#2┃build-planning
1 messages · Page 7 of 1
Only on useable skills
oh
You put it on an active block skill
Block bar breaks, you get stunned but can't die cause of the regen
ES/armour hybrids are gonna be nuts
There are other skills that block actively
Like resonating shield
im gonna try ES/Evade
differently seems better to go hybrid instead of focussing on one
hmm
@olive tide I forgot to say infernal warcry gives flicker strike culling strike xD
a little bonus
@daring jay what ascendancy are you leaning towards for your flicker strike build?
ohhh that is kinda dirty
wonder if behead would work with that... i just want behead to be good
atm chayula only because the tankyness seems decent, but im waiting to see leaks :o
behead sounds nasty
Cool I'll stay tuned 🫡
if invoker got some kind of charge generator like deadeye then invoker any day
Noob here, what does "culling" do in PoE
this is the bane of my existance the next 6 days.... xD
Instakill enemies under certain life%
is the life% static, or do different things cull at different rates/scaling
Was static in 1, now it's different in 2
not just nodes but there were some missing skill/support gems in havoc's video.. i bet some of them will be sexy too
afaik you insta kill any mob that is below a certain threshold. 30% normal, 20% magic, 20% rare and 5% unique. something like that
dont think it works for dot damage
Having a spare skill with culling and behead support is gonna be nice
do minions get affected by culling strike support gem? or is it on one of the minion nodes?
no idea, that's why I'm throwing it out there
#noob
haha i am too.. only played 2 leagues in poe. but i think the culling strike gem in poe2 onyl affects attack skills
it depends on enemy rarity
Well the faster you hit the more worth culling strike is because you dont over hit and "lose dmg"
it goes from 30% on normal monsters to 5% on bosses, there was a picture around you might probably be able to find it
Cull support won't work on minins cause they got no attack tag
what about... empowered cull
use this on the skeleton offering to grant the rest of your minions culling
Maybe on zombies
could work on minion active abilities? like the arsonist explosions
but idk if we have those descriptions yet
it needs to be linked with an ability which empower other abilities
Offering is just an aura buff
Apparently zombies are empowered if you spend a charge on them
is something that'll take some time to understand
@distant dome One big thing that helped me over the last couple of days to understand all this is remembering that: The way its worded matters a ton
it's not that deep you can always take inspiration from poe1 minion builds to see how they are built in foundation and apply that basis to poe2
but minions do be weird
in terms of interactions and mechanics
for sure. I think when I have the game in my hands I'll get it all down in like a week
If you're doing raging spirits then you can put cull on the fire spell you're spamming to create them
I played PoE 1 for like 2-3 months a few years ago
but empowered cull needs to be linked to something that empowers something else right, not just empowering the zombie upon cast? god this gets so confusing
yes
Won't work then
its weird af xD
Looks like they really don't want to let minions cull for you
figured something like that would be on the tree and have a disgusting downside
unless you go witch hunter
except if you go witchhunter minion build 
?

but that would still only apply to you right? not the minions
He just gets his own passive cull
Pain offering says empower, should work with Empowered Cull
yes it should :D
LOL

IS THAT A THING????
What is this, Blizzard?
XDDDD
correct
Wrong
i dont think it works that way
good troll
the skill itself cant "empower".. empowered cull requires you to link it to something that empowers something else, at least from how i read it
it does work
empower isn't a tag, it's only used in flavor text
there isnt a "empower" tag
i think the empower is sort of like exert in poe 1
Yeah for exemple, if you link empowered cull to barrage, empowered cull will give the bow skill barrage buff culling strike
oh
true i guess
@distant dome well you see words matter xD
If this doesn't work, they're going to need to remove the word "empower" from the flavor text
that line makes me think, you have to empower pain offering from another skill
intersting
no, minions are skills
then Pain offering is a skill that empowers another skill (minions)
it's just that the blue tooltip doesn't include the keyword empower
and the blue tooltip is the one that matters but
but its empower your active minions, not a skill
this interaction may or may not work
It also may or may not work post-EA
As I already said, the capital E matters
I wonder will it works, sounds silly but if you can stack HP of bone spike it should be fun to play around it
the main issue i see is that pain offering doesn't include Empower as part of the blue tooltip
Capital [E]dge case
I'm not worried
Just trying to get a feel for skills in general :D
Impale infernal brutes and have clerics revive them afterwards

haha yeah idk how it'll work, hopefully its awesome
I'm really curious on what the "weakest specter" is, like lowest spirit reservation cost
Also sound like an option
Probably strand zombies
this is a sample someone experienced for minions built, might be able to give you a feeling https://shorturl.at/wdsi7
will this get modified by thre reduced damage from "multiple projectiles"
Yes
is that how that works?
