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    Friday, August 30, 2019

    Path of Exile Builds What are your impressions on potential builds for the leaked necromancer rework?

    Path of Exile Builds What are your impressions on potential builds for the leaked necromancer rework?


    What are your impressions on potential builds for the leaked necromancer rework?

    Posted: 30 Aug 2019 12:16 AM PDT

    https://m.imgur.com/ZcArYvh - leaks, so ye be warned.
    Now that the rough shape of the new necromancer ascendancy rework is known , what are your first impressions ?
    The corpse branch in particular seems interesting, likely gonna result in some scolds automated unearth/desecrate VD build.
    Thoughts ?

    submitted by /u/kfijatass
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    Help with Headhunter/Solstice Vigil Ranger

    Posted: 29 Aug 2019 11:08 PM PDT

    Hi! I've recently made a level 93 Ranger, and decided to make an op build with it with stuff I had laying around in stash for a while. (I know typically, you see Jugg and Occultist with a build like this) My main skill is ice shot. I'm using a Deadeye ascendancy, and have taken tailwind and chain and the notable that doubles your accuracy. Here is what I'm using:

    Headhunter, Queen of the Forest, Lightpoacher, Shackles of the Wretched, Mark of the Elder/shaper ring for second slot, Reach of the Council (double legacy), Bubonic Trail, Voidfetcher with added cold damage corrupt, Solstice Vigil

    My tree is in the standard ranger starting area, where I've gone mostly evasion and life. I've taken Lioneye's Fall in its typical cluster on the left of the tree, and double inspired learnings to both the top and bottom of it. I've traveled up the tree and grabbed the Hex Master notable to juice up my build. I've also included a Watcher's Eye with Grace mods to give me more movespeed, and immunity to enfeeble.

    So my issue is...how to get the buffs to last longer. As is, they last a long time. I'm not necessarily trying to get max uptime on Headhunter, but judging by the countdown, it seems to be around 30 seconds as is. I know most people use Kaom's Roots for the boots, but even though it helps with the action speed from self-cursing, that seems to be negated by the lost movespeed a regular pair of boots provides (using bubonic for the damage and it has three red sockets for an immortal call setup). Other than a helmet enchant geared towards curse effectiveness, what else can be done to improve the character? I have a Zerphi's Heart, but having to build entirely around it made the entire build too finicky, so I settled on Solstice Vigil. Should I somehow add in another Inspired Learning? Change my chest? Is the Mirage Archer I'm using in my 6L setup stealing possible buffs I could be getting? If I did have to use Kaom's roots, is using tailwind pointless? I feel like some of the mechanics override each other.

    Looking for feedback, anything is helpful. Thanks!

    submitted by /u/Dyne313
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    Totem/Magma Orb Chieftain

    Posted: 29 Aug 2019 12:56 PM PDT

    I am looking for some helpful advice on this type of build. At least a decent base to go from until we get the patch notes. I would like to steer away from a standard soul mantle build because atziri's reflection is always expensive. I'd be okay with sire of shards.

    I'm not sure what node I should prioritize for this. Also what gear should be baseline. Typical low level mapping and end game aspirations.

    Thanks for the help and see you in Blight!

    submitted by /u/Dopeangel
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    Theorycrafting Pyroclast Mine Chieftain

    Posted: 29 Aug 2019 02:46 PM PDT

    Skill tree

    Why Chieftain?

    Lately Path of Exlie league's have been riddle with really rippy mobs (red wall in legion) I don't play hardcore but I really hate dying. I wanted to make something cheap and beefy that can have some wiggle room to survive but that could still make enough damage to not feel clunky.

    Features

    Non crit cheaper gearing.

    198 % Life without jewels

    Endurance charge generation with Tawhoa.

    Increased Fire damage per Endurance charge lost with CWDT + Inmortal Call

    Uses Spirit Aid + Elemental Overload (With stormbrand + inc crit chance ) to increase damage.

    Sovereignty to increase Aura effect ( this now stacks per mine so it has insane value)

    Can use the new Gloves Machina Mitts for even more tankines ( the side effect gets even out with the node Tasalio)

    Will generate Frenzy and Power Charges with Charged Mines

    Mine trowing speed has been buff to 0.25 making it easier for other ascendacies like the chieftain to use mines.

    Dual wield wands for even more damage since we are already tanky.

    Possible Problems

    Feel clunky since we are too far from clever construction and there could be some situations where the mines could get destroyed (don't know how often it would be or even if it is an issue.)

    Sabouteur and tree changes could mess it up.

    Starter gear

    Uniques: Tabula + Machina Mitts (I think they are going to be cheap since it has an obvious downside and the reaction in reddit is that they are not very good)

    Rares : Life + Resist and as much Extra elemental as fire damage we can get.

    Any input is very welcome .

    submitted by /u/nonakis
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