Path of Exile



  • I was at one point considering taking intuitive leap to skip past conduit, but it only saves 2 points. I ended up not getting any of them but they idea of taking the things behind Conduit and not getting Conduit to spite my friend was amusing at the time.

    (He 6L'd a Voltaxic and Lightning Coil in under 50 fusings combined, I think it was about 60 Jewelers for the two 6Ls also - not to mention he found an Exalt, a Binos and another Lightning Coil which he sold)



  • @Lathun so, that jewel is the reason that there's no slot near mortal conviction...



  • @Lathun said in Path of Exile:

    (He 6L'd a Voltaxic and Lightning Coil in under 50 fusings combined, I think it was about 60 Jewelers for the two 6Ls also - not to mention he found an Exalt, a Binos and another Lightning Coil which he sold)

    I hate him. Whoever he is, I hate him.

    ...though my friend and I both found Exalteds.



  • @Sentenryu Same with Infused Shield near Chaos Innoculation.

    If you could skip over Blood Magic to get Mortal Conviction it would be so broken.

    I think my friend's character if he sold all his gear was worth like 20 Ex the last time we checked, although maybe it was a little more. It got a little bit silly, every time a unique dropped my brother and I who were partying with him didn't even bother to see who got it because all the uniques were allocated to him. I think he actually got like 75% of the uniques that dropped.



  • @Lathun I can't find a single slot on the tree where I would use that gem, any good use cases?



  • @Sentenryu Intuitive Leap? I like the nodes near Shadow (directly to the right from the start) it lets you get some goodies for a lot less points than you would normally have to spend, and then the same on the Templar side.

    On the Shadow side it lets you get Blood Drinker, Frenetic and Infused, Mind Drinker can be okay too for attack builds. On Templar side you can get Endurance, Faith and Steel, Overcharge and Devotion.

    Scion is another okay area. Overall it really shines if you just want a lot of charges, but otherwise it might not be super worth to use it, the Scion area it is probably better to just get a good rare jewel however.



  • @Lathun so, if you're only interested on the notables?



  • @Sentenryu Yeah, I would probably still take the 6% life nodes next to Blood Drinker but it still lets you skip some duration nodes and other things. If you just want the notables it saves around 4 points on the Shadow side (without taking Mind Drinker - 5 if you want it) and 5 on the Templar Side, using Witch start as an example.



  • I made my characters accessable in case anyone was interested still.



  • @magus good news for the RF Totem build:

    Spell Totem Support now has a smaller damage penalty, at level 1 it has changed from 50% less to 35% less. At level 20 it has changed from 31% less to 26% less.



  • @Sentenryu Becoming more and more sure this is a good idea.



  • @Lathun I see that you love the shadow...

    Why do you have both Increased Critical Damage and Controlled Destruction linked to the same spell? (On Weaver_is_my_waifu)

    Doesn't Controlled Destruction make it impossible to crit with that spell?



  • @Sentenryu I'm thinking something like this, but the ascendancy stuff may change obviously, especially with the extra points. I could grab that top bit. I haven't grabbed as much life as I might have, but I went heavy on resistances, and I only took totem nodes that increase life or damage.



  • @Sentenryu It combines with all the increased critical chance before being added to the spell. My EK even with Controlled Destruction is at the crit cap with power charges up and assassins mark. Basically it just gives me 43% more spell damage for a gem slot.

    Originally when Controlled Destruction came out I assume it reduced base crit to 0% and gave more damage (although I wasn't aware there is a floor on crit strike chance), once I figured out it only reduced the crit strike chance I realized how good it was for crit builds which is ironic because I am pretty sure they made it for builds not going crit.



  • @Sentenryu 100% reduced is fine if you have, say 200%



  • @Magus / @Lathun I thought it worked like the reduction from fortify, as a final modifier, don't they use "less" when it works like that?

