• Breaking News

    Thursday, July 22, 2021

    Path of Exile Builds PSA: Channel is now a tier one map, and its drop rate of Humility cards is far higher than A8 Blood Aqueduct

    Path of Exile Builds PSA: Channel is now a tier one map, and its drop rate of Humility cards is far higher than A8 Blood Aqueduct


    PSA: Channel is now a tier one map, and its drop rate of Humility cards is far higher than A8 Blood Aqueduct

    Posted: 21 Jul 2021 02:27 PM PDT

    ...so don't farm a Tabula Rasa in Blood Aqueduct.

    submitted by /u/455ass
    [link] [comments]

    Recommended League Starters by Tytykiller (updated for 3.15)

    Posted: 21 Jul 2021 11:52 PM PDT

    3.15 Ice Trap Saboteur or Raider - Great League Starter that avoided most nerfs and Freezes most bosses. I'll be playing this myself, so let me know any questions you have.

    Posted: 21 Jul 2021 06:34 PM PDT

    PoE 3.15 - Minion Army Necromancer - League Starter - Expedition League

    Posted: 21 Jul 2021 02:59 PM PDT

    With the nerf to Spell Echo, Unleash is the hidden Champion with around 50%-80% More Damage on most self-cast builds

    Posted: 22 Jul 2021 12:03 AM PDT

    Even without the 3 nodes from the passive tree, which increase Seal gain frequency, the average self-cast build with 2 casts per seconds gains 62,5% More damage from the gem.

    If you take the three nodes from the tree this damage boost increases to 75% More Damage for 2 CPS build and even with 3 CPS builds you still get a nice 50% More Multiplier.

    Additionally in most boss fight you cant cast continously and have to dodge a lot, so the effective damage numbers become even higher. Also in mapping the time between packs charges yours seals, so Unleashe nearly doubles your clear speed.

    What do you guys think, has GGG and the PoB-Crowd forgotten the hidden power of Unleash, because PoB shows no big numbers? How else could such a big multiplier support dodge the nerf?

    submitted by /u/HQ4L
    [link] [comments]

    Need a PoB for your league starter idea? Write your idea here and I will create one for you.

    Posted: 21 Jul 2021 10:39 AM PDT

    I'm decently experienced with creating builds in PoB and I'm bored waiting for the league so here we go.

    Just write a few keywords for the build like:

    Eye of winter, deadeye, selfcast, freeze immune.

    https://pastebin.com/40UKa1QE

    No guarentees that it will be the best way to build it, but I will give it a shot. Everyone else is ofc welcome to provide their own PoB or give input.

    EDIT: I've run out of free pastebin creates for now, so instead I will upload the .txt file to this link, where you can just paste the entire code from within the file directly to PoB. Link: https://www.dropbox.com/sh/arctswahdxyf4yd/AAAYgNqkcy7zcZ4uABDgh489a?dl=0

    Please tell me if this doesn't work so I can try to fix it.

    UPDATE:

    It's getting quite late for me now. So I'll take a break until tomorrow evening where I can continue to create builds. If you have any quick question try to make a comment and I will try to give you an answer, but I won't have access to PoB for the 15 hours or so. I will prioritize the most upvoted comments tomorrow, so try to see if someone had the same idea as you, and upvote it. That will increase the chance for me to make a build for it :)

    Builds made so far:

    EoW Deadeye Selfcast: https://pastebin.com/40UKa1QE

    Summon reaper: https://pastebin.com/FDaA4UaB

    Icecrash Icenova Battlemage Inq: https://pastebin.com/5NrrAex8

    Storm rain Deadeye: https://pastebin.com/4zxxAjBD

    Str stacking slam totem: https://pastebin.com/LWJU9JRM (all slams will work)

