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On March 19 2019 21:03 Warri wrote: You didnt do syndicate in red maps, you farmed lvl 60 areas like ossuary, harbor bridge or blood aquaducts, stacked the right ones and then ran the safehouse. If you ran research you get 2 pure breachstones, each drops 2 t16 on average, if you did intervention you got 2 cartography scarabs which had 100% more map drops. You could do more than one safehouse per hour after the initial setup. So yes syndicate could create a lot of maps. Nevertheless the influence of syndicate is blown out of proportion, the mass spam farming of syndicate didnt occur until mid january when the video guide was published and until then most people didnt really do them since you could lock them down in the research stage. I dont think it had too big of an influence on the map price. And certainly it didnt do anything to self sustain if you werent running them yourself. So you sustained high level maps by not playing high level content or even any maps.. That was terrible design. I am now very glad that during Syndicate I didn't need to do this. Even Devle with its too slow progress to red tier monster level gave you better maps by making you play harder content. Incursion gave you better maps by making your play higher tier maps.
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Russian Federation484 Posts
On March 19 2019 21:03 Warri wrote: You didnt do syndicate in red maps, you farmed lvl 60 areas like ossuary, harbor bridge or blood aquaducts, stacked the right ones and then ran the safehouse. If you ran research you get 2 pure breachstones, each drops 2 t16 on average, if you did intervention you got 2 cartography scarabs which had 100% more map drops. You could do more than one safehouse per hour after the initial setup. So yes syndicate could create a lot of maps. Nevertheless the influence of syndicate is blown out of proportion, the mass spam farming of syndicate didnt occur until mid january when the video guide was published and until then most people didnt really do them since you could lock them down in the research stage. I dont think it had too big of an influence on the map price. And certainly it didnt do anything to self sustain if you werent running them yourself. And now you're projecting your personal anecdote to entire playerbase, wow, bravo.
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Why would you say that? What part am i projecting? Just because YOU farmed syndicate in red maps? Arent you projecting? A lot of threads on reddit were made and commented about how to lock syndicate and prices reflect that.
![[image loading]](https://i.imgur.com/Sg2oXFx.jpg) Source https://poe-antiquary.xyz/ league started dec. 8th iirc, the video came out jan 12. Thats when people started farming syndicate and getting scarabs = lower scarab prices = lower map prices. (that includes delve cities due to the increased sulphite supply from cheap sulphite scarabs). After that playerbase steadily declined and prices adjusted. Anyway, none of this concerns the self sustain of maps in the first weeks.
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On March 18 2019 18:36 sicklucker wrote: my characters name is itsalladream guild invite !
i left my other guild if you did invite reeee
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Do you guys understand this spreadsheet? https://poedb.tw/us/ItemSynthesisMods
I truly, really wanted to give this a chance yesterday, but came to a halt very fast. I had a shield with like +70 health as a fractured mod, so I tried searching it in there. But the biggest number was 24-30 maximum life. Honestly, I don't care if S+ crafting tricks and knowledge is only for the biggest of brainiacs, but it is really fucking annoying how I still don't feel any control over the synthetising process. At least in Betrayal, even if you just kept clicking at random, you eventually got something of varying value in the Safehouses. Also, the Betrayal spreadsheet is at least pretty easy to understand, it shouldn't get much complicated than that.
The other rookie mistake I ran into is that I forgot that just because a map is still there on the Nexus, it doesn't mean it is actually there.I planned my route, and failed to realize that half of my maps are not even connected anymore, only visually. Yikes. I don't expect much from the Nexus, and I've read that the rewards are pretty much bang average, and if you actually want stuff, you are better off doing anything else, but it's still new so I'd like to do it for a breath of fresh air. GGG has tried their absolute hardest to make me deter from it, but I still have hope.
It's ironic to me how much I don't have a problem with Syndicate this league. For starters, I haven't got one-shot so far, which is funny, because the EHP of my char is lower than my previous one, and I don't even have acro and phase acro. I clear 3 Syndicate encounters in the time it took me to dance around one single fortification last league, so it's scary to say, but I ama ctually actively hunting Syndicate maps right now.
