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    Path of Exile Questions Thread - February 26, 2020

    Path of Exile Questions Thread - February 26, 2020


    Questions Thread - February 26, 2020

    Posted: 25 Feb 2020 04:06 PM PST

    Questions Thread - February 26, 2020

    This is a general question thread on February 26, 2020. You can find the previous question threads here.

    Remember to check the Wiki first.

    You can also ask questions in the #any-question channel in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Price checks
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best.

    submitted by /u/AutoModerator
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    Delirium boss fight

    Posted: 26 Feb 2020 09:00 AM PST

    “With the advent of POE2, you will have access to multiple 6-linked skills”. Me, an intellectual:

    Posted: 26 Feb 2020 10:16 AM PST

    Really excited with the new league

    Posted: 26 Feb 2020 09:45 AM PST

    There are many Cluster Jewels to reveal. Here's one!

    Posted: 26 Feb 2020 01:08 PM PST

    Story behind my designed div card "The Progeny of Lunaris"

    Posted: 26 Feb 2020 01:35 AM PST

    Story behind my designed div card "The Progeny of Lunaris"

    In 3.10 Delirium, my designed divination card "The Progeny of Lunaris" for the unique flask "Dying Sun" will be added to the game. Some people might feel this degrades the Shaper fight and the chase for one of his better rewards and I totally understand their point of view, but this has been a big deal for me and I want to share some of it's backstory for those who might be interested.

    In 2015, my father died from cancer after a long fought battle with it for years. It was hard for our entire family, and I couldn't imagine how much harder it was for him. Till the end, he kept his smile and positive attitude and tried the best he could to protect and hide all the horrors he had to go through for us around him.

    Whether or not it's healthy, gaming has always been my escape from reality and a way to distance myself from my problems so I can look at them from a broader perspective later on. PoE has helped me immensely with that, and from the moment I learned that I could design a div card, I knew I wanted to try to honor my father in one when I had the money to do so.

    As a fairly new player, the Dying Sun flask has been a chase item for most of my builds. When I learned the Shaper and Elder was going to be downgraded to side content, I knew I wanted to be able to have it in my future builds regardless of how rare the Shaper would be post Conqueror of the Atlas. At the same time, I learned that div cards could be designed for boss drops by "Succor of the Sinless" for the "Bottled Faith" flask, and that marked the beginning of the idea.

    My father was born on 20 July 1969, the same day as Apollo 11 got to the moon and Neil Armstrong took the first steps on it. I instantly connected the dots, and saw the potential for a Solaris/Lunaris theme where my father would be projected as someone strong from the Lunaris side fighting with all his might sacrificing himself for his comrades. With some help from the devs at GGG, we came up with the flavour text that I felt captured the essence of my story beautifully.

    You fought bravely, but in the end the darkness was too strong. Rest in peace <3

    https://preview.redd.it/ngeofohom8j41.png?width=249&format=png&auto=webp&s=57f2ce53f05c2650992f4312a7eb7729fcdadf97

    submitted by /u/FixFaxer
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    Integrating Metamorph into Core Path of Exile

    Posted: 26 Feb 2020 02:49 PM PST

    Can we please get dual wield nodes changed/fixed before 3.10 so they apply to hollow palm jewel and not repeat mistake of spectral shield throw?

    Posted: 26 Feb 2020 08:04 AM PST

    Currently they say "weapon critical strike chance while dual wielding" and "weapon damage while dual wielding" change that to attack damage while dual wielding or weapon and unarmed damage while dual wielding before its too late please. It took about 2 months to fix attack damage with shield nodes to work with spectral shield throw.

    submitted by /u/21Ravage
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    Path of Exile 2 beta could be delayed, GGG says

    Posted: 26 Feb 2020 06:09 AM PST

    I feel inspired

    Posted: 26 Feb 2020 06:26 AM PST

    The Delirium Scale (mad skills)

    Posted: 26 Feb 2020 07:09 AM PST

    The REAL Final Boss of Delirium League

    Posted: 26 Feb 2020 02:23 AM PST

    Einhar always makes me laugh

    Posted: 26 Feb 2020 09:11 AM PST

    A moment to appreciate this HUGE QoL upgrade! Thank you GGG!

