#2┃build-planning
1 messages · Page 12 of 1
Could be, from what we know.
that would be fun
if they have a separate menu for handling storage of spectres, we do not know yet
As the specter comes back like the skeletons, I kinda doubt you will be able to have different bound to one gem.
but multiple gems are a different topic
i could see the possibility if you can indeed have multiple of the same skill gem
but i doubt that since err
uncut gem just directly upgrades the lvl of an exisiting gem that we know
unless they have a separate mechanic to produce a duplicate skill gem
one thing that could happen with spectre gem is
you can allocate the number like normal minions but since each spectre has varying spirit costs
can you share the link
maybe you can just summon until you hit the limit
ah
Pog
then that would solve the spectre issue
♥️ viperesque
1 gem per spectre
damm
one mage spectre, one melee 😄
stash tab designeted for different specters
still a minion
yeah, it's same as melee skelly, ranged skelly, caster skelly. Different supports. But all are spectres instead.
appreciate it thanks
max lvl 99 or 100?
100
gonna be fun to see what effects jewels can have
Really wana try n make a quorterstaff chronomancer work lol
sounds so fun stopping time for a small amount of time and hitting a nasty combo
then reseting it and doing it again lmao
oh wait i just wana play ekko from league
I know 100% I'm playing quarterstaff but ascendancy priority list keeps shuffling.
for me its 1000% chronomancer as thats my all time favorite powerfantasy lol
unarmed chronomancer ;D
In Last Epoch the time reversal skill is called Volatile Reversal. People get themselves killed with it every now and then because of changing position back into aoe. Often wondered if devs would bother implementing the reverse preview like Ekko has. It would be visually spammy for 1 skill though.
Skill issue
lmao never tried that on last epoch would be sick if we got a preview thing with the one were getting
nice qol thin
does essence drain scale with spell damage?
It's a spell with damage numbers. Sure.
in poe1 it doesn't unless specified otherwise to be fair
After going through support and notable lists I don't think "increased damage over time" exists in poe2. Dot skills have their own damage and damaging ailments derive damage from the hit that applies them (and multiplied by "effect of ignite"). In both cases they'll scale with attack or spell damage based on skill.
thoughts on this support on rain of arrows? think itll break enough armor to matter or would i be better off throwing other supports on for damage
When are we going to care about armour break outside specific combo? Either at bosses or juiced rares. If they're small enough then RoA might not hit them enough. But with typical fatty bosses it'll hit a lot. Too early to ask about damage comparison vs other supports.
It's honestly a bit awkward that the support gem only breaks armor when we do high physical damage, but the target has high armour... Sources on skill gems often do flat amount.
yoooo is anyone here free to chat about a build idea ? i have 1.5k hours in poe 1 but poe 2 will be the first time im doing my own build haha
shock makes enemies take more damage, i'm assuming this will make them take double?
do we have info on whether armour works the same as in poe1 aka good against small hits, bad vs big hits?
Chronomancer with dots look like a cool theme ngl
i know its too early to know for sure.. itll be a general clearing skill for mapping. but the armor break is mostly for bosses where i can break their armor and use a snipe with exploit weakness to get a big bleed.
Very little info but tooltip description does state that trend. Expected to be basically similar to poe1.
anyone else kinda worried totems might suck if you have to spend your spirit to stack them?
I'll still try to make artillery ballistas work tho
ok, ty
now i wonder
does es come first or mana when using MoM

ES
mom is "mana before LIFE"
and ES is before life
hmm
I hope that eldrich node will convert ES after the node buffs, because otherwise all the ES nodes will be useless, and that kinda feels not right
yup, same with Iron reflexes
There will be no ancestral bond at EA launch? Cant find it on wiki and such, so 1 totem max?
? I saw it on multiple places it's 100 spirit per extra totem
lets be friends
😄
anyone got any cooks on power charge generations? im thinking of monk start falling thunder with killing palm.. maybe late i can switch to flicker.....
Ok all good then 😀
but with falling thunder if i can get enough shock i could cast when shock - profane ritual?
Dunno how much spirit we'll be able to realistically get
last power charge chats i remember in this channel it was decided to use resonance and turn frenzy charges into them.
okay... how do i get frenzy charges haha
Juicy i want to try a phys warrior/titan build with sunder or another melee skill for totem, ancestral bond wont be too far from the start?
Also i dont see any downside like ' you cant deal damage yourself'?
combat frenzy and snipers mark(with CoC)
has anyone seen any content where supercharged slam has been used? I really would love to see the animations/visuals on the spell?
Spirit is very valuable. It's a big downside.
search for the keystone in https://poe-2-skill-tree-planner.vercel.app/ to see where it is
True,in poe1 i had 7-8 totems + a few auras like grace determination, not sure how they will balance each other if i have to choose
so do i need to shock to electrocute? how can i push electrocute harder?
for a mercenary build: I wonder if these 2 nodes are worth going for in the ranger area. looks like a big damage increase, but how far are 6m? downside is, that it gives me nothing while fighting enemies within those 2-6m range
most, if not all of the shotgun skills work better if you're close
if you plan to do armour piercing and that sniper rifle stuff maybe
it feels like it's gonna be harder to travel to the opposite side of the tree now
like that ancestral bond seems practically unreachable for duelist, and then how do you play artillery ballistas
they should add gates like in the atlas tree, that would be interesting
We know fairly little about electrocute but see the unique gloves at https://www.poe2wiki.net/wiki/Electrocute
Their text certainly suggests that just lightning type damage is not normally enough. Another way to get the same effect is Electrocuting Arrow skill I think.
thanks! im gonna start with monk.. so i think think i want arrow stuff going on haha
i think looking at frenzy charges and ways to get them, its easier to get power charges!
from a monk's POV
100% frenzy generation is clunky
you absolute legend thanks mate!
if there's nothing more for frenzy I don't see anyone but deadeyes using them
yeah... i agree
once every 6.3s or having to mark to get one mark is so bad
yeah it was the 6.3s that made me think its pretty bad! unless your deadeye and have a 30% chance to get max frenzies
Wondering what's the purpose of the jade club base type
no accuracy needed is interesting
If this is all the mace skills we're getting, and melee allegedly doesn't need accuracy, then what is the purpose of an int mace that never misses
3 ascendancy nodes they teased are skills. Need to see tooltips to plan supports. 🙃
Because accuracy is only a problem for ranged now
uh?
there's a debuff for accuracy at distance but that doesn't mean melee doesn't use accuracy
I feel like i will spend few hours just to theorycraft what i am going to do
yup, some melee reaches further
when i have all the info
It's just a prereq tho
It's not insignificant
rue2 has a cool idea i'll try find the video
If there's a higher level version then that's for an ES mace build. If not, you could maybe use this one to apply armor break for your other weapon/minions.
Rue shares his leaguestart plans for PoE 2. These are just ideas that he's going to be throwing out early. Nothing is set in stone, builds may change daily xdd. Streamed on 29/11/2024.
Timestamps
00:00 – Intro
00:45 – Build #1
11:03 – Build #2
18:20 – Outro
Livestreams: (https://www.twitch.tv/ruetoo)
Discord: (https://www.discord.gg/NdbjGvtk)
...
White lvl 46 jade club needs 149 int, compared to an endgame staff needing just a bit over 200
I wouldn't stare at the number too hard, jade club was seen last Spring or earlier. lvl 90 staff is recent. Might not be the same scale of attribute numbers on both.
if I add multiple projectiles to armour piercing rounds will they fire more projectiles in a barrage or fire in multiple directions?
or we dont know
id imagine it just adds proj to the ones that shoot in a straight line
i doubt itll split into 3 lanes
shotguns and nades for clear
yeah I'll probably focus on shotguns more, Im not sure I like the delay on grenades plus it seems like every streamer is doing that
I agree but delay can possibly be shortened into a point blank explosion.
so many ppl gonna blind themselves with flash grenades, i love it
I'm more intrigued by the lightning/cold shotgun stuff and ballistas
I hope I can make a ballista build where I use the rest of my kit to CC
Wait you can blind yourself with them?? 😂
Play in a well lit room, degenerates.