It's like temporary base damage for the projectile going through
All calculations will apply to it
just thought it would reduce the projectiles when fired.. then when they pas through the wall they get that flat damage unmitigated
Nah that would be absolutely fucked
Quill rain can fire hundreds of arrows per second
And in 2 you can corrupt it to be even faster
i really hope this is based on where the minion is
Minions aren't attacks
oh, then this is build guide is garbo
this works on minions pretty sure
right.. that first line.. "Supports Attacks" implies it needs to be a casted/used ability
meaning there is an if statement related to it right? like if its supported/supportable
Most gems without tier information have been removed. This represents 174 support gems, of which only 127 are definitely available at the start of EA.
i'm not sure how accurate that is when it comes to minions, minions do have attack skills
unless trhere is a minion that has attack associated with it
the skeletal brute does have attack skills
well thats what i said earlier.. minions have some active skills.. i just dont think theyve been released with a description
or if you're able to support them
like the arsonist exploding things
Something like this will work on minions
this will work on ALL dmg from minions, close combat works on minion attack skills
If you use active block to fully mitigate damage, the incoming attack won't interupt energy shield regen right?
yes but you cant block indefinitely right?
sure
I'm thinking while my minions are dead on a witch, swapping to shield (I won't need scepeter, they're dead)
during a boss fight
when I need to think/breathe
Just to gurantee some Energy shield regen
cant you just sceptre+shield?
(other than standing in fires, gotta avoid that still)
you could also dodge roll but yes it shouldnt interrupt energy shield
youll need es start rate too
can you main hand a shield?
yep
cause its 4 seconds for es recharge to start
the issue with blocking is that it might get blown up fast if you don't have good blocking stats
https://discord.com/channels/174993814845521922/1312364755406688256 I kinda threw my ideas together here
oh scptres are main only?
scepters I think are offhand only
not sure how reliable itll be to wait for es to start regenerating while standing still blocking
and idk if block value is based off block chance, armor, a combination of both or what
id assume most bosses/rares will have a mechanic to damage through blocking
Either hand
what i do expect is that bosses will melt your block fast
yeah, but 1-2 hits blocked would be nice
just to get a couple seconds of energy shield
until we know how block scales dodge rolling might be more effective i think
Not all of us can consistantly dodge roll, either due to be old, or disabled
because you don't wanna invest into pumping a situational defensive layer
idk enough about minions to really help in that case.. do minions not revive in boss fights?
so I very much do want other options for defensive layers
they do but 4 sec ish respawn
ok that's valid
yeah, the idea is only to block 1-2 hits while waiting for distractions to respawn
I know bosses ignore minions a lot of the time
Skelly priests can revive other skellies faster
Just have 2 meatshield priests and panic run in circles until they revive the rest
i feel like the last gasp support will be an offender in some exploit/bug
skelly priests can also die and i expect you will have to use your defensive active cooldowns to avoid them from getting nuked
the priests in particular
In the witch gameplay video they showed a boss regularly wiping all skellies
so
having a shield to make some breathing room
for e-sheild
could be nice
also early game minions will be very different from late game minions
for sure
in terms of bulk
There's the unique shield which shares your block chance with your minions
And the keystone which gives your amulet to your minions
could be great for stalling
for Energy shield
Make it easier to do 100% of all optional bosses
for casual players
or at least more optional bosses
this seems useful
Who could forget about the 🌭
Whenever I think of any cool mixed builds, I instantly think it’s just better to go with gemling because there are no gems attribute requirements
i think the infernalist dog is actually one of the best asendancy nodes that have been revealed
Gemling is definitely made for weird hybrids
I'm a little concerned that managing the fire overflow thing from 🌭 will get annoying
You don't need to
Like, do we need to only cast certain spells at high fire
and min-max it annoyingly
It looks much easier to deal with attribute requirements in PoE 2 since you control what stat to pick on tree
The dog might be weak tho, how does the dog’s hp scale is a good question. But in general it’s gonna op especially with how strong ES seems to be
You don't need to take those nodes
i dont think taking those witch nodes with the infernal flame will be good to use.. at the start anyways, i dont see how youll keep yourself alive
Dog+es+extra defenses when ES is topped off.
oh, the fire thing isn't part of the 🌭 base ascendency? it's a subset of it?
Bleed seems super sleeper, so i might switch to poison
The dog is separate
8pt
k
You get 8 points so 4 big nodes
Dog and demonic form are always good
Demon sounds pointless for minions
Is there any info, Dogs is auto revive them self as skeletons?
Can. you. pet. that. Dawwwggggg
i think the demon form is such a bait.. after like 3 seconds you degen so hard
I think they talked about it and it was supposed to work with minions, but it was bugged or something
What would it even do for them
I think in the trailer or whenever we saw it, the minions got desummoned.
its a fire caster buff more than anything
Doesnt demon form just lower ur defenses and buff ur attacks?
did they say how much spirit the dog eats up?
pretty sure demon form starts to degen you progressively based on how long youre in it
that makes dog so much better.. free 20% mitigation
Spirit is probably the strongest stat, if u can get it. U can stack a lot of on proc effects
unless it dies over and over
I dislike that these on crit, on ignite are now connected to spirit
i think, in poe2, cast on gems are more valuable then ppl think
imma post this here incase you guys wanna use it too
considering they added a dodge roll into the game for mechanics, casting a spell or attack based on something you dont have to stop or slow down to do will be so nice
imma try this combo
I know u can only have 1 of support gems, but what about skill gems? Can I have multiple of the same?
