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On December 07 2018 16:46 bo1b wrote:
Yeah it does, I'm still not convinced given just how much higher arcs base damage is
i think you should learn gc mechanics before you make a claim like that.
also that video is from incursion just before the nerf to minefield support. also he didnt show pob/profile and the top right corner of the screen is blocked so he could be playing in std with mirror gear for all i know.
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28079 Posts
I was actually going to try arc mines as my starter too. I’m assuming this build is decent. If there’s a better alternative let me know.
https://www.pathofexile.com/forum/view-thread/2249948
On another note I really want the red arc spell effect 
Edit: ziz just put out an arc mine/trap vid 20 minutes ago
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On December 07 2018 02:43 ASoo wrote:Show nested quote +On December 07 2018 00:11 xM(Z wrote: dudes, if you haven't played totems after the %hp nerf, just don't, unless it's totem + fast casting skill(fp, arc etc) because ... the %hp nerf(the subsequent %percentage reduced dmg taken was a washout) neutered the totems. - channeled skills on totems get interrupted by pretty much 90% of any mob dmg it receives = incinerate dead(hard to get stacks, no dmg), FB dead(<same>), etc and i'm guessing winters orb will be the same. the totem will start the cast, it'll get interrupted, it'll have no stacks, delayed dmg, if any... - totems are way more susceptible to status ailments since then: they'll freeze more often, get shocked/ignited/chilled more often and i'm pretty sure will get the new ailments on mobs so yea, i'm thinking they'll have a hard time staying alive.
investing in a cannot be stunned jewel for totems just so they'll end up in a freeze is redundant and getting totem life is like wasting potential poe fun. personally i'd go brands + immune elemental(i'm thinking syndicate bosses will scorch people to death for sure) notable on hiero. Aren't all of these things (stun and ailments) based on damage after mitigation? When totem life was nerfed, they got a "less damage taken" modifier that exactly cancels it out: I thought this nerf only impacted totems that scale damage with their own life total, like RF, DP, and the explosions from the Chieftain node. They should be exactly as susceptible to stun/freeze/chill/shock/ignite as they were before. you;d think so but nope. - lowering base totem hp made life scaling worse; 10% hp life node is worth 45%less. - every league mechanic comes with its own mobs which are overtuned compared to normal content. while players overcame those damage spikes with ascendancies/leech/defenses in general, totems got nothing extra/more.
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On December 07 2018 17:47 ggsimida wrote:Show nested quote +On December 07 2018 16:46 bo1b wrote:
Yeah it does, I'm still not convinced given just how much higher arcs base damage is i think you should learn gc mechanics before you make a claim like that. also that video is from incursion just before the nerf to minefield support. also he didnt show pob/profile and the top right corner of the screen is blocked so he could be playing in std with mirror gear for all i know. I think you should be less of a dick and stop making moronic assumptions about what I do and don't know on the game.
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On December 07 2018 17:44 r.Evo wrote:The reason to go traps is because you like pressing less buttons and because you like doing less damage. Basically traps are fine but mines are better. Bo1b, if you can come up with a Bow/CoC/Arc Scion that makes sense, halp pls. I'd use totems to transition into ele hit and mines to transition into CoC/Arc. Main issue: I'm stuck here with the tree. Accuracy is missing, not sure if damage will be missing. Can't find a reasonable way to use the 2nd starting location either. There's also a CoC Icespear tree in there for shits and giggles, for that one pathing would actually make sense. I have something for bows and scion, I'll post in a bit, on phone atm.
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On December 07 2018 17:44 r.Evo wrote: The reason to go traps is because you like pressing less buttons and because you like doing less damage. Basically traps are fine but mines are better.
Imho the main issue why Traps are worse is very simple: As soon as you have a Detonate-Mines Totem... Your mines basically become traps whenever you want it (and since detonating is instant, even whiteout it its very similar).
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On December 07 2018 18:07 bo1b wrote:Show nested quote +On December 07 2018 17:47 ggsimida wrote:On December 07 2018 16:46 bo1b wrote:
Yeah it does, I'm still not convinced given just how much higher arcs base damage is i think you should learn gc mechanics before you make a claim like that. also that video is from incursion just before the nerf to minefield support. also he didnt show pob/profile and the top right corner of the screen is blocked so he could be playing in std with mirror gear for all i know. I think you should be less of a dick and stop making moronic assumptions about what I do and don't know on the game.
GC having higher base dmg than arc in the context of fighting big sized bosses is not a moronic assumption, its a fact.
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- mines are better for skills that shoot at a mob - traps are better for skills that AoE a mob
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On December 07 2018 08:58 ggsimida wrote:Show nested quote +On December 06 2018 23:37 -Archangel- wrote:On December 06 2018 23:20 ggsimida wrote:On December 06 2018 19:58 -Archangel- wrote: I think I will still try the Winter Orb totem hiero. I plan to use that totem unique jewel that gives +2 projectiles for a small penalty to damage. I was planning to self cast Frostbomb to debuff enemies as its debuff does not depend on dealing damage. Also you can easily link it with inc duration and arcane surge. Not sure if I can use artic breath with new support for additional debuff, will the chill effect work if my character does 0 damage due to totem keystone!?