    Second case of inconsistent wording today, the culling when hit that was added to the slayer tree was read by many people as "kill enemies when (you're) hit" instead of "kill enemies when (they're) hit"



  • @Sentenryu If you use dual Kris like a normal crit build, that's 160% increased crit chance straight away. Most increases and decreases apply addatively.



  • @Sentenryu Yes the Slayer wording threw me off too, I read it once and said :wtf: to myself, then looked it over and saw that it actually did mean when you are hit, I guess I am okay with it but it was kind of weird at first.

    As for Less and More vs Increase and Decrease (Reduced) - I believe Less and More are multiplicative and Increased and Reduced are additive.

    I think the formula is something like 100*([INCREASED total / 100] - [REDUCED total / 100])* (1+MORE)*(1 - LESS).



  • @Lathun Right now I'm trying to determine if Celestial Punishment (25% increased Damage against Frozen, Shocked, or Ignited enemies. 5% chance to Freeze, Shock, or Ignite.) will affect RF, I guess only if RF damage can ignite, and I'm not sure if it can, as it's degeneration and never hits.

    I know that Occultist's dominion's 16% increased spell damage doesn't, but Holy Fire's 40% increased burning damage does.



  • @Sentenryu Yeah, no. Neither RF or Searing Bond counts as ignite; if you ever want proof, try using them with The Goddess Scorned: No damage at all.

    But they can probably be ignited as well.



  • I finally got a character to merciless. The juggernaut that couldn't kill voll. -60% chaos resist, this will be fun...



  • @Sentenryu The first two acts will still be easy. In Prophecy, we'll definitely get you to maps.



  • @Magus I just need to find a build that both can handle the content and that i'll like to play, probably a variation of champion or slayer.



  • I forgot to mention that this juggernaut was dying to voll under the effect of a Granite Flask Of Iron Skin (probably my best flask), for a total of 25500 armor and 75% to all resists except chaos.

    Looks like everything in this game deals chaos damage.



  • @Sentenryu That seems impossible. What did you have, 1k life? Voll isn't that bad...



  • @Magus around 1.9k, he one shot me with that slam of his several times, as i told you before, I MUST have screwed something on this build. My leech duelist (first character) killed him so fast that I only saw one attack the first time I fought him, and that duelist HAD 1k life and less than half my resists at that point.



  • @Sentenryu I have no idea. Voll has always struck me as really easy as every character I've played. He's basically pitifully weak Izaro.



  • @Magus that's why I'm so pissed, I didn't even realize he had a name the first time.


  • BINNED

    To be fair that slam hits like a truck, I always run away when he starts doing it.



  • @blek I got locked by my own attack :sadface:

    Heavy strike + multistrike is a bit too much time locked in place



  • @Sentenryu He's actually a crazily important character, since he basically ruined the entire empire and eliminated almost all the magic. At least that's the lore. Chitus and his adviser Malachi were doing some impressive things just before.

    He tried to bury all the skill gems in the mines for some reason. Then Malachi killed everyone.



  • @Magus I read that before fighting him the first time and only noticed it was him once I looked up that The Brittle Emperor card dropped from him

    As an aside, cadiro is selling a redblade band for 5024 coins on merciless mud flats, but I don't have nearly enough coins, if anyone wants it, I can keep the instance alive for quite some time.



  • @Sentenryu I leave to go home in an hour and 20 mins, and then should arrive after another hour. So probably not. Warbands uniques are really cool, though.



  • Did anyone take a look at the berserker changes?

    For starters:

    • 50% increased Damage if you've taken a Savage Hit Recently (was 20% before)
    • 25% increased Attack Speed if you've taken a Savage Hit Recently (was 20% before)
    • Permanent 1% of Damage Leeched as Life and Mana (separate effects)
    • Recover 25% of Life and Mana when you use a Warcry (was 10% !!)