Good chance I have at least one spammable skill with this on it:
Ranger is gonna go insane with this one
It will be like 80% less i think no?
maybe with this lol
shield charge maybe?
this is what i was thinking about, but couldnt find definitive info
i dont think you can no
but there is a chance
The thing is I think one of the last nodes, seems to MAYBE remove all penalties of movement
i think you can only cut a gem for a skill one time
wouldnt make sense for you to be able to fill your bars up with one skill, idk
I want hammer of gods on ignite, on crit, on bleed, on freeze 🥲
don't you create a skill gem with a specific specter
yeah no shot you can do that
i think if youre able to have multiple active skills theyll share a cd, if they have one
atleast id hope, otherwise yeah.. all hammers all day
yup
im missing 2 abilities and i might aswell take 2 hammers if we can do that
What’s the use of cast on X if it has the same cd as usin it normally
So if I want a skill to trigger another skill
not the cast on
can I support that other skill
Oh
but the ability youre using cast on for
like how does that work
i mean like why would I use cast hammer of gods on bleed when I can just press the cast hammer of gods myself
thought about herbalism, but pathfinder seems kinda meh if ur not doing poison
Pathfinder will be straight up immune to anything that isn't a full 1shot
Flasks look so dogshit
Like how does this work
cause it automates it, and you dont have to think about 2 things.. more attention to move out of the fire
You can play around any of the funny flask skills
when something gets ignited, you cast whatever spell is linked to the cast on ignite gem automatically
Yes
You can put skills inside meta skills
and the otehr 4 could be skills
See there are some uses, the cd seems less if I am not dumb
and will those cast triggered skills benefit from support gems
Yeah but I think it’s better to have 1 skill and the rest be support skills
You can instantly cast 5 spells on ignite with it
it has a maximum energy it builds up tho, so it takes longer based on cast time of spells.. or something like that
do you create a "Cast on ignite skill" with 5 supported skills, then place it inside another skill?
I dunno, damage supports look rather weak and vast majority are conditional
i think its best to use cast on X then link a skill.. then support the skill with support gems
You get a cast on ignite spirit reserve which will trigger when anything else ignites
otherwise its not that reliable
Maybe you can add like chance to freeze so u have like 3 other 6 gems that synergies’ together and trigger each other.
how much spirit do you think we will get? i know we will get 180 spirit from campaign bosses
it's it's own thing
i have a feeling that in EA we will have way more spirit then we will at full release
Triggers can't generate energy so no
Seems like it halfs the CD if I am reading that correctly
spirit is busted 100%
Why not, if a trigger skill ignites what’s the problem?
the cast happens when the energy meets the threshold and the triggered spells from the gem dont generate energy
Oh ok, guess it has some issues
Cast time is not the same as CD? Right? So it should have no cd
so this is kinda crazy since it only requires 30 spirit res
and it has minion/buff tags
You can however run a ball lightning which can generate energy for cast on shock, cast on crit and elemental incantation
Technically also cast on ignite if you go infernalist
But you will actually just kill yourself when everything triggers
and eat up all your spirit
I think there is a key stone that has an insane buff but increases reservation, so this will help pretty good
the cast on minion death is a weird one for me.. like what spell do you want to put into that? and how do you know what itll target when cast
dd
actually
I thought all skills had to match the tags but
If i'm supporting "cast on ignite"
You put firestorm in there to have raging spirits respawn new ones when they die
then I can put skills with the "cold tag"
even though the "cast on ignite" doesn't have the "cold" tag
This has potential to have a fully automated DD
hmm firestorm will spawn srs that way? interesting
Boneoffering>Comd
Skeleton>lastgasp? ?
would be good for mapping but most bosses prolly wont spawn enough corpses
2x tempest bells xD
2 bells, half duration
yeah but they break on 12 hits anyways so if you hit them fast enough the downside dont matter
Cast on bell?
im not too caught up on all the minion things, i really like poison srs in poe 1.. hopefully its still a thing
Warrior seems like such a sleeper class for some reason.
too much cowbell on that one
All other classes have some cool stuff, but warrior is just so normal.
I just want to have a firey succubus that shoots fart arrow with hellhound pet that blows it up automagically
HELLS BELLS
Mages might even be tankier than warriors
And maybe unearth with contagion for infested crabs
i think warrior ignite/bleed builds will dominate bossing tbh.. so much damage on the hammer
Il dominate the atlas with my flaming farts and crabs
Hammer is made for chronomancer
45cd and there seems to be a lot of cdr
"Cast on minion death" combined with all 3 offerings would be hilarious, visually
ik which is why my hammer build will use chronomancer XD
Imagine the bleed crit on that thing
Does stop time pause DOT?
