I'm guessing zana 8 will be Abyss, I'm curious how valuable that will be. The possible uniques / jewels are great but its probably less profitable than breach
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EchelonTee
United States5200 Posts
I'm guessing zana 8 will be Abyss, I'm curious how valuable that will be. The possible uniques / jewels are great but its probably less profitable than breach | ||
HolydaKing
21251 Posts
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Alur
Denmark3900 Posts
On February 27 2018 04:10 EchelonTee wrote: @sn0 I dunno if you played occultist before when curses worked fully on bosses, but it was stupid absurd. uber atziri moving like she's in mud, dealing no damage. occ doesn't really need buff to bossing, it'll have a huge ES pool and wicked ward, and it's damage was already good enough. I think occultist is a very strong option, but it's still not that speedy slayer didn't get anything but the old slayer builds aren't really affected (minus self bleed stuff), though since everything else is buffed it may fall behind hierophant buffs seem really good, but when ur totems are killing the beasts too fast it'll suck xD if it wasn't for that I'd for sure roll hiero @Yango yeah power creep since beta has been insaneeee, but 3.0 was a huge dip down in power. I forgot if you played in double dipping era, but then the damage was 2-3x what we have now, with easy to get 11-14k ES pools. and pre nerf VP. We've powercrept since 3.0, but it's still not the most insane time in PoE, in my opinion. personally, I'm fine with some power buffs to increase enthusiasm in underused ascendencies. I think the game is in a better state than in 2.5-2.6 Open inventory and remove active skill gem from totem link ezpz. | ||
EchelonTee
United States5200 Posts
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Sn0_Man
Tebellong44238 Posts
On February 27 2018 07:20 Alur wrote: Open inventory and remove active skill gem from totem link ezpz. Open inventory try to remove active skill gem from chest accidentally remove shavs die to chaos dot xd you probably don't actually want to be low life hiero but I'm just thinking back to all the similar facepalm rip videos i've seen (or the ones where you accidentally take off a shield instead of bloodrage which disables your shavs due to stat requirements etc) | ||
EchelonTee
United States5200 Posts
On a second read through I think Deadeye may be pretty busted with tailwind, though maintaining the full buff isn't that easy. 10 skill uses within 4 seconds is a bit optimistic | ||
Sn0_Man
Tebellong44238 Posts
My only problem is that apart from 1k evasion, deadeye doesn't actually solve "problems" that archers have. sure it makes u fast and dps but not really any life fixes, only meh dmg/aoe applications if you take the actual good nodes etc. Insane for windripper farming characters sure but i'm not certain it's going to be very high tier maps viable for garbage players like me. Still very powerful compared to old deadeye that's for sure, plus having a deadeye giving you tailwind sounds very hype. Edit: Hmmm so saboteur. Mines got literally nothing, and a lot of their power got delayed an ascendancy (no longer AoE from normal lab), but there's literally no change overall for the 4 points (2 notables) you sink into mines. Traps got some nice buffs (extra chance to trigger twice, more CDR, you get some CDR from normal lab) but I don't think it's enough to make traps playable. After sinking 4 points into traps or mines, you can take any 2 of the remaining 3 notables. Explosives expert is probably still a no brainer since the pen is probably too good, and losing 10% of phys gained as fire isn't too relevant when you gain 20% aoe and 20% increased area damage. Then you can choose the defensive blind notable (which got condensed into one) or the regen/ailment immunity one, which sounds pleasant but not actually good. Although I guess miners would probably get like 15+% regen in bossfights, so maybe that's good. Yeah you basically get both the old blind notables for 1 now and it's still probably worse than 25% reduced mana cost and some regen. Not a bad rework tbh. I kiiiiinda wanna try a miner but if i'm going to play a 0 qol build this league it has to be hierOPhant totems right? | ||
Sn0_Man
Tebellong44238 Posts
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ticklishmusic
United States15977 Posts
