Path of Exile 3.28 - Mirage

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teubbist

Ars Scholae Palatinae
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Looks like HoAg assassin as a league starter for me. I did Occultist HoAg for Legion and it took me to T10 without much issue, which is around the time I tend to re-roll into something a bit more serious. Occultist was complete garbage for the Legion mechanic(crawler is slow and pretty dumb, profane bloofs didn't work at the start, etc.), but RoA+CoH+Poacher's was surprisingly nice for sustain while the crawler handled rares+. In theory claws should give a similar level of sustain and HoAg allows me to be a little less concerned with weapon scaling for actual damage. And I get to play with the new poison skills.

HoAg might be dumb and slow with packs, but when focused on a rare or unique it tends to utterly obliterate.

Assassin will require a bit more travel tree wise, but my early PoB's don't show any critical issues. And uber lab won't give me anything important ascendancy wise, which is a nice bonus at the start of a league.
 

teubbist

Ars Scholae Palatinae
1,073
If you're playing a poison build that isn't 100% ranged, Plague Bearer is pretty great. And even on a ranged build I'd be inclined to use it as it makes a great "oh shit" button when you're surrounded by packs. I'm vaguely hoping they'll convert the banner skills over to a similar system: you can start/stop it, or if it depletes to zero it just starts building up again automatically.

Cobra Lash and Venom Gyre are both fun, but it's fairly easy to see where the build is going to scale to and it's nothing exciting.
 
I got to level 50 on my archer build. I was following this one until around level 40: https://odealo.com/articles/3-1-starter ... afty-guide then I diverged a bit and now at level 50 I'm just getting murdered by regular mobs in like 3 hits in act 6 on the Mud Flats. I think it's because of that 30% res drop after the end of act 5.

I guess what I really need is some different gear that actually has all the right color slots for the linked gems in that particular guide.

Edit: also now my resistances are like -15% and they used to be close to 75% in act 5
Yeah, resists are critically important. Especially as a ranger, which tends to be a squishy class. Tornado Shot is a highly gear dependent skill, too, since it has no flat damage scaling built in like Ice Shot or Lightning Arrow or Toxic Rain do. It barely improves with gem level, so the longer you go between bow upgrades the worse it'll feel.

^ what Ladnil said.

Honestly, I don't think I'd ever consider TS a league starter skill as it takes a non-trivial amount of investment to get to a good place.

Have you tried swapping TS with Ice Shot? The occasional chill and freeze might help mitigate defenses a little and the built in scaling should help smooth over some of the DPS gains. You should be OK with using the same supports, at least for the leveling setup.
 
I make most of my money via a steady sale of 5-20c rares(I'm a serial picker upper of rares), the occasional RNG jackpot(i.e. a The Fiend card from a Stacked Deck) and keeping an eye on the alts market.

As a serial picker upper of rares it's not unusual for me to have 4K+ alts and it just takes a crafting focused build/stream by someone like Mathil to make the market spike. At one point in Legion the ratio hit 600:1 alts:ex. Failing that, converting them to fusings via a vendor is pretty easy and those will always sell.

Not optimal, but it's rare that I don't end a league with 40+ ex in liquid currency and having spent at least as much in gear on builds.
 
In terms of pure ascendancies though, I think this league elementalist may actually be the most versatile ascendancy. The buffs from the golems are good for everything (everybody wants phys mitigation, life regen, increased damage, etc). The damage from the ascendancy is "increased damage" with no type specified, so you can do virtually anything with it. I suppose once' you've spent 4 points on the golem nodes, the other 4 points are going to go into nodes that will probably favor dealing elemental damage though. So basically any build, melee, ranged, or caster that does elemental damage (or converts from or to elemental damage) is going to work well as an elementalist.

Elementalist is definitely the MVP this league of elemental builds.

Mathil's most recent EH wander build is a lot of fun to play and, in retrospect, is a really obvious way to build/scale EH without engaging in conversion games. Elemental damage scaling, stupid amounts of penetration, etc.

I converted an experimental KB/Herald/Obliteration elementalist(Spiritual Aid and golem scaling for Obliteration and Herald pops) I made to a variant of his EH build and it's immensely satisfying to play.
 
Them being backed up really didn't help, but they should have set it up so that you get a guaranteed drop every hour, just so that you know it's working. That was the most frustrating part of it, there seemed to be no real way to 100% confirm that you had everything linked properly and your watch time was being counted.

Getting a weta pet every hour would have helped remove that uncertainty.

3.9 certainly looks interesting and shaking up the mapping endgame is much needed. The UE loop was starting to get a little stale.
 