For which are more people leaning towards blood mage or infernalist builds?
as far as I've seen more people are going infernalist because it has more minion stuff and also a cool fire pet and a transformation spell.
Blood mage is what I'll be personally going for but there's kinda less known about what it can do apart from strength and life stacking lol
but I'm just a random D4 refugee so what do I know
Yeah that what was my thoughts too
ok, theoretically, what would be a good secondary weapon for a grenadeer mercenary build?
I have put together something random for blood mage so far but without tooltips and a lot of nodes missing I think especially blood mage builds right now aren't really possible to coherently theorycraft
Almost nothing is. Paint and notepad level protobuilds are about right atm.
yeah true, I think bloodmage is one of the ascendancies that could theoretically work with almost anything, kinda like how people are saying Gemling is the most universal class, I actually think bloodmage is on par
Is double/triple herald good on paper ? trying to figure what to do with Gemling...
another crossbow 😄
bow if ranged or you could go slams with maces
They hated him because he spoke the truth.
1 crossbow for stun buildup, and another for dmg maybe
If one could change weapons to shoot another clip instead of reloading. But I don't think it'll work like that.
could try
with weapon sets
one shotgun or rapid set and one grenade
I do wonder how snapshotting will work
all i know is that stun grenades go hard
and once you get a second one in the tree it becomes real nutty
new bonkstun
there's already a tree calculator? lol
we can't live without minmaxing, huh?
you may want to look into the grenadier node
but extra grenade and extra grenade usage ):
I need the dualwield 2h maces for stun buildup
that gives you an extra stun grenade and a mini multiple projectile for grenades
more attack speed = more stun build up again
stun grenade does 400% stun buildup
- stun build up passives
One for grenades one for guns feels to be the play
yea
Or one Xbow for Ballista one for shotguns maybe
Balistas
Really curious if Iron Reflexes will work like Dreamcore says and not care about increased% evasion post conversion cos thatd make it a complete flop
To expand on what @unreal girder said, I would probably only take one of them, since only one can be active at a time. The best option might be a weapon swap configuration, where your close up skills use one weapon/tree with Stand and Deliver and your more ranged skills use Death from Afar
oh yeah, totally forgot we have dual spec
I've been wanting to make a "store and unleash" kind of build, in a similar vein to surge deathblade in lost ark, does anyone know which class could be the best for it in PoE2 based on what we know thus far?
goal is to have attacks that do meh damage but charge up a beefy finisher, ideally without being tied to an element (as it's something i'm not fond of)
i'd check combo support / skills so probably monk
in lost ark surge would let you have 1 huge attack every 20-30s, at the cost of otherwise meh damage
monk(invoker) and sorceress(stormweaver) can probably go for a barrier invocation/elemental invocation route to charge up and then release a burst of spells all at once
combo skill will likely allow that.
Slams kinda can do that
deadeye also has bonuses to generating and consuming frenzy charges
and can use sniper mark to gain them with any skill
Almost every class does have these combos, but most of them are element based
(+ monk in general has that kind of playstyle, but idk how reasonable it'd be to go get spell stuff with it)
But really, its about what type of weapon/range/speed you want cos combos are there for every class
i like being mobile for the most part, it's what made deathblade so appealing to me
since i could go around and just poke, then cash out for a bajillion damage (better not miss)
the most obvious are warrior with armour break into warcry into big slam and monk with combo/flicker strike stuff i'd say, or even hammer of god builds with 24s cd
it's something i've yet to really find elsewhere
That sounds like a titan might work too. Some meh attacks to reduce armour/ increase stun and then Hammer of the Gods with cries and big damage supports to smash
or at least, there are combo builds and 1-2 combos (like armor break -> piercing rounds on merc, or skills that consume freeze for example), but those have a much different feel
Do we know how many bolts are in a crossbow magazine?
since it's a debuff you stack on an enemy vs you powering up and letting it go off instantly when you want
i'm super tempted to go hammer of the gods with chronomancer too x)
sorceress casting fist
I imagine warrior stun memes
That might work too. The cooldown reset is sweet, but I the other ascendency nodes are still up in the air, and pathing to physical/ 2h damage might be annoying
yeah that's my main worry
i see that more of a combo build though 🤔
or at least, in my head powering yourself up is a lot different than debuffing the enemy for a big strike even if they're functionally similar
also invoker meditate into barrier invocation sounds hella fun
I saw stun grenade on crossbows maybe that'll work
although deadeye has a chance to get max charges when gaining one, a chance to get more out of them and barrage to multiply an attack
i'm so torn x)
is there any build like that in poe1?
oh and it has the advantage that you can use your stacking skills vs weak enemies and instantly blow up tougher enemies the moment they show up!
i'm looking at EI + ember fusillade in particular, since with max energy it should cast it 10x, which is the cap (gives it +40% dmg)
I have a a generic text doc build for a titan debuff/ self buff build. I’m not on my pc right now but I can send it over when I have the chance if you want. Very much a work in progress
absolutely!
i'm very curious about the self buff since for warrior most of it is armor breaking/stunning
Oh do attributes affect damage scaling of attacks?
Tl;dr is warcry/ Rage/ Empowered damage support on a “builder” attack, and then armour break/ stun on enemy, then huge attack
From what I could see it's only mana/HP/accuracy and they let you wear different gear
The amount of more multipliers you can get into Hammer of the Gods is insane
If so maybe a monk with just barely enough dex and a lot of int can still use quarterstaves effectively
Attributes initially only have the one affect from each (str=life, int=mana, dex=accuracy), and fixing stat requirements for gear and gems. There are nodes on the tree that modify that though
But “stacking” specific stats is one way to build very strong characters in poe1, so I wouldn’t be surprised if it’s also a good late game build in 2
so a warrior with 0 int does as much damage of an equally geared/leveled sorceress with 1000 int casting spark?
Depends on the skill
You can check the gems on poe2db to see
A warrior with 0 int will not be able to use spark
But int does not directly increase your dmg, it can increase it indirectly though
rage suport skills are something i didn't consider, they'd probably fit right in!
that's all good!
plan for now is to either go stormweaver, but ideally invoker with just enough dex and otherwise a lot of int
quarterstaff skills to shock/freeze enemies and have some mobility, eleemental invocation to cash out and nuke the world using spells
I'm not seeing it - Incendiary shot says 10 bolts per burst, but how many bolts are in the magazine - basically how do I know how often it'll need a reload?
On all crossbow shot skills?
not sure
Is that something that will be supported on the tree?
hmm ok
I know there's some crossbow stuff uncovered
towards bottom of merc
I did merc melee bonk so idk
so we just don't really know it sounds like
yea, its pretty up in the air
some have 100+
forgot the name but it's the full auto one that builds up heat
merc looks crazy for melee tho
Does anyone else plan on playing co-op mode solo on launch? Playing two characters at once sounds like next level gaming 😄
supposedly you could just load him in and he'd autofollow
and you'd get better loot
but who knows
lol
keep turning on controllers
and the loot goes up
😆
I got dual 1h controllers
spec all the robot followers with magic find stuff lol
if you want some big burst like surge, you can do staff+mace
Well loot goes up but it zakes twice as long to kill things
solo bro ssf 😄
oh shit i like this
you should be able to add in a warcry too before you hammer
please elaborate
well when your friend goes afk and you continue on
he's sort of just......dragged
along
lol
but it doesnt hinder you from progressing
so theoretically you can couch coop multiple toons
and just... do better with your build
and you'd get more loot
if only barrage worked with mace
in theory anyway
so i can just make an aurabot alt that follows me around
co-op mode will be unethical
I dont see why you cant? XD
hilarious
monsters get harder but that's literally it
and the tradeoff is more loot quantity
anyway, does anyone have a tooltip for the secondary explosion from gas skills?
but what aura tho 
yes im sure those are gonna be the only 3 auras in the game
xD
scepters have aura skills that we dont know about
vitality/clarity were changed to supp gems instead as well
what if making smurf npc robot couch coop friends is best way to juice maps later
thats my plan
😮
tbh if you're gonna go that route you're prob better off just loading up on minions
mana stacking cursebot to follow you around 🤔
blasphemy!
