• Breaking News

    Tuesday, July 20, 2021

    Path of Exile Builds Balance Manifesto Recap and Implications to Leaguestart

    Path of Exile Builds Balance Manifesto Recap and Implications to Leaguestart


    Balance Manifesto Recap and Implications to Leaguestart

    Posted: 19 Jul 2021 04:14 PM PDT

    As y'all know balance manifesto for Expedition was just released, I'll list the changes shorthand and throw in my impressions about my approach to the new league. I'd be glad if you did the same too!

    • Skill gems reworked, multipliers are systematically adjusted so that highest multipliers will have other downsides restrictions and vice versa.
    • Controlled Destruction now Less Crit Chance.
    • Bow and Traps were kept relatively the same.
    • Some (relative) melee gem buffs, seismic cry gutted.
    • Archmage took a big hit.
    • Flasks reworked, charge gain and Adrenaline mod nerfed.
    • Diamond flask changed to %100 increased crit chance.
    • Consec Ground no longer gives crit chance.
    • Ailment immunity for Ele and Inq removed, for Raider nerfed. Harder to cap overall.
    • Poison buffed with %50 more. Assassin and to a smaller extent PF poison nodes nerfed.
    • Endgame Bosses now have lower ailment thresholds.
    • Trigger effects now cost mana
    • Flame Dash, Smoke mine, Dash, Second Wind nerfed.
    • Fortify effect mods nerfed.
    • DoT multiplier cluster jewels nerfed. DoT multiplier now a suffix mod.
    • Veiled mods and aisling slam nerfed.
    • Fire Burst & Hollow Palm nerfed.
    • Ele golem nodes nerfed.
    • Raider onslaught nerfed.

    Thoughts:

    • Archmage had it coming for a while now.
    • Really harsh nerfs to popular mobility skills. Melee unaffected mostly due to leap slam, whirling etc.
    • Reap triggers now gain stacks!
    • PF Poison looking real juicy right now considering the nerf to its ascendancy node is insignificant and flasks are more scarce now.
    • Traps might be finally good?
    • Might also play a strike leaguestarter, (Lightning strike or glacial hammer), but need to see the numbers on the melee support gems.

    Right now the starters I have in my mind are GH Slayer, Shield Crush Bleed Glad and some kind of trap into Blade Trap Sabo.

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

    If you didnt see, Eye of Winter got a massive buff

    Posted: 19 Jul 2021 08:27 PM PDT

    Blade Trap has been changed to include one handed swords. Should have alot more build options now

    Posted: 19 Jul 2021 08:08 PM PDT

    Post Balance Manifesto - Pitch your crazy theorycraft idea

    Posted: 19 Jul 2021 10:30 PM PDT

    Lets take a moment to pull together all the dumb, not so dumb, and big brain ideas of some potential new things that could be interesting to further explorer. This ain't a thread to delve deep just yet, this is a thread to inspire the mad lads with the subtle, the dark horse, or the upcoming uber. Take your place here to say what you thought was going to be the big next thing.

    Rules. 1 top level comment per build idea.

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

    Shield Crush numbers huge nerf, now 3 - 4 (from 5 - 7)

    Posted: 19 Jul 2021 11:19 PM PDT

    MAX Rage Storm Zerker Theorycraft

    Posted: 19 Jul 2021 10:49 PM PDT

    "Meme" MAX Rage Rage Storm Berzerker

    Main aspects

    *Berzerker

    *Bear's Girdle

    *Berzerking + Hatchet Mastery and/or Replica Conqueror's Efficiency (depending on weapons)

    *Rigwald's Savagery OR Psychotic Axe

    *The Saviour (Unless Mirage Warriors don't have Rage)

    *Chainbreaker

    *100-120 Max Rage

    *Crave the Slaughter, Aspect of Carnage, Flawless Savagery, War Bringer

    The concept

    The idea behind the build is to use Chainbreaker to sustain Rage needed to use the ability. With so much Rage, hopefully Rage Storm will be quite big so you won't have to spam it.

    Why Chainbreaker?

    In Ultimatum, I tried to make a max rage zerker using cyclone and Kaom's Primacy. It was pretty bad, but what made it especially bad was getting rage up to max quickly. Chainbreaker solves this issue by constantly regenning your rage to full.