    Posted: 26 Feb 2020 01:13 AM PST

    You have to zoom out to see all the reply's (50%) . This is what a Community Manager(CM) should look like. Just thankful we have such a dedicated CM that dedicates and gives such effort. Thanks Bex for all you do and welcome back!

    Posted: 25 Feb 2020 06:54 PM PST

    I thought I've found the perfect music for the concept of Delirium league and made some changes with the official trailer.

    Posted: 26 Feb 2020 06:20 AM PST

    Hey GGG, this grinds my gears

    Posted: 26 Feb 2020 12:15 AM PST

    Here's a rendered model i made to bring you all goodluck for Delirium, feel free to use it :D

    Posted: 26 Feb 2020 09:43 AM PST

    Flask - Why you should be a flaskaholic

    Posted: 26 Feb 2020 10:05 AM PST

    Hello, I was reading in another thread about flask and a lot of players not using them as much as they should.

    As a long time veteran of the game, I can tell you it took me few YEARS of playing before I realized the strength of flask.

    This guide is going to discuss MAGIC flask only. All discussion in this post is in regards to magic flask. Unique flask often provide buffs that are build specific. This is a general guide for flask and how to decide which flask you are going to run and how to craft them.

    1. COST

    The first thing to consider on your flask setup is your cost of investment. Without taking into account unique flask, which are generally more build specific, magic flask are extremely powerful and your only investment in them will be alterations and the occasional augmentation orb. I HIGHLY recommend dumping your low currency into flask as soon as you get the flask you want. Generally this is around when you get to maps, as the flask that drop during the campaign are not usable in the end game (this is in reference to life and mana flask only). However, there are flask that are worth rolling early in the game, like Quicksilver. If you can roll "of Adrenaline" on a quicksilver its worth it for the early game. Flask can roll a prefix and a suffix. Check poedb.tw/us/ under "mods" and then "utility flask" to see what you can roll. Its also a good idea to check the life and mana flask mods as well, if you plan on running either of those, and also to be aware that Diamond Flask can not roll the mod "Surgeons" as that was deemed to OP and nerfed many leagues ago. TL;DR - use alterations and augmentations to roll your flask before starting maps.

    2. WHAT FLASK DO I USE?

    Im not going to discuss life/mana/hybrid flask in depth in this post. If you are using any of these flask, there is very little reason not to use their Eternal version, outside of some strange cases that are for more advanced builds. Whats more important on those flask are what mods you roll on them, which will be discussed in the next section.

    Resistance Flask - there are 5 different flask that I will lump under this portion. Ruby, Topaz and Sapphire each provide significant resistance boost and damage reduction to their respective elemental damage type. These flask are exceptional at mitigating elemental damage of a specific type and are very useful for builds that self inflict damage of that element, such as Righteous Fire, Hopeshredder, or Lightning Coil. I do not recommend using these flask for their bonus resistance, as you should have 75 to all elemental resistance through your tree and gear. Relying on these flask to reach your resistance cap is possible but not recommended.

    There is also Amethyst and Bismuth flask. Amethyst increasing your chaos resistance, and Bismuth providing a 35% boost to all elemental resistance. Neither of these flask are particularly powerful, and should only be used during the leveling process. Amethyst flask do have uses later in the game when you know a map is going to have heavy Chaos damage and you are lacking resistance and can not self heal through the damage, but that is a stirct corner case.

    Granite Flask - Granite flask provide +3000 armor, which is a signicant boost to your physical damage reduction. This is a top tier flask, as physical damage is one of the hardest damage types to mitigate due to the way armor works. Check the mods section for further discussion on how to take advantage of Granite Flask.

    Quicksilver Flask - Quicksilver flask are the best flask for leveling. Characters generally have low movement speed and limited access to quality movement skills until midway through the campaign. ALWAYS choose the Quicksilver Flask from Bestel in Act 1 (the second quest). Once your character starts to flesh out, you can remove the Quicksilver flask from your bar, unless youre going for maximum movement speed characters like lab runners or meme builds. The quicksilver flask is an excellent training technique for using flask in the end game. Pop it after you clear a pack of monsters, run to the next pack, clear it, pop the flask again. Efficient use of your quicksilver flask early on will be great to learn good flask control later on. If you have the currency, attempt to roll "of adrenaline" on your quicksilver flask.