    LL Sab Miner EoW: https://pastebin.com/k2aYu6m1

    Explosive concoction pathfinder trinity: https://pastebin.com/EsYLANNL

    Ivory tower forbidden rite Occ: https://pastebin.com/VAA8btGB

    Forbidden rite totems hiero: https://pastebin.com/C84YHFBU

    Shield stuff cold conversion raider: https://pastebin.com/ueRC8ZfV

    Ignite discharge ele: https://pastebin.com/KWPLqDae

    Poison blade trap pathfinder: https://pastebin.com/w5wgpQc0

    Higher budget SST Cold conversion raider: https://www.dropbox.com/sh/arctswahdxyf4yd/AAAYgNqkcy7zcZ4uABDgh489a?dl=0

    Poison spectral helix pathfinder: https://www.dropbox.com/sh/arctswahdxyf4yd/AAAYgNqkcy7zcZ4uABDgh489a?dl=0

    Strength stacking spectral helix ascendant: https://www.dropbox.com/sh/arctswahdxyf4yd/AAAYgNqkcy7zcZ4uABDgh489a?dl=0

    submitted by /u/c97hristian
    [link] [comments]

    Impale Shield Crush – Crush the Atlas on Easy-to-get Gear – SSF Compatible - Impale, Block, Attack Speed, and Ancestral Totems

    Posted: 21 Jul 2021 08:28 PM PDT

    This is the last time I'm going to make a post about this build here on the subreddit for now – I promise.

    I am still working on the Forum Guide and the Discord Server. These will be up within the next 24 hours.

    FORUM POST: X

    DISCORD: X


    PoB: https://pastebin.com/gYkrPjqs


    Since Shield Crush has been shown as a 20/20 skill and PoB has updated with the changed nerfed gem values, I decided to push and get something done for this build sooner rather than later. There still might be some tweaks to this build, but the only tweaks that I would expect would be very minor.

    NOTE: PoB only has this listed as a 5 link because it is not connected with Multistrike. I expect a 30-40% damage increase once we get Shield Crush within PoB.

    The damage numbers listed below are Sirus DPS numbers. The numbers in parenthesees factor in block during maps, frenzy charges, and soul gain prevention.

    On killing Kitava with a crap shield (1360 armor), we should be around 400k shotgun DPS without Multistrike when entering maps. It drops to about ~300k on a 4L without Multistrike. The passive tree assumes level 76.

    On getting to T14-16 maps and working to get to our first Sirus kill, we should be around 1m (1.3m with everything up) shotgun DPS without multistrike when entering maps. The passive tree assumes level 90.


    This build has multiple options for growth and has not been pushed for minmaxing completely. Here are a few options I thought of below:

    • Haemophilia Gloves + chance to bleed weapon stat stick for decent corpse explosions on maps

    • Double Circle of Guilt rings for more damage with Herald of Purity

    • Watcher's Eyes using Pride (impale lasts more hits, % chance to deal double damage)


    Feedback? Questions? Concerns? Leave a comment! I'm more than happy to figure this out together.

    submitted by /u/OMFGaTaco2
    [link] [comments]

    New (20/20) and changed skill gems in Expedition

    Posted: 21 Jul 2021 03:50 PM PDT

    The Great Big " How do I Aurabot in 2021?" Thread

    Posted: 21 Jul 2021 11:44 PM PDT

    I have no idea. I'm mad I feel I have to ask. I'm not usually a fan of playing support, but I am a big fan of fun and Aurabot seems like the best way to raise the average fun level this league, so let's raise the barrier of entry a little.

    • how do I build one?
    • how to find parties?
    • how to make currency?
    • what are the fun parts?

    KEEP IT AS SALT FREE AS POSSIBLE PLEASE. EVERYONE IS MAD, WE GET IT.

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

    Path of Exile 3.15 Gem Changes by the Numbers

    Posted: 22 Jul 2021 01:21 AM PDT

    Forbidden Rite Totems Hierophant

    Posted: 22 Jul 2021 01:42 AM PDT

    PoB: https://pastebin.com/Na11NHXi

    Forbidden rite damage seems disgusting with the life we can get with totems, so I've thrown together a PoB scaling totem life and crit which should result in pretty insane dps, especially if forbidden rite can hit one enemy with two proj as it looks like it does in the reveal video.