    Ascendancy Choices

    Aspect of Carnage for the extra damage, Crave the Slaughter for +10 Maximum Rage and a little added rage generation. Flawless Savagery because it's a crit build. For the last ascendancy point, you could go Blitz for more attack speed, but I really War Bringer for the utility. With a Redblade Banner in your weapon swap, you warcry and start every map or boss with full rage. On top of that, using Intimidating Cry makes your attack do 50% more damage and also do double damage. Because we use Chainbreaker, Rite of Ruin will kill you so we don't take that.

    Weapons

    I have a couple of ideas that could possibly work, and will have to be tested when we actually have the 20/20 gem data. My initial thought process is Rigwald's Savagery + The Saviour for the +25 rage and Mirage Warriors for extra clear and ST damage. The only issue is I don't know how Saviour clones will work with Rage Storm. If they copy your Rage at the time and use it to boost it, it should be pretty cool. If not, the Saviour probably isn't worth it. If that's the case, it'd probably be better to just dual wield Psychotic Axes instead. Alternatively, going Pardoxica or a super strong 1h sword + The Saviour with only 100 max rage could work as well. If you go Pardoxica, you could swap Intimidating Cry for Rallying Cry. Or for even bigger memes, you can use Enduring Cry and Ambush.

    Other Gear

    Aside from Bear's Girdle, everything else in the build is pretty fair game. Some possible decent uniques would be Carcass Jack and Abyssus. Basically you'd want your typical physical crit items. Definitely will want Vuln on hit somewhere. Assassin's Mark on hit with +1 curse somewhere. The only stat you might want to grab that you'd normally ignore is some mana regeneration for rage.

    Gems

    This is where I'm not sure before patch notes. I feel like since we're going physical, impale is probably still the best. Melee Physical is losing atk speed so it's hard to say how that will be. Rage support might be nice because we'll have so much of it and it'll probably not get hit as hard as others. For auras, HoP, Pride, Blood and Sand, Flesh and Stone, and Precision are all good options. Leap Slam + Fort + Faster Attacks and CWDT + Immortal Call are probably still fine. Whatever warcry you choose obviously. Definitely will want an ancestral totem setup for bossing. Other than that, maybe Berserk or Blood Rage.

    Passive Tree

    This is where I struggle when it comes to creating builds. You'll probably want to put Chainbreaker on the Agnostic keystone, and you obviously want to grab the two +max rage nodes on the tree. The rest depends on what you end up doing for a weapon setup. If you go axe/sword, you'll probably want to avoid nodes specifically for either one. If you go impale, you'll want to grab enough to get close to 100% chance.

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

    Ward as an Overlooked Defensive Mechanic - Precis of the Implications

    Posted: 19 Jul 2021 02:04 PM PDT

    I think when Ward items were first announced, many people (including myself) looked at them and wondered about their utility. The numbers shown looked way too small to make any difference. But thanks to u/GivingItMyBest who asked a question about the new Faithguard unique, I've had a relook at Ward and I think it's actually got the potential to be really useful, and here's why.

    Some of the points have probably been covered in assorted conversation on the main sub, but AFAIK no one has actually put it all together or really explored some of its subtleties (especially interactions with existing mechanics) so here's my shot at it.

    1. Ward's default properties

    To recap, Ward works by subtracting its full value from any damage any time you are hit, then becoming disabled for 5 seconds. After those 5 seconds, it then comes back in full ready to take damage again.

    Compared to existing time-based defensive mechanics, Ward actually stacks up pretty favourably. There is no mention of that 5s restoration time being interrupted by taking more damage.

    In contrast, Wind Dancer operates on a "recently" basis, so if you're hit less than 4s after taking a hit mitigated by Wind Dancer, you don't get mitigation and your next Wind Dancer mitigation gets delayed till 4s later. Similarly, Energy Shield starts recharging after 2s and fully recharges over another 5s, making for a full 7s cycle, which is also interrupted on taking damage (unless you took Wicked Ward and are not in your last second of ES recharge).

    Ward also applies regardless of damage type or damage source, but only to hits. It's type-agnostic unlike Armour, applies to spells and attacks both unlike Evasion, and isn't bypassed by Chaos damage in general unlike ES, but will not deplete in response to DoTs, which is probably a good thing on balance but a potential gotcha in certain situations like boss arenas with a heavy DoT presence.