Not sure what to do if single target turns out to be crap. I was thinking of going for new Carcass Jack so I can get that sweet 50% inc AoE, maybe the projectiles from Winter Orb overlap in that case. according to someone's dmg analysis here based off purely base dmg you only need 5-6 overlapping WO projectiles to reach the power of 10 stack BV. of course BV is still superior due to better scaling from statstick but no doubt WO is no slouch either in both clear and single target, especially if you go totem where you can go gmp+rain of splinter by default 5-6 is a lot. Small chance you can get all of those to overlap. I was hoping to get 3 to overlap. Also we don't know what is the base number of projectiles WO releases. I hope it is not one :D For totems, WO is much better than BV. For selfcast, BV should be a lot superior. Except for self cast you can just use WO for clear and Ice Spear for bosses. im pretty sure if you get enough aoe they should overlap rather easily on a big boss, especially on totems where you easily get more projectiles than selfcast.. the more pertinent issue is totem survivaibility (die before they charge up to max stage) Also LOL at you saying "For totems, WO is much better than BV" BV totem is clunky but the DPS is INSANE. also the dmg of BV totem is based on the stacks you have on your char not on the totem so its easy to maintain 10 stacks during boss battle. when levelling arc totem try putting a 4L bv totem in your setup, they will rip bosses like kitava to shred while your 4L arc totem is piss in single target. honestly i think its a tad unfair to compare WO constantly to 1 of the best if not the best spell in the game. WO is already nigh superior to most spells. BV totems I am sure do lots of damage but most bosses and enemies are not static and totem with BV cannot move and has low AoE. WO totems have much larger AoE and will be able to hit moving enemies.
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On December 07 2018 11:23 EchelonTee wrote:+ Show Spoiler +this Cold DoT occultist with EB seems like a solid starter. really good dps and low gear requirement. just depends on how good vaal cold snap feels hehe Yeah i'm torn between this and arc totem Heiro.
My biggest worry with the Occultist is survivability since I am a garbage player.
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Do we have any insight on the crafting mods of the new masters?
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We can also find some items that unlock crafting mods, can't remember its name. But each time you get 3 choices to select from. Each time you chose same mod it improves. Saw some elemental damage to weapons on screen shots, like cold damage over time and poison.
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@Evo, I'm pretty sure that each explosion from blast rain counts as an attack which can proc coc, so you want to either get stupidly large amounts of attack speed or match your attack speed to this formula, where you replace projectiles with 4.
https://www.reddit.com/r/pathofexile/comments/a3wjt0/optimizing_coc_barrage_proc_rate/
As far as tree goes, I think you have two options, first is a lioneyes glare, the second more expensive option is a shaped bow with t1 crit, socketed gems are supported by level 20 coc, and 20% chance to deal double damage. There's enough accuracy on the tree that getting a few hundred on other pieces of gear is enough to tide you over. You could go full abyss sockets and get 2-3 t1 life, crit multi/chance, accuracy jewels and you'd be pretty much capped at 95% hit, 95% crit. I think you need some source of life leech, but I don't know how you'd get it tbh. Tree looks something like this, at the scion area double might of the meek and an unnatural instincts gem will give you 82% multi and some other juicy shit.
I really like the idea of blast rain for super easy ee generation, and ice spear/arctic breath for the damage dealing, now that they shotgun. But I haven't put a huge amount of thought into that part. Also a shaped quiver with +1 arrow is gg.
http://poeurl.com/caIa
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OK, so I've got a skeleton of a build I'm going to mess around with later in the league. The concept is simple: Accuracy/Dodge Bow Jugg. Hinekora's Sight and Oskarm already give both, Hyrri's Ire now adds plenty of flat damage to bows (the concept before the Hyrri's Ire change was going Piscator's Power Siphon), and Obscurantis was buffed and uses accuracy for increased projectile damage. Near the Jugg there's the Scion life nodes, and a Green Nightmare would bring the dodge to above 70% for both attacks and spells, which seems super-strong.
Two 4Ls are pretty straightforward; Blink Arrow + Faster Attacks + Faster Projectiles + Culling Strike, Blood Rage + Empower + Enhance + Summon Ice Golem. Now there are two 6Ls and one 4L left; the bow is a natural 6L for the attack skill, and now there's a 6L and 4L left for auras/heralds/CwDT/totems/portal etc.
Does anyone have suggestions?
Here's the PoB link.
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On December 08 2018 00:53 Gzerble wrote:Does anyone have suggestions? Here's the PoB link. I did a quick run through - https://pastebin.com/AH7EfZcr
You should definitely get the marauder life nodes, they're really good. I don't think Might of the Meek is worth the points here. If you're ele damage mainly (because of hyrri ire) then you want to get Primeval Force. This along with Aspect of the Eagle should give you some more damage. I dropped the Shadow area because with dodge and endurance charges you should be ok with defenses.
I would say this is a tough league starter, because a lot of your damage will come from abyss jewels that won't be available for some time.
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so what is the reflect situation like these days
if I am running ice spear with high crit multi and inquisitor's pen, and my ice spear hits phase 2 and goes through a crowd of enemies, am I going to instantly die? How do I deal with this?
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You can start patching now, 9.2GB on steam.
Reflect is map mod only now, so you can just avoid maps that have it.
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oh awesome, thanks not sure I am a fan of that balance wise or not. how was that change received by people?
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made the game a lot easier. It's hard to really determine whether or not it was a net positive or not. On the one hand, it was a continuation of the trend of mechanics becoming easier over time. However, like the changes to volatile, dying to reflect because of offscreen hitting or whatever felt very sudden and out of the blue. You could argue that it forced you to be smart with builds, having to think about reflect and how much you offscreen, but still.
it made top end builds a lot stronger for sure, but at the same time, there aren't as many super high dps builds for cheap like before
having a reflect immune build (chaos or degen basically) is still a plus because you can run more map mods. Very relevant since vaaling all your maps is a good strat for sustaining t15+
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