    Currently at 19k totem life, 900k dark pact dps (should be much higher on forbidden rite due to insane base damage ~2.5k).

    Using the classic soul mantle, veridi's veil, and coward's legacy combo alongside self-flag. Also running militant faith for inner conviction.

    Defenses are somewhat low, can definitely drop dps for life/mana if it feels too squishy.

    Let me know if yall have suggestions/are looking to run a similar build!

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

    What starter build(s) is everyone here considering for 3.15?

    Posted: 21 Jul 2021 07:40 AM PDT

    This is my first serious league start in a bit, so I'm a bit out of the loop.

    There's a few builds I've been considering, but I'd love to see what the community is doing too!

    submitted by /u/Nestramutat-
    [link] [comments]

    Thoughts on forbidden rite totems?

    Posted: 21 Jul 2021 05:16 PM PDT

    If my math is correct we should be able to get about 12,900 totem life, with the base damage thats about 1,950 chaos damage for it and if we cap the totems chaos res at 75% ~1,300 damage to itself per cast. I haven't played many chaos builds so just wondering good people with more knowledge think this will be

    Edit

    should be more like 17,600 totem life

    ~2500 chaos damager hit

    submitted by /u/astral23
    [link] [comments]

    My well known very detailed and beginner friendly Chieftain Facebreaker Ancestral Warchief Totem Build is still WIP because things like multistrike still doesnt work correctly in PoB. Stay tuned and give me Feedback if i miss something <3

    Posted: 22 Jul 2021 03:44 AM PDT

    Summon Reaper gem out, so what do you think?

    Posted: 21 Jul 2021 10:23 PM PDT

    Summon Reaper gem out, so what do you think?

    What do you think about it? They still havent explained anything about the eating mechanic except this.

    "Mark_GGG wrote:The Consume skill kills one of your minions and applies a buff to the Reaper for a base duration of 6 seconds. The buff grants 40% increased damage, 20% increased attack speed, 20% increased movement speed and 10% increased character size. It also recovers 50% of the Reaper's life.
    The Reaper has muliple instances of the skill which its AI uses in different circumstances:

    • The version it frequently uses because it's hurt has a 6-second cooldown.
    • The version it infrequently uses because it just felt like it (and didn't already have the buff) has a 25 second cooldown.

    39% less damage for all other minions and we know zero stats, how or what he actually eats. 39% less just seems too ridiculous to be worth it. Imagine having 10-20 minions all doing 39% more damage or 1 Reaper and crippled minions that randomly die, so no spectres, no AG...

    https://preview.redd.it/nta0j1my7pc71.png?width=493&format=png&auto=webp&s=29b0a20e6d38b920b07ffab070323a50183a7abe

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

    Boneshatter and Battlemage: updates after the gem reveal

    Posted: 21 Jul 2021 03:57 PM PDT

    Hello everyone

    This is a follow up post with my discoveries with boneshatter and battlemage's cry working together. Numbers are better than predicted! I'll probably play the hybrid version and ditch skill effect duration nodes. Calculations are from old numbers and should be higher now.

    about stun duration

    • it seems its the default quality for boneshatter. I'm trying to stack this now, so it was great timing! Since the AoE caps out at 400% and it gives it in chunks of 15, it was (400 / 15) = 26.67 * 0.1s = 2.7s stun duration for max AoE.

    about self damage

    • even on the skill effect duration version I suppose the final damage taken is around 300 per boneshatter. On the other versions, with just 4 trauma stacks, its around 200~. Feels like a high cost slow melee hit, no biggie.

    new found good interactions

    • clear mind jewel (40-60% spell damage) on this blood magic setup is great with battlemage

    old version, with skill effect duration

    Just updated with the new values from the gem reveal.