    However, Ward does not discriminate between small and big hits, and will completely deplete regardless of the magnitude of the hit you take relative to its pool. So you could lose all your Ward to a hit that's smaller than Ward, then get clobbered by a massive incoming hit.

    That said, Ward actually doesn't mind you getting hit when it's down, meaning that even so it's still at least as reliable a defensive mechanic as Wind Dancer or Dodge, and in some senses qualitatively better than all the other defensive mechanics except maybe ES vs non-chaos DoTs. It will always work every 5s however often you get hit. However, it's not likely to be able to reach the sheer numbers of armour, evasion, or ES.

    2. Interactions with existing defensive mechanics

    For starters, as GGG themselves suggested, Ward is most useful not in isolation but in combination with existing defensive mechanics. According to the order of receiving damage, and if I theorise correctly, Ward counts as a flat modifier to damage taken (5.1 in the sequence of receiving damage), and therefore comes after % reductions like Fortify and Armour's PDR. Based on Mark's reply, Ward only comes in just before damage is to be taken by you, similar to how Petrified Blood currently work. This means all of your defensive mechanics will apply in full to potentially reduce damage before a final value is computed to be taken from your life, ES, or mana as the case may be; Ward then kicks in every 5s to mitigate this final value.

    Obviously, it pairs well with Evasion, Dodge, and Wind Dancer to reduce the chances of being one-shot. Stacked together with Kintsugi, you can almost guarantee that you will only be hit every 5s. This means that the % reductions from Kintsugi and Wind Dancer (and Fortify and Wind Ward, if you have them) are applied first, then the flat damage subtraction of Ward kicks in to reduce that damage even further, which results in small amounts of damage being taken.

    However, if Ward fits into the order of receiving damage in such a way, this actually means that it's not really useful combined with Armour or Block, which operate in the wrong sequence for Ward to be really useful with them. Armour counts at the PDR stage, so incoming damage is first mitigated by Armour, then Ward is substracted from it; it would have been better if Ward operated first to reduce the damage taken (like shifting damage taken) and then that damage was used to calculate Armour's reduction. Both ways you're still getting damage reduction, but Ward doesn't really help Armour's weakness of being worse the more damage you took, so you might have been better off with stacking ES as more HP instead.

    Conversely, all damage calculations are performed first before a hit is checked for Block, which means that Ward can be wasted on a hit that will be eventually blocked. This somewhat contradicts what was said in the reveal video, which says that Block is useful with Ward. It's true that if you Ward a hit that is eventually not blocked, that's still less damage taken, but it also means that Ward and Block stack in an overlapping fashion rather than the multiplicative manner seen with Wind Dancer et al - if you Ward a hit and block the next few, that's fine, but you could also Ward a hit that you block and then not block the next hit with no Ward available - which makes it not very reliable when stacked. It's still a net gain overall because you basically gain a chance to Ward unblocked hits, but it's not as obviously synergistic as with Wind Dancer and Evasion.

    Ward has no real synergy with Armour, because it operates well after Armour takes effect. They both still work to reduce physical damage you ultimately take, but they don't really work with each other in the same way that Wind Dancer and Ward work with each other.

    Ward is actually pretty useful with non-GB block, since Ward will never trigger on a blocked hit (which blocks all damage). If you have max block, Ward will actually wind up covering a good deal of unblocked hits, mitigating the damage that you do take from those. Conversely, Ward doesn't really benefit with GB block, since the damage you take through a GB block will proc Ward and leave it potentially unavailable from a completely unblocked hit.

    Lastly, Ward is also pretty good with Petrified Blood by way of reducing the amount of regen you need to overcome the "damage over time" aspect of Petrified Blood.

    3. Scaling and Basetypes

    The amounts of Ward we saw in the reveal video were quite honestly laughably small. But that was partially because we were shown quite low-level basetypes. To date, these are the Ward items we know of:

    • Faithguard (lv25): 43 Ward with 25% increased Ward local mod, which works out to 34 base Ward
    • Cadigan's Crown (lv68): 137 Ward
    • Runic Greaves (lv28): 27 Ward with 34% increased Ward local mod, which works out to 20 base Ward.