If they had tried that there would have been a major riot. I'm pretty sure those are limited to pre-release backers.

I suspect you're confusing the weta pet with something else. The weta pet is a 5 point purchase on the store, a favourite for when they run their "free mystery box with any point spend" promotions.

edit: quote fix and beaten by Magus`
 
Frostblades is a clear skill, it's bossing DPS is always going to be fairly mediocre to terrible even with stupids amounts of currency thrown at it(mbXtreme's video of his 3.8 build is a good example of this). I also seem to recall Exilecon made mention that mob HP will see another upwards increment in 3.9, which is likely to just exacerbate the terrible moments.

Still, until you hit that wall it is enormous fun zipping around.

I've never been fond of using Vaal skills to try patch up boss damage as a misfire(due to a mistimed boss phase, poor positioning, adds distracting the Vaal skill, etc.) can leave you having to spend time plinking away, hoping to generate souls while risking failing some mechanics check.
 
Unless I missed a memo, ele hit doesn't scale off base weapon damage but the higher attack speed roll will be nice if you can hit it. My attempts at crafting an attack wand proved hugely annoying due to the sheer size of the mod pool.

Some of the floated nerfs in that manifesto seem aimed entirely at niche playstyles(Fortify, gem nerfs for speed leveling) which doesn't strike me as the greatest strategy. The minion nerfs are largely going to come down to numbers.

I did a Baron Zombies Guardian in Blight and zombie slam was a pretty important part of getting decent pack clear. Boss damage could take a pretty big hit without hurting the build too much though.

edit: If Metamorph has no meaningful AE requirements then HoAg should be pretty fantastic. The pet is dumb as shit for clearing packs consistently but the boss damage can get stupid
 
Most of the nerfs seem OK. The EH hit is, I suspect, part of the "nerf overly popular ranged skills" pass along with TS. I don't think it was strictly necessary in comparison to all of the other stuff, but hey.

The Arc change might change my league starter. As I'm not playing on launch day I'll play with it on standard and see if the range bump restores the clear to a point were I'll just do an arc trapper as my starter. Cheesy but easy.
 
I used zombies as meat shields, not as my primary damage dealing minion. I used skellies for that. The only change I will have to deal with will be spectre gems, it looks like, and I use them for frenzy and power charges. 3.9 will be unchanged for me.

Zombies were my primary(and only real) damage source on the Baron Guardian I did. The nerfs just mean I won't practically instaphase Elder/Shaper guardian level bosses and I'll probably have to pay a little more attention in UE style fights where environmental/AE damage actually have the possibility to kill them.

Hardly world ending.
 
I am running around with my ED/Contagion trickster. My experience in killing Dominus leads me to think boss fights will be really hard.

I've not noticed any issues, although for Dominus I relied on ED, Bane(linked to Despair) and a Blight totem mostly. Bane is especially useful as it's a large AOE and fast casting, so you can just concentrate on dodging and not lock yourself down with targeting and casting ED.

Act 10 Kitava metamorph was fun. Big, very big. Huge.
 
Blood Magic is for the spectres to cast their spells. Some spectres, especially the chieftains used in that build, have tiny mana pools and terrible mana regen. So they won't cast much, unless you use Blood Magic which means they use HP to cast their spells instead. This helps keep up 3 charges at all times in combat.

edit: beaten like an unloved step child by masonk
 
Note, you can limit the interruptions by setting the tab to individually priced items and never selling anything for less than some threshold(5c is my lower bound generally). You'll in theory make less currency, especially early league, but you may find the tradeoff of fewer interruptions acceptable.

I'm not sure I'd spend much time worrying about trading as a new player to the game before reaching maps. Especially not this late in the league. There are, as always with PoE, some exceptions but you're generally not going to pick up anything of much value while levelling except very early in a new league when people are a little more desperate for marginal items to hit a resist/stat/etc. cap.

As to the gambling aspect: yes, PoE is RNG layered on RNG layered on RNG. Very little is truely deterministic and even the largely deterministic parts, such as for example levelling gems, still has a bit of RNG at the final step to fully optimize: you want to Vaal level 20 gems(often with 20% quality but there are exceptions) for the chance for it to get a +1 level outcome and give you a level 21 gem.
 

teubbist

Ars Scholae Palatinae
1,073
Admittedly people have different priorities and budgets, but buying a $60 supporter pack for each league, which includes 550 points, doesn't seem overly onerous to me for a game that can keep you as occupied as PoE. And those points will buy you a lot of stash tabs over a few leagues.