    PoB: https://pastebin.com/xLgKAKVc

    new stun duration version (my pick; damage is enough id rather go for more aoe)

    Made an additional version of the build, considering trying to reach stun duration cap (2.7s for max innate AoE); It features less damage of course and uses Warlord's Mark instead of Vulnerability - also ditched the increased skill effect duration nodes. With Warlord's Mark is reaches 100% double stun duration and has 211% increase stun duration (261% against full life enemies). This should grant enough AoE to map properly, if the lack of investment makes it super clunky.

    GGG announcement video has a bad AoE being depicted in aqueducts and good AoE in dunes map. In dunes, the character has 7 endurance charges going and as a Jugg this should be at least 42% aoe and 70% stun duration from ascendancy with probably 35% extra stun duration per endurance charge from the tree, near the Duelist starting zone.

    Calculating damage a warlord's marked enemy with 70m life, it should net around 35% chance to stun with ruthless blow, lasting 5 seconds (dont even know if there's a time cap for this). After this stun the enemy gains 4 seconds of stun immunity: its no biggie because its probably the time it will take to build up another combo (avoid enemy skills, drop totems, seismic cry, battlemage cry, start bonking again). Timing the ruthless blow with phase run and pride max effect should make the stun chance to up to 67%.

    Updated this one. New values below.

    PoB: https://pastebin.com/zB5hj307

    • 100% double stun duration with warlords mark vs enemy with 74,712,908 HP
    • 4.6s double duration stun with phase run bonk
    • non bonks have 180% inc aoe or 360% if double duration (40% chance on non marked enemies) vs full life enemies (150 / 300 vs non full life)
    • forgot to factor in 25% increased damage for stuns involving physical melee damage. Removed a bit of stun threshold on the tree for more stun duration (stun mastery cluster).

    hybrid

    The AoE itself of boneshatter is interesting because there's a possibility that it overlaps with the strike itself, hitting twice. Since it only procs when you stun an enemy, I decided to create a PoB version that maximizes stun chance, disregarding stun duration. Came up with one that has 100% chance to stun an enemy with 74,712,908 HP, given max pride and phase run are aligned with the ruthless blow (alt quality for 20% more damage). If this mechanic work like this, this is the version with most damage (max bonk is ~2.6m, so twice is ~5.2m).

    PoB: https://pastebin.com/aV1vAPaw

    • 100% double stun duration with warlords mark
    • 3.6s double duration stun with phase run bonk
    • updated damage is super similar so Ill not update calculations - it freed up vulnerability for warlord's mark (more stun duration); even without vulnerability the damage is higher than in calculations (~2.76m)
    • non bonks while mapping should have 135% inc aoe, 270% if double duration (mark can only be applied at one enemy)
    • looking forward to boneshatter 21 and the possibility of 5% more damage per trauma
    • I see the excessive damage and maybe stun duration being used as a safe margin in the pob gear, can be reduced a bit. Stun threshold is required (max t1 roll on belt).
    submitted by /u/htsukebe
    [link] [comments]

    What starter build(s) have you abandoned after patch notes/gem info?

    Posted: 21 Jul 2021 05:31 PM PDT

    plenty of threads here about what builds people are playing - i'm curious what folks thought looked exciting but have changed their minds on, to help save the rest of us from a similar fate.

    submitted by /u/high-water-mark
    [link] [comments]

    Suggestion: Best way to league start a Chieftain Warchief/Conc Path totem build

    Posted: 22 Jul 2021 01:33 AM PDT

    Planning to switch to a BLS build eventually, but of course it will be a while before you can get a BLS. Does anyone has insights as to what is the best way to league start and level such a build? Also is it better to start with swords or staff?

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

    Mana cost of counter attacks

    Posted: 22 Jul 2021 02:54 AM PDT

    Hey everyone !
    Do we have any info about the mana cost of counter-attacks? they are triggered, but were never designed with a mana cost, and i don't see any change to those in the patchnotes... Did i miss something? will it still be free? Did GGG forget about those?