Don't believe so
This works with all "attacks" but only works on rare or unique
i dont think u go chronoamncer for stopping time
Stop enemies inside hammer zone and refresh it
well mobs that arent rare or unique will basically just fall over anyway
What’s the cd on pause and revert time?
i just hope infernalist infernal flame has same value as mana and works with MoM
🙏
no way
It won't work
what u want to do is reduce cost of your skills i think
so you dont blow urself up every 3 seconds
nah i just wanted to permanently sustain demon form with MoM and run archmage build on it
I think there was a keystone that allowed for minions to take the stats from ur amulet
Cowards will manage their flame gain to avoid damage
you could run archmage and add 0% lightning damage
That has some broken potential
cloak of flame and max fire res, cross ur fingers
what do you mean?
Can you only cast spells with magic weapons? They dont actually say "staff" as requirement
it was a joke, like u could use archamge it just wont do anyting useful
you don't need any weapon to cast spells
wrong require
well if infernal flame values are the same as mana, they would do
it converts all mana right?
so i dont think ur "spending mana"
in terms of value
oh thats weird xD
maybe, i just dont think that would make sense.. could be cool tho
This seems like a potentially interesting skill. Free HP
i don't expect it to work either
free hp, half the defense
That's from a witch hunter node which also has 50% less armour and evasion
makes sense
seemed too op to be a general skill
wanted to link my deadeye build i threw together but the url would fill this page up 3 times over.. not paying to be able to shorten it
to me it seemed to me like resets to 0 on topping of, putting damage on you
there are free url shorteners out there
I ain't clicking any tinyurl
flame wall summon 5 SRS
yeah but it will most likely not count as actual mana in terms of mechanics, otherwise you would permanently sustain through MoM and have infinite resources because by spending you generate mana and instead of overheating you'd let demon form's dmg take the infernal flame value down for example
What the hell am i looking at
some bs deadeye stuff i threw together.. but not sure what to do with the rain of arrow supports tbh
Oh ok it's not the image
and not sure how much bleed chance we will get in the tree, or dot multi
Busted? Doesnt cost mana or spirit and it simply just tank some of the elemental dmg you would take
is there any mana stacker specialist here? if you wanted to scale dmg on say, a ball lightning build, would you pump high dmg support gems on ball lightning or archmage? you'd put them on archmage right?
thats the node from withchunter.. it also reduces your armor and evasion rating by 50%
dude i hate being baited by ascendancy nodes xDD
not sure about archamage in poe 2.. i think u want to add damage to the ability ur using
can you even scale archmage with supports besides lightning mastery? lol
the thing is in poe2 you can actually scale archmage dmg
Archmage is a spirit reserve in 2 instead of a support for the skill, and putting supports on it won't do anything
oh okay
yeah thats an ascendancy kekw
i thought you could actually scale the effects of spirit reserve skills
the only supports i can see for archmage does nothing for the buff itself
like if you put lightning pen on archmage, the dmg archmage applies will have that lightning pen no?
besides lightning mastery
u can add other buffs to it, like vitality
yea clarity/vitality etc for minor buffs but they also increase the reseravation costs iirc
so might not be worth it
yeah they add reservation costs, was just throwing it out there
so potentially just clarity and lightning mastery?
and nothing else
and lightning mastery assuming you can even overcome the spirit cost
id add cannabalism maybe
Mastery doesn't seem to add any extra cost
well lightning mastery is one of those skill gems ull get way later
we dont know whether the final versions of these supports increase reservation cost
have to wait for datamine

if they dont then just stick it on archmage for free buffs
will probably have to go bloodmage to make this cook work, demon mommy will have to wait
really need to see what +1 level for archamge is doing
more dmg probably
could spike reservation for not much upside
we can still lvl up regular skill gems right?
also not sure what lightning conduit even does
from xp i mean
no damage listed
i think skills from weapons are static.. meaning ud need to find a weapon with a higher lvl
seems like a good candidate for hourglass but hard to tell
got it
unless quality affects them too? idk
This having the "bow" tag is weird. What can you do with that tag? xD
weapon swap from a staff thats freezing and then pop them with ice shot and herald of ice?
not sure tbh, unless theres skills for bows that can actually freeze
escape shot
i dont think u want to be spamming escape shot XD
was more thinking this, but that could also work
i have escape shot in my build cause there wasnt much else to use and it seems like a decent skill to use if they close in on you
well u need a quarterstaff for that
so ud weapon swap anyway
flicker uses quarterstaff :D
not much else i can do based on current info
and you can apparently use spells with any weapon so dont have to switch at all
wild shards over slower projectiles on ball lightning?
well i thought we were talking with regards to bows XD
xDDDD
my bad on that one hahaha
im hoping arcane surge is worth the slot, if not im replacing it with manaflare or something else
honestly i have no idea why herald of ice has anything to do with bows
id swap arcane surge for lifetap in the bloodmage version
but the rest of the core is pretty much what i thought of
i mean have you seen the showcase with wildshards? dont think slower projectile is worth the slot personally
yeah it seemed good but it's only a 20% so idk
inevitable crit? that won't do very much right since ull be spamming this.. or am i high
ball lightning persists as a projectile
and starts ticking
so even if you're spamming it, the projectile will get buffed crit
it provides some consistency in crits
unless you are able to get a lot of crit on passive tree without too much sacrifice
true
i just see it as ull be spamming the crap out of it so it wont actually build up the crit stacks
unless ur actively waiting the 1 sec between casts
yeah.. if anything just throw added lightning damage in it
added lightning is for attacks only
@pastel forge this HAS to work right...
