Uploaded April 2021 | Updated September 2026, 2 hours ago
Quick announcement, I'm now streaming on Twitch! Come say hi and share any cool interactions you've been messing around with, or just get an early look at what I'm playing. Follow me at twitch.tv/thatsrealneato
------------
Hello Exiles! This is a showcase of the build I've been playing in Brittleknee's Bingo League, which required the use of Trinity Support for the center square of the bingo card. Explosive Arrow ended up being a perfect fit for trinity support.
Noteworthy Interactions:
- In order to take advantage of Trinity support, you must alternate hitting with higher damage of one element, and then another element. Explosive Arrow has two portions, the arrow and the explosion. Since the explosion deals big added fire damage, as long as the arrow portion hits with higher cold or lightning you will always maintain resonance for trinity.
- If your arrow doesn't hit with any fire damage at all (no flat added fire on gear), you also can take advantage of Elemental Equilibrium to lower enemy fire resistance before the explosion (which is the vast majority of our damage, arrow hit damage is negligible).
- Explosive arrow doesn't leave charges if it pierces, chains, forks, or splits from an enemy. This means it doesn't work well with Sniper's Mark (which causes arrows to split off the target). However, you can actually stick EA fuses into hydrosphere. If hydrosphere is next to a target marked with Sniper's Mark, a good amount of the arrows will split off the target and stick into the hydrosphere, and the explosion will hit the marked target.
- We use Asenath's Chant helmet to trigger both hydrosphere and sniper's mark, as well as wave of conviction with combustion support to further reduce enemy resistance.
- Deadeye's Far Shot notable eliminates all projectile spread from our barrage, making it easy to always hit our target/hydrosphere from far away.
- Far Shot grants 60% more damage at range, but 20% less damage close up. By combining it with Point Blank (30% more damage up close, lowering as enemies get further away) we improve the worst case (close up) and average case (medium range) while only slightly worsening the best case scenario (far away).
PoB for the character in this video:
pastebin.com/uaDmBV6h
Brittleknee's Bingo League card:
https://i.imgur.com/fU0D8tI.png
Point Blank + Far Shot graph:
reddit.com/r/pathofexile/comments/kxl0e7/point_blank_far_shot_interactionupdated_for_313
Quick announcement, I'm now streaming on Twitch! Come say hi and share any cool interactions you've been messing around with, or just get an early look at what I'm playing. Follow me at twitch.tv/thatsrealneato
------------
Hello Exiles! This is a showcase of the build I've been playing in Brittleknee's Bingo League, which required the use of Trinity Support for the center square of the bingo card. Explosive Arrow ended up being a perfect fit for trinity support.
Noteworthy Interactions:
- In order to take advantage of Trinity support, you must alternate hitting with higher damage of one element, and then another element. Explosive Arrow has two portions, the arrow and the explosion. Since the explosion deals big added fire damage, as long as the arrow portion hits with higher cold or lightning you will always maintain resonance for trinity.
- If your arrow doesn't hit with any fire damage at all (no flat added fire on gear), you also can take advantage of Elemental Equilibrium to lower enemy fire resistance before the explosion (which is the vast majority of our damage, arrow hit damage is negligible).
- Explosive arrow doesn't leave charges if it pierces, chains, forks, or splits from an enemy. This means it doesn't work well with Sniper's Mark (which causes arrows to split off the target). However, you can actually stick EA fuses into hydrosphere. If hydrosphere is next to a target marked with Sniper's Mark, a good amount of the arrows will split off the target and stick into the hydrosphere, and the explosion will hit the marked target.
- We use Asenath's Chant helmet to trigger both hydrosphere and sniper's mark, as well as wave of conviction with combustion support to further reduce enemy resistance.
- Deadeye's Far Shot notable eliminates all projectile spread from our barrage, making it easy to always hit our target/hydrosphere from far away.
- Far Shot grants 60% more damage at range, but 20% less damage close up. By combining it with Point Blank (30% more damage up close, lowering as enemies get further away) we improve the worst case (close up) and average case (medium range) while only slightly worsening the best case scenario (far away).
PoB for the character in this video:
pastebin.com/uaDmBV6h
Brittleknee's Bingo League card:
https://i.imgur.com/fU0D8tI.png
Point Blank + Far Shot graph:
reddit.com/r/pathofexile/comments/kxl0e7/point_blank_far_shot_interactionupdated_for_313










![[PoE 3.6] Spell Cascade + Unleash + Detonate Dead = Vaal Detonate Dead on every cast
So Ive been experimenting with a fun interaction between the new unleash support, spell cascade, and corpse explosion skills like Detonate Dead and Volatile Dead. Heres a quick proof of concept video.
Basically, it works like this:
Spell Cascade causes a single cast of an area-targeted spell to cast 3 times. Normally the 2 extra casts occur in front of and behind the original cast, with minimal overlap; however, with corpse explosion skills, the extra casts occur at the location of the targeted corpse, wherever that is. This means theres a much higher chance for spell cascade to cause overlapping AoEs with corpse explosion spells. Theres also a chance to hit corpses far away, even off-screen, if no closer corpses are available to target.
Unleash support allows you to store up to 3 charges of a spell and recasts the spell for each stored charge. So, at maximum charges, a single cast will trigger 4 spells (the original + 3 recasts).
When used together, each recast of the spell will also cascade. This essentially casts your spell 12 times with a single button press. Normally this isnt that useful, since Unleash and Spell Cascade both have less damage multipliers on them and the cascades have minimal overlap (except with recasts). However, since corpse explosions can overlap highly based on the location of the corpses used, this becomes very powerful.
Furthermore, Unleash support adds a slight delay between recasts. This delay gives enough time for the corpses of enemies who died to the first cast to be used up by the following recasts. The result is that the explosions will cause an Inpulsa-like chain reaction of explosions, even if there are fewer than 12 corpses on the ground to begin with.
Lastly, Detonate Dead has a helm enchantment that grants 45% chance for an additional explosion to occur. This seems to proc on every cascade and recast, meaning you will detonate around ~17-18 corpses on average. [PoE 3.6] Spell Cascade + Unleash + Detonate Dead = Vaal Detonate Dead on every cast](https://i.ytimg.com/vi/sApWc29oy7w/mqdefault.jpg)