As always, Delve is still the absolute best. GGG hit the jackpot with it, because for every shitty, bugged, overtuned, unrewarding new league mechanics they introduce, there's always Delve, where you can enjoy yourself, take some risks only if you want to, and actually get nice loots. The only bad part of Delve is the initial digging down, which is tedious, but if you wander around for fractured walls, it can be rewarding still.
Edit: also, any of you paying attention to the flavour side of the league? I have never read the mission and story dialogues, I have no idea about who is who, but Niko and the Betrayal encounters were really funny. I wasn't around Incursion, but Alva's giddyness gives me some positive vibes as well. But this league, it is completely past me. The VO for Cavas is meh, and it is hard to focus on what he says when I have to zoom-zoom through the memory. And the mini plot-twist that happens later on just makes the whole experience even worse.
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![[image loading]](https://i.imgur.com/pqnjcOf.jpg) Heres the shield part. The numbers in the middle tell you how much life has to be on all three shields summed up to get the implicit on the resulting shield, e.g. if all 3 shields have less than 100 max life combined and it chooses that affix you will get 8-10 max life as implicit. For the calculation it doesnt matter if the affix is fractured or not. If you put in 3 shields with 6 different affixes each it will choose one of those randomly and then look at the other shields if they have the same affix and add up the numbers.
I do like the lore bits actually, they are pretty good. Really tells you that wraeclast sucks and most of the people living in there. Its really unfortunate that they fucked up the presentation like you said, having to focus on not dying while it plays. Theres a reddit thread with every voiceline if youre interested.
If you want to really 100% guarantee you get the affix you want you have to get/buy 3 shields that have the affix you want as fractured mod, then scour, regal and annul them, so that each shield now only has the fracuted affix left.
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On March 20 2019 20:22 Warri wrote: Really tells you that wraeclast sucks No shit, it's really buggy every 3 months.
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On March 20 2019 21:01 clusen wrote:No shit, it's really buggy every 3 months. :D :D
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Alright, folks, build advice time: I'm playing a Storm Burst Trickster abusing extra chaos scaling with multistep conversion. My single target is completely bananas, but the clear speed on Storm Burst is merely okay (you have to stand still and channel for a second to clear a screen).
Fortunately, my build has room for an extra 5-or-6-link to use as a clear skill, so I'm looking for options. Build info:
- Decent amounts of increased scaling for phys, chaos, spell, and area damage.
- Built-in lightning>cold conversion from 2x Call of the Brotherhood, Hatred, and enough extra chaos scaling that I benefit a lot from converting (so skills that deal lightning damage, or phys damage that can be converted to lightning, would be best)
- Crit-based
- Using a staff and Flame Dash, no Shield Charge
- Decent amounts of cast speed from being a Trickster
- Lots of increased AoE
- No skill effect duration
- No room to run Heralds
Stuff I've considered:
- Blade Vortex: Phys > Lighting > Cold makes good use of the extra chaos scaling, AoE helps, and Unleash BV reduces how much time I have to spend recasting. Also, having the Vaal version for bosses is cool. On the other hand, I have to recast annoyingly often with no skill effect duration, and even with a bunch of AoE, the coverage feels mediocre on open maps without HoI/Inpulsa's explosions.
- Storm Brand: Lightning > Cold is pretty good, and I've heard very good things about this skill's QoL for clearing. I can't afford to take any Brand-specific nodes for it, though...is it still good without Runebinder? Also, will it have the same recasting problem as BV without skill effect duration?
- Winter Orb: Pretty sure this is no good without skill effect duration, right? I've never actually played it.
What else am I forgetting?
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Try Ethereal Knives maybe. Mathil started playing that a few days ago as tricksters wit phys to lightning convrsion support.
Bought 6 Elder ugs, ran with beyond, 3 additional mob sextant, all 90%+ quant, 140 altas completion. Had Zana in one of them. All in all got 2 t16 and 1 t15. About 100c down the drain. Almost sustaining. I think im done for this league.
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Divine Ire has built in 50% phys to lightning conversion, so Divine Ire + Phys to Lightning support would be pretty good probably. Seems to be pretty popular right now too as far as decent new spells.
EK not bad either? Would need to swap the threshold jewels in/out I guess but maybe not idk.