it does but it isnt as good as ppl think
when es gets converted it doesnt remember its initial value. so youll basically just be adding ur flat es to mana
that's still fine
it's free dmg and EHP
i mean yeh for sure
if you are using mom, your life would actually need to recharge? lol
you're just turbo mana stacking and not caring about your actual mana sustain because you're paying with hp on ball lightning
yes but you have leech and energy shield recovery
and u wont be able to use ur life flask right?
you shouldn't care about that
theoretically
maybe, i just feel like ggg taking away the slots for one single life flask means they thought about it and said damn ur gonna need this thing XD
there's good sources for ES recharge on the tree plus the added leech from bloodmage and the ridiculous dmg you should be pumping
also one issue with crimson power
if you take that and gore spike, you can't take the life leech 10% spells
crimson power is also not the engine of the build, same with eldritch battery
you'd only pick those if they actually turn out to be good
eternal youth + MoM is what enables the build in its entirety (and lifetap ofc)
harald of ice is not decided at all
the thing from mark is from 6 yrs ago idk if id die on that hill
as i see it, gore spikes and vitality siphon are crucial for bloodmage caster, so that only leaves you with 2 points left
good news is the node behind gore spikes is not revealed yet, so that might be another good boost
assuming that line of nodes deals with crits
and wait if ur not getting a ton of life then the gore spike wont get a lot of value?
yeah and this is fine, crimson power might be better than gore spike early or not necessarily, in the endgame you're running siphon + gore spike for sure though
you will be stacking mana and hp on gear
I might have missed the spender, but what are you using frenzy charges for?
there's barely any hp in the tree
that's why the build actually seems to be good
because you can focus your tree on mana, ES and dmg
you have breech rings for up to 170 hp each as well
well i guess the bloodmage gets to overcap its life with the globes too
yea
and that too ye
tho that matters less once you get into a long boss fight
using frenzy charges with this to gain power charges for flicker strike
since you wont get any more globes without adds to kill
just seems like youll be fighting to stay alive.. after casting a shit ton of spells and taking damage from mobs/dots
unless those can drop from minions somehow
nah doubt
yeah it'd be too busted
but we'll see
really depends on how effective mana recharge will be
if i can sac minions and proc it 💀
also
lmao damn u doing errything
life tap has one tiny issue
but i don't mind sanguimancy's downside, it's basically letting me enable a mana stacker without caring to circumvent the mana regen part
lifetap goes on ball lightning, you could use other stuff as mana spenders for those mechanics in particular
unless you abandon staff and go scepter+wand or something
tho that could be interesting as well
the build is basically 1 button at this point
ball lightning and ball lightning only
there's a lot of room to adjust
there's a support that deletes a minion for more dmg on the skill you cast
so that could be funny lol
yeah i'm only worried about the spirit reservation aspect
if you start throwing minions in
yea that's why it'd have to be wand+sceptre
so no power sigil
which still has potential, power sigil might not be the best idea in some hard boss fights
you use minions just as a body to cast your ball lightnings
some kind of SRS loop with ball lightning?
so get the cheapest one
i really want cast on freeze or cast on crit in my build but jesus there is 9 million good things to spend spirit on haha
if sceptres can also get spell related passives and not just minion ones
i could definitely go sceptre/wand mage over staff
i have a feeling the mom builds are a bait.. hopefully not cause i loved ice nova of frostbolts but just seems too strong
with cast speed and mana you'd be chilling no?
there's the +5 gem passives as well
nah MoM seems insane, since hp stacking on tree is gone and mana stacking seems still easy i'm pretty sure they'll be super strong once you figure out the mana regen
that we saw on the staff
Jonathan confirmed that pure caster sceptres are a thing, but he wasn't sure if that was ready for launch or coming later with templar
Do "cast on" triggers, still cost mana when the skill is cast
Yes
what does that mean tho, scepters that dont give spirit? or does he mean scepters that still give spirit but are tuned towards caster passives?
dots will be a problem.. you can solve some of them with charms but it seems like there are mechanics that are not ailments that will hurt
burning ground will suck
sceptres that give spirit and have caster stats, as opposed to buffing ally stats
ah
Still gives spirit, just doesn't roll minion modifiers
that sounds perfect then
caster scepter with a wand dual wield with a minion pact supported ball lightning
tho
it requires the minions to have more life than your own
so maybe not so viable on bloodmage
how so?
does the minion have to be able to sustain the damage?
