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On August 26 2019 03:05 TaKeTV wrote: WCS Montreal starts exactly with league - I start with groupstage 2 so thats exactly 10PM my time (league start). So I basically lose first 3 days. Being rich in hardcore can be done within a few weeks still but its still missing out. Uber elder is what I miss. Tried him this season died > already had 36 challenges though so no motivation to replicate my HoA build with HoA enchant even - unaffordable too in HC. Or not even unaffordable but not available either sometimes.
I think I will try to go to deep delve and enjoy some builds :S Deep delving is a good idea actually. I don't think I've ever pushed to monster level 84 or whatever, even in Delve league, and with the changes to masters/sulphite in 3.8 it should be more convenient and fun to really grind down in the mine.
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Dark pact with Siegebreaker looks good. If I double poet pen with summon skeleton and dark pact. Should I be Necromancer or is other build better?
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On August 26 2019 14:20 Sapaio wrote: Dark pact with Siegebreaker looks good. If I double poet pen with summon skeleton and dark pact. Should I be Necromancer or is other build better? impossible to say when no one knows what the rework is going to look like.
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Can't believe there's another Headhunter card.
Current masochistic SSF summoner ideas:
° Elementalist flame golems - combo of 3.7's The Primordial card (yay Grotto!), being able to use "minions are aggressive" support before farming up a Primordial Might, and the news +1 to golems from the tree should make it smoother to get underway even without Clayshaper &c; can't imagine you could expect to find a Primordial Chain to run Ice Golems but masochistic farming options include trying to get +2 to support gems unveil from Catarina for a +3 gems bow, or spending thirty hours in the Quay for The Pact for Pledge of Hands (I suspect that the card still drops in Shipyard map and the wiki's out of date, but it's a rare enough card that I've blown through whatever Shipyards I had lying around in Legion SSF). ° Champion or Scion Necro/Pathfinder to try and get/chance Dancing Dervish/Duo + Writhing Jars, and run SRS/zombies until then. ° Herald of Agony Guardian - see if it's feasible to farm up Mana Guardian stuff in SSF, otherwise classic Jugg-style Life HoA.
Edit: Ooh, changes to Summon Skeleton/Raise Zombie moving a bunch of power to the gem from the Necromancer ascendancy is interesting - Guardian/Champion (or a Necro/x Scion?) auramancer time?
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I'll either do a simple Solar Guard spectre Necro or try out something with a mix of zombies, carrion golem and maybe some utility spectres + animated guardian
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The new mine system seems good, with a lot more mines that act as auras boosting the damage. But the new mine gloves are pretty awful the leech is nice, but the whole power charge and regen is bad.
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I've always thought that PoE having both traps and mines was pretty weird to begin with, and now that mines are throwable like traps the distinction seems even less relevant.
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Hmm now traps go off automatically. While mines wait for you to detonate them, reserving mana but gaining power the more you lay or throw.
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New Necro ascendancy:
+ Show Spoiler +
Looks great for a Volatile Dead necro with MoM/Eldritch battery
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Seems a lot more versatile, and up to 50% all resistance give freedom to use more unique to make specialization in build instead of in ascended. The plus 2 to all minion gems seem powerful, and the plus to overall gem type seems like a trend in this patch and think we see more of it.
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The new raise spectre gem looks interesting, could be fun and great to do an oldschool summoner with spectres + zombies (+carrion golem / animated guardian for buffs).
As I've seen the leaks of (most?) ascendancy and passive tree changes, the necro reveal was mostly nothing new sadly since those turned out mostly correct. Haven't seen a league with such a massive leak yet.
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Necro changes seem huge for explodey builds (either popcorn minions or corpse spells). But not much exciting for actual minion builds.
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On September 02 2019 01:55 ASoo wrote: Necro changes seem huge for explodey builds (either popcorn minions or corpse spells). But not much exciting for actual minion builds. Maybe not exciting, but also not bad. +2 minion level is actually quite massive since minions dying is pretty awful and it also adds tons of damage as well. Now that wands can roll +minion gem level as well, zombies should be quite tanky if geared well - even without bone offering.
Saboteur having half the regen is pretty sad... having to aim with mines is also not something I like (Arc miner in delve league was pretty awesome for that reason), so not very likely I'm going to play a miner. Sad Fire Nova Mine is no more as well, the new trap seems to have less AoE, but we'll see.