I agree that BV prob feel bad with none of the duration nodes. Storm Brand also might be weird with none of the attachment range or other brand nodes.
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@ASoo - you need explosions for clear, keep using sb. double obliteration in off hand and swap, else you know, impulsa's . there is the mace mod too but i don't know how can you fit it in there.
of Shaping Req. Lv. 68 Enemies killed explode dealing 5% of their Life as Fire Damage*
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On March 21 2019 03:22 Duka08 wrote: Storm Brand also might be weird with none of the attachment range or other brand nodes. Hrm...do generic AoE modifiers affect brand attachment range? If so, maybe I'll try it with Chain support and see how it feels.
On March 21 2019 04:01 xM(Z wrote:@ASoo - you need explosions for clear, keep using sb. double obliteration in off hand and swap, else you know, impulsa's  . there is the mace mod too but i don't know how can you fit it in there. Show nested quote + of Shaping Req. Lv. 68 Enemies killed explode dealing 5% of their Life as Fire Damage* Explosions would be great, but as far as I know they only appear on weapons and Inpulsa's. A huge proportion of my damage (and a decent chunk of my defense) is coming from Duskdawn and Eternity Shroud. I guess Obliteration in my weapon swap could work? It's a good idea, I just hate having to use weapon swap...
*edit* Maybe if I save up for some shit like a level 4 Enlighten I can fit HoI in with Discipline and Hatred...
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On March 21 2019 05:03 ASoo wrote:Show nested quote +On March 21 2019 03:22 Duka08 wrote: Storm Brand also might be weird with none of the attachment range or other brand nodes. Hrm...do generic AoE modifiers affect brand attachment range? If so, maybe I'll try it with Chain support and see how it feels. As far as I know, area increase only affects the actual range of the zappies and their damage, not brand attachment. I haven't played brands extensively so maybe storm brand will feel ok with decent damage like you have, even sans attachment range or extra brands.
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On March 18 2019 21:24 Velr wrote:Show nested quote +On March 18 2019 21:06 ThaddeusK wrote: unnecessary dex node below Fangs of the Viper inefficient small node right of Resourcefulness 2 small nodes in the Written in Blood wheel are inefficient and not needed for pathing can save 1 or 2 points pathing left to Arcane Guarding from below the witch power charge instead of going up and left if you are gonna get small es nodes in the Foresight wheel you should path down to the 16% spell damage node small es node above Arcane Focus is efficient (8% instead of 6%) Thanks a lot! Hopefully i get my last labtrial today so i can get this going 
I switched to CI... and... Trickster CI/Evasion is bonkers. Stuff just does not hit you and if it does you immediatly are at full ES again. If something isn't oneshotting you, you just don't die (which i didn't do since i went CI). My gear aside from the required uniques is <10c and all it does is get me resist capped and I atm just don't see a reason to trade for anything better, i use random flasks that i just had lying around.... My ~40 exalt LLRF-Guardian felt squishy (and SLOOOW) compared to this during general mapping O_o. I kinda hope this changes once i reach guardians and actual "hard" content because it is just ridiculous but i just don't see why it should and how it could atm.
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On March 21 2019 02:57 ASoo wrote:Alright, folks, build advice time: I'm playing a Storm Burst Trickster abusing extra chaos scaling with multistep conversion. My single target is completely bananas, but the clear speed on Storm Burst is merely okay (you have to stand still and channel for a second to clear a screen). Fortunately, my build has room for an extra 5-or-6-link to use as a clear skill, so I'm looking for options. Build info: - Decent amounts of increased scaling for phys, chaos, spell, and area damage.
- Built-in lightning>cold conversion from 2x Call of the Brotherhood, Hatred, and enough extra chaos scaling that I benefit a lot from converting (so skills that deal lightning damage, or phys damage that can be converted to lightning, would be best)
- Crit-based
- Using a staff and Flame Dash, no Shield Charge
- Decent amounts of cast speed from being a Trickster
- Lots of increased AoE
- No skill effect duration
- No room to run Heralds
Stuff I've considered: - Blade Vortex: Phys > Lighting > Cold makes good use of the extra chaos scaling, AoE helps, and Unleash BV reduces how much time I have to spend recasting. Also, having the Vaal version for bosses is cool. On the other hand, I have to recast annoyingly often with no skill effect duration, and even with a bunch of AoE, the coverage feels mediocre on open maps without HoI/Inpulsa's explosions.