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

    Relative power level

    Posted: 21 Jul 2021 11:36 AM PDT

    I noticed no one is talking about the changes holistically. Everyone is focusing on what is changing and how to fight the river and the force of the water (nerfs) coming at you and not realizing that it'd possibly be easier to step out of the water and into the swampy banks of that same river and trudge through the muck.

    If melee skills are getting more base damage to combat the support gem nerfs that hit them harder, this means flat damage is better. The same goes for spells as well, if the 50 flat to spells on your weapon was 5% damage it is still going to be 5% damage and the relative power level of that same 5% damage is going to be higher when everyone is getting less damage. Flat ele attack builds have seen a big relative power increase here, something like Smite getting a base attack increase would be 'double-dipping' on the relative power because it also has flat damage on the gem and the result is that this skill is now way more 'league start viable', as much as i hate the term viable in regards to PoE.

    Its easy to see the few buffs like SST and how trap stuff isn't changing much..."gotta play traps in the trap meta now" is definitely premature even though their relative power has increased.

    DoTs have been the go-to for league starters for quite awhile now. However the problem with DoTs is that they don't have the best returns on investment in the very endgame if your goal is to get omegadps and phase/kill bosses quickly. These skills really relied on support gems for quite a large portion of their damage and this is what made them great. If you are considering DoTs now you really have to consider the changes and what they mean. Empower is more important and its relative value for so many builds is going up, and its going to be harder to get. Hit again with endgame scaling to clusters and Dot Multi means this only exacerbates the problems the archetype had with the whole ROI on endgame investment thing.

    In 3.15 the gear you are wearing will have a greater relative value to the support links, and this is something important to keep in mind...something like an Abyssus will have much greater value when your base damage increases so flat means more, crit multi is harder to find and the relative value of critical strike chance is going up due to diamond flask changes and requiring builds to get more of it. Before you might have said "this only gives 33% more PoB damage, ick" but now you might look at that damage and consider the ease of building around the downsides of this specific item more, especially when you might be starved for damage to begin with. Gearing has always been important...but even more so now, you may want to treat any external-to-support gem scalars as being more important, like auras, support setups and even the tree/cluster jewels and i just wanted to bring attention to this point and touch on what it means to not just you making builds...but the game as a whole.

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

    Spectral Helix Hack for POB -- Hammerdin theorycrafting is now possible

    Posted: 21 Jul 2021 09:29 PM PDT

    For those wishing to theorycraft spectral helix in POB, you can do a simple hack with the info currently available, a few simple edits to a couple of files.

    Step 1) Make sure POB is not running. Find the lua files in C:\Users\[username]\AppData\Roaming\Path of Building Community\Data

    Step 2) Use a text editor to open Gems.lua and add the following code to the skills array (line 5). ** make sure to press enter first so you are pasting onto a blank line **

    ["Metadata/Items/Gems/SkillGemSpectralHelix"] = {name = "Spectral Helix",grantedEffectId = "SpectralHelix", tags = {dexterity = true, active_skill = true, attack = true, projectile = true,}, tagString = "Attack, Projectile", reqStr = 68, reqDex = 98, reqInt = 0, defaultLevel = 20,}, 

    Step 2) Use a text editor to open Skills/act_dex.lua and add the following code to the skills array (line 9). ** make sure to press enter first so you are pasting onto a blank line **