    Men, that looks good, but know what looks even better? savage hit now means a hit that took away 15% of your max life instead of 20%

    Sanctuary of Thought (Hierophant) got interesting too:

    before: Gain 15% of maximum mana as maximum energy shield

    Now:

    • 50% reduced mana cost of skills
    • 50% reduced mana cost of skills while at full energy shield
    • Gain 25% of maximum mana as maximum energy shield

    That's a huge buff. Also, do those multipliers stack for free skills on maximum ES? or is it half the cost?

    Time of Need (Guardian) now works every 5 seconds instead of 10 and always reduces curse effects by 25%

    Bastion of Hope (Guardian) also got interesting, 5% additional block chance, every 5 seconds you get 50% additional block chance for 1 second. unreliable tho.

    Why the heck is Necromancer outshining Guardian on auras?

    Commander of Darkness:

    • Auras you cast grant 10% increased damage to you and alies
    • Auras you cast grant 5% increased attack and cast speed to you and allies
    • You and Allies affected by your Auras have +20% to all Elemental Resistances

    Raider gains phasing both at full frenzy charges and while she has onslaught (with Quartz Infusion)

    On Deadeye:

    Sharp and Venomous chaged so much that it got a new name: Rupture

    • 25% chance to cause bleeding on hit
    • +40% Critical Strike Multiplier against bleeding enemies
    • 80% increased critical strike chance against bleeding enemies
    • Moving while Bleeding doesn't cause you to take extra Damage

    Powerful Precision on the other hand, need a new name, because it got just as many "buffs":

    • Projectiles have 100% additional chance to Pierce targets at the start of their movement, losing this chance as the projectile travels farther
    • Attack Projectiles Return to You after hitting targets
    • Projectile Critical Strike Chance increased by Arrow Pierce Chance

    Arrows are now boomerangs.

    Pathfinder now has a 20% chance for flasks to not consume charges on Nature's boon

    People were talking about nerfs across the board, but there's only buffs and the occasional shift in power.

    This update is looking awesome.



  • Yeah I was surprised there were no nerfs, but I guess they want to buff things and see what people pick before nerfing stuff.

    Berserker changes look nice, as do the Guardian and Hierophant.

    Necromancer has always been weird to me since it is supposed to be the summoning ascendancy but all I've seen people do with it is auras and selfbuffs (flesh offering and bone offering effecting yourself).

    Raider seems crazy with 8 points - Getting two Avatars seems super strong. I was surprised Sharp and Venomous lost its poison damage though, new Powerful Precision seems....interesting. I wonder if when returning it inverses the pierce change.

    Assassin change seems okay too - viper strike / puncture assassin seems pretty cool now. Puncture would do so much damage with the new Assassin Ascendancy



  • @Lathun Viper Strike on Jack, the Axe?



  • I was looking up how much an exalt was worth (to see how much cheaper Jack, The Axe is in relation to the one other Item with the same effect, Atziri's disfavour) and I think someone might have reversed their numbers:

    0_1464354027162_troll.PNG

    Either that, or I'm waaay richer than I thought 😆



  • @Sentenryu Maybe someone really wants a chisel. Probably just a troll though.

    You could use Jack, the Axe in the offhand with Viper Strike mainhand, you could do something similar to make Reave bleed too which could be interesting.



  • @Lathun there's a poison support, so you can make basically any skill that can be used with the axe bleed and poison. And the axe is really cheap, a 3L one is selling for 1c



  • Thats pretty cheap. I was super excited for the poison changes because when I first started playing I wanted to do a poison build but it sucked. Viper Strike was trash back then and PoisonCaustic Arrow was barely usable. When the Poison, Chaos, and Phys spell patch hit I was so hyped, but I still haven't done anything with poison - mostly because Viper Strike is annoying to use (I really dislike the whole swing at ground because cursor is 1px off an enemy).

    Funnily enough I was thinking of doing a Poison Bladefall build when that patch hit but my brother convinced me to play something else because he thought it would be bad, but it was so broken haha



  • @Lathun and probably will me nerfed on this patch, or so reddit seens to think, but we know they're wrong most of the time.

