Manni's Lightning Arrow Deadeye Acendancy, Bandits and Pantheons Powers (PoE Necropolis)

Manni

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Ascendancy

Our Ascendancy passives are very powerful right away, so we want to run the Labyrinths as soon as we have access to them. We are going over the choice and order of Ascendancy passives on this page.

Gathering Winds

Gathering Winds is the first Ascendancy Passive we get, giving us Tailwind which boosts our Action Speed. Action Speed acts as a multiplier of both Movement Speed but also Attack and Cast Speed for our character. The faster we attack, the faster we ramp up Gale Force stacks to increase our Action Speed even further. It’s one of the best Ascendancy passives in the game and you will notice the speed as soon as you have ascended!

Far Shot

Our Cruel Labyrinth Ascendancy Passive pick is Far Shot, giving us up to 60% more Damage after your projectiles have travelled 70 Units, but up to 20% less damage in point blank range. 70 Units is around 3/4 of the visible horizontal area on our screen to either side of our character, so it is generally not hard to keep this distance from enemies.
Once we switch to Lightning Arrow and have returning projectiles, Far Shot becomes even better, as the returning projectiles inherit the initial travel distance and therefore always hit with the maximum 60% damage multiplier.

Visualization of unit distance in Path of Exile by u/rkiga found here

Endless Munitions

In the Merciless Labyrinth we finally get to acquire Endless Munitions to gain 2 additional Arrows. At this point we also have 2 additional Arrows from the passive tree to basically build our own Greater Multiple Projectiles Support Greater Multiple Projectiles Support but without the 26% less Damage Multiplier and without spending a support gem socket! To illustrate how powerful this is, let us take the example of replacing Greater Multiple Projectiles Support Greater Multiple Projectiles Support with Elemental Damage with Attacks Support Elemental Damage with Attacks Support. Going from the 26% less Damage Multiplier to 34% more Damage Multiplier is an 81% Damage increase!

Focal Point

Our last Ascendancy choice is Focal Point. This Ascendancy is not nearly as vital for our build as the first three, which is why left it as our Eternal Labyrinth pick, but the 75% increased Mark Effect for our Sniper's Mark Sniper's Mark will still be a noticeable damage boost against bosses. The 25% less damage from other enemies near marked enemies is often not useful against bosses, but very helpful in situations with many dangerous enemies at once, like Legion, Breach, duplicated Essences or Harvest.

“Deal with the Bandits” Choice

I recommend helping Alira for this build for +20% Crit Multiplier and +15% to all Elemental Resistances. These stats are better than two passive skill points on the low budget that we use in this guide. The Resistances make early gearing significantly easier, and the Crit Multiplier is especially valuable when our gear is still lacking it.

Remember that we can always change our Bandit choice later at the cost of just 20 Orb of Regret Orb of Regret and an Onyx Amulet. Generally, higher budget builds that have many powerful unique Jewels prefer the two passive points, so we can the 20 Orb of Regret and amulet at an NPC vendor to make a Book of Reform and gain Eramir’s Favour when we have enough currency to upgrade to a more expensive build.

Pantheon Powers

Remember to upgrade your Pantheons once you have Divine Vessel Divine Vessel and the required maps. Typing the name of the relevant boss into your Atlas search bar will highlight the map they inhabit.

Major Pantheon

Brine King is our choice for the Major Pantheon to avoid being stunlocked to death. Upgrading this Pantheon for “100% Chance to avoid being frozen” is a requirement to skip a Flask with Freeze Immunity, so this should be our first priority for Divine Vessel Divine Vessel.
“50% reduced Effect of Chill on you” is also a very powerful Pantheon Upgrade that we should try to get as soon as possible.

Minor Pantheon

The Minor Pantheon is flexible and can be adapted to counter certain content or map mods.

Our default option is Soul of Garukhan for 60% reduced Effect of Shock as well as Blind & Maim immunity once upgraded.

For maps with Physical Reflect, we can take Soul of Yugul to run a map that would otherwise be unrunnable. Will not work for Elemental Reflect (unless we add additional sources of reflect reduction).

When running Searing Exarch influenced maps, an upgraded Soul of Abberath for “Unaffected by Burning Ground” can be very helpful.

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