While I'm not planning to play a raider right now, it doesn't seem unattractive. High evasion is pretty easy to reach with it and high dodge too, dual Dreamfeather raider is probably going to be quite nuts this league. Maybe White Wind as well if one can figure out how to deal enough damage with it, since you can reach nice dodge numbers with it. There was a build a few leagues ago but it only did really good damage with lots of jewels and the ele rolls of those got nerfed and the very important Hyrri's Ire doesn't give damage for it anymore either.
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Yeah, Raider's been a very solid (if unflashy) choice for things like Caustic Arrow and the like.
Two more poison/Assassin-y gems, Venom Gyre and Plague Bearer, have been revealed - I'm definitely not a Spectral Throw-y person, but Venom Gyre looks quite fun, and I'm always down for Righteous Fire/Death Aura/Vaal Cold Snap-y effects like Plague Bringer.
New Gems for the Poisonous Assassin Archetype in Path of Exile: Blight - Part Two
Trying to think through the implications for Triad Grip's ability to convert all minion damage from physical to fire/cold/lightning/chaos - apart from obvious things like Elemental Equilibrium, element-specific supports/curses/exposure/etc (Ash!), does it open up any ... IDK, new Animated Guardian setups? There's no list of "nearby allies"/"nearby enemies" gear I could find to mull over.
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The gloves let you stack resistance reducing curses. If your minions have crit or shock chance, full lightning convert might be nice. Hypothermia becomes more reliable as well with cold convert. If you manage 4 white there might be some sort of summoner/chaos caster hybrid that scales minion damage and -chaos resist.
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Frostwall has 80% reduced duration on blight ground. So there goes my idea for Tower defense
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On September 02 2019 21:02 Sapaio wrote: Frostwall has 80% reduced duration on blight ground. So there goes my idea for Tower defense What about frostwall totems? 
I'll just start as arc trapper and wait for an interesting new minion build (maybe golems but the jewels will most likely be expensive af)
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Was thinking totems frostwall, but think there is a cooldown on FW so not sure if they will cast enough. But will still try a multiple totem, inc duration and FW. Minions seems like good choice against blight but they have some semi flying mobs that goes over them.
My problem with minions is that i want them to explode, so tried this week as test build with skeletons and dark pact and dual poets pen. But don't seem to get low enough. Want to use the new siegebreaker belt. Not sure want is best way. Think of doing Aukana's Will and then use Zombie and VD instead.
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On September 02 2019 21:17 Sapaio wrote: Was thinking totems frostwall, but think there is a cooldown on FW so not sure if they will cast enough. But will still try a multiple totem, inc duration and FW. Minions seems like good choice against blight but they have some semi flying mobs that goes over them.
My problem with minions is that i want them to explode, so tried this week as test build with skeletons and dark pact and dual poets pen. But don't seem to get low enough. Want to use the new siegebreaker belt. Not sure want is best way. Think of doing Aukana's Will and then use Zombie and VD instead. Isnt that what one of the new gems is for?
The Infernal Legion support gem causes supported minions to take a large percent of their maximum life as fire damage over time. They all gain a burning damage aura, dealing fire damage over time to nearby enemies. The effect doesn't stack, but is modified by minion damage increases and other support gems.
This support can be used to deal damage to large groups of enemies, and is available at quite a low level, so is an alternative to Melee Splash for some minion types. It also works well alongside the Minion Instability keystone, letting you use your minions as walking time bombs.
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Big ol' Balance Manifesto
Quite a lot to chew over (I'm very glad of the unveiling changes and minion accuracy changes, and intrigued by the efforts to bring other golems into line with Fire/Ice); I'm a little sad about
There are a number of consequences of these changes. Because the global gem modifiers are much more powerful than the previous local modifiers, we've removed the low level crafting recipe that added +1 to level of socketed Fire/Cold/Lightning/Chaos gems. This recipe has been replaced with a similar one that applies added fire/cold/lightning damage to spells and takes the rarity of the item into account to determine the mod's tier. There is currently no replacement for the Chaos recipe.
as I've those recipes baked into muscle memory for league-starting with SRS or Contagion, heh - not sure if the former will be such an easy way to carry you through the first 3-6 acts with no gear.
Edit: Oh yeah, Zana mods - happy for Harbinger to be back; not too concerned re: Beyond being missing unless there's a "kill Abaxoth" challenge, though I will miss Perandus and hope I don't have to keep Janus glued to research/intervention for a Cadiro challenge.
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