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Path of Exile - Page 1571

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Guild invites: Message any of EvoSenseOfPride, ScionViableORly, neophyteWham, TheTouchOfGOLD in game
OR
post your character name in the thread and ask for an invite
Private league ladder (finished): https://www.pathofexile.com/private-leagues/league/TeamLiquid and friends
EchelonTee
Profile Joined February 2011
United States5260 Posts
December 11 2019 20:50 GMT
#31401
What are the pros and cons for Arc Traps vs Arc Mine? I haven't really followed the recent reworks.
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
PoulsenB
Profile Joined June 2011
Poland7735 Posts
December 11 2019 21:07 GMT
#31402
with mines your character looks silly throwing them really fast, and you also break your finger on the detonate mines button
IdrA fan forever <3 || the clueless one || Marci must be protected at all costs
Espelz
Profile Joined October 2010
Germany830 Posts
Last Edited: 2019-12-11 22:38:03
December 11 2019 21:49 GMT
#31403
On December 12 2019 05:50 EchelonTee wrote:
What are the pros and cons for Arc Traps vs Arc Mine? I haven't really followed the recent reworks.


I'll follow up with a mine question (or a question of mine?) :

what does "in sequence" mean exactly (see blastchain support)? pretty sure theres a proper ggg definition, just as there is for almost any other special wording - i understand it as "pressed detonate x times without doing anything else", but I`m ready to be enlightened here).

Damage wise mines still seem better. I have no idea how the "less mine throwing speed" mod on minefield feels (or if you even use this still - swift assembly maybe?), but if you just detonate all mines from a minefield in sequence, blastchain mine support is basically damage neutral, so you get 5 times the "full" damage, whereas the trap supports still have the damage malus. So mines seem to be way better for frontloading damage as far as i can see it

Okay - seems like i was kinda wrong here. Apparently you only have to detonate once with blastchain support, and every single mine you threw down will detonate in sequence.
I can throw down 23 on my sabo on standard. So (again, i wrote bullshit above) each mine detonates with its own MORE multi, and the last one has a 90% more multi in my case. The first ones each have LESS multi as the sequence isnt long enough to offset the malus.

"Its not over till Fantasy gg´s" - Sayle
TheEmulator
Profile Blog Joined July 2010
28100 Posts
Last Edited: 2019-12-11 22:40:46
December 11 2019 22:40 GMT
#31404
Not only are Mines clicky, but they also feel way more clunky (less fluid) than Traps. The constant detonating gets old quite fast. Playing defensively is a bit more intuitive/easy with Traps as well.
Administrator
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
December 11 2019 23:00 GMT
#31405
After having practiced some leveling, mines don't feel that clunky. Not sure if I'd wanna play them permanently tho.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
TheEmulator
Profile Blog Joined July 2010
28100 Posts
December 12 2019 00:09 GMT
#31406
On December 12 2019 08:00 Alur wrote:
After having practiced some leveling, mines don't feel that clunky. Not sure if I'd wanna play them permanently tho.

Actually after hearing some of the mine changes I do agree that it's not as clunky. I didn't even realize you could throw them now
Administrator
Duka08
Profile Blog Joined July 2010
3391 Posts
Last Edited: 2019-12-12 00:51:34
December 12 2019 00:38 GMT
#31407
Traps still feel a bit smoother since you don't have to detonate imo. Throwing mines was a nice change but having the extra button(s) still feels weird imo. Probably quite a bit more damage though.

Still juggling ideas. I'm going to fall back on ED Trickster if I don't find anything more interesting, I doubt the chaos res changes will be enough to make it feel bad. More interested in the Atlas changes and new content at the moment so I don't mind re-running an old build, but open to ideas if anything jumps out at me. The new bow supports are cool but not enough to spark interest for a starter.
Meta
Profile Blog Joined June 2003
United States6225 Posts
December 12 2019 02:06 GMT
#31408
Last time I played mines, I put detonate on a spell totem. It was a lot smoother than having to detonate manually.
good vibes only
kramvti
Profile Joined July 2019
73 Posts
December 12 2019 05:56 GMT
#31409
On December 12 2019 00:03 HolydaKing wrote:
Show nested quote +
On December 11 2019 23:19 Velr wrote:
Finnishing the campaign and doing white Maps is FAAAR from even pretty far. T1 and 2 Maps are easier than Act 10.

You can play the campaign with a shitty build. If you have decent life/resist yellow maps also are doable. Its after this when bad builds truely *break* and hit a wall.

That's not entirely true. Yes, Kitava is a monster, but it's entirely possible (for someone not experienced) to be barely res capped in Act10 and then going into maps with a higher res penalty which will make monsters hurt a lot more.

Also it'll be exciting to see how they change the campaign bosses, Brutus looked a lot more dangerous in the video they showed and he isn't the only boss with new attacks.


I can usually make it through the campaign without dying. Sometimes Kitava will get me once, or I will just do something stupid and eat something to the face.

I read virtually nothing about anything. I chose to play this from experimentation, not through reading. This is how I started in open beta. In D2, I read basically everything eventually so I chose to just play this game differently...obviously not totally efficient, but more fun to me. It also encourages me to just try different things when I tire of a build. There are still a lot of ideas I have not even done after 100 characters.