    I don't quite understand why poison stacks but bleeding and burning don't, but the fact that it does stack seen to make bladefall poison really strong.

    I'm wondering what can be made with traps next patch. I still find the fact that mines can place traps quite funny.



  • @Sentenryu I had an idea to make Poison Arrow good like 10 patches ago and it was to Mine->Trap->Ranged Attack Totem-> Poison Arrow.

    It was too dumb though, way too dumb.

    The reason Poison stacks is because they wanted it to have a unique mechanic because otherwise it would have stayed a worse burning/ignite mechanic.

    I have a hardcore Perandus character that I was planning on using for Ice Trap + Frost Bomb Trap (with low duration) which seemed pretty fun.

    Maybe a Vortex Trap with Frost bolt self cast? I am not sure. None of the new skills seem super trap worthy besides Vortex. I think people will still stick with Bladefall + Poison or Ice Trap.



  • @Lathun I find Fire Nova Mine quite fun to use, wonder if I can make it deal enough damage to be viable.



  • @Sentenryu I saw a build that used that to great effect, I forget exactly what he did though. It sems like it is useable. I find mines too clunky personally, except Smoke Mine because it is more of a teleport than damage ability.

    I think you could make it work though, maybe put poison on it and stack up a bunch of mines? Not really sure.



  • I just saw this again - https://www.pathofexile.com/forum/view-thread/1639820 traps + poison is really broken.



  • @Lathun that build looks crazy expensive tho, and you have to level as another build.

    I'm sure it pays itself given time, but it's way out of my league

    Every build I think about today seens to draw me to the shadow/witch area, at this rate, prophecy will begin and I'll still have no idea on what to play.

    Current idea is to do crit blade vortex (not CoC, manually cast), people are theory crafting a building it as a slayer due to the increased radius on Impact and Headsman, combined with the overkill leech, but it seens that the leech on overkill does not apply if you take the culling node, that you need to take to get to Headsman

    I was thinking of either going Assassin for the Crit chance and multiplier from the power charges or Trickster for the extra defense and faster casting from frenzy charges.

    Not sure if it would be better to crit a lot or cast a lot of blades.



  • @Sentenryu I still don't know what my cast on crit blade vortex character will be like; i'll be doing the RF Totem build first, so I have time, but it could be assassin, maybe raider, some duelist one, or possibly even occultist. I really don't know.

    I was thinking daggers originally, but I might go katanas or maraketh staves.



  • @Magus Katanas? If I didn't had one on my stash I would think you where joking 😆

    I just thought about linking poison to blade vortex and going full cast speed + raw physical damage. If it works for bladefall, it might work for blade vortex too. Trickster would allow one to get frenzy charges on kill. Weave the Arcane might also help sustaining the casts, and there's plenty of physical and chaos damage nodes near shadow.

    The notable Fatal Toxins is also near. Incidentally, now that I've added poison, both assassin and trickster offer bonuses to damage over time, trickster allowing for more consistent damage and assassin for better bursts with criticals.

    I'm inclined to got with trickster because the defense options are better and it's easier to rebuild stacks.



  • Yeah any build using Shav's is super expensive. I just thought it was hilarious the amount of damage it can do, but it really isn't surprising considering the poison quad dips or something crazy.

    I have no idea what I am going to play either, at first I wanted to do a Touch of Anguish frost blades Trickster but seeing that I hate melee I might just do Caustic Arrow instead. Alternatively I could do Reave.

    My last character was super squishy to reflect and high level maps so I kind of want to make a tanky character that can leech or just not get hit in the first place.

    Maybe I'll try a Touch of Anguish + Daresso's Passion with three Pacifism jewels.



  • @Sentenryu said in Path of Exile:

    I just thought about linking poison to blade vortex and going full cast speed + raw physical damage. If it works for bladefall, it might work for blade vortex too.

    The only thing about casting fast is that you can't cast faster than a cast on crit build can.


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