    skills["SpectralHelix"] = { name = "Spectral Helix", color = 2, description = "Throws a spectral copy of your melee weapon. It spings around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls.", skillTypes = { [SkillType.Attack] = true, [SkillType.ProjectileAttack] = true, [SkillType.Projectile] = true, }, weaponTypes = { ["One Handed Mace"] = true, ["Sceptre"] = true, ["Thrusting One Handed Sword"] = true, ["Two Handed Sword"] = true, ["Dagger"] = true, ["Staff"] = true, ["Two Handed Axe"] = true, ["Two Handed Mace"] = true, ["One Handed Axe"] = true, ["Claw"] = true, ["One Handed Sword"] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, projectile = true, }, baseMods = { mod("PierceChance", "BASE", 100), }, qualityStats = { Default = { { "attack_speed_+%", 0.5 }, }, }, stats = { "base_is_projectile", }, levels = { [1] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [2] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [3] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [4] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [5] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [6] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [7] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [8] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [9] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [10] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [11] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [12] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [13] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [14] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [15] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [16] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [17] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [18] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [19] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [20] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [21] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [22] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [23] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [24] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [25] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [26] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [27] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [28] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [29] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [30] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [31] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [32] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [33] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [34] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [35] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [36] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [37] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [38] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [39] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, [40] = { damageEffectiveness = 2.50, attackSpeedMultiplier = 10, baseMultiplier = 2.500, levelRequirement = 70, statInterpolation = { }, cost = { Mana = 9, }, }, }, } 

    ** NOTE make sure there is a line break for the next skill (AnimateWeapon)

    Step 4) Save the files and open POB!

    This only has the data for a level 20 gem with 20% quality for levels 1-40 of the gem. If you do not have coding experience, I recommend making a backup copy of any files that you edit.

    This will cause POB to show "Update Ready". Clicking this button will revert your changes. Typos can break the code and cause an error.

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

    Build Gods of Reddit a Noob seeks aid

    Posted: 22 Jul 2021 03:50 AM PDT

    Hello

    Id like to try the new Skill Forbidden rite as an Occultist. Given its self damaging component i expect i wont play it until i can go CI.

    I realize that CI will ultimately screw with damage, but until i can afford to go LL or Life/es hybrid, CI i will probaply be the only way to use Forbidden Rite.

    So far i have made a rough passive tree layout wich id use as an engame tree.

    https://pastebin.com/wAhzNPYy

    IF you would be so kind, id appreciate it if you could take a look and maybe suggest some improvments.

    IF youre feeling Generouse id also appreciate if you could give me some pointers in regard to Support Skills/movement as i evendently have no clue on how to make a witch build.

    Thank you for your Time and Thank you for ANY help you could provide.

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

    Trinity SC/SST Raider

    Posted: 22 Jul 2021 03:23 AM PDT

    Hello!

    I will be leaguestarting Trinity SC/SST Raider, here is my thought process:

    1: I feel Trinity will be easier tio achieve than pure cold, all you need is the 2 Skill points including Winter Spirit and the Phys to Lightning support.

    2: The Tree support for this build was improed MASSIVELY. Primeval Force and Force of Nature are very strong and Command of the Elements is extremely strong, providing much needed attack speed.

    1. The Raider Ailment Avoidance is very strong, in the mid-game I can go with the Crystal Skin cluster to supplement it.

    4: The Phys to Lightning Gem was bearly touched.

    5: There are so many mainhands that are viable, everything from Prisamtic Eclipse to an elemental Overload Sceptre, Explody Mace or Gain as Extra Weapons.

    6: using both SST and SC allows me to lean SST fully into the clear side, maybe even linking chain, and fully specializing SC into a 6l single target skill.

    Endgame I can get by with the Thick Skin cluster and 30% Ailment avoidance from somewhere else.

    There is also the possibility of upgrading to a Hatred Watcher's Eye to drop Winter Spirit.

    I have no PoB yet, but I have seen nobody talking about the trinity option, am i missing something crucial?

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

    Hydrosphere on SST Bleed Build

    Posted: 22 Jul 2021 03:18 AM PDT

    Hey everyone. I'm planning to play SST Bleed Glad, it looks pretty good so far.

    Is it worth to try to get a lvl 1 Hydrosphere in there to have the ability to hit bosses 2 times (1x Shards from Chaining off of Hydrosphere and 1 x the hit itself)? Patchnotes said something about SST not being able to double hit. I guess it referrs to SST hitting 2x with the hit and the shards? Or am I misinterpreting things?

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

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel