The idea is to utilize passives like Ethereal Arrows and a couple more to make charged Puncture use as much mana as possible to gain a large multiplier to it’s damage.
THE PAINS:
Puncture is a Physical skill. It has no talents to convert it to elemental, it also has no uniques to convert it to elemental. It will always stay physical. Which is a problem, because Rogue, and even more so Marksman, utilizes a LARGE amount of flat elemental damage that doesn’t get scaled very well.
There are ways to make Puncture hit harder. Mainly just Physical Penetration with Puncture affixes on gear, idols and one talent in Puncture itself. But that’s about it. Charged Puncture is just too slow and burns through mana too fast to meaningfully make use of things like Armor Shred. Try as you might, you’re never gonna end up with something like 100+ stacks on a boss at the same time like your average Bladedancer.
The entire bottom left branch of the Puncture tree feels like it was made sometime in the depths of beta and forgotten about, which is why nobody is using it. It just has no synergy or means to achieve reasonable damage, especially as you start getting into corruption.
This is not my first rodeo. I’ve tried to make this work at launch, I’ve tried again in the skeleton event when EHG finally enabled mana regen (pitiful as it is) to continue while channeling (cause unfortunately, charging Puncture is channeling, therefore it doesn’t benefit from either of the right branches of the Shift tree). Now I’ve tried again in season 2 for the third time, but the fool that I am, I went into the patch without reading through the nodes, realizing too late the ONLY CHANGE in the entire season 2 again was the slight change to Dark Quiver, allowing you to hold 3 Dark Arrows at once (and a unique quiver Crystalquill which I’ve yet to try out as the only one I have has no LP, but it looks like it would lean into the spirit of the build, which is occasional high dmg snipes). Which is patently GARBAGE, since you could rework it into a mostly passive skills like you’ve done with Symbols of Hope, instead of everyone’s least favorite anti-QoL skill (besides, even if you picked 3 of them up, at least one would literally expire on you before you could use it).
So in the end, if you try to use tools given to you, like the Longshot bow, or the Elemental Arrows passive cluster, you end up with your charged Puncture being something like 40% physical, 10% cold, 25% fire and 25% lightning, which is ALL OVER PLACE (more like all over the world tbh).
If you don’t do that, well, there’s not a lot else you can do, as the only purely physical unique bows you can use are Drelkor’s Compass and Shadow String, and neither is particularly suited for charged Puncture even if you managed to get one with high LP
A pile of suggestions to browse as you please:
- rework Longshot, remove the cold/fire/lightning flat damage and replace it with 20-40 flat physical damage… and maybe add 1-4 ranks of Puncture. The tree is pretty barren tho, not sure if that would even be too useful, but heck, if Talons can get up to 12 talent points, why the heck not!
- rework Thrill of Anticipation node in Puncture (or add a node branching from it or parallel to it) that would multiply your chance to cause on-hit effects (Armor Shred, Bleed, Poison, Ignite, Frostbite/whatever) by AT LEAST the same amount as Thrill of Anticipation does for damage (ideally twice or thrice as much because typical meta builds can attack several times a second, meanwhile charged Puncture is at best once per second, realistically like once per 2-3 seconds… even less when you really squeeze the mana cost up and have to spam Flurry for regen).
- rework Troaka’s Teeth quiver to actually replace Physical tag of Puncture with Cold tag, instead of just adding a freeze multiplier (that does nothing as far as I know, I’ve never seen any ability freeze past lvl ~40, cold or otherwise, no matter how much freeze multi it had or was on my gear), so you could potentially fully embrace the elemental thing and instead lean on full multi-elemental damage (not just over time with rapid-fire puncture merely as a frostbite stacker)
- finally add some flat mana regen so classes that don’t have kit to instantly replenish their mana can play a mana stacker properly! Can’t do much other than spam Flurry (or Detonating Arrow if I want an elemental flavor) to regen mana, because that 8 mana per second or whatever just doesn’t scale enough no matter how many hundred percent your %mana regen would have to be to work (way too much to afford in any case)
- actually making Mind Piercer give you 4 mana PER hit, instead of 4 mana IF you hit (per cast), would alleviate some of the mana pressure of the charged Puncture (especially since it can cost like upwards of 90 mana per cast in the endgame, and you at best get 4 mana back currently lmao)
- and you know, rework Dark Quiver to something like new Symbols of Hope. Something like, passively generate 1 Dark Arrow every 4 seconds (up to 3 baseline) that will only be expended on a skill with non-zero mana cost, and activating the ability would give you one stack instantly and double the generation rate for a couple seconds. So you wouldn’t have to, I don’t know, RUN AROUND LIKE A CHICKEN TRYING TO PICK UP ARROWS YOU JUST SHOT IN THE AIR A SECOND AGO, ONLY TO SHOOT THEM AGAIN, ALL WHILE TRYING TO KEEP USING EVADE AND SHIFT TO KEEP YOUR MOVEMENT SPEED UP FOR THE DAMAGE BONUS OF IT THAT ONLY LASTS 1-1.5 SEC. If you can’t guess, I’m a bit miffed about it all.
I think these would be reasonable changes even if you chose to implement all of them, because they basically only affect one niche build played by maybe less than 5 people currently due to the fact that you can BARELY scrape by in 100 corruption currently with how things are atm (and as fat as I know, not negatively impact any other build)