    Quartz Flask - Quartz flask are fantastic for damage mitigation. It provides the phasing buff, which allows you to walk through monsters that may have you trapped or surrounded, but more importantly it grants 10% dodge to spells and attacks! This is a massive damage mitigation technique, and is highly recommended for right side tree characters that intend to stack dodge. It is fine on characters with no dodge, but they can make better use of other flask.

    Jade Flask - Jade flask fall under a similar category as Granite, as they provide +3000 to evasion. Unfortunately, evasion does not provide direct damage mitigation, only a chance to avoid attack damage (not spell damage unless you have a specific unique item). However, there are items and passives that get large benefits from a high evasion rating, like Queen of the Forest. Outside of specific builds, I do not recommend Jade Flask to be on your bar, but your mileage may vary.

    Basalt Flask - Basalt flask provide 15% flat physical damage mitigation! This is HUGE, as now Energy Shield characters can mitigate physical damage on demand, and combined with granite flask, you can find yourself in a much more comfortable position when facing physical damage. There is also the 20% damage reflection to melee attackers. I have not experimented with that modifier, so I can not speak to its viability, however I haven't seen any discussion on it here so I am curious if anyone can add to its functionality. Basalt flask are a top tier flask, and it should be on your bar!

    Aquamarine Flask - Aquamarine flask are very specific. You can avoid cold damage from hits, which is ok for bosses that deal a lot of cold damage, but it does not mitigate self inflicted cold damage, as something like the Hopeshredder debuff does not count as your character being hit. It also creates chilled ground, which is nice for niche builds. Aquamarine flask are currently too niche to be effective for most builds, and I do not recommend using them.

    Stibnite Flask - Stibnite flask increase your evasion by 100% and creates a smoke cloud, which blinds monsters inside of it. Blind reduced your change to be hit by attacks (not spells) by 50%, and can have other buffs associated with it, such as increasing your critical strike change to blinded enemies. The 100% increased evasion is mediocre at best, as it can be acquired as a mod on any flask other flask in the game. Smoke Clouds can be effective for melee characters that get close to monsters to help evade attacks, but provides no benefit to monsters that cast spells. Due to its specialized nature, Stibnite flask should only be used by evasion characters and characters that maintain close quarters combat.

    Sulphur Flask - Sulphur flask have two benefits, one of which is great early on but tapers off dramatically as you level up, and the other can be gained from a multitude of other items or passives. First off, it increases your damage by 40%. This is great while leveling, but later on 40% increased damage will not be of significant benefit. This flask also creates consecrated ground, which can be utilized by characters to varying degrees. Consecrated ground provides 6% life regen to your character and your allies, and monsters standing in it have 100% increased change to be critically struck. Certain ascendancies like the Templar can generate consecrated ground indefinitely, so this flask can help substitute that effect until you unlock the specific node you want. Sulphur flask are best suited for melee characters, as the consecrated ground effect is not very large. I recommend you run a Sulphur Flask while leveling, and look to phase it out as you start mapping, unless you need a way to generate consecrated ground.

    Silver Flask - Silver Flask provides Onslaught, which is a great buff for low and mid level characters, and can be useful once you reach maps. Onslaught gives 20% attack, cast and movement speed, all of which can be found all over the tree and gear. At some point, the 20% becomes irrelevant, so make sure if you have a lot of attack speed/cast speed in other places, you may want to drop the Silver flask. A good way to tell if the flask is a providing a significant boost is to get your character running at a full head of steam (as in you have your regular buffs from ascendancies running, charges, whatever) then hover over your main attack and take not of your attack time. Now activate your Silver Flask and see if you get a good jump in your attack time. If it was, for example, 0.29 before the flask, and now its 0.27, its not worth the flask slot to gain Onslaught. Its up to you to decide how much you need the buff provided by the flask; however, between ascendancies, gear, and the passive tree, the 20% buff will soon be irrelevant.

