask
By the time we reach the endgame stage of the build, we want to have optimized suffixes rolled on our Utility Flasks.
We still want to use a Life Flask to heal and react to Bleed & Corrupted Blood.
Divine Life Flask with Bleed removal
Utility Flasks:
Utility Flask Suffixes:
- %increased Evasion
- %reduced effect of Shock on you
- %increased Attack Speed
- %increased Critical Strike Chance
For the four Utility Flasks, the arrangements of suffixes does not really matter, i.e. it does not matter which of the flasks has which suffix, we just want those suffixes somewhere.
Also, note that itemlevel is a very important condition for the tier of mods that we can roll on Flasks, so ideally we craft on itemlevel 84+ Flasks if possible and affordable. (but slightly lower item level ones will do fine, sacrificing only a bit of their potential effectiveness.)
We should have upgraded our Brine King Pantheon to grant Freeze Immunity at this point, otherwise we should continue using a second Divine Life Flask with Freeze immunity.
We want to enchant all four Utility Flasks with “Used when charges reach full” which, accounting for every Utility Flask, costs 20 Instilling Orb and 20 Glassblower's Bauble in total. We can do this on the crafting bench instead of randomly using Instilling Orbs.
This will automate our Flask Usage and we do not have to manually click Flasks again at all!
Jewels
While there are many good unique Jewels for this build in general, most of them are very expensive and are not included in this guide. For this low budget version, we do not use more than 1 rare Jewel. The best mods on rare Jewels are, in order of priority:- 5-7% Maximum Life
- 12-15% Critical Strike Multiplier with Elemental Skills
- 9-12% Global Critical Strike Multiplier
- 6-8% Attack Speed with Bows
- +8-10% to all Elemental Resistances.
A Watcher's Eye with a Grace or Precision modifier is also a realistic acquisition for our build.
A Brutal Restraint or Lethal Pride also has huge potential in our Jewel socket as we naturally take many notables in its radius. These Jewels are usually relatively expensive and therefore not a priority.