oh shit
i thought it would just kill it
you're right
yes, it says so on the yellow tooltip
so if you stack a good amount of hp and the cheap minions barely have any, it wont work i think
"only takes effecti f you have a minion with enough life to drain the full amount"
yikes
CI
you don't go CI bloodmage
the whole idea is that you're spending life instead of mana
you do now
and mana is your new hp bar
life becomes your mana bar, mana is your hp bar
and you recharge life like crazy from leech + ES recovery from eternal youth
bloodmage must spend life on all their attacking/casting abilities
so ci is auto suicide
but if ur damaging yourself does it not take away from bloodmage crit damage? damn im so confused on whats going on now
it only takes into account your max hp value not your current hp
besides your hp will tick down but will insta regen up
you still want to have a high hp pool to scale gore spike anyway
but it recharges like es tho?
yes, plus it will have leech
vitality siphon gives 10% spell dmg as life leech
and is it based on max hp?
and you can get some instant leech passives
what do you mean?
or even vaal pact for full instant leech
it says per 20 life, is that overall or current?
overall
guess it doesnt matter if u recharge it instantly
leech will get rough later on tho
when mobs have high leech res
i think it should be current, otherwise the life remnants overcapping hp would be pointless
sure, but you have leech AND ES recovery applied to life
no, because the life remnants overcapping your hp will give you a higher overall hp value no?
es takes like min 2 sec to recharge tho even if u spec into the nodes
yea i guess its still life
but it will be constantly recharging because you're not taking damage from a damage source
you're taking damage from a non damage source
tho if you go mom, then that extra life would do nothing besides being part of your casting costs
but ur life doesnt act like es wuen converted right?
only the recharge rate
it does
well
your hp recovery does
poe 1
but we assume ES mechanic is the same
we dont know what eb is for poe2 anyway, the one in the youtube videos is confirmed outdated
the EB part of that tooltip doesn't matter, only the ending
ES recovery only stops applying if you take dmg from a damage source, so if you're using ES as a resource and spending it, you're not taking damage
i just remember playing archamge in poe 1.. dots and burning ground were too much.. and in poe2 we wont have 5 guaranteed sources of removing all these ailements
and eternal youth makes your life regen work the way ES recovery does
first time i "cleared" the game in poe1 was playing MoM archmage ball lightning scion it was pretty fine
you were just flasking your way through
eternal youth + mom would mean your life should always stay relatively full i guess
but you also had flasks to remove bleed, poison, ignites right?
ye
but we will have that in the form of trinkets
also freezes, shocks
besides this archmage variant is not like the typical archmage you played
this archmage will be using mana as a damage scaling tool and actual HP pool, you will be casting your spells with life
it doesnt seem like in poe2 we will have as many options to remove ailemts like in poe 1
since your life wont be touched until you are near death lol
we get 3 charms and whatever items give us
so bleed cant trigger
the thing is typical archmage builds get fucked by those things because your mana starts draining and you can't cast spells
this variant will be able to cast spells even if you have no mana
mana is just a defensive layer here
then wait how is archamge triggering if mana isnt being used? or am i missing something
lifetap
you will be paying with life
oh nvm its not based on how much mana you spend
all your mana cost on ball lightning will be converted to life
you will probably want to run some mana spender to trigger mana flare and power sigil on burst windows though
but you will have to be careful using those because mana is your actual hp bar
eternal youth, vitality siphon, vaal pact, mom i guess? with lifetap on ball lightning
🤝
all we have left is
what EB will actually do
in poe2
cause the one we saw is outdated
EB is just a nice addition for the build but shouldn't be all that big of a deal whether it's busted or not
really it all depends on how leech resistance scales and how es recharge rate is affected by damage right?
@pastel forge also the cast on crit combo from your planner will actually spend mana no?
not sure, since meta gems reserve spirit?
someone said that cast on X condition still applies mana costs from skills
in that cast that should work yea
which could be problematic cause the build wont be stacking mana regen
Triggers were changed to spend their cost relatively recently in 1 so it would be a bit weird if they didn't cost anything in 2
we'll have to manage the costs for cast on crit then
mana flask
arc is the main one to care about in any case
not sure we'll have perma mana flask uptime without crazy gear
the others i threw in is just to fill slots
wasnt there a flask modifier that guarantees charges being added every so often
but yeah pressing it will be annoying too
well remembering to press it
you get 1 use every 40 seconds or something
yes but thats not nearly enough for perma uptime
so if you drain too fast it wont work well
pathfinder can probably easily solve flask uptime
without heavy investment
rest of classes not so sure
ye and cost of ball lightning
assuming life tap converts the entire mana cost to life yea
do i have the wrong thing pulled up? i didnt see lifetap on his ball lightning
unless there is some crazy unique that gives lifetap support to all ur spells
i didnt put it in when i posted
ah
ill be doing zdps with bow skills so i wont worry about mana costs in that way XD
no idea
it says gain a base life cost, i guess it does
so if lifetap converts mana cost entirely to life
that's 72 base life cost on ball lightning without counting multipliers
lets say youre spending 500 hp per ball lightning cast
if ur a bloodmage dont your spells get an inherit conversion to life?
pretty sure thats manageable
Bloodmage adds a life cost equal to mana cost
"Skills gain a Base Life Cost equal to Base Mana Cost"
36 base mana at lvl 11, 36 base life with bloodmage passive
lifetap converting it to 72 base life
x1.5 from echo
x1.2 from wild shards
total = 129.6 life cost per cast?