    In comparison to ES basetypes, Ward basetypes actually give a good deal of Ward. For instance, the lv 26 Tribal Circlet gives 27 ES. The lv69 Hubris Circlet gives 76 ES. The lv22 Silk Slippers gives 15 ES, and the lv32 Scholar Boots give 21 ES. So it looks like at lower levels, Ward is on a bit more than a 1:1 basis with ES, but then scales to almost 2:1 by the lategame. I'll address this scaling under the Faithguard section.

    It's lastly worth noting that the Ward basetypes have equal attribute requirements. This implies that they also can roll all socket colours equally, similar to Grasping Mail and Sacrificial Garb. If they exist for all equipment slots (we've only seen helm, gloves, and boots so far), this can make them decent choices for Evasion-focused builds with multiple off-colour sockets; it's not much of a problem to roll off-colour 4Ls but 6Ls can be a real pain.

    4. Faithguard

    Faithguard is where Ward gets really interesting, because firstly, it grants 26% faster restoration of Ward, and secondly, allows increases and decreases to ES to apply to Ward instead.

    Let's get the faster restoration mod out of the way first: going by the formula (5 x 1/1.26), that means Ward now restores in just under 4s. If there are more sources of faster Ward restoration, we could be looking at pretty good Ward uptime, although of course subject to diminishing returns (100% faster would put it at 2.5s).

    Increases and decreases to ES has three main implications. First, all ES nodes on the tree now apply to Ward. If Ward scales 2:1 in the lategame, this implies that if Ward basetypes exist for all equipment slots, we could see pretty nuts levels of Ward, perhaps even into the thousands, which is a significant HP buffer no matter what.

    Second, Intelligence applies to Ward, since every 10 Int grants 2% increased maximum ES. A reasonable 500 Int normal build (non-stacker) would have 100% increased Ward. Combined with the previous presumption of 2:1 Ward:ES scaling on basetypes, we could be seeing 1k+ Ward body armours alone, since Vaal Regalia easily reach 400-500 ES on decent pieces, which means we can get 2k+ Ward just on body armour. I don't know about you, but the equivalent of -2k damage taken every 4s sounds pretty damn good to me. That said, we were only ever shown helms, gloves, and boots on the livestream, so it's completely speculative as to whether Ward body armours exist: if they do, that could be absolutely bonkers.

    Last, as with the usual increases and decreases gotchas of this type, "more" and "less" don't get converted. But this can only be good news, since there are no "more" ES multipliers. That means the one "less" ES multiplier, Acrobatics, will not apply to Ward. This is fantastic news since the recharge-based nature of ES already paired well with Dodge builds, but the countersynergy of Acrobatics made it a less than ideal combination; Faithguard means that you get to benefit from an ES-like mechanic (which might be even stronger paired with an Evasion build) and Acrobatics at the same time without this countersynergy.

    The net effect of Faithguard is to replace ES with Ward as a buffer for life. Obviously, unless you're a masochist, you wouldn't use this for CI and LL builds, since ES is their primary or only source of HP.

    But if you run hybrid builds, with ES as spare HP, then Ward is an interesting alternative that is in some sense more "ideal" as a defensive mechanic. With ES, any investment into life recovery is wasted while ES is still active and taking damage, and when ES is depleted, your life takes the full force of any damage. With Ward, your life is directly exposed to damage all the time but the amount taken will be lessened, making life recovery always pertinent.

    There's two interesting effects of Faithguard that I can think of.

    The first is that some design alternatives are opened up for Eldritch Battery. If you ran a hybrid build, EB was foreclosed to you because you would lose a good chunk of your HP pool. Now however, you can retain some of the defensive benefits of a hybrid build with Faithguard while gaining the ability to reserve your entire mana pool and use Eldritch Battery as your mana pool instead. Discipline gives 217 flat ES, which in combination with some ES leech should keep it permanently topped up. It's a niche interaction, but potentially a neat one.

    The second (thanks to u/b-aaron) is that with some interactions that bypass or otherwise render ES useless, Faithguard + Ward is a fantastic way to get some use back out of Int and % ES nodes. These include Divine Flesh (all damage bypasses ES) whether as the Keystone or from Mahuxotl's Machination, and Agnostic (you have no ES). However, Faithguard has negative synergy with CI and LL builds, as well as at least Immortal Ambition (as it increases the disparity between life and ES and hence the rate of recovery of ES.

    5. Summary

    In sum, Ward may appear underpowered, but that's a function of the relatively low-level basetypes and unbuffed items that were shown to us. At the very least, Ward will be superb with Evasion and Dodge characters, and Faithguard might open up some new design spaces for hybrid characters.

    P.S. If anyone knows what's the best way to get in contact with Mark to confirm where Ward falls in the sequence of damage taken (and hence the usefulness or not of Armour and Block), please let me know.

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

    Post balance manifesto league starter discussion

    Posted: 19 Jul 2021 04:46 PM PDT

    Post balance manifesto thinking SST deadeye with rupture and the new increased ailment damage with critical strikes.

    How is everyone else feeling about their starter plans? Any changes?

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

    After reading Balance Manifesto, what're you thinking for SSFHC in 3.15?

    Posted: 19 Jul 2021 04:52 PM PDT

    I know we don't have patch notes yet, just curious what people are thinking about playing.

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

    Forbidden Rite League Start build showcase!

    Posted: 19 Jul 2021 04:23 AM PDT

    Hi all,

    I've spend the better part of a day and a half going over all the info for Forbidden Rite and seeing how I can make this as a viable build. I think I've come a long way and would appreciate anyone's feedback. If you'd like me to flesh this out more I'd be happy to.

    Leveling

    Use Contagion in a three link until you get Soulrend.

    Soulrend / Blight until Second lab (switch to Forbidden rite with 76% chaos res (60% from Withering Presence, 66% from tree and 10% from gear – sustain with (1) pots, (2) Enduring Cry and could use Life Leech support).

    Offense

    The build stacks life to get to around 6-7k (see POB for options) life and more with investment. At 7k, thats 840 Chaos damage from the life scaling which is boosted through the gem links / base chaos. Will update once we have gem and support gem details but this should be quite good.

    We use Forbidden Power for Power Charge scaling and take tree nodes to lean into this. There are options without this in POB.

    We could also scale crit and crit multi for late game scaling. The block based build leans into this picking up the staff nodes on the tree.

    We apply Wither through Withering Presence, Withering Step and Wither totems to ramp it up quickly.

    Cluster Jewel: We take Unspeakable Gifts to help with the clear.

    Defense

    At 7k life we will take 280 damage per cast.

    Evasion based

    Increase life on tree: 144-163%

    We take 90% Chaos Resistance (1% on tree, Divine Flesh and 2x Born of Chaos, Hunter shield) and cap this.

    We take Evasion tree nodes, including Acro / Phase Acro (40% chance to dodge attacks, 30% chance to dodge spells). This is 60% and 50% with elusive that decays.

    We have around 10-15% chance to evade.

    We take a Shield for 20% block, 3% max Chaos res.

    We take Silent Steps cluster for a 15% chance to blind (50% less chance to hit on enemy) which is applied through our General Cry / Vigilant Strike setup.

    Block based

    Increase life on tree: 172-206%

    We take 86% Chaos Resistance (Divine Flesh and 2x Born of Chaos) and cap this.

    We take Glancing Blows with tree passives (75% Block Chance, 50% Spell Block Chance). Glancing blows means we will take 65% of incoming damage

    We retain 20% chance to dodge attacks and spells that decays.

    Shield vs Staff: We could take Recover Life on Block on a shield (350 recovered at 7k) but tree nodes and Duskdawn could scale crit for added damage.

    Other Defensives

    We take passive life regeneration through Stone Golem, Vitality (105+244 per second).

    We take an amulet with 0.5% of Chaos Damage Leeched as Life. We do not yet know the exact numbers of damage and therefore cannot calculate the exact life leech but based on similar skills this should compensate for the self cast damage.

    We take Steelskin on mouse button 1 for a periodic 2k shield.

    We take Enduring Cry for a periodic 2k life heal. This will also generate Enduring Charges and Phys damage reduction.

    We take Generals Cry / Vigilant Strike for fortify. You will want to take "the Vigil".

    We take Cast When Damage Taken / Withering Step for Elusive (15% attack and spell dodge + 30% move speed which is included in above numbers) and Phasing, which should be up fairly often as we will proc it with Forbidden Rite.

    Cluster Jewel: We take Touch of Cruelty to apply hinder.

    Questions

    Q. Why not CI?

    A. The damage scaling on CI is not that great. As another redditor pointed out " 4.6k life gives as much damage as 11k ES for this skill". The CI setup is also harder to respec out of and so I consider this version a lot more friendly.

    https://www.reddit.com/r/PathOfExileBuilds/comments/ol1ypg/forbidden_rite/h5ekbd4?utm_source=share&utm_medium=web2x&context=3

    Q. Why not Low Life?

    A. Low life is a great option, I've not tested the numbers and will likely test them when the gem info is out but I would imagine life stacking is better for damage and believe the above is more than enough to mitigate the drawbacks.

    Q. Why not X unique?

    A. I've tried to make this as friendly as possible on league start. If you have an idea for a unique then I can post here for others to transition into. The Cane of Unraveling for early game and The Ivory Tower for late game come to mind. You may want to explore Presence of Chayula / Replica Soul Teather if you want to scale some ES (and take Eldritch Battery to make this useful). You could drop 6 links for a Kaom's Heart.

    Q. Why not Totems / Spellslinger / CwC / CoC ?

    A. Totems stacking life may be better but its not a playstyle I enjoy. I'm sure others will make great builds for it and this may be more league start friendly. Update: Spellslinger / CwC / CoC will still cost Mana as per patch notes.

    Q. What Gem links do we use?

    A. We do not yet know as the gems details have not been released and there is a big shake up to gems this league. There are two general approach's (1) scale damage, (2) scale projectiles. The POB talks about potential links in the notes section and we are yet to know if this shotguns.

    Q. This build does not scale enough damage, you need to scale life and crit for it to be viable. This build does not scale enough survivability, you need block / more Chaos res / MoM / Agnostic for it to be viable.

    A. Its difficult at this stage to say what is viable and what is not. We may find the build does need more survivability or the damage scaling is simply not enough. Considering this is a league start of a new skill these questions may be answered a week or so into the league.

    POB

    UPDATED 20/07 00:57 BST: https://pastebin.com/1SAzkWaC

    I've created five trees in three categories.

    The leveling tree is your starting tree.

    You can then progress to the Evasion or Block based tree. Each of these have an option with and without Power Charge scaling.

    Please take a look at the notes section in POB.

    I'll update this based on feedback.

    Current Development

    1. A few minor amendments on the skill tree to make the build a little more efficient and correct some mistakes. DONE
    2. 143% may not be enough life scaling. I'm creating a tree that uses block (Glancing Blows) and better life scaling removing nodes around assassin. Just trying to make it more efficient! Still not sure of staff or shield (see below) DONE. There is a variety of options here with 206% being the highest.
    3. I will build out the late game scaling tomorrow or the day after. This may be using crit and crit multi as we get a lot if we take a staff. Still working it out!

    EDIT: Thanks so much for the support! Really means a lot that people are interested in this idea. I'll be updating the POB to flesh out the early game and late game options. Expect to see something fairly detailed and comment if you feel anything is missing.

    EDIT: Patch notes - We are expecting some nerfs to support gems but hopefully this will open up the design space. Second Wind is dropped from the build and Fortify is likely to be retained.

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

    Is firestorm actually good for ignite now?

    Posted: 19 Jul 2021 06:48 PM PDT

    I've been wanting to play ignite firestorm and was wondering if the damage buff makes it viable?

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

    Eye of Winter - Miner or Brand(er)?

    Posted: 20 Jul 2021 03:58 AM PDT

    Hey folks,

    I've been thinking of using Eye of Winter as a Saboteur Miner or as a Hierophant Brand.

    I have played a full league back in Harvest as a Glacial Gascade Saboteur and I'll prolly just replace it with Eye of Winter and see where it goes. But I haven't played Hierophant yet - I used brands in the past like with my Crackling Lance Ascendant to get some curse and affliction/exposure on the enemy, but never as a main skill, which I'm trying to do. Anyone knows a good build that he/she recommends? (If it uses a cold skill even better, otherwise no probs, I can navigate it through, just need some reflection on what's possible and best options for brand in particular). Preferably a build that is not demanding so much aka only shines with mirror tier gear or clusterfuck jewels, SSF here.

    Saboteur Miner was really fun for me, especially with Detonate Mine on left click (movement). I also moved away from the recommended frost bomb and utilized hydrosphere - faster clear, better/faster exposure and could inflict freeze immediately when the orb was frozen before with GC - best survival practice. With frozen packs, placing Eye of Winter in front of them so that the 200% bonus damage applies at the end will be even better. Maybe worth getting Point Blank as the shards that the eye will shoot are theoretically close range..

    I also was thinking about Hierophant because I wanted to try out something new, and considering Eye of Winter will be shot from close range of an enemy, it might work great - might use gems to slow projectile though. It will not utilize the 200% bonus range, so I'm pretty reluctant to outright pick Hierophant, except if it looks good on paper and is scalable. Totems might also be an option, but I never really liked Totem playstyle and it was better years ago - now it feels so offputting playing with it - like playing spectral throw or static strike or rain of arrows..

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

    Phase Run will be a fantastic way to keep some map mobility when unbuffed (no on kill/on hit effects, no flasks)

    Posted: 19 Jul 2021 04:58 PM PDT

    I eat crayons but could Pestilent Strike, Battlemage's Cry Blade Vortex work?

    Posted: 20 Jul 2021 02:38 AM PDT

    Battlemage Cry is the ultimate support. Boneshatter + Phase Run + eternal apple will be VERY FUN to play - but i do have a question

    Posted: 19 Jul 2021 12:03 PM PDT

    title.

    now my question is: will eternal apple warcries cancel out phase run? can someone test this out?

    edit: IT WORKS! Phase run does not go into the secondary mode with eternal apple warcry trigger. To double confirm this, raised its duration with increased skill effect duration and its very noticeable when I manually go into the second mode (casting dash for instance) and when using phase run just before the eternal apple warcries are triggered (the counter does not go into the secondary mode with this).

    edit2: added pob in comments

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

    Explosive Concoction as an Ignite Elementalist?

    Posted: 20 Jul 2021 01:34 AM PDT

    Post-Manifesto, pre-notes, is Arma brand/FW Elementalist still viable (SSF)?

    Posted: 20 Jul 2021 01:22 AM PDT

    I was really looking forward to running it in 3.15, but im not certain anymore.

    Other option is Vortex/CS Occu, but i've played it before so not super excited for it. Also Chieftain Cyclone is an option

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

    Sustaining charges on Explosive Concoction

    Posted: 20 Jul 2021 12:37 AM PDT

    I feel this question has been swept under the rug in most threads discussing explosive concoction.

    How do we sustain flask charges, even as a pathfinder, to both use explosive concoction effectively and actually use our flasks, especially the unique flasks?

    Master Surgeon seems like the way to go, however it's stuck on a stupid 100 ms cooldown, which means we can only get as many flask charges as our attack speed (reaching 10 aps is pretty unrealistic). For the sake of argument, I'll assume 100% inc. as and 100% crit chance. On top of that we'd want to get 100% inc. flask charges gained at least on the tree. So we get 2.4 aps, i.e. 4.8 charges per second. Nature's boon is 2 charges per flask per second so 6 charges per second, to a total of 10.8 charges per second.

    This is very far off how much we need - explosive concoction will consume 2.4*9= 21.6 charges per second. Increasing the attack will improve the charges per second from Master Surgeon, but at the same time significantly boost explosive concoction's charge loss. As far as I'm aware, flask charge on crit all share the same cooldown and therefore do not stack. Furthermore, inc/red flask charges used hopefully doesn't apply to Explosive Concoction, as that would rule out using any of the unique flasks in the first place. Finally, this is assuming 100% crit chance which is completely unrealistic on a non-assassin and with a base 5% crit.

    Am I missing something? What are our options to effectively use the skill and our flasks?

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

    Volatile Dead still able to leaguestart ?

    Posted: 20 Jul 2021 12:21 AM PDT

    With the manifesto changes, excluding any nerfs coming tomorrow it should still be fine right?

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

    Glacial Hammer - Battlemage cry - Eye of winter?

    Posted: 19 Jul 2021 07:12 PM PDT

    Thoughts?

    Since Eye of winter has slow cast speed, it might be a good way to use BMcry to bypass it

    Possible damage scaling methods I can think of:

    1. Repentance
    2. Indigon - we can use Soul Taker to bypass mana requirement - im pretty sure you dont "cost" any mana when you have 0 mana, but it should be still cool to not stop your attacks
    3. we can also use attacks and spells that has different elements to trigger EE
    submitted by /u/751935736
    [link] [comments]

    Quick CoC question

    Posted: 20 Jul 2021 03:49 AM PDT

    Would It not be possible to offset the triggering cost for CoC builds by running eldritch battery (either via the tree or via the devouring diadem) and changing out one of the links in the chest piece for energy leech? You still get a fair damage boost from energy leech support and with the spells all triggering you should always be leeching.