So it seems like unless it specifies its one clip per shot
only problem is he'd prob be stuck on edge of screen all the time lol
idk aura range
xD
Some do specify 14 abd 70
just spec aoe
Others dont
xD
not with dual 1h controllers!
this sounds really broken and overlooked
control the aurabot with a foot pedal ez
is it possible to survive archmage on bloodmage?
yes, if you lifetap ball lightning instead of casting off mana and use eternal youth to get constantly recharging hp
with MoM of course
dual witch minion solo bro ssf hc, log in!
im doing gemling melee dualwield 2h stun bonk armoursloot
I’m thinking about trying this too. I want to add combo finisher to Hammer, but I’m wondering if you can use 2 combo skills in succession, or if using one combo skill removes all combos
using a combo finisher removes combo charges
yea
you cant combo finisher and then combo finisher xD
what is eternal youth and how does lifetap ball lightning help?
eternal youth lets you recharge on hp instead of ES
base recharge rate is 12.5%
and there are recharge passives for 25%/40% faster recharge
with MoM your big manapool used to empower archmage can be used as a healthpool to protect hp
so hp will always be in a state of recharge
2k hp = 250hp recharge per second
with higher hp and some recharge passives, you can easily recharge 500+ hp per second to use to cast your spells
well, 1 spell
with lifetap
most likely ball lightning
I love the idea of basically switching it so mana is your life is your resource
as bloodmage you will also be able to overflow your life picking up those orbs too, so thats another form of life regen. I will say though that stacking life AND mana sounds kinda annoying
well its mainly gear you have to worry about
passive-wise you just grab all the mana and regen you can get
you gotta get hp and mana on your gear to scale both hp (for recharge) and mana (for archmage)
I don’t think that’ll be too bad, but I think trying to ALSO get crit will be hard
for now crit doesnt seem worth it
you have access to maybe 100% crit chance passives
which is nothing overall
What is Monk's current easiest way of keeping power charges?
shocking chilled enemies probably
Is that a new support? Power charge on shocking chilled?
no its a passive node near the monk start
Oh snap
and then its very near this too so if you're doing power charge stuff might as well grab this too
All fire damage can apply an ignite; so as the wall continues to tick it will check to see if it can apply an ignite
(if you have chance to ignite, which would roll)
wasn't a problem in poe1, archmage builds stack life AND mana because MoM isn't 100% unlike poe2
Wtf, these notables are straight up from ascendancies... This is crazy good
I’m not following this math lol. How much life are you expecting to have?
yeah but it seems these are more scarce in poe2 than poe1, no (or very few) life nodes on tree, higher base mana numbers indicate that might be rarer to get too etc
that's for crit
that's even better for the build then, life will come from gear and the tree can be specialized on mana and caster stats
how do you guys think siphoning strike works with shock. like if it inflicts shocks will it proct a power charge??
you have, at most, access maybe 100% crit chance passives
which makes Gore Spikes on bloodmage kinda pointless
because you wont get any consistent crit with just 100%
Ahh ok, you were talking about crit chance. Got it
so we need to see what other ascendancy is on bloodmage to see if gore spikes is even worth building for
gore spikes might need bottled faith type shii to be properly useable
for now archmage seems better suited for stormweaver or even chrono if they have decent dmg passives
actually since crit is kinda bad, you might as well use controlled destruction on arc lol
It seems very unlikely to not have any crit% on gear end game though
isnt crit usually on gloves on poe1 ?
I agree, planning on being crit capped on your first character in early access Poe 2 is probably not the safest choice
since respeccing is easy now there's no reason to not change when you get appropriate gear anyway
orb of storms bolts. do they count as projectiles?
it doesnt have the proj tag so likely no
Ahh smart!
4 nodes total 115% crit just at witch starting area
If you have an alternate weapon skill tree, do you HAVE to have a secondary weapon to use that tree, or can you assign both trees to your primary weapon?
I mean to say, can I have a tree dedicated to attacking / moving faster with my main weapons, and a tree dedicated to stunning and dealing damage
but not swap to another weapon set
you can use weaponset points as additional tree points if you won't use the swap function
but only from one set
wait, really?
so gemling legionnaire can just get +20 skill points on his tree for 1 weapon set?
that doesn't seem right
The gemling will convert 20 more tree points into set points that can be swapped
So 40/122 instead of 20/122
Isn't that how they all work? not really additional points
ah so its not additional :/
Yeah 20 extra points would make them the best ascendancy by far
but you get weapon set points from challenges, no?
Ah then they are compared to quest reward skill points probably.
Exactly
Everyone will get ~102 regular passive points and ~20 weapon points. Then gremlins will take a node that swaps 20 more to weapon
Thats witch hunter
Oh right
I had it wrong earlier and poisoned the well on that one
Bonestorm with both "Cast on Critical" and "Cast while channeling" seems like fun times for Blood Mage witch
Lots of projectiles = Lots of crits
I'm doing the cast on ailment stacks, and play for shock
And you can cast all your offerings split between those two "Cast on" triggers things to keep all the tempoary minions (zombies/unearth) alive, while having power charges pouring out of your ears
but Idk what I'll let it cast, orb or arcs
orb is limited to 2 with support right
not that orb
what do you guys think the least intrusive/annoying way to chill enemies for the power charge node would be on a Lightning focused monk
this orb, well it's a ball
lightning spell or attack?
either tbh, not sure
Frost bomb maybe?
or ice nova
or just add cold dmg supports
with some freeze buildup support
yeah the added cold dam will nuke the lightning damage though :/
if going staff, can pretty easily use any of the available phys to cold convert attacks
and just alternate
I don't know of a way for monk to chill with lightning damage at present but its not like we have a complete picture yet
does this mean that, when triggered it'll wait for the cast time of the socketed skill to actually shoot it?
this is the situation that weapon passives are made for
potentially, provided there is decent ways to leech off elemental damage in poe 2, otherwise losing even more phys damage might hurt
dont think we've seen any of those yet
Hello! I am new to poe2 and was wondering if every class can use every weapon skill how does that differentiate your starting class?
How I see it, if Siphoning Strike shocks, you'll have to attack again to consume it, then again to apply. Rinse and repeat. Use Coursing Conduit?/Shock Proliferation then at least you can also consume shocks on nearby targets in your next attacks.
class only select the starting point on the passive skill tree and ascendencies.
weapon defines gameplay
Yes, and your starting class determines the spell you get in the first zone, your available ascendancies, and where you start on the tree. Everything else is pretty much fair game in PoE
starting class determines your ascendancy class choices, and your starting position on the tree. a warrior can use spells but will be further away from those passives, for example
Oh interesting! So a warrior can't have the same ascendency as a merc I'm guessing. When you say further away from the passives can you explain? Can a warrior get the same exact passives as a sorcerer for example eventually?
what's the difference between these two? why is one meta and the other a buff when they sorta do the same thing
they can REACH all the same passives, but can never have the same total passive tree allocation
Isnt there a notable just slightly south of monk start that adds 5% of dmg as cold? Maybe thats enough to ensure chills.
you get to choose when to fire off EI and it can repeat spells
@short rover I consider this significantly uncertain but the feature "hits are freezing" might mean that all damage dealt by a skill contributes to freeze, not just cold damage. This appears on qstaff's Wave of Frost and the Comet spell.
so you can store up a bunch of arcs or w/e and unleash them on a boss
eventually yes, just takes points to get there
The warrior can path up to Sorcerer nodes for sure, but its more investment to do so. Effectively this means that while a warrior can do Sorceress shit, it will never do it quite as efficiently as a Sorceress, and vice versa
this would be quite nice lol
infinite power charge printing monk
correct. each class has their unique ascendancy choices. a warrior can be a titan or warbringer, a mercenary can be a witchunter or gemling, etc. those sub-classes have unique passives that only that class gets.
the main passive tree is the same for every class though. so a warrior could make a lightning spell build, or a bow build, but because the warrior starts in the strength area of the tree, they would need to spend more points to reach the relevant passives for those builds.
