So here is what I have so far. Working on getting her to 100 to start her bargaining for my Venom-Nature/Voodoo child. Anyways:
I'm
currently level 81 and just finished Gold. Wasn't in a hurry until a quest broke while I was in the desert and I got a follower I couldn't get rid of, so I finished the Campaign.
All attribute points into Vitality. I didn't see a need to put them into Intel as Acute mind is over working that attribute already. No constitution in this build so Vitality is a must.
In the parenthesis is the skill point at its current level naked. In < > boosted level from equipment
Tactics Lore[/u ](76)<104> - at level till 75
[u] Capricious Hunter Focus (76)<110> - at level till 75
Magic Staff (52)<80> - once Tactics, Hunter, and Nature Focus are at level I'll pump this until around 145% attack speed.
Shield Lore (5)<30> - 5 points to unlock Armor Lore,
Armor Lore (6)<34> - points as needed to allow wearing an item without penalty.
Nature Weaver Focus (76)<104>At level till 75
Concentration (1)<29> - Keep at 1 point, I might master this last for end game and run the Moribund Animus unmodded.
Nature Weaver Lore (22)<50> - pump points into this when I have a chance, used for the mod points and to boost Golden Glade and Ancient Bark, Later game will be mastered for the Tangled Vines and Edaphic Lances for bosses.
Alchemy (5)<33> - To unlock Bargaining, Haven't been a fan of this skill, didn't really seem to notice much of a boost from the trophies consumed but that's probably because its at so low a level. BUT I do like the fact that mentor potions last forever even at such a low level.
Bargaining (7)<35> - Will pump this skill at level 80 to get to level by 100 (that's the plan, we'll see if it works)
For Combat arts I modded them this way:
Darting Assault -
Reload So that when I need to pull out a ranged weapon I'll get the extra shots. But I can really see the usefulness of Edged. If this toon needs remade I'll use Edged.
Wounding There are so many mobs off screen that you don't see to ensure they are dead, this more often than not will kill them by the time I get around to looking for the loot.
Rotate Of course this is the means to mass destruction.
Sinister Predator -
Eagle Eye For the critical hits, 90% of the time we will use Staff so there’s no need for ranged attack speed
Marked Shot This is where we'll get most of the chance to hit from.
Hunter Focus Of course
Dust Devil -
Recondition we pump this Combat Art and when needed the Dust Devil will be spamable non stop.
Spell Shield For those income spells you just know have the potential to really hurt
Spread So I can move around a bit inside the cloud
Ravaged Impact -
Envenom Description is misleading, it says "Some of the damage will be converted to poison damage" it actually converted about 75% to poison, I didn't want this so I wont do it again. I should have taken
Perforate Breach The chance to ignore armor and lay into a boss with full damage....Sign me up.
Double Shot I'll be using this Combat Art with a LL% shuriken so I want the most hits I can. And of course Regen per Hit.
**To bad I think I screwed up the first mod, I think would be an awesome Boss killer
Forest Flight -
Roots Just in case I need to escape
Expert I'm really not concerned with getting immobilized, I would rather have a fast cooldown
Escape now I'll chose escape over light healing.
Nature Weaver -
Ancient Bark -
Slippery Repel I've done the Rugged before and I'm more impressed with defense values than I was with Armor. 25,000 armor and opponents chance to hit is at 50 % means your going to get whacked. My current armor is at 11,000 but last 10 mobs on platinum had an average of 10% chance to hit me. I like not getting hit at all. Repel slips right on in there with Slippery to work very well together.
Effortless This allows us to eat 200 runes
Acute Mind -
Proficiency Insight for the Intel boost
Easiness Proficiency and easiness work hand in hand. allowing me to pump this
Goldenglade Touch -
Flow Persevere Diligence With this combo of mods the duration is longer than the cooldown, and with Regen per Hit we can pump this to be stackable and heal us for more hitpoints than we will have.
Edaphic Thorns -
Density Testing this mod
Thorns for added hits
Barbs I don't want to be limited on the damage as some bosses have a resist to fire, so we go with bleeding wounds
Tangled Vine -
Tendrils I want more damage at one time rather than increased duration. I don't want to be in a fight with a boss for a long time, lets kill fast
Impair I'll go with the reduced attack speed for when I'm running an unmodded pet he should be able to survive longer.
Encroach I already have critical hit chance, so will go with a larger area of effect in case I use this on multiple targets.
Equipment used, optimally what I've been using is a full set of
Detheya's Agility for the life leech% and Hunter boosts. I also always keep 3 pieces of Eternal Flame, usually the Helm, Chest, and Shoulders. The chest has physical mitigation on it but with all 3 pieces you get Fire Mitigation. Socket these three with the same as you have on your normal gear but if you can add a
Dragon Amulet. Fire Mitigation and Fire DoT adds up to almost equalizing the
Sensitivity to Fire that we get from Ancient Bark. It sure takes the sting of fire away, not completely yet but at least I haven't been one shotted by the baby dragons since I've started wearing the Eternal Flame when I'm in primary fire areas.
Prior to about level 50-60 I pump Sinister Predator so that my chance to hit is always above 100%. With Ancient Bark I'll pump this to keep my chance to be hit at below 10%. Currently I have about 6% RpH and both sinister predator and Ancient Bark are 177 and 119 eaten runes. Darting Assualt has 38 eaten runes and at level 56.9 I'll eat more runes into Sinister predator till 200 then start eating more Darting Assualt to bring my regen time up to under 12 seconds for the regen per hit to kick in. Could go much higher with it but I like to be able to hit a single mob and have the Combat Art ready to go again.