On February 27 2018 07:52 Sn0_Man wrote: I mean, sure you wont have full 20% when running around but It'll always be up at some decent amount I figure. when fighting you only need 2.5 aps to cap which is trivial especially since that's more like 2.1 APS before tailwind. My only problem is that apart from 1k evasion, deadeye doesn't actually solve "problems" that archers have. sure it makes u fast and dps but not really any life fixes, only meh dmg/aoe applications if you take the actual good nodes etc. Insane for windripper farming characters sure but i'm not certain it's going to be very high tier maps viable for garbage players like me. Still very powerful compared to old deadeye that's for sure, plus having a deadeye giving you tailwind sounds very hype. Edit: Hmmm so saboteur. Mines got literally nothing, and a lot of their power got delayed an ascendancy (no longer AoE from normal lab), but there's literally no change overall for the 4 points (2 notables) you sink into mines. Traps got some nice buffs (extra chance to trigger twice, more CDR, you get some CDR from normal lab) but I don't think it's enough to make traps playable. After sinking 4 points into traps or mines, you can take any 2 of the remaining 3 notables. Explosives expert is probably still a no brainer since the pen is probably too good, and losing 10% of phys gained as fire isn't too relevant when you gain 20% aoe and 20% increased area damage. Then you can choose the defensive blind notable (which got condensed into one) or the regen/ailment immunity one, which sounds pleasant but not actually good. Although I guess miners would probably get like 15+% regen in bossfights, so maybe that's good. Yeah you basically get both the old blind notables for 1 now and it's still probably worse than 25% reduced mana cost and some regen. Not a bad rework tbh. I kiiiiinda wanna try a miner but if i'm going to play a 0 qol build this league it has to be hierOPhant totems right? miners (idk about trappers?) are insanely powerful for cheap, even if they are a little clunky and squishy. so it's fine, i think. | ||
Alur
Denmark3900 Posts
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Alur
Denmark3900 Posts
On February 27 2018 07:29 EchelonTee wrote: I did that in uber lab when I played Warchief Totems and had to stop them from killing golems or whatever. It works but it can be sketchy when you accidentally unequip your chest piece, not just the gem If your method for removing gem is replacing with another gem nothing happens if you click the chest piece accidentally. Admittedly it's not the greatest QoL but probably worth for the rarer pokemans. | ||
LagLovah
Canada552 Posts
I never liked sextants to start with but I was at a point where I couldn't run a large portion of my map for worry that I was wasting sextants in Abyss. Completely ruins the enjoyment of mapping. ... and want to make an alt? well hope you enjoy only using 1/4 of your white maps!. | ||
Sn0_Man
Tebellong44238 Posts
rare pokemans are going to have like ten bajillions of hp, its the GGG way. Maybe once you have mirror gear... | ||
EchelonTee
United States5200 Posts
yea it doesn't add defensiveness, but assassin / raider / inquisitor don't really offer defensiveness or AoE but they have all supported bow classes with in the past. it's squishy for HC but stuff like doomfletch inquis or king of the forest assassin seemed to thrive in SC I'll keep that in mind Alur I never noticed that I think totems will be fine vs the unique mobs, but I think it'll be annoying when u are hunting weaker beasts that isn't highlighted on the minimap The inquisitor change buffs Dan's HoWA inquisitor, funnily enough. Any non-crit inquis in fact. Is the change from "unaffected by elemental ailments" to "immune to elemental elements" a significant change in any way? | ||
hunts
United States2113 Posts
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EchelonTee
United States5200 Posts
Raider has some nice QoL (immunity, charge generation, free onslaught?) but the travel nodes don't offer damage, and the nodes themselves offer less raw damage at a glance. tailwind is like a mini-acceleration shrine it's pretty busted | ||
hunts
United States2113 Posts
On February 27 2018 12:55 EchelonTee wrote: I haven't done the math b/c I'm not rolling a ranger early league, but yea I think it's better than raider. you can look at this video if you want regarding speed -+ Show Spoiler + Raider has some nice QoL (immunity, charge generation, free onslaught?) but the travel nodes don't offer damage, and the nodes themselves offer less raw damage at a glance. tailwind is like a mini-acceleration shrine it's pretty busted Interesting, I guess it's hard to argue with the math. I guess we'll have to see patch notes first, but now I'm wondering if it will be better to go LA + the chain node, or tornado shot and either the chain or pierce node? | ||
bo1b
Australia12814 Posts
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Sn0_Man
Tebellong44238 Posts
I'd have to theorycraft some accuracy stacking to be sure though. | ||
EchelonTee
United States5200 Posts
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