The passive tree is available using this Path of Building. If you’d like a tutorial on how to import a build from Pastebin with Path of Building, check out this short tutorial on just that. The passive tree focuses on a solid pool of life, with the HC version pushing just past 200%, and grabs Acrobatics and Phase Acrobatics for further defense. Damage over time and Chaos damage over time multiplier are prioritized defensively, and duration, AoE, and throwing speed all get a bit of focus as well. Wind Dancer is a stretch worth grabbing in HC, but not as much in SC. To swap between different trees, use this tutorial.
Toxic Rain Links
Toxic Rain needs to be linked to Blastchain Mine Support in order to be usable as a mine skill in the first place, so those links are always core. Depending on gear, however, there are a number of different link setups that I prefer for various states of progression of the build.
Your early 4-link will look something like this:
Once you have a good bundle of throwing speed (usually I swap when I have throwing speed on the Weapon, Helmet, and Amulet as well as the passive tree filled out) I’d recommend swapping to Charged Mines Support, as Swift Assembly Support can sometimes cause you to cancel your own detonation sequences by over-capping the number of active mines you have out.
Minefield Support is an option, but feels altogether too clunky to me to be worthwhile, but I honestly think this one comes down to personal preference – objectively, it’s a fine choice instead of Swift Assembly Support or Charged Mines Support.
There are a few solid options for mobility skills. I personally went for the following link:
The Withering Step is used more for debuffing enemies than mobility, but it’s efficient to link them both to the same Second Wind Support. Flame Dash in the place of the Dash would also be perfectly fine. Blink Arrow is not particularly good, given we don’t scale any attack speed to speak of.
It is possible to also fit in an Aspect of the Spider, however this is only with the assistance of an amulet with reduced Mana reservation of Malevolence, as well as Enlighten Support and swapping the anoint to be a reduced Mana reservation passive point on the tree. This is worthwhile, but expensive, as well as finicky. For most setups, just Summon Skitterbots and Malevolence will be enough. Fitting in an Enlighten if you’re having Mana problems isn’t a bad idea, though.
Cast when Damage Taken
The CWDT for this build can be either
I would go for the Steelskin if your Life rolls are low and your Life total is below, say, the 6,000 mark. Past that I prefer the mitigation from Immortal Call more than the bubble of HP from Steelskin.
Before you have access to a “Curse on Hit” ring, you’ll want to take advantage of the recent buffs to self-casting curses and self-cast Despair on bosses. I recommend:
Finally, a Vaal Blight is extremely helpful to shred through bosses and tanky rares a bit faster, as it causes enemies to take increased Chaos Damage.
This build is not too tight on sockets, so there are a few lower priority gems that can be worth running.
A Summon Chaos Golem can be nice for a little extra physical mitigation, a Wither gem linked to Spell Totem Support can supplement your Withering Step for Wither stacks on single-target, and Blood Rage is nice for some extra damage while clearing if you aren’t yet running Charged Mines Support. Do keep in mind that Damage over Time is always attributed to the player, so Toxic Rain mines, unlike other mines, can use on-kill effects. That about covers the gem links, though!