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

    Seismic Trapper...

    Posted: 19 Jul 2021 08:06 PM PDT

    For the longest time I have always wanted to make a Seismic trap build - I love the way the skill looks and works. Getting the cooldown low enough and duration long enough to cover the screen with it -

    But everytime I tried it as I leveled a trapper it just didn't have any compelling reason to use over explosive trap


    Many Trap support gems haven't been adjusted, so Trap builds will not suffer much of a damage loss compared to using other skills at high levels. The Trap Support, Cluster Traps Support, Multiple Traps Support, Charged Traps Support, Advanced Trap Supports and Swift Assembly Support are unchanged. This has caused traps to be stronger relative to other skill setups at late game, and they'll have more of a reason to use the special Trap support gems instead of generic damage support gems. There are buffs to the cooldown trap skills Lightning Spire Trap (25% more damage at all levels) and Seismic Trap (40% more damage at all levels and a drastic increase in area of effect). We have made their wave and strike frequency now scale with Trap Throwing Speed instead of Cast Speed. Yes, this does mean with the Architect's Hand or Slavedriver's Hand unique items you get immense bonuses even if you're not a trapper. You can see how Trap builds are going to be very powerful.


    Seismic Trap now deals 40% more damage at all gem levels. Seismic Trap's small bursts now have radius 9 (up from 7, i.e. 28% more area of effect). Seismic Trap's large bursts now have radius 18 (up from 12, i.e. 50% more area of effect). The wave frequency of Seismic Trap now scales with increases and reductions to trap throwing speed instead of cast speed.


    I think it is time now to make it a main skill :)

    All it needed was more AOE overlap so it works like the old glacial cascade, and faster pulsing speed.

    So scaling that up with both trap throwing and cast speed could be nice.

    And it finally got it in 3.15 plus all the other extras

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

    Focused Ballista Support

    Posted: 20 Jul 2021 03:31 AM PDT

    I have a number of questions i really hope you guys can answer :).

    1. What is the point of the 30% more attack speed modifier on the new Focused Ballista Support, if the attack speed/rate of the supported ballista is equal to your attack speed? Does it mean that everytime i use a projectile attack skill, my totems will fire? In that case isnt the more attack speed absolute?

    2. If i linked barrage support with the new focused ballista support will it cancel the animation before it fires all 4 arrows? Does the 5% more attack time have any effect when i used it with focused ballista?

    Thanks in advance.

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

    Improve my Build - Incinerate Trickster

    Posted: 20 Jul 2021 03:28 AM PDT

    Come 3.15, I've decided to go ahead and re-visit an old favorite of mine - Incinerate.

    https://pastebin.com/ub1wUP27

    The PoB has a couple different trees that are a bit more offensively/defensively oriented, so make sure to check both!

    Given the nerfs to Elementalist, I wanted to go with Trickster. The sustained recovery, defensive layers of the Shrouds, charge generation and sweet cast speed make it worth taking over the Elementalist, in my opinion.

    The build is rather prone to one-shots, but it should be tanky enough to get you through most content in softcore. Damage-wise, we're talking about 5-7 mil DPS per fully channeled Incinerate (un-flasked!), so it should hold up well even when the nerfed support gems are put in the equation.

    I was considering going with wands too, at least until I could get the Martyr of Innocence for that sweet Battlemage buff. Is there some obvious improvements to be made that I'm missing, either in the skill tree department, or the gear choices? Are there any simple fixes that would make the build a bit more durable? I suppose the new Ward defense mechanic would work nicely with the Acro + Wind Dancer variant of the tree as it doesn't get the penalty that Energy Shield does?

    Please share your thoughts and comments...

    Good luck planning!

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

    Charged dash CwC Voltaxic burst?

    Posted: 20 Jul 2021 03:23 AM PDT

    I wanted initially to test voltaxic burst on a cyclone build because... I like cyclone BUT the scaling in this setup will be an issue.

    So, do you think Charged dash can be a good candidate for it? With a Phys to lightning support for 100% lightning I can just scale lightning to improve to damage of the two skills.

    I thought playing it as trickster with mainly ES and power/frenzy charge nodes. Don't check the items to see what can give a good synergy on it.

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

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel