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    Thursday, June 18, 2020

    Path of Exile Builds [Build update 3.11] Scourge Arrow with no Divine Flesh, no Darkscorn ready for Crafting League | PoC vs 100% delirious T18 map

    Path of Exile Builds [Build update 3.11] Scourge Arrow with no Divine Flesh, no Darkscorn ready for Crafting League | PoC vs 100% delirious T18 map


    [Build update 3.11] Scourge Arrow with no Divine Flesh, no Darkscorn ready for Crafting League | PoC vs 100% delirious T18 map

    Posted: 17 Jun 2020 11:12 PM PDT

    LF SSF VD spellslinger build/guide (3.11)

    Posted: 18 Jun 2020 01:48 AM PDT

    As mentioned in the title, I am looking for a VD build(guide) to somewhat follow in SSF. It will be my first VD spellslinger build and the first time i'm gonna try SSF.

    Also tips in general on SSF are very welcome!

    submitted by /u/ferables
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    【Path of Exile 3.11】HARVEST | Esoro's Best League Starter Builds!

    Posted: 17 Jun 2020 01:53 PM PDT

    [Tarke] Max Block Warcry Cremation Necromancer - My Harvest Leaguestarter

    Posted: 17 Jun 2020 08:28 PM PDT

    Bleed EQ league starter (2h version)

    Posted: 18 Jun 2020 01:38 AM PDT

    Posting my league starter, should be a viable build for doing all content in the game, i myself plan on starting this in SSF. don't mind the weapon it's just a place holder to simulating something i can get a day or 2 in. rest of gear is up to you playing. https://pastebin.com/WxqBgtiR

    submitted by /u/KappaSevzzen
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    An analysis of the new warcry passives

    Posted: 18 Jun 2020 04:10 AM PDT

    This is a post on the new warcry passives and their uses. I'm probably going to assert some very obvious things to experts and, since it's a hot take, I'm probably going to be wrong on some points. I'm sorry about that. I'm on phone so I'm also sorry for the potential typos.

    Generalities on warcries

    Warcries have up to five effects:

    • A taunt on all enemies in range.

    • [Intimidating, Enduring and Seismic] An immediate on-use effect. Intimidating intimidates, Enduring grants a 1s regen burst, Seismic knockbacks and interrupts. As far as I can tell, this effect can only be scaled with gem level, if at all.

    • [All except General's] A buff that scales with the power of enemies in range. This scaling is done by thresholds of 5 power, hitting a cap at 30 to 40 power depending on the cry. Enduring has no cap.

    • [General's and Enduring only] An on-use effect that scales with power. General's summon stuff and caps at 15 power. Enduring grants charges and doesn't cap.

    • [All except General's and Enduring] An effect that grants a bonus to a number of Exerted attacks. Doesn't scale.

    All warcries have a 0.8s use time. Most have a 8s cooldown and a 4.9s buff duration. As a reminder, warcries are neither spells nor attacks, though General's and Infernal have an attack component that can be supported by the proper gems.

    Passive tree analysis

    Warcries are supported by five new clusters and a keystone on the tree. I won't talk about cluster jewels here, because the new nodes would warrant their own analysis.

    I'll go over the nodes effects, their applications and what warcry they best go with. CDR, buff effect, duration and AoE from those nodes only affect warcries but I'm not going to type it out every time because phone.

    Call to Arms

    • Keystone. Warcries are instant. Warcries share their cooldowns.

    • Good for builds with one warcry, bad for the others. Except any build that uses warcries enough to consider those nodes probably wants two of them, a damage one and Enduring Cry. So, I think it's less about how many warcries you want to run and more about how hard you care about them being Instant. Said another way, you take that keystone if your main skill is a channelled one.

    • Best used with: Cyclone. Not a warcry, I know.

    Natural Authority

    • Path 1, 5 nodes: 30% buff effect, 12% cooldown reduction, 15% speed, 30% duration, enemies you taunt take 5% increased damage, warcries debilitate for 1s

    • Path 2, 5 nodes: 30% buff effect, 12% cooldown reduction, 15% speed, 30% AoE, enemies you taunt take 5% increased damage, warcries debilitate for 1s

    • This is the only source of duration or buff effect on the passive tree. Duration helps significantly for buff uptime, it almost covers the base cooldown of Rallying and Infernal. Buff effect is basically "increased power", except it should allow buffs to go over their innate cap. Not 100% sure about that last part.

    • Best used with: Rallying and Infernal will like it most, as their power is largely about their buff. Enduring and Ancestral are good runner-ups.

    Deep Breath

    • 3 nodes: 54% cooldown recovery, 45% AoE, 20% increased total power counted by Warcries

    • This is by far the best source of CDR and AoE so you'll want it for any cry-heavy build. The "20% increased total power counted" mod is use-impaired for bossing. As power works in portion of 5, this doesn't do anything on bosses without adds.

    • Best used with: any cry you intend to spam, which is all of them except maybe Rallying. Any cry that cares about covering the whole screen (mostly Infernal and Rallying). Rallying Cry is the best user of the "total power" mod, as it counts allies too and summoners have a bunch of those. Basically, if you care about warcries enough to spend points on them, you probably take Deep Breath.

    Admonisher

    • 60% speed, 24% cooldown reduction, remove an ailment you warcry

    • Best source of use speed, so it's very useful on builds that juggle with multiple warcries in-between whatever they deal damage with. Otherwise, just take the keystone or deal with the use time. The ailment removal is a nice bonus but not something you take the cluster for, I think

    • Best used with: multiple warcries. The most likely culprits IMHO are Seismic / Intimidating on slam builds. Especially if you add Enduring and Infernal for stuff like TecSlam.

    Escalation

    • Path 1, 4 nodes: 50% damage on exerted attacks, 15% cooldown reduction, 45% speed, 20% general damage per times you warcries in the last 4s

    • Path 2, 3 nodes: 20% damage on exerted attacks, 27% cooldown reduction, 15% speed, 20% general damage per times you warcries in the last 4s.

    • This one is obviously for Exert builds, the most warcry spamming the better. It provides much needed use speed and some damage.

    • Best used with: same as Admonisher. And along Admonisher too.

    Measured Fury

    • Path 1: 35% damage on exerted attacks, 15% speed, +1 extra exerted attack

    • Path 2: 35% damage on exerted attacks, 12% cooldown reduction, +1 extra exerted attack

    • The extra exert is amazing if you use those. That's about it, really. Since the notable is by far the best part of the cluster, it's a good annoint if you're not pathing to Duelist for whatever reason.

    • Best used with: Intimidating and Seismic. The other exert cries kinda like it too, but those two justify taking the notable by themselves. Intimidating gets 50% more uptime and Seismic gets another stack of its incredible exert effect.

    That's it for the tree. I hope that helped and thanks for reading

    submitted by /u/TideofKhatanga
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    Fireball build for 3.11 chieftain? Trickster?

    Posted: 17 Jun 2020 11:17 PM PDT

    Anyone going fireball chieftain or trickster? Can explain pros cons of each? Build example? Thanks if anyone can help!

    submitted by /u/end__of__line__
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    I'm just here to test the bot please ignore

    Posted: 17 Jun 2020 10:15 PM PDT

    Deciding between TR trickster and BL mines, haven’t played either!

    Posted: 17 Jun 2020 07:48 PM PDT

    Hello, I've finally decided that I would like to play both builds this league, but would like to know what the strengths are when pitted against one another!

    • Which build will boss better on a budget?

    • Which build has faster clear?

    • Which build scales better with currency?

    I still haven't looked at guides, I believe Maths would be the go to one for BL mines, and I have to look more for a TR guide.

    My only worry is that people say I have to use CA until very end game where I can switch to TR? Anyone have any experience with this that could offer some input?

    Thanks!!

    submitted by /u/Rooosifer
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    Non-Ignite Spellslinger fireball?

    Posted: 17 Jun 2020 07:16 PM PDT

    Not really interested in DoT builds.. Has anyone scaled the hit+explosion of fireball before? Seems nicer now with the added % and spellslinger
    What class does it best? I'm assuming Elementalist OR Assassin Or Deadeye
    possible even an Ascendant.

    Thoughts?

    submitted by /u/69O69R69G69Y69
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    Help with build PoB

    Posted: 18 Jun 2020 03:15 AM PDT

    To keep it simple I wanted to make my own build for harvest and am very inexperienced at making builds, so I was hoping someone here could give me some pointers

    https://pastebin.com/UrHMqi2i

    I am aware that some of the gear will be a tad expensive, but wanted to go for all rares as this will be a crafting league.

    submitted by /u/Belleran
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    Trickster ED/Contagion/Spellslinger vs Trickster CA/TR for a starter

    Posted: 18 Jun 2020 12:13 AM PDT

    Trickster ED/Contagion/Spellslinger vs Trickster CA/TR for a starter.

    Which playstyle is more fun/less effort/faster clear while leveling up to yellow maps?

    submitted by /u/vagif
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    Anyone have a Penance Brand Build?

    Posted: 17 Jun 2020 08:24 PM PDT

    So , after gem info was revealed, it seems like penance brand is gonna be a pretty good/fun skill with a bit of investment. Does anyone have any PoB's to share, because I suck at making builds and I'm pretty lazy. Feel like Hiero is best, but I'd love to see other peoples idead. Please post a PoB for Penance Brand if you have. Thanks!

    Edit: Put together a shell of a Assassin version of this build. Pretty half assed, but i guess its a starting point.

    https://pastebin.com/hTGrCqEU

    submitted by /u/KAHOOTFATHER
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    Looking for Frost SpellSlinger builds

    Posted: 17 Jun 2020 09:14 PM PDT

    I was curious if anyone knew a build that utilizes cold spells supported by SpellSlinger. The spells i'm looking for are

    • Vortex
    • Cold Snap
    • Frostbolt

    Or whatever else anyone would suggest. Appreciate it!

    submitted by /u/mrwiggiiles
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    Give me some fun builds! Viability almost doesn't matter, as long as they can do white maps.

    Posted: 18 Jun 2020 04:42 AM PDT

    I want to play some fun / weird / stupid builds in standard, while I wait for Harvest.

    I have done a few spellcast loops based on a few of Jousis' builds, I've done int stacking Pillar of the Caged god Hierophant (pretty wild aoe), a bunch of weird totem-builds like flamedash totems (sooo little damage lol).

    Let me know if you have any really fun builds, or ideas that could work!
    Preferably not super expensive, but it's standard so it doesn't really matter :D

    submitted by /u/WarriorNN
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    What builds/playstyles would use each of the different Slams?

    Posted: 17 Jun 2020 10:43 PM PDT

    There are many slam builds that look quite similar. As a new player, I don't really know what the differences between them really mean.

    I'm sure each of them is best in some certain build/playstyle, but I have no idea what is best for what. Why would someone choose each particular Slam? Here's the list for reference:

    Ground Slam

    Tectonic Slam

    Earthquake

    Earthshatter

    Sunder

    Ice Crash

    Consecrated Path

    Perforate

    Leap Slam

    submitted by /u/TheBiggestZander
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    Choosing between traps

    Posted: 18 Jun 2020 12:23 AM PDT

    Curious if ice or lightning trap will be the better starter, and if anyone has any PoB's for them?

    submitted by /u/pierce411
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    CoC Fireball?

    Posted: 18 Jun 2020 03:30 AM PDT

    With the recent buffs to Fireball, I thought of trying a cyclone CoC fireball build, anybody know if this is viable?

    submitted by /u/dougieqwer
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    EQ/GS/etc. Two Handers: Tidebreaker vs. The Rest

    Posted: 17 Jun 2020 09:00 PM PDT

    Previously, Tidebreaker was considered one of premiere uniques (perhaps the premiere unique) for Earthquake builds. It's fallen out of favor recently due to the rise of 1h axe + shield combos on bleedquake glads, as well as 2h rares. But it's still a solid weapon. This week's patch changes the Imperial Maul class' implicit from increased stun duration to Strength +%. Combined with the fact that Tidebreaker was one of the 2h weapons which escaped nerfs, it will probably perform even better than before as an EQ/GS/etc. unique.

    The question is how it will compete with the other buffed 2H options like Uul-Netol's and Brainrattler. Has anyone run any calcs on Tidebreaker vs. these weapons in 3.11, or any others like Kongor's?

    submitted by /u/Noble-Cactus
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    Anyone else thinking about a slam leaguestarter?

    Posted: 18 Jun 2020 12:44 AM PDT

    I'm pretty new to making my own build or trying out stuff I can't find guides on. But I think I will start this league trying to use a slam asap. Friend and I will play a group self found league, so that will be even more challenging.

    Anyone got any tips to how to go about a slam build? Edit: found tarke's new video on the topic https://www.youtube.com/watch?v=Nj72lxGwRVs

    submitted by /u/MoinSteelo
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    Possible Gluttony of Elements Build with the new Traitor Keystone

    Posted: 17 Jun 2020 10:40 PM PDT

    I've just seen the new teaser for the Traitor keystone that grants 4 flask charges per empty flask slot. I think a build could possibly be made with it.

    Firstly, star with Ranger and ascend to Pathfinder. Assign ascendancy points into Nature's Boon & Master Surgeon.