Lifetap and blood magic will instead make it a double life cost
add archmage cost
you could be looking at way higher value of hp loss per cast but im fairly sure its perfectly manageable and sustained
and thats just for the ball lightning, when u crit with it it triggers the other shit too ouch
sounds like that's where vaal pact + vitality siphon comes in
on top of eternal youth
can a support gem like this only support skills that already have the "fire" tag? or does it add the fire tag to an existing skill
the other shit only needs arc until lategame once the build is gigablasting and you have everything under control
but im sure it should statpad like crazy
so, just spit balling, the lifetap and bloodmage conversion won't stack? like blood and sunder was mentioning
well cast on crit with just arc + chain would be without life tap
yeah but you will have SOME mana regen
35 mana + life for cast on crit arc
its not like you wanna be running out of mana
if ur a bloodmage ur spells get a life cost equal to mana cost
tho one bad thing is vaalpact disable life flash for eternal youth
so triggering them would still cost life too right
yea we counted that in
ah ok
yes
but hp sustain is really not a problem with this build
its the mana part
when you add a lot of cast on crits
which should be fixed with gear in the end
so all upside once u sort out the mana recovery?
unless you facetank some boss mechanic that blasts your mana pool
u guys think bleed is worth playing? seems weak compared to other damage types
but you can always toggle archmage on and off
Question; Can Toxic Growth trigger itself? Whether through Chance to poison or starting a chain with poison arrow and then constantly spamming toxic growth so that each new one is poisoned by the last?
We know nothing about bleed
i just dont know how youll manage the ailments.. either you block bleeds, ignites poisons and still get frozen or big shocks.. cause we only seemingly have 3 charm slots correct?
that's the point we have seen so much and barely anything about bleed exist
and flasks wont be able to roll with ailemnt immunity
all builds will have to deal with this too, but unlike regular archmage builds our main spender is hp instead of mana, so even if we are low on mana you can still clear with ball lightning
well isnt it confirmed that bleeds are now based on the intial hit? i think theyll be big
right, but when ur low on mana ur almost dead
Anyone know how minion movement (when you want them to move to a specific place) will work on controller? (Witch)
or unable to cast too much
what's the difference from poe1?
you still have your hp bar and ES and your leech
isnt bleed only possible when it affects hp directly?
the EHP of this build should be pretty high
so with mom you'll likely never get bled until you are near dead aka all mana is depleted
like even if you spend 300 hp per ball lightning or whatever it costs you insta regen it back up
and mana flasks should have more charges than hp flasks
don't quote me on it though
with the set up we have currently, each cast of ball lightning should not exceed 200 at max lvl i think
including archmage and blood pact?
5k mana seems good ye
so wait.. bleeds wont affect u even if the damage is taken from mana instead of es? jesus
yeah, another strong point for MoM builds
with lvl 11 ball lightning, that's 130~ hp+ 268~ from archmage = 398~ life per cast
yea and lategame i'm assuming 500 life per cast
maybe a bit more
still not a problem, even if we don't know actual dmg numbers the ES recharge + leech + insta leech alone should sustain it easily
So is all of this assuming that archmage will cost life when you cast ball lightning? Or are you accounting for archmage costing mana?
lifetap support on ball lightning
tooltip says it's 100% of mana cost converted to life
but we also don't know if lifetap will be 100% of the mana cost, as long as it's about 70% mana cost to life the build should be online
That part makes sense, but we’re assuming that the archmage cost will also be life because of that?
it should work that way yes
if it doesn't, not a problem, you will need some more mana regen in the build
you're a mana stacker after all
have to see how much mana we are able to stack too, especially early on
Soo.. would this be a way to get tons of mana. Have a spell with 5 fire projectiles, creat 5 raging spirits, get 250 mana back in 1.4 seconds?
I'm guessing "limit" wouldn't allow for 6 raging spirits from a 6 projectile spell cast, but it would increase the max Raging spirits to 11... which shouldn't matter too much
The real reason for the Increase limit/less duration is to try and shorten raging spirits duration, so we don't get stuck at 10, waiting for them to die
but yeah it seems to good to be true XD
seems pretty good in paper ye
MoM minions stonks
throw infernal legion in there too
Pretty sure that minions which expire from duration don't count as dying
that would suck
int gives mana, mana can roll on all pieces of gear (or almost all), the tree has a lot of mana stuff in it (unlike hp, we barely have anything for hp), mana stacking should reaaaaaaally not be that difficult, the main problem for most people will be mana regen
I have a similar idea to this with the infernalist and instead of reducing duration, I’m killing them in a multitude of ways and have minion instability. Then MoM for defense
You could give them infernal legion and make them as squishy as possible
they do in poe1 but maybe not poe2
EVERYTHING is a maybe at this point for poe2 😄
archamge firewall, infernal legion srs
Another future victim of leech resist
Yeah, so if raging spirits mana tech works
then...