I generally die for the first time shortly after entering maps. There very much seems to be a level penalty very similar to D2. I don't actually feel 'safe' in a rare map until I am about 8 levels above it. Even then, every once in awhile something will just lay me flat. It isn't until at least 12 levels above where that stops. Once you get to tier 11+ prepare to get wtf roasted from time to time, damn near no matter what you do.
Espelz
Profile Joined October 2010
Germany830 Posts
December 12 2019 07:57 GMT
#31410
Gem info is out:

https://www.pathofexile.com/forum/view-thread/2687774

Some of the awakened support gems seem really bonkers. (+1 cold gems on added cold?)

I also wonder how artillery ballista works. I imagine it being some kind of "rain of arrows in a line / sunder from above", so that additional proj. would increase the range of it?
Its 100% Fire conversion.For bigger targets i imagine the overlapp being pretty good damage. Could try some scion with chieftain/whatever. Leveling scion at start is rather meh tho :/

Nice thing about the ballista stuff is that you get a lot of them without ancestral bond. so you could still deal damage yourself too.
"Its not over till Fantasy gg´s" - Sayle
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2019-12-12 08:20:41
December 12 2019 08:18 GMT
#31411
The new Ballista support gem is really garbage, it requires you to have 4+ totems to even do 100% damage. Sure, you can have 5 now, but in comparison to before where you only needed 2+ totems to do 100% damage it's either a nerf or similar. Granted the Ballista nodes are at much better spots now and they give other stuff than extra totems as well, but I imagine the best bow totem builds will use the non-Ballista support skill gems like Shrapnel Ballista.

As for the Awakened gems, Curse on Hit should be the most expensive one. It's crazily strong.

@above: I don't think Artillery Ballista can hit targets twice, it's not meant for single target afaik.
Sapaio
Profile Joined October 2017
Denmark2037 Posts
December 12 2019 09:31 GMT
#31412
I AM thinking about using ballista support with ensnare, so think it has it uses, but low damage.
GO OG
Warri
Profile Joined May 2010
Germany3208 Posts
December 12 2019 16:08 GMT
#31413
Yeah i wonder why they made curse on hit+ so op. now every build can go storm brand or some shit, coh, temp chains ass/warlords mark without investment in the tree. IIrc the super bosses, like shaper etc only get like 10% effect from curses on them, even if you are occultist, right? Gotta see how strong it is against the metamorph bosses.
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2019-12-12 16:46:51
December 12 2019 16:44 GMT
#31414
Well, aside from the rarity which might be obscene, do we know how fast these gems level to 5 and how they look at level 1-4? Someone wrote on reddit that GGG said somewhere it takes as long as getting a single gem to lvl 20 five times...

So I do not agree that every build will be able to use them since their price will likely be insane. Also normal bosses have 33% less curse effect and Shaper/Guardian+ have 66%.
Duka08
Profile Blog Joined July 2010
3391 Posts
December 12 2019 20:21 GMT
#31415
Re: the Awakening Orbs from the patch notes:
+ Show Spoiler +
Added new currency: Awakener's Orb. This item can be used on any item with influence (such as a Shaper-influenced Ring), and then any item of the same type (a ring in this case) to transfer that influence to the new item. The original item will be destroyed as a result of this process, but some of the original item's mods may be carried over to the destination item. An item can have two Influence types attached to it if they are transferred in this way.


Will that be usable on uniques as well? i.e. transferring shaper influence to uniques without chancing shaper bases? If so that'd be neat, assuming the Orbs also aren't insanely rare/expensive. Makes gearing for items like Eternity Shroud, Mark of the Shaper/Elder, etc. a bit easier.
PoulsenB
Profile Joined June 2011
Poland7735 Posts
December 12 2019 20:54 GMT
#31416
Zana mods on map device are now unlocked by completing maps, right?
IdrA fan forever <3 || the clueless one || Marci must be protected at all costs
HolydaKing
Profile Joined February 2010
21254 Posts
December 12 2019 21:20 GMT
#31417
On December 13 2019 05:54 PoulsenB wrote:
Zana mods on map device are now unlocked by completing maps, right?

As far as I remember, yes.
ThaddeusK
Profile Joined July 2008
United States233 Posts
December 12 2019 21:33 GMT
#31418
They were unlocked by progressing the end game questline, I imagine thats still going to be the case, but the questline is changing so we don't know for sure.
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2019-12-12 22:07:30
December 12 2019 21:43 GMT
#31419
On December 13 2019 06:33 ThaddeusK wrote:
They were unlocked by progressing the end game questline, I imagine thats still going to be the case, but the questline is changing so we don't know for sure.

From the patch:

Zana's level, which determines which Map Device crafting options you have available as well as what maps Zana can stock in her vendor window, is now determined by the number of maps you have completed on your Atlas.


edit: New GGG video that shows a reef map being played by an EA+EA totems char.



Not surprising almost everyone on reddit is crying about the extra clicking needed, it sucks. Should be like Azurite tbh. Also the Metamorph boss took a long while, better not play a squishy build I guess.
r.Evo
Profile Joined August 2006
Germany14080 Posts
December 12 2019 22:04 GMT
#31420
Oh god how does this game work and what am I playing
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
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