- Storm Brand: Lightning > Cold is pretty good, and I've heard very good things about this skill's QoL for clearing. I can't afford to take any Brand-specific nodes for it, though...is it still good without Runebinder? Also, will it have the same recasting problem as BV without skill effect duration?
- Winter Orb: Pretty sure this is no good without skill effect duration, right? I've never actually played it.
What else am I forgetting?
Check how much damage you need to onetap most things with the explosion dmg from the first orb. Then you can try to optimize it and channel duration to smooth out the clearing.
Why no skill effect duration though? Just not space?
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On March 20 2019 20:22 Warri wrote:![[image loading]](https://i.imgur.com/pqnjcOf.jpg) Heres the shield part. The numbers in the middle tell you how much life has to be on all three shields summed up to get the implicit on the resulting shield, e.g. if all 3 shields have less than 100 max life combined and it chooses that affix you will get 8-10 max life as implicit. For the calculation it doesnt matter if the affix is fractured or not. If you put in 3 shields with 6 different affixes each it will choose one of those randomly and then look at the other shields if they have the same affix and add up the numbers. I do like the lore bits actually, they are pretty good. Really tells you that wraeclast sucks and most of the people living in there. Its really unfortunate that they fucked up the presentation like you said, having to focus on not dying while it plays. Theres a reddit thread with every voiceline if youre interested. If you want to really 100% guarantee you get the affix you want you have to get/buy 3 shields that have the affix you want as fractured mod, then scour, regal and annul them, so that each shield now only has the fracuted affix left. Thanks. Still hate it.
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On March 21 2019 02:57 ASoo wrote:Alright, folks, build advice time: I'm playing a Storm Burst Trickster abusing extra chaos scaling with multistep conversion. My single target is completely bananas, but the clear speed on Storm Burst is merely okay (you have to stand still and channel for a second to clear a screen). Fortunately, my build has room for an extra 5-or-6-link to use as a clear skill, so I'm looking for options. Build info: - Decent amounts of increased scaling for phys, chaos, spell, and area damage.
- Built-in lightning>cold conversion from 2x Call of the Brotherhood, Hatred, and enough extra chaos scaling that I benefit a lot from converting (so skills that deal lightning damage, or phys damage that can be converted to lightning, would be best)
- Crit-based
- Using a staff and Flame Dash, no Shield Charge
- Decent amounts of cast speed from being a Trickster
- Lots of increased AoE
- No skill effect duration
- No room to run Heralds
Stuff I've considered: - Blade Vortex: Phys > Lighting > Cold makes good use of the extra chaos scaling, AoE helps, and Unleash BV reduces how much time I have to spend recasting. Also, having the Vaal version for bosses is cool. On the other hand, I have to recast annoyingly often with no skill effect duration, and even with a bunch of AoE, the coverage feels mediocre on open maps without HoI/Inpulsa's explosions.
- Storm Brand: Lightning > Cold is pretty good, and I've heard very good things about this skill's QoL for clearing. I can't afford to take any Brand-specific nodes for it, though...is it still good without Runebinder? Also, will it have the same recasting problem as BV without skill effect duration?
- Winter Orb: Pretty sure this is no good without skill effect duration, right? I've never actually played it.
What else am I forgetting? Can confirm that you need skill effect duration for Winter orb to be decent, it has like 1.5 secs channel time and 4 secs duration base. Push it up to 14 and it's good, but without that... meh. Shouldn't be a problem if you have the gem slots though? The build I've seen clear shaper runs it in a 4-slot as main damage skill.
I really liked Frost blades for low tier clearing if you consider frost skills. Dunno how good it is in higher maps. Also requires a decent weapon. But it reminds me of lightning fury, my favorite skill from d2, so I'm biased.
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On March 21 2019 21:31 Archeon wrote:Show nested quote +On March 21 2019 02:57 ASoo wrote:Alright, folks, build advice time: I'm playing a Storm Burst Trickster abusing extra chaos scaling with multistep conversion. My single target is completely bananas, but the clear speed on Storm Burst is merely okay (you have to stand still and channel for a second to clear a screen). Fortunately, my build has room for an extra 5-or-6-link to use as a clear skill, so I'm looking for options. Build info: - Decent amounts of increased scaling for phys, chaos, spell, and area damage.