all teh mana regen
leech is really not that big of a deal for what we cooked here
well u have to factor in cost of whatever spell is triggering the srs
And raging spirits might count towards "cast on minion death"
they won't count a lot
but
gonna cast once every 4 seconds?
they might do something when you have 5-10 of them dying every 1.4 seconds
rechage isn't very fast default
eternal youth should be a constantly recharging life bar with MoM defending it
recharge halting only applies if you take damage from a damage source, not if you are spending a resource
It still needs to actually recharge
And if they’re considered dying when the limit is reached, they will die much faster than that
I would assume it would just not make more of them
rather than have them die
yes, and you should have leech with ridiculous damage output (even if you're leeching 1% that alone should help the sustain) + fast recovery + hp regen
but if oldest die when at cap, then we don't have to waste time with "less duration"
mom prevents damage from touching life, which means it should not be interrupted by damage
future leech resist victim
unless you get hit too hard i mean
infernal legion will kill them quick
why not just build mana regen again
I understand that
because I want to stack this as well
because building mana regen will still be part of the build, but in the lategame
with this tech you are basically enabling a strong league starter
and then I'll need mana for all the casted trigers
I don't see how this is exclusive with building mana regen
I mean
no one said building mana regen is exclusive
these are just easy ways to circumvent it
I could build mana regen, no one was saying I wouldn't
That’s why I’m planning on using infernal legion and minion pact to kill them quickly rather than less duration
so build even more life regen than normal early to not build mana regen?
the whole point is that you don't need life regen
it's just quite possibly enitrely solved by having a revolving death wall of raging spriits
ok so let me get this straight real quick
you will be stacking ES recovery + eternal youth
eternal youth + leech = no mana regen investment, right?
it's as simple as that
Just to not build mana regen?
im confused how mana regen is excluded
where even is eternal youth on the tree?
on the int side
I'm confused what this setup is actually achieving
why would you not build mana regen? you are just stacking extra layers
oh no shit?
you have: eternal youth, leech, life regen, ES recharge rate turbo stacked up, mana regen
It's basically just to cause an infinite loop for other things, from "Cast on Minion death" triggers, to "cast on Ignite triggers", while also solving a bunch of potential mana issues
Oh hey this should cook with Unearth on a non-minion build 
I thought the whole point was to not build mana regen early
from what I'm talking about
I'm just trying to min-max "Cast on minion death"
and stumbled across a way to do that
possibly
that also fixes mana
you won't need much mana regen early unlike a regular MoM archmage build because your main spender: ball lightning archmage is gonna be sustained with lifetap and you can use mana as a pure defensive layer, but that doesn't mean mana regen is worthless because mana regen obviously helps you recover this EHP pool and you can use that resource to spend it on cast on crit support skills
you are just stacking layers as i said
nothing here is exclusive
Lets say I have a bunch of spells tied to "Cast on ignite" and "Cast on minion death" - Including in those cast triggers, is projectile fire spells, that create more soon to be dead minions, and cause more ignite procs
mana regen is still used because mom makes mana your main healthpool
eternal youth + life leech + life tap is to put the stress on hp instead so mana can be used as a focus for your survivability
basically, just automated fire machine gun of projectiles, dead minions, and a couple other buff spells
Okay
I see it now
Sounds like a future leech resist victim as I said earlier but go ahead I guess
i'm not sure why you're acting as if leech is the enabler for the build lol
where is MoM on the tree that pic u linked me doesnt show it?
it really isn't
it's very likely the leech node from blood mage can be skipped entirely
Yes I guess assuming eternal youth will give 500 life/second is the enabler
Which I highly doubt
you will get even more than that
with ES recharge stacked up you should fully recharge your ES in ~2 seconds
seems top left
leech will just be an extra tool IF NEEDED, but not an enabler
ok yea its not marked on the one you sent me the first time, ty
I mean 500 a second is like. The minimum
lmao.. can you anoint these ones? if not they are far as fuck
nope
You can easily get it up to like 2k a sec
keystones can't be anointed
eternal youth and mom are quite a bit away from eachother
We pray for Cloak of Defiance
I dont think theyre so far you cant justify it though
which side is eternal youth on?
like far right
Opposite of MoM
oh they're not even far at all
Still top half
by poe1 standards lol
Its a bit far but completely reasonable
you will path for eternal youth early i'm assuming
but pretty sure this is online by lvl 50
i'd only consider this as a last resort but i'm sure leech won't be that important at all
man fastest route i see from mom to eternal youth is ~19 nodes
Id hop on and make out a path but i gotta go to work 😔
which are all attribute nodes so thats nice i guess
easy mana stack
but if u starting withc theres alot to go through to get to either one
yeah so lvl 50ish + skill points from killing bosses
before you start mapping build is fully online
~17 nodes to go straight to eternal youth, all attribute from what i can tell