It should also be noted you really don't need to pick up that much stuff in PoE and it can often be detrimental to your progress in game. Watch any high end player that streams the game and you'll see they pick up very little.

And then there are extreme examples like Aila who won a few 100 SSFHC races with just 5 basic stash tabs.
 

teubbist

Ars Scholae Palatinae
1,073
PoE is very explicit on this: when it says 'Increased' or 'Reduced', it's additive. When it says 'More' or 'Less', it's multiplicative.

Just to rabble rouse a little, that rule is only applicable to within the scope of the stat itself. Interactions outside can lead to Increased behaving in a multiplicative manner in certain situations, e.g. "enemies take increased % damage" type effects behave like a more multiplier to your damage.
 

teubbist

Ars Scholae Palatinae
1,073
They really need to add some notes or something about that. Unless I missed them someplace.

Pay attention to the gem tags. All of the ballista totems have the "Bow" tag, which means they need a bow to be used. Gems with the "Melee" tag require a melee weapon(i.e. no wands or bows), "Projectile" tagged skills require a projectile weapon(wands), etc. If there are further restrictions to the skill(i.e. only hammers) it'll usually be in the flavour text. The tags are also an OR, so some skills like Elemental Hit include all 3, and can be used with all 3 types of weapons.

Although it's also worth keeping in mind there are a limit to the number of totems you can summon, which is generally 1. If you want to summon additional totems you need to either use specific items, passive tree keystones or ascendency choices or the multiple totems support gem. Or the Searing Bond totem I suppose.

But as vishnu says, PoE rewards focus.
 

teubbist

Ars Scholae Palatinae
1,073
[url=http://meincmagazine.com/civis/viewtopic.php?p=38693485#p38693485:1n8yhkli said:
teubbist[/url]":1n8yhkli]Just to rabble rouse a little, that rule is only applicable to within the scope of the stat itself. Interactions outside can lead to Increased behaving in a multiplicative manner in certain situations, e.g. "enemies take increased % damage" type effects behave like a more multiplier to your damage.
Yes, but not for the reason you listed. It's because they are resolved at different stages of dealing damage.

HTH
 

teubbist

Ars Scholae Palatinae
1,073
If you delete one character, then can you reuse the name for the next? Can you add accent symbols to make the name technically unique?

Yes and yes. Prefix/suffixing names with the league name is another common tactic.

There are some story/quest elements to the atlas that you'll be introduced to when you complete A10 although strictly speaking you don't need to fully complete the atlas to complete them. The atlas is basically the grinding part of PoE: you run it to get more items, more currency, high level crafting bases, crafting bases not available outside maps, etc. It includes encounters, and gives you access to additional encounters, that you would struggle to complete with a build using Act only gear so the upgrades are needed to progress.

Completing your atlas adds various bonuses which help with that.
 

teubbist

Ars Scholae Palatinae
1,073
I did a similar thing: ran to a corner, got too much completion there. The fix for me was to just use watchstones to uptier that corner, then run a bunch of T1-4 maps(regardless of region) which could only select map drops from the limited pool of completed low tier maps in the non-watchstone uptiered regions. Once I had a reasonable base, do the connected map dance.

Between that, rotating Zana's inventory via missions and throwing some Horizons at the problem I got the other regions filled out enough fairly quickly.
 

teubbist

Ars Scholae Palatinae
1,073
It's doubtful the others were price fixed and more likely the jewel you put up for cheap had good mod rolls, whereas the 3-5c ones don't. Some uniques have a fairly massive range in price due to rolls as fixing bad rolls cost divines, which are pricey and are RNG.

Equipment at league start is both cheaper and more expensive. Everyone has less currency, so stuff gets priced lower but conversely you likely won't have currency to buy anything. The sweet spot seems to be ~1 week in.
 

teubbist

Ars Scholae Palatinae
1,073
You have such a low chance to get something good, and the buying power of the Exalted seems to say you would do better to buy something someone else found.

If you're playing an off-meta build or only really need/want 2-3 T1 affixes, buying it off trade is going to be generally cheaper than trying to craft it. But meta build gear and/or trying to hit 4+ T1's can start to slide into expensive territory.

It's less fun though.

I mean, I'm sure someone out there has to actually be USING currency, especially as you get near the end, but if someone wasted 20 Exhalted making a ring, then they will be selling it for a crap ton of money.

Or they had 20ex to burn and made a very specific item needed for their build that no one else has crafted and is utterly useless to anyone else. Mathil's Pillar of the Caged God build is a classic example of this and the amount of currency he's poured into it is bonkers. For a build that is fairly mediocre.