So a class has a fixed passive tree unique from other classes but the passive tree may have same overlaps of same passives?
Oohhh same passive tree for all classes?
I think (and could be mistaken) that "hits are freezing" essentially means 100% freeze chance, i.e not dependent on the amount of damage on the hit, in order to build freeze status. However, I do not know if it means that non-cold damage can also freeze. It is also likely that the damage of the hit still determines the AMOUNT of freeze buildup.
but like there is a clear power difference between them, maybe because of the level difference of the spells but, cast on shock needs 6 shocks to trigger one 1 sec cast time ability, and the other requires 1 shock
I don't think they can give us a button that 100% fills freeze threshold without cooldown.
its pretty likely that the tooltip on EI is wrong
freeze builds up slowly
yeah the big tree is the same for everyone. each class just starts in a slightly different place. near the center, but on their respective "side".
the top of the tree is mostly int nodes, bottom left is strength, bottom right is dexterity. then hybrid nodes in between those areas.
mm seems so, ty
guys, do u think this will work on Rolling Slam (not really a travel skill?)
Ty!
it needs to have the travel tag
yes, here's an example. Say you want to get to the green circled nodes for whatever reason. The Witch/Sorceress starts on Blue, the Warrior starts on Red. Its MUCH easier to get to those nodes coming from the Witch start than the Warrior start. You absolutely CAN get those nodes on Warrior, there is nothing preventing it, it's just way more investment than on another class
stampede yes, rolling slam no
yes that should work
assuming it goes over 2 meters per usage the end slam should get the 40%
def one of the use cases they had in mind
2 metres is so vague
o damn i missed this, maybe 🤔
How viable does anyone think a Titan that uses ice skills is?
Which skills?
we haven't seen any ice skills that scream titan to me, and titan is far from cold stuff
maybe using a quarterstaff
would just be a weird monk with better warcries i reckon
Ice nova, the frost armor...idk. I'm not of all of them. I just think it would be cool to have a titan that uses freezing abilities. Flavor wise of course lol.
so ice spellcaster?
could do unarmed tho
btw i wonder if it is still no gloves for unarmed :/
I think cold spellcaster titan is likely to be an underperforming build
or was that unburdened?
you have to justify with ascendancy choice
what are you picking there
Do we know if ailment grounds still just instantly apply the ailment?
Hold your breath for Glacial Hammer or Ice Crash
Or use a Quarterstaff, actually
That should be fine
quarterstaff is dex/int and cold stuff is largely in the pure int area, no? gonna be strange
Titan has known synergies with armor stacking, life stacking, stuns (melee & phys), slams. You've named 2 skill gems that require a decent amount of int to keep using higher level versions.
I'm not seeing what connects these ideas yet. Personally I like using quarterstaff for freeze+stuns and that could certainly be a titan.
there's probably a staff-two handed mace swap build with Glacial Cascade on the staff to freeze and a more standard physical slam on the mace, but i def wouldnt do spellcaster titan
Might be able to just build melee passives? If they're "melee damage" and not "melee physical damage" or such
use this to buff big 2h mace slams
seems like a good use case for staff + 2h mace, and could probably be a titan. but not cold, really
Hammer of the Gods maybe?
you dont have to go monk to combo
guaranteed crit hammers with 90% bonus lol
yeah, lots of people are looking at that combo for ignite hammer
as infernalist or using avatar of fire
the "fuck this boss in particular" combo
Would you be able to build 15 combo, then use Mantra of Destruction + Hourglass Skill?
oh, back to back mantras?
Ok maybe I'm being to specific. I just want to use freezing/frost stuff with a melee focus. I don't want to just play sorc.
monk might be your guy
It's more likely that the Mantra gem will only count to 10. Notice the text mentions maximum combo. You wouldn't be able reach "20 combo" to store another cast.
Then yeah, use a Quarterstaff, or pray for Glacial Hammer/Ice Crash to return as skills
there is DEFINITELY a way to do freeze focused melee yeah, esp on monk but maybe even titan. Invoker Monk specifically looks like it has a lot of cold damage interaction
It doesnt mention maximum combo, and all combo gems have different required amounts of combo
this could also be a templar thing in the future, he was the original "elemental attacker" in the first game and we have zero str/int classes in the playtest
it says on reaching maximum combo. I wonder what determines your max combo
Oh i guess it does
does it add all your combo spenders? just use your biggest one?
I think thats the largest one we've seen so maybe its 10
Quarterstaff offers inherent freeze skills, maces don't. Doesn't mean you can't build your own skill/combo but there should preferably be some reason to do it that way. Some unique items may later provide a reason.
Anyway we only get these 2 melee weapon types for EA launch so qstaff seems more suitable for what you want.
do we know if crossbows use quivers?
They do not
Grenades arent offhands anymore
Thanks guys. I'll into the monk.
Just skills
blagh
i interpreted combo as just "number of skills you have to use before using combo skill", so like for Mantra you have to hit with 10 separate attacks without going 5 seconds between them and then you can use it
so high attack speed stuff is better, like Tempest Flurry
Do we know how combo is built? If its per hit or per skill use
I think skills have to be specifically tagged combo
All we really have is "Build combo by successfully striking Enemies with other skills." It could be hits.
I would imagine its probably per skill use
would be dumb easy to build up otherwise
I highly doubt its hits because one good AOE pack and you have full combo lol
im guessing its skills that hit something
Also wonder if you can build it with spells
so no pre stacking combo on nothing before going to fight the boss
is "strike" specific language in PoE?
that would be the only thing preventing it from being spells
Strikes are a specific type of melee skill but thats not how its being used here
strikes used to be much more specific
Wonder if there'll be passives that interact with Combo on the tree
they almost mean "not slams" now, but there are just a couple melee skills that are neither strikes nor slams
just stack attack speed on your main spam skill to build combo
Cyclone my goat
im just curious if you can stack combo using a different weapon
like using mace skill while quaterstaff is in swap
Im crying what do you mean Consecrated Path is just a support now lmfao
Also that is so unnecessarily specific
i mean if you're using leap slam to cull/travel/maim/whatever, might as well heal you too lol
Wait is Conductivity not in poe 2? Or we just haven't seen it yet
Bonestorm looks to do a lot of projectiles, possibly good for a blood mage trying to activate "Cast on Critical" if each projectile counts as a seperate trigger
this is like 15+ projectiles
how much channel time per projectile?
Unsure.
also does coc have an internal cd this time around? might be weird if they all hit at once
Also unsure if cast time affects the channel tiem
I'm guessing it's like "Cast while channeling" and the amount energy you need to activate is every .1 Base spell cast time =10 energy
so 6 crits = 0.6 spell cast
which could be really interesting for Bonestorm
as one cast of bonestorm might be able to do that, if we can get high crit chance
I have no idea what level of crit chance to expect
in game
yeah but in poe 1, for example, if you shot 30 projectiles and they all crit at the same moment you'd only cast on crit once becaue of the internal CD on cast on crit itself
fair
it migth still have an internal CD
But Bonestorm will work for BOTH Cast on Critical And Cast on Channeling so...
also very fair
i counted roughly +77% crit chance so far which is not a lot
is that 1.77 x 15%, for a total of like 26.5% crit?
Damn first messages in poe2 server and it's scriblet yappin... Good 
Do you know me from D4? :p
Yeah oh I should change my name
I usually hang around Sorc/Necro/hardcore over there
yeah
I might have made spirit wave in PoE 2, but I expect a ton of things not to actually work with raging spirit
it was pretty funny
I put all my "yappin" collected here in this thread, follow my rambles: https://discord.com/channels/174993814845521922/1312364755406688256
I have a bunch of differnet ideas I'll need to test
Nice, I'm sure it'll be first of many forums to help Diablo noobs enter the new world lol
and eventually I'll clean it up into a couple actual builds
Yeah, my first youtube content will be helping Noobromancers Learn to Witch
.... Noobromancer... lol
romancing noobs with witch builds
This has helped me a lot
I gotta send that to Lord Saura
Kay and I just peer pressured him into buying EA
Choosing an ascendancy is more important/permanent than starting position right? If I went Merc to be gemling, but wanted to force mostly sorc/witch, do we know if that's troll or just slightly suboptimal?
Yes, but also, meh
depends how "offspec" you're going and what you're gaining from it
Ascendancies are the real "classes" in this game
but I feel like I have SO MUCH TO LEARN on my first character
Yeah
that whatever I pick is like
quicksand
it'll change
once I have a better understanding of the game
I'm definitely one to start fresh rather than push a single char for hundreds of hours
Sadly Poe doesn't cater to that too well
ESPECIALLY during Early Access, where stuff will change more often and our builds will regularly get bricked
so with the new ailment system, upfront pre-mitigation is all that matters right?
so "projectile damage" would still benefit my ignites, since the projectile that applies the ignite does more damage?
or would that only affect the ignite application since the buildup is also influenced by damage?
Both application and base damage should be based on pre-mitigation hit damage. But when the ailment's own dmg actually happens, it is affected by mitigation. So penetration or lowering resist could be important still.
And to be extra specific about this, the ignite would be only based on the fire damage part of the projectile
well penetration wouldn't, but exposure would, i think
Yeah... I won't know for a while which witch ascendancy I want to go. A lot of people said Fire seemed to be a good minion one, but then I looked a bonestorm synergies and suddenly Blood Mage seemed like a good minion one too
penetration doesn't work
Cast while Channeling + Power Offering + 30% extra power chance on power offering = ~2.1 Power charges per second while casting Bonestorm.... so every bonestorm = Power charged, excess power charges dump into power charged zombie spawning with no corpses needed
Maybe I've been going at it the wrong way. Choosing a class based on ascendancy is tough if we only know half the nodes you can take...
Choosing a class where you like BOTH ascendancy themes even if one of them doesn't quite have the "cool" nodes revealed yet
Very interesting
Yeah, do that
IMO
I would say infernalist, stormweaver, and gemling are my top 3, followed by both warrior ascendancies
Infernalist looks sick to me if Ragining Spirits work for crazy synergy. Otherwise I'm going Boney Blood Mage
But blood mage and Chrono and witch hunter didn't seem as appealing, guessing if my duo goes STR I'll go INT for sure
The managing flame thing with Infernalist seems tedius to me
Still trying to figure out when I would be using "minions and occult spells" if I choose to have skills from other classes
In other games with similar mechanics I've found it annoying
Or ran Merc with witch spells... What am I using the crossbow for?
Just build fire mitigation and ignore heat
It's like Rumble passive from league lol
I'm probably starting infernalist because it looks good for a lot of different things
Overheat
when you are able to choose the ascendancy, you can preview every node
I'm with you, unless I REALLY LIKE bonestorm
Well yeah
Minion hit, Selfcast hit (multiple different setups), Selfcast Ailment, Minion ignite
But I'd be hours into a char before ascending?
I'm expecting there will be some busted spectres
same. I'm actually really interested in finding the "cheapest" specter. Like 20 spirit that has a ranged attack to combine with flame wall damage amp/bone storm damage amp
I think this is an easy way to do it. Max fire res, armour and heat proofing will make this fairly negligible
if they keep the abilities like in the showcase, indeed
im trying to work out some plans for a gas explosion build. the gas arrow has a 134% damage value compared to gas grenade's 66%.
with added fire/fire conversion the gas arrow would hit, ignite, release gas, explode, ignite again but bigger.
damage/scaling-wise the arrow itself would be proj and fire (with AoF/added/etc), the gas is whatever, and the explosion i'm assuming is aoe and fire.
so fire/aoe is the "main" damage but proj damage would help me ignite more easily.
trying to cram it all in one skill because it seems to me that the gas arrow is better than grenade, but the detonation skill seems better on xbow than bow, and im not sure if committing to a weapon swap is wise/would feel good.
totally depends on how the gas explosions actually work, which i've seen no info on yet. it might not actually matter what the skill that created the gas is, in which case just the "standard" xbow grenade angle everyone else is looking at would pob be smoother.
Yeah and even if you don't do that, having effectively 10% mana regen/sec after not casting for 2sec sounds really nice
base mana regen is probably still like 1.5%
4%
Still a lot lower
Gas Arrow from Merc or "Skeleton Archer" - oh nm
So there's two gas "arrow" skills :p
Good point. If you can get minions out to do some damage for you for a few seconds, you can control your infernal flame fairly well
I feel like ignite minions might end up being quite good, just play whatever is the best minion then float flame >30% with minimal selfcasting
and the minions just act like they are fire damage for ignite
Fire spell effects also look sick as hell.
yeah im talking about the one literally called "gas arrow"
And then self cast a spell every so often for big ignites
Do you think minions causing ignite will count towards "Cast on ignite"
Gas Grenade is 66% but explosive grenade is 285%
No it says when you ignite
The minions ignite themselves
Bleh, forking
TBH though I'm probably going to avoid ignite because they completely fucked ignite prolif
Enemies have to be in prolif range for 2 seconds before it spreads to them
yes but explosive grenade is not a gas explosion combo. lots of people are looking at straight grenades, i wanted to explore a different angle
what's the advantage of a gas explosion combo?
i dunnno, it sounds cool
whats the advantage of [thing that doesnt do the objectively best damage]
could be any number of things? Ailments/Crit/AOE/Different scaling/Combo with something else
It seemed like the only thing you pointed out was the damage though
For comparing gas arrow and gas grenade
different scaling, potentially better aoe, not cooldown limited
gas arrow has higher base damage than grenade but that might not matter depending how the explosion is handled.
arrow itself is an attack skill that can deliver its own ignite for self-detonation, grenade is just gas and needs a second thing to trigger it
again, requires info on how the secondary explosion is handled. its possible that any skill that creates gas triggers the same explosion. arrow/grenade/skeleton might make zero difference or it might matter a lot. we dont know yet
TBH these tooltips don't seem complete. I don't think we know gas DoT or how much damage detonating gas actually does
They do, but I think it’ll be hard to scale the ignite damage because their hits are smaller. If you have a spell with a bigger hit, then all the minion damage will increase the magnitude of a larger hit. Might scale better
I don't think it works that way
yes, thats what im saying. so all i can think about right now is how it would work mechanically, and make some assumptions.
assuming base damage does matter, i opted for the skill with higher base damage.
we also know that poe2 is very heavy on skill combos, but the skill that could "self combo" also seemed appealing
I feel like gas grenade can probably self combo with heat
but yeah I see the appeal of gas arrow
How do you think it works?
although it's probably going to be MUCH easier to detonate gas arrow with something else
They're not. Ingame tooltips can have multiple tabs but poe2db.tw doesn't support it. And even if it did, the people making videos don't show the tooltips fully.
I think magnitude is probably relative to the size of hits and scales ignite additively with the igniting hit so you can't just stack magnitude with fast hitting fire damage then do a big fire hit and multiply it, but rather ignite magnitude just means when you do ignite you get the damage of the non-igniting hits before that added in.
But that means that because smaller hits are less likely to ignite, your big hit will consume the magnitude. Remember that ignite is instance based, and the only damage you get is the current biggest ignite. It doesn’t stack as long as it follows the rules of poe
Yes? What's your point
I'm also guessing magnitude might affect ignite chance, but we'll have to see about that
yeah the way i see it is you've got gas grenade + explosive shot with xbows, or gas arrow + detonating arrow for bows.
xbow seems to have lower base damage values, but multiple grenades would also be multiple hits (useless for ignite?)
bow's detonator skill is a channel which i dont personally like, but has much higher damage values (and might not be so bad since we can move and channel now)
i think it does, unless im misremembering/understanding
I mean you can also use like incendiary shot to ignite enemies and then just shoot gas on them
or you can do flame wall or oil grenade for burning
also all valid options
back to my original point, i was looking at if it were possible/viable to not need a combo and just have the gas arrow self ignite
My point is that bigger hit = bigger ignite. Small fast hits are not good for ignite, so the ignite from minions will most likely not be large
My point is bigger hit = bigger ignite isn't really that true with how I think ignite works
I mean kinda true but mostly for trash
Correct me if I’m wrong but I’m pretty sure ggg literally said bigger hit = bigger ignite
Yeah but I'm talking about the actual ignite mechanics not something meaningless like that
yeah no its fully true, its just pre-mitigation damage
Because of ignite magnitude existing
so if hit smaller because high mitigation, still big ignite
do we have any concrete proof of what ignite magnitude is? it could just be a word for damage
A bunch of small hits that proc an ignite with the magnitude from all of them vs one single hit that does the samage damage as all those hits should be the same damage
is your first example a real thing? I thought ignites didn't build up like freezes
As I understand it hits that can have ignite chance but don't ignite store that damage as magnitude and it's consumed when you proc an ignite to increase the ignite damage
You can just search for "effect of ignite" in https://poe-2-skill-tree-planner.vercel.app/. Idk which one is the newer wording, that or magnitude, but it should be the same thing.
Effect of ignite is ignite dot multi basically
Are you assuming that magnitude is tracked for each source of damage? A bunch of small hits won’t ignite (ignite chance is based on damage), and then a big hit consuming that magnitude would be a bigger ignite
per the poe2wiki which cites viperesque
the chance to apply ignite depends on the amount of pre-mitigation damage dealt relative to 25% of the monster's ailment threshold. Critical strikes do not inherently always apply ailments, but they do indirectly affect the chance to apply ailments due to critical damage bonus affecting the damage dealt. Because the ignite chance is determined pre-mitigation, resistances and other damage reduction do not affect it.
The higher the Fire damage dealt, the higher the chance and the higher the damage of the ignite.
and a bunch of small hits that don't ignite and then a bunch more small hits qual to that big hit would be the same ignite I think
Like I said I'm guessing magnitude will factor into chance
Stop guessing and provide a single source that hints that.
Not saying you’re wrong here but I haven’t seen this and I’m interested, where was this revealed? The storing as magnitude bit
I might be blind but where is magnitude mentioned there?
Just how the mechanic works otherwise magnitude is gonna be really silly
Nope, each hit applies its own instance of ignite. So a bunch of small hits would be a bunch of small ignites
And the biggest of those small ignites would be doing damage
might have replied to the wrong comment
If the hits ignite, which they don't unless they have ignite chance, and to have ignite chance they need to reach ailment threshold. But I'm guessing magnitude will factor into reaching ailment threshold to get ignite chance.
LOOK
I interpreted the magnitude part of the infernalist node to just mean that all damage contributes to the calculation of the ignite based on the hit, so like if your spell is doing 30% extra lightning damage, that damage is ALSO contributing to the size of the ignite
If it doesn't you're gonna have people doing silly things stacking a ton of little minion on infernalist to build magnitude
There is no mystery magnitude, it's just ignite effect with new name.
is there even a source on ignite using ailment threshholds?
No magnitude is a separate thing, jonathan has mentioned it before
and it was in a video as a counter thing on an enemy
someone posted it up a bit in the chat I think?
Source link please.
Viper told us anyways
I just showed you what Viper told us.
I'm not gonna go look for it lol
I agree that magnitude will factor in. But if two hits have the same magnitude, you want the bigger hit to be the one that ignites
I'm responding to multiple people, that wasn't to you
no, I can't find it. I think if you apply an ignite that deals 1 damage per second it will apply, regardless of threshhold
Oh yeah for sure, but that mostly applies to trash mobs I think, unless you're hitting hard enough to push through multiple boss ailment thresholds in 1 hit
I thought the "fill up the ailment bar" threshholds only applied to freeze, stun, armor break
It's literally in the chat a little bit up, what you said is not true except for the crossbow skill incendiary shot
and anything else with "always ignites"
I have no doubt you will be able to do that. If you can’t get to 100% ignite chance, ignite won’t be good
Ignite uses ailment threshold to determine chance according to each hit's pre-mitigation damage but it doesn't do the filling bar thing like stun/freeze do.
Well I'm thinking magnitude will apply to chance so that once you get over 100% magnitude every fire hit has a 25% chance to consume the magnitude and apply an ignite, but we'll have to see.
I think the word magnitude exists specifically to decouple chance and damage when talking about ignite
We don't have the full info on the mechanic, just pieces of it
because chance = damage normally
then you can get chance without damage, and damage without increasing chance is called magnitude
Magnitude is a thing that builds up when you hit with damage that can ignite and doesn't
and it gets consumed when you ignite
we've seen that before
where
it was in a video
Id be shocked if things like Hammer or even Flameblast cant ignite 100% of the time on bosses
You'd have to deal 400% ailment threshold damage, which you certainly could I imagine
not to mention there's like searing touch with 100% increased chance so you would only need to do 200% threshold
how would that even make sense kirvin? so when your ignite hits 10,000 magnitude it goes off? so you always deal the same ignite damage to a specific boss?
probably increased chance on tree
If you aren't doing hits large enough to push through multiple ailment thresholds in 1 go, and are hitting so much that you always proc an ignite before 200% magnitude, yeah basically
well it wouldn't be the same because there's different points between 100% and 200%
But it might be that you do need the larger hits to consume the magnitude
idk their stated goal was to simplify the application and calculation of ignite and if it works the way you're saying that is a task successfully failed, I'm a doubter personally
I need to see this video, this is bananas
We just don't know yet
I don't remember where the video was might have been LA test or tokyo game show, but you can see magnitude as a debuff with a % on the enemy before they get ignited
Regardless of the cases you’re talking about, you still want the ignite to come from the biggest hit. So you want a spell that hits really hard. Then you hope that it also has high magnitude, then you get a big ignite
if you can hit big enough to do like 2 ailment thresholds yeah
If you can’t, ignite is very bad
I agree, so the best way to scale your ignite damage would be to self cast something while your minions are doing damage
Well unless you can get a bigger hit with like a skeletal arsonist and a spectre
hopefully, i'm up for ignite flameblast
or MI
If you’re skeletal arsonist can hit harder than a fully channeled flameblast, then minion builds are the best in the game by far
I mean it can in poe1 lol
There are plenty of skills in poe1 that hit harder than a single minion
Not flameblast though I don't think
Actually tbh I don't know if there is a bigger single hit skill in poe1
https://www.youtube.com/watch?v=s2LLvLPfMhU this is a good watch if yall havent seen it yet lot of info packed i didnt know
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Noh I think you're wrong, I don't think any skill comes close in single hit damage
Raging spirits with minion instability and essence harvest with fireball is an infinite mana hack no?
SRS might not work with essence harvest
Although I might be thinking pre-spectre nerf
Still I'd have to see
Their life would have to drain and trigger instability then for it to work.
Off the top of my head, discharge is absolutely one
Or minion pact as well to drain the
But trying to compare poe1 damage and poe2 damage is going to be impossible
yeah it would work i believe, but you wouldnt be able to make it smooth until late game probably, which i assume you can get enough mana regen that it wont matter by then
i dont think theres a reliable way to trigger minion instability, on srs early game, infernal legion sure, but minion pact is nearest minion so if your running arsonist or something you could potentially be killing that and not your srs
Infernal legion sounds good
In Jousis' latest video the base damage of death wish is 90000. Discharge with 10 of every charge at level 21 is 42205 damage
You can do multiple projectiles on fireball to trigger tons of RS and all will be draining from legion and exploding and giving you mana.
That’s a spell, not a minion attack
It's a minion explosion scaling on minion life, like sekeltal arsonists and MI
...
just from experience in poe1 infernal legion doesnt kill your srs fast enough to feel good, need uniques too, that could be different in poe2 maybe infernal legion hits harder but i doubt theres much change to it when speaking mechanically
The damage from skeletal arsonist that your talking about it something you have to cast
Ok?
It's not a spell though
Also MI isn't something you have to cast
But if you just sit there and let the minions do damage, you won’t get the skeletal arsonist explosion that you mentioned
What's your point?
And the spell you referenced has a 10% more multiplier that scales up to 13 times, MI doesn’t have that
And MI you don't need to activate it
My point is that the best ignite is going to come from something you have to cast yourself
Because that’s how you get the biggest hit
MI won’t scale nearly as well for ignite, which is why popcorn srs in poe1 is an on hit skill not an ignite skill
Popcorn SRS is not an ignite skill because SRS don't have high HP, and people don't use MI because there are better skills that exist like Death Wish and Bodyswap of Sacrifice
in PoE2 the choice is Skeletal Arsonist or MI, and putting the explosion with a bunch of damage supports on a big spectre that does a lot of damage and not having to manual cast the arsonist skill on it sounds appealing
Sure, but then that’s not a lot of small hits anymore 🙂
Arsonist might be more appealing due to infernal legion though
Why are you talking about small hits again?
I already said big hits are better if they're big enough
why isnt poe1 infneral legion like poe2 infneral legion

poe1 sucks ass because it doesnt scale off of minion life like u would assume
Can't have nice things
I'm ready for my RF minion
good base life on hellhound 
Oh shit wait
idk im not casting skeletal arsonist skill probably tbh my srs will die so fast once i have infernal legion and a unique like Tavukai Coral Amulet that it wont matter, im under the assumption popcorn srs is a build they want people playing and that there will be new uniques to compliment it
@hoary plover get an infenal legion minion or the infernalist hellhound
EZ auto-detonate
You wouldn't arsonist SRS I think, more talking about spectres or something else where you have very high HP minions to blow up
what is srs again?
summon raging spirits
it's a spirit gem in poe2, summons minions when you cast fire skills
I wonder how minion defensive power is gonna work, maybe if you have a big enough infernal legion minion you can summon multiple copies and stagger them to die and trigger CoMD as an autobomber
CoMD is only 30 spirit too might be able to run multiple copies with a few big minions
Everyone that’s mentioned “defensive power” seems to think it’s related to resistances/ defenses, and people have guessed that life isn’t part of it. But I agree, depend on on how defensive power works comd sounds really strong
I mean if I had to guess, I would guess it's gonna be just based on the minion itself
like arsonists have a set value
and every spectre has its own value
Where do I get the remaining 25% to fire to get 100% fire conversion?
That’s interesting, if that’s the case then you wouldn’t want to get any minion defensive nodes because it would make them harder to kill
feeding frenzy increases dmg taken
Yeah if you're trying to trigger CoMD you probably just get minion life and not resist if you're doing infernal legion
That’s true, but a minion with feeding frenzy and 0 resistances takes more damage than a minion with feeding frenzy and 10 res haha
And there's probably a balancing act with minion pact or w/e the support is that removes 100% of your life from a minion's life when you cast
40%
Are we sure that each minion has its own respawn timer? I feel like I remember something in the reveal talking about there being a delay
Ruetoo was theorycrafting and seemed to think Raging Spirits would be a good choice for "50 mana on minion death" (if it works)
But making the Raging Spirits die faster seems... dubious? It seems like they last 4 seconds as a defined number, as in Feeding Frenzy would not affect them because they're not dying due to health
Supported Skills remove 100% of your maximum Life from a nearby Minion on use to deal 40% more damage
7 seconds but it resets to 7 every time a skeleton dies
Yeah I think the Raging Spirits are immortal
Unless there's a tavukai type thing
Maybe good for Cast on Death
I feel like minion pact really have 2 uses, one is with CI for the free 40% more, one is with bloodmage for cast on minion death
mhm if Raging spirits don't have health I can't play Popcorn:(
There’s a couple frames in the reveal that show one raging spirit summon, and it looks like it has life below its icon*. So I don’t think they’re necessarily immortal
well they are not engaged by enemies
It really depends on if despawning of Raging spirits due to duration expiration counts as "death," and if so, does "reduced skill effect duration" apply to that 4 second duration. Toss +1 limit and reduced duration, and they'll have like 1.4 secon duration
well in poe1 summoning new minions when at the cap, or just expiring on a time limit like Raging Spirits does, also counted as a death. If it works the same way in poe 2 (and I dont think we have a reason to assume it doesnt yet) then just printing spirits very fast or killing/despawning them will trigger all the death effects
less duration support maybe
Or if your able to summon at the limit, and then the oldest is considered dying
o yeah scriblet beat me to it
yeah that too
yo im trying to plan a ignite build and im just curious if spell dmg will add dmg to ignite in poe2 since the hit from the spell will be bigger (i dont think it does in poe1 not sure tho)
I have a feeling
that now that real minion support exists
it won't work
Minion Pact can still work if your minions simply have a massive amount of health.
It's why I want to still take it with Infernal Legion.
Get minions to very high health
They burn for Infernal Legion damage when just standing around (5% per second)
Skeletal Arsonist blow up for 15% health
Minion Instability should still trigger(?) and do 15% health
Skeletal Arsonist ability also won't be subject to Meat Shield 35% damage reduction, as it deals the damage, not the exploded minion (If I'm reading it right)
Them dying faster may still be good
if essence harvest doesn't work, but SRS has any meaningful contribution to Cast on Minion Death, it'll still be neat.
if im understanding the question correctly then yes it does - bigger the spell hit the bigger the ignite
ok thanks
Make waves of rolling magma, to summon tons of raging spirit that "explode" after a enough of them die in the form of Cast on Minion Death... That's one goal of mine. Basically my Spirit Wave build from D4 XD
any theory skills build for dark monk out there?
pick your poison really, the appeal of Chayula Monk is it might be just ridiculously tanky with mana stacking MoM and instant leech. Can fit a lot of skills into that profile
check ruetoo, he has a potentially really good build but it's a bit more complicated than tradi monk
I like the idea of chayula monk with instant leech, darkness, grasp. Then you can do any type of damage to get 30% extra as chaos. Mom, CI, Eldrich Battery, and the only time you start reserving darkness is when you get to 0 mana
the big downside there is 0 spirit. No reservations
im iffy on Embrace the Darkness tbh
hand of chayula into hexblast seems stronk
I’m iffy on it as well, but it sounds cool and if it works well it’ll be very strong
Altough we dont have enough resources yet, I was considering to go for sorceress stacking mana or ES (maybe CI)
I like the idea of ES, but I am not sure about how to do damage.
Stacking shock with stormweaver sounds like a good way to scale in longer fights and bosses, but the chronomancer temporal rift sounds like the only way to regain ES besides the normal regen (which is slow)
No ES leech sounds like a pain
yeah, but I think Chayula might be broken even if you dont take those two nodes lol, instant mana leech is so appealing with the new MoM
you only scale it with minion life, not minion damage though
yeah thats exactly what ruetoo is planning
Do you guys think it will be viable to do cast-on-shock builds without the stormweaver ascendancy?
as long as you stack your chance to shock you'd be fine
I mean I think the real "secret" is going to be taking Stormweaver, making all your hits contribute to shock, and not using a single Lightning Spell
True. At the same time there are lightning spells with huge shockstacking boosts
that what i was thinking off. those two nodes that convert spirit to darkness can be avoided. we got few nodes still unrevealed. with mana leech we can basically go for cold/lightning elements skills. huge impact and since monk starve mana. we can fix that issue and being tanky could be better instead of of those 20% damage more.
is it conduit that does like 400% increased dam to shocked enemies
or some crazy ass number like that
Yeah I haven't looked over them all too religiously, it was mostly that I noticed the Stormweaver Ascendancies we've seen so far (I believe) don't mention Lightning Skills explicitly
anyone know if u can use 1 weapon and trigger skills that uses the other weapon?
yeah thats kinda what i've been planning to start on, either this type of build or a archmage infernalist/ignite type build
I just go big stick with big stun, me happy
Right, I'm saying there might not be buffs explicitly to "Lightning Skills" in the Ascendancy (Unless you were saying something else with that pic)
This would leave you free to use Fire and Cold spells in order to take advantage of the Ascendancy, possibly even using no explicit Lightning Skills
I'm betting the right side of very similar but for cold. (Center Right) so sort of a buff for electric skills but likely cold ailment related
I wanna see the rest of it though. Big excited for Sorc 🙂
In this pic I was confirming that the ascendancy mentions that any kind of damage contribute to shock chance
I won't be doing it wholeheartedly, but I'll reiterate again that this might be busted
Just a Sorc build dedicated to creating these ailments and popping them as fast as possible
That's what I'd be playing to rush to endgame (If I didn't want to play minions so badly)
I thought about that too @lunar totem - Cold damage picking up the heatshiver node on the tree with the shock ascendancy. Lightning storm to proc it 🙂
OOOOR just get CI
CI far away, need take bunch of ES nodes, me no like
Also me maybe want kill healthy minion on purpose
i took this from snoobae. he is doing invoker monk.... i changed few skills (not many) since invoker cant sustain mana similar to chayula. https://poe2skills.com/share?data=N4IgdghgtgpiBcIAmEBOBrABAWQPZnRABoQAjAVwEsAbJBAbVAGd0bqEQAzaygY3RipMTAC6pKA4iCbkADrNyoRTBiFmD1I8hGqZeACzQBzOCV7VcTGHtxRSEEVN75eMMGIcwkmGJ04xeRxIAdxgIBTAfahhYdx1MFCgIEylKMDBBADdPEABdAF8iZlZqdkQmSll9fDSjYTEJU2k5BSUVeHoQKHJqEUrovUNUFJI0MMxcTh8-AKDwGHJUeNxMwQsIOhIeI30RMFqfAA8FGVQmpMooPMLitg4RGPVRTG5F1ABPKRl5RWVVTggokEmAcIgg-BUJBghweYCQXhsdlwUhWggMxiaTGq-EwslQuB4-iWfXwUmogL6YDqWNw-GuRWkJTKIAeUCeIkwpBgpS+LV+7U6aV4Z0B1h4UEoc1kPVW4isUg28O8212+ypCWgySaKr2B3UGQ8JLAUigtjcWiuBQZLDuiGCEFWEymnHxol5PzaqkVCOctA1SRGID41lIkqaRnJvEoDkopLMBO8+pghtjxpILtwAC83JhMr9ofTbjz4GAetQSN9Wn8Olai8zSOSmFUYp8K3zPR0QG5-DAG01Wa14ui0pCQPoYJQdrCfYt5bXGbaQLwKRNIrBotYme6qwKl0MTN5RBA-FI8ZMIBlMOItDoTYprEhFjHSfObcWu9FYmDdGk88ujdu-KqDA7zWJMmDBGkDyoF86ilD4BjIumZwwJmBxJBgUh5r0EB8JgGGEMhlgchkhzkCoBQFEAA
would love some inputs (these skills for chayula without taking embrace the darkness nodes.)
Ascendancy would be those points basically it depends.
Do we have any list of spirit gems?
Base is 100 spirit, right?
Not exactly
180
not sure but i've seen that you can increase it with stats in weapons.
Not sure what I'm gonna rock on my archmage setup
Thinking archmage / clarity / vitality and a blasphemy setup
You are going to get permanent spirit from certain activities in the campaign.
The first item gives you +30 permanent spirit.
We've been told there's "one of these" in each act.
So people are getting "180 Spirit" from two assumptions.
Each item in the 3 acts is exactly the same, giving +30 Spirit
Even the ones in the Cruel Campaign are the same (+30 Spirit)
6 * (30 Spirit) = 180 Spirit
Technically that's two assumptions that we don't have evidence for, but it's safe to say it's probably a decent number for the non-Witch classes.
idk if lightning exposure on Siphoning Strike makes sense if im understanding the build flow you're going for - you have lasting shocks on Tempest Flurry so if thats your first shock applicator then exposure on that would make more sense no?
but i went in a different direction - skipped siphoning strike for the charge on shocking chilled enemies notable. Didnt like the way siphoning strike looked in the video was the only reason though lol
it was just my assumption
with 180 spirit, some auras (or their spirit replacements) are super cheap like 30 spirit
We also haven't seen many of the bigger auras so I'm assuming a lot of them will be 100
Yeah that's what made me doubt 180. Seems like a lot for certain classes. But maybe they want you to have at least one automation like "Cast on"
I also don't remember the Totem reservation if they've told us it. Might be big?
lightning exposure for harmonic generator more shock to chilled enemies hopefully generates more power charges for endless flicker strike. while lasting shock can be changed to different support its only adds shock duration on enemies.
I think the "one of these" in each act is an assumption as well. What they meant by "these" isn't so clear to me. There are minibosses with bonuses, yes, but I don't think we can count on them all giving spirit
I wouldn't plan on 180 being the base. 100 seems more reasonable, and if it's more that's a bonus!
Ancestrol Bond being 100 per totem makes me feel like 180 makes more sense
You need 300 spirit in totems for it to be better than baseline
Agreed, but with weapons and the tree they might be relying on scaling rather than base for that sort of thing
I just think planning a build around ample spirit could backfire
doubt it with that
I mean it's not like there's going to be totem reservation nodes on the tree or item affixes unless it's a unique
If the Spirit WERE 180 at the end of the campaign
The really good Sceptre we've seen had a "97% Increased Spirit" mod, for a total of 197 Spirit
Even then, that's 377 Spirit. Gotta get a few runes, unless there's a ton of Spirit on the tree
To get to at least 400, that is
Could be that you're intended to use a sceptre yeah but if it was 100 then yeah 297 spirit doesn't even get you a third totem
Now, when we are at assumptions topic. On endgame trailer maces have 19 unockable skills, but few seconds later Jonathan states there are 20 🤯
I'm confused.
Same goes with bow, which doesn't have tier XIII tier gems at all - but wiki states there are elemental salvo skills.
I wouldn't look too much into it. Things change, skills get approved/disapproved for release at the very last second. etc
I think mantra is too good to not use on any of these types of builds
so what are some major source of mana that we know of right now:
using fire instead of mana
didn't watched it
My knowledge is based on newest deep dive and this week influ impressoins
oh and then he states 21 bow skills
3 more than in the tree
how the heck I'm supposed to foilhat buildplan now
/s
I'd check the fextralife video but idk if there's anywhere to watch it still 
shhh
😂
found it
I'm definitely curious about elemetal discharge
yeah theres no info on it lmao
damn
With Elemental Invocation Comet if every comet freezes then the next comet can proc a new explosion for instance (on trash where they always get frozen)