- Built-in lightning>cold conversion from 2x Call of the Brotherhood, Hatred, and enough extra chaos scaling that I benefit a lot from converting (so skills that deal lightning damage, or phys damage that can be converted to lightning, would be best)
- Crit-based
- Using a staff and Flame Dash, no Shield Charge
- Decent amounts of cast speed from being a Trickster
- Lots of increased AoE
- No skill effect duration
- No room to run Heralds
Stuff I've considered: - Blade Vortex: Phys > Lighting > Cold makes good use of the extra chaos scaling, AoE helps, and Unleash BV reduces how much time I have to spend recasting. Also, having the Vaal version for bosses is cool. On the other hand, I have to recast annoyingly often with no skill effect duration, and even with a bunch of AoE, the coverage feels mediocre on open maps without HoI/Inpulsa's explosions.
- Storm Brand: Lightning > Cold is pretty good, and I've heard very good things about this skill's QoL for clearing. I can't afford to take any Brand-specific nodes for it, though...is it still good without Runebinder? Also, will it have the same recasting problem as BV without skill effect duration?
- Winter Orb: Pretty sure this is no good without skill effect duration, right? I've never actually played it.
What else am I forgetting? Can confirm that you need skill effect duration for Winter orb to be decent, it has like 1.5 secs channel time and 4 secs duration base. Push it up to 14 and it's good, but without that... meh. Shouldn't be a problem if you have the gem slots though? The build I've seen clear shaper runs it in a 4-slot as main damage skill. I really liked Frost blades for low tier clearing if you consider frost skills. Dunno how good it is in higher maps. Also requires a decent weapon. But it reminds me of lightning fury, my favorite skill from d2, so I'm biased. I have been studying people builds on Poe.ninja and most trickster WO players don't go for lots of duration. They just grab that north middle cluster and that is it. You forget that trickster has huge cast speed bonuses from its ascendancy, it makes upkeeping WO charges fairly easy.
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I've been playing with Synth league mechanic a bit more, and I think it's got some problems like people say I think it's got a lot of redeeming stuff.
Synthing gear is unintuitive, but it's also a great early mid-tier loot option and makes picking up mid iLevel rares actually compelling (the fractured ones at least). It's a lot of work to get something really valuable, but it's pretty easy to RNG you way to something decent like a double implicit or good single implicit. I have way more fun dealing with fractured rares than ID a 100 junk rares or just ignoring everything to farm currency. Then later on it can make for some end game loot if you really put in the leg work.
I like the map objective fragmented memories, they're fun, good loot, and if you fail one it's no big deal. I don't know how that'd ever work outside of being present every map, but it's a good base loot mechanic. If nothing else it's a great way to pick up a bunch of scrolls without wasting time.
The memory nexus is where it gets dicey? I think a lot of the core loops work, and work well. If you only place good yellow memories, chain them, and do all the stuff it feels like they're good runs and you get some good mileage out of them. The problem is there's at least some junker memory modifications and the reward nodes are a disaster.
Basically I see three major problems that otherwise would make me happy with the league: * Indoor memories have too much decay, there should be some sort of leeway for maps that are cramped because of the reduced speed you have through them and the potential for dead ends/walls. Outdoor themed maps feel great to zoom through. * The prompt for the memory devices is way too big. It's hard to loot synth chests and not hit the memory device which currently ends your run. * Don't end the run on a single reward node if you hit the device, I think this is a new-ish bug? It's pretty bad. * Reward node spawns are often more of a slowdown than a help, the chests stink and they make placing new memories harder. I think you could reduce reward spawn, increase memory modifier spawns, and let things work out like that.
Anyways it's pretty fun, for a lot of people claiming bad rewards (I've seen a bunch of Reddit), I'm curious if they're tossing out blue/white memories or placing them? It's just like anything else, running the blues/whites is a waste of time compared to just saving up the yellows with like +30% quantity modifiers. If nothing else more things where you get to kill and loot after is great.
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