Basically you can reach a tipping point where you're sitting on a lot of currency, it's the tail end of your playtime in the league and you don't care about ripping it to standard. One of the ways to have a little fun and simply see what you can do is to crazy craft. Sometimes it works out, sometimes you spend ~30ex trying to craft a perfect ED Shaper+Hunter amulet and end up with something worth 5c like I did.

Has anyone here done that part yet? Are those bosses much, much harder then the ones you make in the field with zone specific parts?

The lab morphs are largely a joke, as they don't have any map mods. Certain combinations can be dangerous, like the porcupine adds and a hasted laser beam Piety that caught me off guard once, but otherwise it's largely a case of summon, kill, collect loot.
 
Aside from obvious and numerous summoner nerfs, I thought this one was interesting:

Now has 50% less effect against players. Previously, it had 40% reduced effect against players. Note that this change means it is multiplicative with sources of increased curse effect.
This is a nerf to dual kikazaru builds (typically soul mantle totem builds), as 80% reduced curse effect no longer makes you immune to temporal chains. I'm not sure if that's what they were targeting the nerf at, but it is a pretty big deal. I suspect it is more likely targeted at some of the silly shackles of the wretched builds.

Don't most Soul Mantle builds do 2x Kikazaru and Sanctum of Thoughts anyway to be 100% reduced, so they can go the Self-Flagellation jewel route? Or am I'm missing something with the less interaction that means Temp Chains will still have some effect?

But yes, I suspect this is aimed squarely at self cursing tricks for effect duration extension.

edit: which I suppose is a thought. mogbert, if you want a vaguely OP "sit back and let stuff blow up" type build, Divine Ire totems is probably an option. Totem survivability got a boost and the damage is pretty bonkers. And there are some interesting cluster jewel passives which might prove useful late game.
 
Each instance of Less is a multiplier. The Reduced versions were be additive, so they could all add up to a single 100% reduction: 100 / (40+40+20) = 0 effect. Now the Less multiplier means you halve the effect for each ring, which means you get 100 / 2 / 2 = 25% effect. Even if you had additional Reduced affixes, that'd end up as 100 / (sum of all reduced affixes) / 2 / 2 = something more than 0.

Are you sure? I was under the impression that from a calculation perspective only a single calculation pass was done, additive were summed, applied and multiplicative done at the end. So 100% reduced curse effect would result in a 50% multiplier of 0. Which is still 0.
 
Whether it's there because of a deeply rooted system or deliberate I guess might be up for debate, but they have nerfed easy to get enablers of it(i.e. the Betrayal % of non-chaos as chaos craft) so they at least seem cognizant of its existence. Mark's recent post on reddit about spell damage increases being convertible to attack damage but not vice versa suggests there are some interesting limitations buried in the engine.

Elemental Hit is my favourite weirdness around conversion mechanics because it's not immediately obvious that all 3 elements actually exist in a single hit and are available for conversion. Once that clicked, AoF, etc. builds using EH suddenly made a lot more sense.
 
I was just watching someone's 3.10 suggested SSF build and they focuses on Spectres and Zombies. They were using some support mods with the spectres that I didn't understand, and I'm thinking it might be for the support mods to support the SPECTRES abilities rather than supporting the ability to summon them (like Spell Echo, which seems like a bad idea on Summon Spectre, since you have to be targeting the correct corpse). Does it work that way? (I'm assuming it does, because I'm assuming I understand what they are doing, but I always have to acknowledge the possibility that I'm completely wrong).

Correct, the support gems you choose is to support the abilities of the spectre. In the case of Spell Echo you'd unsocket the gem when summoning spectres to avoid getting a second spectre from another corpse. Generally speaking fully supported spectres shouldn't die much so it's not something you do all that often.
 
Quick question: Those nodes that are floating off in the void in PoB (like Crusader, Transcendence, Tenacity, etc...), how do you get to them? Someone just said something in a video that might have been related, but it reminded me that I've forgotten to ask that question...

They are anointed onto your amulet(and certain Blight uniques) via oils.
 
Interacting with a guild stash tends to be pretty slow(as state is sync'd).

Cleaning standard stash is largely an exercise in being mercenary about getting rid of stuff, but it can often just take one neat rare to catch your attention before you're mousing over stuff, checking rolls, remembering old builds that could use it, etc. and next thing it's 4 hours later and you've only cleared 2 quad tabs.

Mathil's starter builds including a Cobra Lash Pathfinder is annoying, as that is what I was going to start with. Will probably stay the course unless I think of something else that grabs my fancy by league start.
 
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