    By using soul ripper, The Traitor Keystone provides a base of 16 flask charges every 5 seconds. Combine this with some Fasting notables from cluster jewels to further increase the amount of charges gained every 5 seconds.

    Next step would be to add some sources of skill effect duration to increase the duration of Gluttony of Elements. There are some passive nodes around the Scion starting point adding up to a total of 90% from just those nodes.

    In terms of gear:

    • Atziri's Reign *2 for up to 40% increased skill effect duration
    • String of Servitude with a skill effect duration roll for up to 45% increased skill effect duration
    • Watcher's Eye with Malevolence skill effect duration for 30% increase
    • 2-Handed weapon with 40% reduced cost of Vaal skills
    • Voices, any variant should do the job
    • Blood of Corruption for the Gluttony of Elements skill
    • Soul Ripper for Vaal souls

    This covers the most significant sources of skill effect duration and reduces the base cost of Gluttony of Elements form 100 souls to 60, along with boosting the duration of Gluttony of Elements up to around 15 - 16 seconds. With 4* cluster jewels that have, fasting, plus the increased flask charges gained from the Pathfinder ascendancy you should be looking at roughly 2 charges per second from Nature's Boon & 6.4 charges per second from the Traitor keystone; almost enough to fill both the flasks. Bear in mind that the charges are granted every 3 seconds and 5 seconds respectively, not per second. The actual values should be 6 charges every 3 seconds and 32 charges every 5 seconds. To top up the flasks, the Master Surgeon ascendancy passive from pathfinder should be taken. This can provide the few extra charges we need.

    This just about covers the necessities for this theory. For now though it can serve as a template for the more experienced/wealthy players to refine, as I just wanted to cover the bare minimum.

    In terms of Strengths & Weaknesses:

    Strengths

    • Laugh at the elements
    • Easy to play (I imagine)
    • Gluttony of Elements heals from any elemental damage, it does not require being hit
    • Flexible. Few required items and moderate pathing with the nodes.
    • Expandable. I do mean it when I said it I only did the minimum. I used the 7 passive voices in PoB
    • No need for elemental resistances

    Weaknesses

    • Kinda slow. You have to wait for the Soul Ripper flask to recharge, as it loses all charges on entering a new area.
    • Weak to physical & chaos. These can be mitigated by armour and chaos resistance. Items like lightning coil which convert physical to elemental help significantly
    • Moments of vulnerability. I haven't tested this but Gluttony of Elements prevents soul gain, meaning if you used Soul Ripper during the buff effect, the skill would not be charged. To prevent this, (This is where Fasting comes in) you may have to run, chug your flask like a dark souls PvPer, then run back to the action so you don't die instantly, to the enemy.

    Thanks for reading my post, this is my first time posting on Reddit, along with being somewhat new to PoE. Lastly, I would recommend looking into optimising this build if you are interested, some suggestions to look into would be the Wicked Pall notable, Items I didn't mention such as Chaber, Speaker's Wreath, Overflowing Chalice, Soul catcher and most critical of all a reliable source of damage. I would appreciate some feedback for potential improvements, also if something is critically wrong with the build, reply and prepare an F for me when I get back cause its 6am atm where I am but you know, gotta sleep.

    submitted by /u/PlanarEgg
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    With current changes and whatnot, what would you say is the strongest zombie build?

    Posted: 17 Jun 2020 10:39 PM PDT

    Looking for suggestions for the strongest zombie build.

    Still newer to game so I need to follow a guide with gear suggestions.

    I usually go spectre for league start but I really want to see if I can focus zombies this time!

    Thanks guys!

    submitted by /u/Grimmjoww252
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    [Path of Mathh] BL Miner survives patch notes

    Posted: 17 Jun 2020 06:09 AM PDT

    Help me pick which unethical Necro build to play

    Posted: 17 Jun 2020 10:11 PM PDT

    So every league I always start as a Necro and this time around I'm stuck between trying out VD spellslinger or just doing the usual Spectres route again. Help me achieve true unethical status?

    submitted by /u/hearstoppa
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    Cyclone - CoC - Volatile Dead - Desecrate - Golemancer

    Posted: 18 Jun 2020 01:53 AM PDT

    hi , someone remember this build?
    i see in the mathil channel and i use it
    i play in SSFHC and in these moment (3.9) it was very useful to me
    can it be recreated as ssfhc starter? I found it quite safe in 3.9 Maybe with the new cluster jewels i can build something nice?

    submitted by /u/AlanOAk
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