    Diamond Flask - this is the last flask we will discuss, and probably the most misunderstood. Before we discuss the flask, you should know that YOU CAN NOT ROLL THE SURGEONS (20% chance to gain a flask charge on critical strike) ON DIAMOND FLASK. This was patched out of the game many leagues ago as it was pretty OP on a flask that helps you crit. Moving on, Diamond Flask make your critical strike chance Lucky. Lucky is a rare "buff" in the game that allows for things like crit chance to be rolled twice, taking the best result of the two. What does that mean? Lets say your character has a 40% chance to crit. You hit a monster and the game "rolls" to see if you got a crit. You fail, so you don't crit. Life goes on. Now, lets take the same scenario, but this time we have a Diamond Flask active. You attack the monster again, but you don't crit. The game will roll crit again, and this time your 40% pays off so now you crit with that initial hit. Some people mistakenly say Diamond Flask double your crit chance, which is not true. If this is still not making sense, leave a comment and I can explain it a bit better. Diamond Flask should be on your bar under the following circumstances: 1) You are a crit build. 2) Your crit chance is higher than 30% but lower than 75%. This is not hard math, just a generalization that I follow, so this is open for discussion. But below 30% crit chance for a crit build is far too low, and above 75% you are going to be critting a vast majority of the time. Crit chance in POE can be confusing, and I can discuss it further if you have questions in the comments.

    So this concludes the discussion on the different utility flask in the game. We did not discuss life, mana or hybrid flask, as I don't think those warrant a discussion in this post, as they are fairly self explanatory.

    WHAT DO I ROLL ON MY FLASK?

    Now we get into the real meat of what we want our flask to do for us. We have already discussed what each flask intrinsically does, so now we need to take advantage of the mods flask can provide, and this where flask truly shine. Magic flask can have two mods, a prefix and a suffix. Prefix will be in the beginning of name of the flask, and the suffix will be in the end. For example Surgeon's (prefix) - Quicksilver Flask- of Adrenaline (suffix). This is a Quicksilver flask with the Surgeon's prefix and of Adrenaline suffix. When using alteration orbs, you may get a flask with just a prefix, just a suffix, or both. If you are missing a prefix or suffix, you can use an augmentation orb to add whichever one your are missing. The augmentation orb wont change whats already on the flask, so dont use one if you have a mod you dont need on the flask. Roll with alteration until you get the mods you need, then use augmentation until your flask is complete.

    Immunity - Ill start with the immunity mods, as these are the most important. All of these mods are SUFFIX mods. They are as follows:

    of Grounding - removes shock and makes you immune to shock

    of Heat - removes frozen and chilled, makes you immune to frozen and chilled

    of Dousing - removes burning, makes you immune to burning

    of Staunching - removes bleeding, makes you immune to bleeding (LIKE CORRUPTING BLOOD!!!!)

    of Curing - removes poison, makes you immune to poison

    of Warding - removes curses, makes you immune to curses

    Hate clicking strongboxes that freeze you? Pop your of heat flask. Corrupting blood packs wrecking your life? Pop staunching. Running a Vessel of the Vinktar flask? Put an of grounding flask on your bar and pop it after your Vinktar, boom now are you no longer shocked. I HIGHLY recommend getting the staunching and heat mods on your flask, as corrupting blood and being frozen are the fastest way to die in the game. Review your character though, as some ascendancies, items or passive points will give you immunity anyways. Don't waste flask mods on something you don't need!

    Defense Mods - These are mods that increase your global defenses or provide other bonuses that help you survive. These mods are SUFFIX mods.

    of Iron Skin - 60-100% increased armor. Remember the Granite Flask giving you 3000 flat armor? You can roll this mod on your granite flask, giving you an INSTANT 4800-6000 armor. Whoa nelly.

    of Reflexes -60-100% increased evasion. Remember the Jade Flask giving you 3000 flat evasion. You know what to do.

    of Draining and of Bloodletting - Draining gives spells Energy Shield Leech, Bloodletting gives Life Leech. If you are lacking leech, these can help tremendously. Leech is very complicated. If you have questions on how leech works, leave a comment and Ill try to answer them.

    Offensive Mods - These mods provide a nice increase to your offensive capabilities. They are both prefix and suffix mods. I will annotate which are which.

    of Acceleration and of Quickening - both suffixs, one provides attack speed, the other cast speed. Must like the quicksilver flask, these mods can quickly become useless if you already have a ton of attack and cast speed. However, having this mod on your silver flask can give you up to 32% attack or cast speed, which is pretty awesome.

