Path of Exile - Page 863
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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 | ||
Sn0_Man
Tebellong44238 Posts
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HolydaKing
21225 Posts
On December 10 2014 04:05 Sn0_Man wrote: how are u getting high enough level to cast decoy totems that wont die in 1 hit? you mean how are you going to level at all? :D leeching from partys I would assume. ^^ | ||
Sn0_Man
Tebellong44238 Posts
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Deleted User 3420
24492 Posts
I will ration out granite flasks to my top performing decoy totems at the end of every session. | ||
TheTenthDoc
United States9561 Posts
Quintuple their life or something. | ||
HolydaKing
21225 Posts
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Kickstart
United States1941 Posts
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Blitzkrieg0
United States13132 Posts
On December 10 2014 03:37 TheTenthDoc wrote: Duelist start is now actually worth considering over Ranger start for non-crit ranged builds, which should open some decent possibilities. You can get a lot of attack speed, decent life, good damage, and actually run both armor and EV pretty easily which is a pretty novel concept for the game and could be good if armor formula changed. Also someone made a reddit thread about the flat life/flat mana, maybe that will make them change it. Or at least change the other node to add +10 mana or something. + Show Spoiler + Who am I kidding, it's not changing at this point. As long as King of the Hill and other good bow nodes exist playing non-crit bow is just bad. | ||
Miragee
8294 Posts
On December 10 2014 04:04 travis wrote: Im gonna make a defensive dual decoy totem build. Dual decoy totem, double curse (enfeeble/temporal chains). Run past all content. Post it on nicebuilds.com pls. :D On December 10 2014 04:40 TheTenthDoc wrote: I feel like Decoy Totem actually needs a bit of a rework. Every type of totem seems to act as a good enough decoy and distracts the hell out of mobs. Decoy Totems do that...but nothing else. Quintuple their life or something. Nah, Decoy Totem is in a fine spot imho. It's nice for some racing parts like turbo brutus. It's also nice for certain bosses, master challenges etc. It's also nice for some builds. I really liked to use it with searing bond for example when I played Invasion. | ||
TheTenthDoc
United States9561 Posts
On December 10 2014 06:19 Miragee wrote: Post it on nicebuilds.com pls. :D Nah, Decoy Totem is in a fine spot imho. It's nice for some racing parts like turbo brutus. It's also nice for certain bosses, master challenges etc. It's also nice for some builds. I really liked to use it with searing bond for example when I played Invasion. Turbo Brutus? What is this mythical beast? + Show Spoiler + Seriously, what was the date of the last Turbo race anyway? It has to have been 3+ months now, right? | ||
Miragee
8294 Posts
On December 10 2014 06:56 TheTenthDoc wrote: Turbo Brutus? What is this mythical beast? + Show Spoiler + Seriously, what was the date of the last Turbo race anyway? It has to have been 3+ months now, right? Probably, yeah. It's for the better though. I don't like turbo races as long as desync exists. I kinda liked Decoy Totem on normal brutus as marauder as well in races. A few less hits to be stunned makes you kill him a lot faster. But hey, since they destroyed the fight by adding useless minions that doesn't work as well anymore. But yeah, the rest still applies. I'm fine with skills having niche uses. You cannot make every skill equal. That would be boring. You have to worry about skills that nobody uses at all because they are useless. | ||
Probemicro
3708 Posts
oh yeah patch notes will be released latest 10 pm EST Dec 11, chris hinted it could be earlier | ||
TheTenthDoc
United States9561 Posts
Though not that much better than before. Still, Ele Damage isn't strictly worse than Shadow's and you get mana regen instead of flat mana from the lower start. | ||
Probemicro
3708 Posts
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TheTenthDoc
United States9561 Posts
Some interesting stuff, especially if the counter gems are available for use based on conditions instead of trigger gems. Static Strike might be neat as well, and movement/minion skill for bows. Why anyone would use physical to lightning is beyond me, but maybe there'll be a use for it or a good quality/more bonus. At the purest level physical damage is way superior to elemental damage unless they do rework armor and monsters get tankier. | ||
Probemicro
3708 Posts
On December 11 2014 15:46 TheTenthDoc wrote: Why anyone would use physical to lightning is beyond me, but maybe there'll be a use for it or a good quality/more bonus. At the purest level physical damage is way superior to elemental damage unless they do rework armor and monsters get tankier. you can use curses/ee/penetration gem or combination of them to lower enemy resist to below 0% doing even more damage. more ways to scale damage (+phy dmg, increased phy dmg, increased lightning etc.) and theres the shock ailment. also the usual shock spells/attacks have rather silly base damage variation (like 1-300) that requires high atk/cast speed to balance the variance, which is no longer the case for physical-> shock gem. also means you can afflict shock more easily than those typical lightning skills. | ||
HolydaKing
21225 Posts
Physical to Lightning might help physical damage chars to deal with physical reflect maps and perhaps it fits into some special builds which try to maximize their lightning dmg while scaling physical damage. Well, I don't think complaining about melee survivability issues (like how do you kill Crematorium boss with a 2H char?) makes sense, because the rest of the patch notes are yet to be seen. Maybe GGG finally changed something in this regard, but I've already thought that 10 patches ago and in the end it didn't happen. | ||
TheTenthDoc
United States9561 Posts
On December 11 2014 16:41 Probemicro wrote: you can use curses/ee/penetration gem or combination of them to lower enemy resist to below 0% doing even more damage. more ways to scale damage (+phy dmg, increased phy dmg, increased lightning etc.) and theres the shock ailment. also the usual shock spells/attacks have rather silly base damage variation (like 1-300) that requires high atk/cast speed to balance the variance, which is no longer the case for physical-> shock gem. also means you can afflict shock more easily than those typical lightning skills. But (attack-based) physical damage builds generally don't do any of those things and already do plenty of damage. And all those things take valuable time unless you have someone else do them for you. Unless you penetrate to <0%, you're doing less than if you had stayed phys unless you shock. If you convert 50% of your phys to lightning and shock enemies, you'll still do less damage to overcapped enemies than if you didn't convert at all (93.75% vs. 100%). Unless you forfeit yet another link and add pen. You also lose tons and tons of leech. It's definitely godawful with Lightning Arrow, from what I can tell from the leech issue alone. If it has a big enough "more" multiplier it might be worth slotting in so you can use WED I guess. | ||
vndestiny
Singapore3437 Posts
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Sn0_Man
Tebellong44238 Posts
On December 12 2014 01:18 TheTenthDoc wrote: But physical damage builds generally don't do any of those things and already do plenty of damage. And all those things take valuable time unless you have someone else do them for you. Unless you penetrate to <0%, you're doing less than if you had stayed phys unless you shock. If you convert 50% of your phys to lightning and shock enemies, you'll still do less damage to overcapped enemies than if you didn't convert at all. (93.75% vs. 100%). enemies happen to have armor in this game not just ele resist Also while over-cap resists isn't mega rare it certainly isn't every mob either. Herald of lightning + curse on hit is so busted good that this phys to lightning thing sounds useable in some cases, we'll see. | ||
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