Apparently similar mods can be rolled on some item bases, which might make the unique changes even less interesting.
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.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
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.
If they had tried that there would have been a major riot. I'm pretty sure those are limited to pre-release backers.
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.
I am running around with my ED/Contagion trickster. My experience in killing Dominus leads me to think boss fights will be really hard.
PoE is very explicit on this: when it says 'Increased' or 'Reduced', it's additive. When it says 'More' or 'Less', it's multiplicative.
They really need to add some notes or something about that. Unless I missed them someplace.
Yes, but not for the reason you listed. It's because they are resolved at different stages of dealing damage.[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.
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?
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.
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.
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?
Aside from obvious and numerous summoner nerfs, I thought this one was interesting:
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.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.
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.
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).
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...