    Surgeons - this is a prefix, and gives you a 20% chance to generate a flask charge when you crit. This is probably the single best flask mod for crit builds, as you will refill your flask just for hitting things very quickly.

    Infliction - this mod is newer, and gives you 20-25% chance to freeze, shock, or ignite. This is pretty good if you don't have 100% chance to do these things (there are lots of ways to accomplish this) and goes into further game mechanics that are not flask related. If you have questions, leave a comment and we can discuss it in the thread.

    Mods to the flask itself - These mods give you more charges so you can use your flask more often, increase the duration of the flask so you retain the buffs for a longer period, or increase the strength of the buff at the cost of a lower duration.

    Alchemist's - this is a prefix mod, and it reduces the duration of the flask by 33%, but increases the buffs you receive by 25%. For example, if you have an Alchemist's Silver Flask of Acceleration, you get 20% increase attack speed from Onslaught, 12% increased attack speed from the of Acceleration mod for a total of 32% increased attack speed. Now increase that by 25% from the alchemist mod, which is another 8%. So you would receive a total of 40% increased attack speed from one flask, not to mention 25% increased movement speed. Alchemist does not affect the Onslaught buff. Ignore this =) Thank you to those who pointed it out.

    Experimenter's - this is also a prefix, and it increases the duration of the flask by 30-40 percent. This is a great mod for flask like the Granite Flask. An Experimenter's Granite Flask of Iron Skin will last a long time and under the right conditions, you can keep it active during the entirety of some boss fights. If you are crit, youre better off with Surgeons.

    Everything Else - there are several other mods you can roll on flask, like adding knock back to your melee attacks (meh), gaining a charge when you take a critical strike (meh), gaining a charge when you get hit (meh), reducing the charges used or increasing the amount of charges the flask has (mehhhhh). These mods are pretty junky in my opinion, but have their uses. Experiment with them if you want, but keep your expectations low!

    Glassblowers Baubles - use these on your flask that you know you will hang on to for the duration of your character! On the utility flask, they increase the base duration. On life and mana flask, they increase the amount you are healed or mana you gain. As they are quite rare (relative to how many you need), try and find flask the are already superior, so you don't have to use quite as many to gain the buffs.

    COMMENTS AND TIPS FROM OTHER USERS

    Beastcrafting - what he means by beast crafting is 99% of the time you get "add X mod to flasks" from trash beasts and you can just put your flask in there and give it the mod, thank you to /u/PeteTheLich and /u/AspiringMILF

    Flask Mods - Perpetual prefix deserves a mention. 20-40% increased charge recovery rate stacks multiplicatively with "increased flask charges gained" mods that you can find on the tree, and makes it trivially easy for a Pathfinder to hit +6 flask charges every 3 seconds.

    Stibnite also deserves a little more credit for having the lowest charge cost and the longest duration of flask base types. With a 6 second duration at 20% quality and a 10 charge cost before modifiers, having a Perpetual Stibnite utility flask for warding or staunching, a Pathfinder can maintain 100% uptime on it without ever gaining a charge from killing monsters. /u/ThatOneParasol

    Flask Mods - Let me add my experience. The best prefix for flasks in my opinion 25% reduced charges used, it's much better than 40% increased duration, because you're going to use flask anyway after pack, and you spend less charges, so it's easier to fill in maps with flask reduced charges gain.

    Secondly, 100% increased evasion suffix mod stacks with 100% increased evasion implicit, so 3k evasion will become 9k, which is nice. I prefer it over granite flask. /u/overdrag

    Glassblowers Baubles - For glass blower's babbles, use them on normal flasks before rage rolling them. You just need 20 to get 5 quality 20% normal flasks. /u/Bishops_Guest

    Life and Mana Mods - This lengthy post somehow doesn't mention the Enduring mod on Mana and Hybrid flasks: "Flask Effect is Not Removed on Full Mana". What this mod doesn't tell you is that the effect actually queues as you spam the flask button. Combined with the low charge usage of Mana Flasks, you can easily have Mana Flasks up for minutes at a time, which is great for Mind over Matter and Manastorm characters.

    As mentioned above the mod can also be rolled on Hybrid Flasks, which when combined with Hardened Scars is another way of keeping Fortify up semi-permanently. /u/firfir

    Silverflask - I think you're undervaluing Silvers flasks, yes most builds do hit some sort of cast/attack speed ceiling, since you can't just stand still and hold down a button, But! for builds like totems where your cast speed translates directly into damage, because totems are stationary and will Always be casting, the cast speed is actually a noticeable and chunky amount of extra damage. /u/sufijo

    iLVL item - Worth mentioning is that some mods on flasks have ilvl requirement, so make sure you check required ilvl on them here before trying to craft. Ilvl 20+ can get all mods on flasks.

    Main culprit is the first quicksilver flask you get from quest, which ilvl is too low to get some of the mods like the mvspeed. /u/ShanKanis

    Stibnite - Stibnite flask is super great if you are using it for the suffix like 'of warding' in maps with curses. It has super low basic usage cost (10 charges) and holds full 3 uses. /u/nikr0mancer

    This covers the majority of information regarding flask. I hope this answers some of your questions and brings to light how amazing flask are! Stay sane, exile!

    submitted by /u/SaviousMT
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    Aside from the Delirium hype, I'm just so happy that we're back to 15-16 days of countdown (down from 20-21). GGG, please continue doing that for these regular-size content updates!

    Posted: 26 Feb 2020 12:24 PM PST

    I mean, I love teaser season as much as the next person, but waiting through two three weekends from the announcement time and playing on the third fourth feels so much worse than only having one two empty weekends between now and launch.

    I think December expansions (such as CotA) definitely warrant a 3-week heads-up because of the increased amount of people on holiday around their release - they also coincide with being the largest, most content-packed releases (CotA this year, Betrayal + the wrap-up of all other expansion content and new master system last year).

    For releases like this upcoming Delirium update (that typically contain a challenge league and maybe some smaller content alongside it), I definitely love this shorter nail-biting period between announcement and launch.

    Those of you who have been around for a while may remember that this shorter period was the norm throughout most releases, but this year I think all of them have been on the longer side.

    Anyway, curious to see what you people think about this.

    e: numbers

    submitted by /u/IcyRespawn
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    Delirium paint pathfinder

    Posted: 26 Feb 2020 11:38 AM PST

    List of all Cluster Jewel mods I have seen...

    Posted: 26 Feb 2020 09:19 AM PST

    Title, but more explanation now. I decided to look through all the main pre-release material (website, official trailer, ziggyd video) for Cluster Jewel mods and the passives they provide. There are quite a few, though most notables seen are unknown as they are never shown in any material. I'll provide the list here (warning, quite lengthy). I decided against having multiple values of the same mod shown, only that the mod exists with the first value of it I saw. Anything with "???" I never saw the mods of officially.

    EDIT 1: Added whether a passive was shown as a Implicit/Enchant, a Explicit (aka rollable mod), or both.

    EDIT 2: Added a section on Cluster Sockets.

    EDIT 3: Added Disciple of Kitava, as it is on a Cluster Jewel.

    EDIT 4: Added new nodes from today's (February 26th) Cluster Jewel teaser image. (Inc damage while affected by a Herald and Self-Fullfilling Prophecy), as well as important information about the relation between explicit and implicit mods on Cluster Jewels.

    Cluster Sockets:

    Medium and Large Cluster Jewels are capable of rolling a mod that reads "X added passive skills are a Jewel Socket." The most I've seen from non-unique jewels is 2 sockets, however a unique jewel in the website, ziggy's video, and the official trailer has 3 sockets. I'll also take the time to explain how these sockets work.

    Cluster Sockets are located on the outer sockets of the passive skill tree. These are "Large" Cluster sockets, meaning they can fit Large, Medium, or Small Cluster Jewels. All Cluster Sockets can also fit a single Normal, Abyss, or Timeless Jewel. Large Cluster Jewels, if rolled with the "X added passive skills are a Jewel Socket" mod will have a Medium Cluster Socket, which can't fit Large jewels, and Medium Cluster Jewels rolled with the mod can only fit Small Cluster Jewels. This means you can potentially branch up to 3 jewels deep from a single Large Cluster Socket.

    The "X added passive skills are a Jewel Socket" appears to ALWAYS be explicit mods, and they also seem to remove a small passive from the Cluster Jewel. They might also take up the same "Slot" as a notable mod. For instance, if Small Passives are prefixes for Cluster Jewels, then Sockets and Notables would be suffixes, or vice versa. I'm not saying this how they work, but it is a possibility.

    The following section (Small passives, aka travel/minor nodes) are split into Implicit and Explicit mods. Earlier on reddit Bex confirmed that the implicit rolls on a Cluster Jewel impact the mods that jewel can have on the explicit section. So jewels with life as an implicit have a higher chance of getting life-related notables/small node buffs.

    Added small passives (AKA Travel/minor nodes, NOT NOTABLES) grant:

    1: 10% increased flask effect duration. (Implicit/Enchant)

    2: Regenerate 0.1% of life per second. (Explicit)

    3: +24 to evasion. (Explicit)

    4: 12% increased lightning damage. (Implicit/Enchant)

    5: 3% increased maximum life. (Implicit/Enchant)

    6: +6 to maximum life. (Explicit)

    7: 10% increased area damage. (Implicit/Enchant)

    8: +2 to all attributes. (Explicit)

    9: +10 to maximum energy shield. (Explicit)

    10: +5% to lightning resistance. (Explicit)

    11: +12% to cold resistance. (Implicit/Enchant)

    12: +12% to fire resistance. (Explicit AND Implicit/Enchant)

    13: +3% to chaos resistance. (Explicit)

    14: Minions have 12% increased maximum life. (Implicit/Enchant)

    15: 10% increased attack damage. (Implicit/Enchant)

    16: 10% increased damage while affected by a Herald. (Implicit/Enchant).

    Added Small Passive skills have:

    1: 25% increased effect.

    Notables (Important, Bex has confirmed that multiple of the same notable on different Cluster jewels can stack, so for example with 2 copies of Peak Vigor the node becomes 16% increased maximum life and 60% increased life recovery from flasks):

    Peak Vigor: 8% increased maximum life. 30% increased life recovery from Flasks

    Special Reserve: 20% increased damage during any flask effect. Regenerate 2% of life per second during any flask effect

    Fasting: 20% increased flask charges gained. 20% increased movement speed while under NO flask effects.

    Expansive Might: While stationary, gain 10% increased Area of Effect every second, up to a maximum of 50%. 20% increased damage with maces, scepters, or staves.

    Molten One's Mark: +2% to maximum Fire Resistance. Regenerate 1% of life per second.

    Blessed Rebirth: Minions have 20% increased maximum life. Minions created Recently cannot be damaged.

    Devastator: 30% increased attack damage. 30% increased damage with ailments from attack skills. Enemies killed by your attack hits have a 15% chance to explode, dealing a tenth of their maximum life as physical damage.

    Drive the Destruction: 0.8% of attack damage leeched as life. 20% increased maximum total recovery per second from life leech. 20% increased total recovery per second from life leech.

    Self-Fullfilling Prophecy: +1% to Critical Strike Chance of Herald Skills (this is base-crit not % increased crit), +25% to Critical Strike Multiplier if you have dealt a Critical Strike with a Herald Skill recently.

    Vengeful Commander: ???

    Widespread Destruction: ???

    Vicious Guard: ???

    Expansive Might: ???

    Pure Guile: ???

    Special Reserve: ???

    Blessed: ???

    Keystones:

    Nature's Patience: Gain 2 grapsing vines each second while stationary (maximum of 10). 2% chance to deal Double Damage per Grasping Vine. 1% less damage taken per Grasping Vine.

    Hollow Palm Technique: You count as dual wielding while Unencumbered. 60% more attack speed while you are unencumbered. 14 to 20 added attack physical damage while you are unencumbered. You are unencumbered while you have no equipped gloves, main hand item, or off hand item.

    At least 2 other unique keystones were shown, but never moused over.

    UKNOWN: Could be a Keystone, could be a Notable:

    Disciple of Kitava: Every second consume a nearby corpse to recover 5% of life and mana. Take 10% more damage if you haven't consumed a corpse recently.

    submitted by /u/KnightAgenta
    [link] [comments]

    Default Attack (No flasks/leap/cwdt) Awakener 8 ATTEMPT(HC zDPS Melee Only Private League)

    Posted: 26 Feb 2020 03:11 AM PST

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