#1┃mirage-league
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they'll just have to make due w/ 15k es vs 20 lol
bruh it is at least 33% less es not accoounting to grand spectrum and tempered mind nerfs
miners
but i cant seem to figure it out
FB/ice nova
i dont like the mine trigger
frostblades
i usually make cycloners
ED-Cont
not if u get all those DoT clusters 😉
i am probably going to leaguestart arc mines, convert to FB/ice nova or str summoner
baron zombie will probably still be good
zombies die easily without SO spam
cwc spirit ferring ....
well, necros will now spam raise zombies instead lmao
thats so slow 😦
Monster movement speed now has a lower limit, beyond which they cannot be slowed further.
Wait, does that include freeze and chill?
probably?
it does not. freeze and chill do not change movement speed, they change action speed
i actually wanted to do self cast volatile dead, until i saw the 60 balls nerf
which does effectively mean they move more slowly (or not at all)...but it doesn't actually touch their movement speed stat
I played CoC VD and had no major issues
the whole point of vd was high aoe/ auto target
if lowing aoe for dps is what u want not worth it
if anything, u can skip spell cascade since you can hit the limit so fast with CoC
my goal was to have volatile deadkill offscreen stuff
i dont think that will work with 60 balls
you still can
Viper didn't want use having 100% reduced move speed abyssal cry 
1 ball can still do tons of damage with enough investment
just to be clear, the 60 ball limit was added in 3.9. this is just reflecting that in the tooltip
Now displays that you are limited to a maximum of 60 orbs at a time.
I was trying to keep quiet on that one hoping it would slip by not going to lie.
the bad part of VD is still the 1~2 second delay before the balls will do anything

I tested cry wolf stacking and it was funny
traitor 
are you part of balance team?
I'm a game designer, which includes balance yes
Did GGG discuss mines or deciced to let it live for 1 more league?
viper, what did arctic breath did to you....
yeah
so whats everyone league starting with now since the patch notes are up?
self cast deserves being meta for once
arctic breath wasn't nerfed btw
cast speed got better so they reduced slightly per hit damage
if anything it feels better to play
How many points are you guys saving for cluster jewels?
i'm probably going to league start with frost blades raider. second will be broteam levelling to get ready to have a good broteam wheel. third will be VD witch, not sure the ascendancy.
first I knew about the arctic breath changes was reading the notes, but isn't that a strict buff? who's using the hit damage on it?
idk
no1 now
arctic breath change looks like a... buff?...
i dont even know what the change is supposed to do. is it supposed to be easier to weave? .1 sec cut to the cast time seems meh
i think its safe to say its flicker strike league
but viper since i have you on the phone
why'd temple items get the nerfs they got?
rip temple and delve
I need to update my scuffed spreadsheet for seal mender for anyone who want to see with new numbers https://docs.google.com/spreadsheets/d/1nhX4hyNVp_DOcAfb_j8JrKIOvvH5z18MTTaBFHxV_pI/edit?usp=sharing
i never played enough to get good at delve crafting, but temple item nerfs...
Animate weapon is now actually playable, woo
how to solve the painful fossil buying process - make it so ppl dont buy them /s hahaha
oh wait... there goes my early league crafting strat 😦
Though I’m guessing it still won’t animate unidentified weapons, which is probably good
no more easy -res helmets
yea i meant that
i thought u can animate blades left over from spells in 3.10, or am i remembering it wrong?
animate weapon?
yeah
yea its new thihs league
so instead of skeles for dps, now animate weap instead?? 😛
wait, not zombies, i meant skeles
i was talking about AW
so you lost 10% of theoretical maximum dps but now it is WAY easier to use
imagine carrying 50 blades in your inventory
though tbh, even w/ the nerf, vaal skele is still pretty OP
most of the damage was from the melee ones and those got a 40% nerf
so~35% nerf in damage?
yeah, but a burst of 30+ skeles it's hard to compete w/
granted, SO nerf will make them a lot less durable
yea most boss aoe skills may kill them
also skelly summoners were weaker than zombie summoners defensively
skele mage may also become new meta as well since those didn't get nerfed
it also solves the issue of skele not doing damage due to unable to get within melee range
you lost one of the greatest benefits of being a summoner though
minions tanking shit for you
u still got zombies and spectres
plus u can always summon skeles between u n the mob
you can get decent block with femurs
lot of high dps necros didnt even use mistress
not much, but better than nothing
that free 30% res loss is going to hurt 😦
we r talking bout the effect on minion, pre-nerf SO makes them a lot more durable
Honestly i don't use mistress
no more res cap just using rings and belt
commander is gonna give 30 res now
yea i guess people took mistress just for SO
without SO people will just use commander
also they can go for essence glutton now
regardless, necro is still alive n well =/
anyone going to try necro AW?
probably, as soon as 1 of the big streamer makes 1 😄
mathil and Ziz i am begging you please do not make a necro
they'll probably do something w/ the new jewels 1st
since that's what's been talked about on discord/reddit/forum
gotta give ppl what they want 😉
Nah that's week 2 at least
doesn't ziz already have access though?
No?
i'll be more surprise if it really does take them that long
Mathil was still playing his league starter at the end of week 1
the cluster jewel info is already public, it shouldn't be that difficult to plan a build with those in mind
Bex confirmed that the good ones will be ilv locked
yeah, but those guys no-life it the 1st week
And you might need to chaos spam a while to find a decent one
yeah, hardest part is going to be getting the right ones
but as long as they r playing in trade league, anything is possible with enough currency
speaking of trade league, chaos and alt prices will be wild lol
Minions now benefit from your reflect reductions
Scion minion build with slayer and guardian/necromancer
This way you can actually afford running facebreaker ag early
Do we know how the delirium mechanic interacts with bosses that are in a separate room?
you could stick taunt on your carrion golems too, carrion golems get chonky
Any build recommendations after patch notes?
so after patch notes - rip minions, attribute stacking, hoag guardian ... hello bows and maybe wanders - welcome back impale? 😄
of course with enough invest they will still be viable, but it wont be easy-mode anymore I think ... and spectres on gem lvl20 only lv 76 instead of 80 is a real hard one imho
The only thing they nerfed is baron zombies and spectres a tiny bit
Non-mage skeletons took a big hit, but yeah, many minions are fine
Every other minion is just as strong or even stronger now
HoAg lost like 2% damage per virulence, but the new herald and minion notables are gonna make it even more fucking busted
and AW looks set to dominate.
you can push hoag to nice dmg, but the guardian nerf will make it a lot more expensive to build something really tanky. I dont get where you get that minions have gotten any stronger ...
The reflect change doesn't sound like much at first but enables using ag as a main summon on a budget
do note that necromancers aren't going to have spectre gem at lv 20, they're going to put more levels into it. At higher levels, the level gap plataeus, so the difference may be way smaller.
aw might be a nice idea - hard to tell, how it feels with just 14 instead of 50 minions though
They reduced the number but buffed the shit out of them to make up for it
Think of them like skeletons, but better. 😛
Facebreaker AG's only weakness was instakilling itself with reflect
thats a fun math thing actually for aw
Now you're not gonna need white triads or a reflect immunity chest anymore
dmg is buffed by 328% ... in return we only have 28% (14 instead of 50) weapons ... so around 9% nerf for aw but in return we get the 48% more that are now calculated correctly .. so def a buff in pure dmg ... still remains to be seen how it feels and whether clearspeed is ok with just 14
It's not only buffed in damage but also has access to an infinite supply of weapons
true - i probably would still go a chains of commands route, but that should help tremendously otherwise
Regular aw benefits from carrion Golem tho
on the other hand ... 40sec base duration is a shitton - depending on how clearspeedy it actually is with just 14
i mean - this wil be clearspeed league .. so if it is viable, you probably only need to spawen the weapons twice during one map
still cant help but think that bows will be meta
Blink/mirror minions? 
😄
Those got an insane buff with second wind
curious when the base dmg numbers for kb and ps will be there - leveling with champ as impale melee and then refund into phys impale wander would be cool
You can safely sit in your meat shield zombie cloud while your archer kill squad takes care of everything
well these changes are underwhelming
which ones?
Well yeah
Considering that the jewel notable reveal page is bigger than the patch notes
Also I wonder if they included the keystone jewels in the 16 unique items
im actually happy that they didnt put everything in that they wanted to do - gives me hope that they actually get things right before release for once^^
I think I wanna try a poison HoP build
I'll probably end up with ice shot/barrage again but as a 2nd char after i got some currency from a starter^^
blasphemy casts curses as auras .. so probably yes^^
If only curse on hit worked on minions...
Why did templar not get Kinetic Bolt tho
Because he didn't
patch notes say: Added new item filter drop effect colour options. anyone know anything else about it?
@supple falcon the opposite is true. zombies and spectres got gutted. Skeletons are just fine.
basically filter blade is now gonna be in rainbows n shit
Zombies are fine
Kinda want to try skelemages tho
When do they usually release the new challenges for the league?
when it launches
or if you want to know earlier then go to poedb for datamined ones once torrent is out aka 12h before launch
Can someone explain this bugfix to me? I'm confused by "resulted in less damage....than they were intended to deal"
Does that mean now, after the bugfix, they deal less damage?
spell echo and unleash spells yes
So in 3.9 the molten strike projectiles from multistrike repeats dealt more damage than the ones from the initial use, correct?
multistrike no
And for Greater Spell Echo the subsequent spell casts before did not apply the damage multiplier from Greater Spell Echo at all?
If that is fixed with the patch, how does that result in less damage?
Greater Spell Echo doesn't have a damage penalty that could be enforced
It only has a damage amplification that could have been neglected
So the only logical conclusion would be that it deals more damage now
Why are they saying that it used to have more damage?
I'm super confused
Blade vortex
Was not affected by the reduction from unleash
So was dealing more than it should have
For example
Unleash okay, that makes sense, because it has a penalty.
But I'm asking for greater spell echo
Because that only has a damage amplification
If it turned out that greater spell echo didn't have a damage amp for "disconnected" ice novas from frostbolts, and that is fixed now, that'd be HUGE
Yeah, but I don't think it's one of those cases
It's the weird 2-part spells with a buff like BV that probably had this
Great for a lot of strike skills
I'd still like confirmation for ice nova because I'm considering to play it
ice nova will still be great regardless.
I don't think it falls under the "disconnected from initial skill use" criteria, all they frostbolt interaction did was mkve the location of the nova
So it's unaffected by this change most likely
But it also made it disconnected from the character animation. Single cast animation, multiple repeats on frostbolt.
The location isn't the only thing
If it was just the location I would agree with you, but it isn't just that
Still don't think that siufficiently counts as a disconnect, but can't say for sure.
regardless, ice nova is still going to be good, just play it if it interests you.
So having seen the new life nodes(and assuming life-enchanted small jewels aren't an onslaught boots style non-item) it seems like there's a lot of totally new build paths possible that almost completely ignore life and just get it on jewels.
Fettle is basically discipline and training, and you can get 2 jewels for 20% + 40 flat life. It's like everyone can grab a few nodes from the scion life wheel
Depends ho easy are those jewels to get, but yes.
It's more akin to everyone can have easier access to class starter life nodes
I would expect the life nodes to be rather rare, as small jewels are already the rarest Jewel type
Small jewels are the rarest ? How did you figure that out ?
because they told us
I asked this in the other channel and no one was sure, but what's your interpretation of the shrapnel ballista change? "Now deals base damage and has an added damage effectiveness of 38% at gem level 1 (from 33%), up to 44% at gem level 20 (from 38%)."
The "now deals base damage" part
I thought it already dealt base damage
Is the new league out already?
Read it as "now deals (a) base damage (...) of 38% at gem level 1 (from 33%)". It already had the 33%, now it's 38%
Afaik the %base damage and damage effectiveness is always equal anyways
Do we know how the new Mana support works with reduced Mana cost?
Yes. The damage bonus is based on Mana cost, so reducing Mana cost reduces damage bonus
Sanctuary of thought is dumb now if that is true
Strange that they need to restate the base damage part if its purely a numerical change
Basically shrapnel ballista got a non insignificant buff
But I think it might not be enough for me
It's like 15% I guess
is playing cyclone logic for delirium?
no its against all logic. fog goes in 1 direction while you are just spinning, those dont match at all
Go witch and scale spell damage and see where that takes you
Can you customize reward on delirium or it's all random like Temple trial ?
I want to play melee
Spin the opposite direction to pull the fog inwards instead
How long does it usually take PoB to update once patch notes available?
a week probably
didnt openarl posted an update onr eddit?
So what's shaking out to be good Delirium builds?
Ed cont gonna be strong
Just like ED/contagion
ed is like 20x worse than any minion build both on clear and single
It already struggles at higher maps, and delirium will only add more hp to the mobs
so if your ed starter includes 20ex gear and woke gems then yes, it is good
Btw does anyone know if the barrage arrow nova interaction is still a thing or was it fixed
thinking of starting BV Elementalist
making use of blade blast for more single target maybe
Hmm
Just had a weird idea
If you put bodyswap into traps I'm assuming it will deal damage based on the traps' health 🤔
1
Yeah
Oh
If you have the gluttony belt will your totems take damage if they cast movement spells?
I know that the totems take damage on ignite with eye of innocence
I'm assuming this should work the same way
Just tested it and unfortunately it only deals damage to you on summon
Is this the place to talk about what we are planning for a starter on delirium league?
Yeah here is fine
so who here is planning on using 2 external slots for large/ mediums/ smalls
i have a tree for 1 and 2
I'm gonna try an animate weapon guardian build with the new spellslinger support
depending how good the smaller nodes are
I'm assuming the number of passives is around 23
based on the image we saw
per external
@rustic mountain 2 slots and around 23-26 passives i can use for me
yeah thats what I saw too
Animated weapon spellslinger?
16 per outer is ok
yeah
so spellslinger can cast bladefall and animate weapon
and its an attack
so a lot of synergy in the templar area
I might just use large-med-small in one outer and just large with 2 notables + 2 jewels in other
So you want to waste a gem support to make it a bit lazier?
That's pretty much what i was looking at doing
its 2 spellslingers
for large i was otherwise hoping for 2 jewel sockets + 2 small node buffs
basically stay mobile using fast attacks
and then socketing the mediums with the notables i want
Where's your mana to reserve auras for the minions?
thats the last thing I'm sussing out
with the small reservation though its not all that much
15% + modifiers per spell
The reservation starts at 15% and goes up with every support
@tender tusk large-med-small 16 - 18 passive p used ; large with 2x notables and 2 normal jews 8 points used +- few points
thought about doing radiant faith and using prism guardian to get one aura out
Hard to yet calculate best min max scenario
There's very little point in one aura
or two lol
it depends how good the small nodes are
I want a lazy starter that I'm not blasting my fingers on the keyboard for
tired of facerolling 5 different interactions
Why not limit yourself to scaling just one thing then
large jewels kinda suck if the small node buffs are bad
Like bladefall and blade blast
I mean it's 100% minion focused
Im ignoring how good or bad small passives are rn
the rest just is sugar
Even if they are shitty they are just bonus
What i want is 50% inc skill duration 35% chaos dmg 6% chaos multi from 2x notables on each large
Shouldn't be too hard
http://poeurl.com/cLLO is what I'm starting with
though I'ma be honest I dont know how fearsome force is gonna work with the spellslinger casting the skills
even though spellslinger is casting it?
does minion AOE affect instability
gonna be honest this is the first time I'm thinking of doing a minion guardian
Spellslinger is triggering it
This setup is just too janky and you sacrifice too much for no gain
What am I sacrificing?
so I was thinking slinger -> cull -> bladefall and the new zigzag wand attack (just cause its rad) -> faster attacks -> maim
the 6l is the animate weapon
You're sacrificing loads of mana that you're supposed to use for auras
What about other minions?
Like?
considering spellslinger is cheaper than blasphemy, could use it to cast curses
found my last link then
Yo guys what do u plan on starting with? Was gonna do necro but seems like it’s nerfed quite a bit
necro
Gonna miss that ES from spirit offering tho
eh
Was so op
Ya and those resistances, man gonna miss not having to worry about resists on gear
Kinda like animate weap idea, but never played with it, isn’t in annoying to target stuff on the ground to summon it?
thats why I'm gonna use spellslinger
Oh, what does it do?
for 3 spells: bladefall, animate weapon, vulnerability
when you do a wand attack, cast linked skills
Is it gonna pick a random weapon from the ground?
yes
Oh that’s neat
but it can pick the blades that fall from bladefall
so you dont need loot on the floor anymore
bladefall makes daggers
no clue how good the daggers are though
if they are good this skill is gonna be fun jank
Probs those white glass shanks
they looked way different in the preview vid
even with a white shank I was getting 500k dps casually on a level50 build
Oh, I’ll consider that, saw a guide in the witch section
yeah all depends on the new skill too because I have old animate weapon values
And that’s 500k with broken minion damage modifiers?
Don't do what I do though, I make jank builds and get bored after two weeks
yeah I don't have the new gems in or anything
idk what my links are going to be either
Cuz in patch notes they said it wasn’t taking into account those +minion damage/whatever from gear/tree
slinger -> animate -> minion damage -> multistrike, and if the blades are crap its probably added chaos/ lightning
well I'm using PoB whoch should be taking it into account
I just don't know how the more multipliers come into play now
looks like it's gonna be roughly equivalent on the PoB
if you're going to specifically add cull to your links, why not just use power siphon which inherently culls.
power siphon hits only one thing. new skill hits lots of things
(also rule of cool)
you know power siphon was buffed some time ago to have multi-projectiles, right??
nope
Well now you do. 😛
guess I am using power siphon lol
anyone have the picture with the notables handy?
Has there been a lot of "highlights of the new notables" posts on reddit? I want to make one to highlight which ones I think are best or otherwise stand out, but I don't want to do that if there's already been 10 or so.
Haven't seen any at all
I'll make one then
Dangit, archmage doesn't work with mines.
how many of the corner jewel slots are we gonna need to use these new notable jewels? Like if i grab two of them on the tree, will that mean i can only use two of the new unique jewels?
babsa, it goes based on size
2 externals you can do a lot
depending on how you want to do it
i see
theres large, medium and small clusters
anything can hook up to an external but you can only go down in size from there
so external -> med -> small
for example
its on the cluster page
ah thanks man
I'm trying for 2 external with large -> med -> smalls
i'm trying to think about how many points i'm gonna need to leave available on my build
which means I'm basically tying up 46 passive points
ahh okay
yeah its a lot from a large
their example was 23 passive points
from one external
i wonder how many unique notables you can fit in that
because i am looking at doing a warcry build and might tack on some channeling (cyclone) notables
so probably looking at 4-5
the same notables stack but need to be on different jewels
I'm doing animate weapon because its interesting to me
seriously? that seems op hell
and I don't have enough time to care about much more than launch weekend
Just sanity checking: Did they already backpedal on spell slinger reserving 15% mana? New Gem shows 20%.
Yeah if I understand correctly they have pre-nerfed spellsinger in 2 different ways
- Base reservation is now 20%, which is huge because thats like 33% more mana reserved after multipliers
2. It looks like mana reservation modifiers won't help you, which means you can't stack mana reserve sources to lower the cost (Works like blasphemy)
- It looks like the base cooldown doesn't budge from .5 s
At some point I thought it was mentioned the base cooldown of the skill goes down with level but it appears to just give cooldown reductions which will stack additively with other cooldown sources
Correct me if I'm wrong anywhere please.
There already was a huge opportunity cost associated with it: You lose a higher damage multiplier and can't exceed the 0.5s.. and you have to attack with wands.
"This spell's Mana Reservation is the total of the Mana Reservations of Supported Skills, and cannot be further modified"
If I read this correctly that means reduced mana nodes on the tree and gear will not reduce the cost of spellsinger. Perhaps a necessary move if people are already known to stack huge amount of reserve reduction, but I personally didn't anticipate this.
Reserve cost reduction will apply
and obviously it Spellsinger does not benefit from dual wielding either.
Generic mana cost reductions won't
hm, I have never that particular line with regards to Mana Reservations.. "cannot be further modified" so I was just guessing, has GGG confirmed what it means?
[–]Rory_RackhamBalance & Design [score hidden] 10 minutes ago
The value was updated to 20%, but it works just like Blasphemy, so mana multipliers and reservation cost modifiers affect the reservation cost, just not effects that apply to mana cost like flat cost modifiers or Inspiration Support
Sorry for the misinformation, I'll go back and fix it
Ok so... if I use Poets Pen and Spellslinger to trigger skills supported by Archmage and I have a large unreserved mana pool... I get all of the extra damage at "no" cost right?
oh nvm
cant support triggered... whats the point of the conditional modifier on the last line then?
when would you ever use a skill that you can't afford?
Still even after the pre-patch "nerf" I am excited to use spellsinger
@minor oyster most skills don't only deal damage the instant you use them. quite a lot (e.g. Storm Brand) deal damage for a long period after you spend mana
wouldn't it check on cast tho
why would it continually be checking?
oh nvm i just realized the use case
vaal clarity or soul taker
otherwise you'd get all the benefit for no cost
btw is archmage poorly worded?
or it's really 6% of unreserved mana as lightning
because between having it flat and having 1 to that value damage
it's just like mind of the council wording
seems weird
It changes base mana cost to 6% unreserved
And gives damage equal to 127% of final mana cost
After all increases and reductions
yes
IF you can afford it :p
but what i'm asking is if it's a 1-200 or a 200
the wording is new I think, but it's adding both min and max
for example
200-200 in that case
seems absurdly broken
yeah i dont think it has a range
Ohhh. That's a lot of damage. 
it's just added flat = to final cost
Twice as much as I was expecting to be exact
archmage + facebreakers, lets go
so i can just mind of the council , stack fevered minds and then drop an orb of storm and fastercasting tempest shield to delete everything ?
Archmage doesn't apply to attacks.
archmage cant support attacks
lame
this is why Mind of the Council was changed 
like this seems like it will be able to get completely unethical dps
well orb of storm and storm brand don't really care about mana cost
Also facebreakers is melee physical damage.
new mind is only attacks i thought
oh right
Mind of the council doryani's fist
Archmage unleash looks juicy, with the new 30% unleash notable
yeah
600% damage effectiveness for mind of the council with doryanis
interesting ignites incoming
Correct, mind of the council is essential an attack version of archmage (sorta).
Yes
mind of the council + facebreakers
Also facebreakers is melee physical damage.
Just do doryani's
but ..
just convert lightning to phys, ez pz
Ahhh. Doesn't work like that.
can't you like make spells cost like 4K mana
i was kidding :p
i thought that was only with old indigon or w/e ?
If you are spending that much mana then sure.
seems absurdly broken
are we going to be able to have like 10K damage damage OoS?
with arcane cloak on top
base damage*
so like, the problem with doryani's fist is that it doesn't have a huge multiplier to flat
...
600%
altho i guess the 600% dmg effectiveness
600% is not huge?
TIL you can multistrike Touch of God
for skills
uh
You need to lay off whatever you're smoking rn
for damage eff sure
how do you get lightning ignites
Doryani's Fist now has 30% increased Shock effect, +80 to 100 to maximum Energy Shield (from +30), 30% chance to Shock (from 10%), and now grants 200-250 Energy Shield on killing a Shocked Enemy (from 30). Existing items can be updated to these new values with a Divine Orb, but won't get the increased Shock Effect. The Doryani's Touch skill granted by this item now has 30% less Attack Speed (from 50% less) and now has 40% chance to Shock (from 20%).
with that getting 5000 flat lightning is 30K BASE damage lightning
and with mind it looks like it's pretty damn possible
Stormfire ring
yeah
Go trickster for more mana and dot
yeah might be pretty beefy
i think they overtuned mind and archmage and cloak by a HUGE margin
not matter how i look at the numbers orb of storms is just going to delete every single thing in the game
actually seems even less legit than summoners last league
but at least it's not minions so fine w.e
I love how quickly the pendulum swings
like minions were stupid strong before too, just didn't have the QOL, and nobody gave a fuck
and now it's like oh pee ew, minions
I have this convo nearly every league with a RL friend of mine
he refuses to play ANYTHING except minions and Death's Oath
for like 3-4 years now
I understand minions, but DO?
because he's lazy
Not even RF?
I suggested it when he fell in love with DO
to try and get him to play a non-necro
nope
literally, only necros, only minions (usually skele mages with as many zombies/spectres he can fit) and sometimes throws in DO on top of it
Sound like me but with something else.
so I've just accepted it and I link him every patch note/preview pertaining to minions
whats dead may never die
I got so excited and got the stygian skin
So for the archmage... getting the x% regen and increase mana regeneration might do? 
Yup
How many source of x% are there? I know arcane surge and cloak.
Ritual of Awakening for Heiro
Essence Glutton for Necro
I didn't see any others
could've missed a bunch tho
¯_(ツ)_/¯
I been thinking how to cheese weave the arcane,
I tried detonate mine as a cheese strat but it won't work without a mine on the floor. >.>
"20% chance to Recover 10% of Mana when you use a Skill"
wouldn't something like lvl 1 holy relic count
damn, repeating skills doesn't help either
Brand have it a bit easier with recall brand.
yeah idk, I'd imagine spamming something super low cost would be the best way to abuse that aspect of it
Not as fast though.
not as fast as what
recall brand has a CD.
oh, thought you meant in response to me
yeah anything with a cd is bad
what about toggling an instant off and on rapidly
lvl 1 clarity
that should work, right?
I guess one just run phase run.
yeah that would work
I wonder how hard it would be to try and get like 12 impale stacks with the new jewel
most ppl are gonna go for 10/11
not worth pathing to third outer socket for 12th impale
champ gets an added amount of phys added per impale no?
the +1 impale im told was only available on large cluster jewels
so to get 3 extra ud have tor eally streach ur skill points out
if so then 10/11 impale stacks is prob the sweet spot
yeah you'd probably have to sacrifice too much defense for the 3rd tbh
Archmage is actually really fun to build around, it's not as simple as just stacking mana
do we have any clue how commonly cluster jewels are gonna drop
As common as jumping in path of exile
lel
i mean i leap slam a lot
So very common
leaping is pretty jumping adjacent

So can we confirm that sources of mana cost reduction are harmful to archmage support? Like the hiero ascdency
yes
so sanctuary of thought is literally a 50%^ damage nerf to archmage support?
yep
hiero doesn't make sense if you go archmage tbh
i mean hiero without sanctuary of thought
is a bit of a waste
might as well roll trickster
4% mana on kill also makes mapping with archmage a lot smoother
sanctuary of though isn't as much of a nerf if you're regen limited
it lets you sustain a faster cast speed, lower damage bonus per cast
well that's if you're playing a suboptimal way
you don't want to cast fast stuff
you want to drop a huge storm brand or orb of storm
or a spell to ignite the pack and be done with it
why not? what's the difference between getting 100 bonus damage twice or 200 bonus once
oh you're talking about ignites
nah
storm brand and orb of storm keep the added
so basically you can burn 50% of your mana and your stormbrand will deal that damage
for the whole duration
yea for ignites and cast-and-forget spells it's different
it's a lot more damage then keeping the casts
that's the issue
it's so broken on those
that playing it while casting fast is just not efficient
add 2000 flat damage to stormbrand and it kills everything
Life: 11,195 (245%) | Reg: 1,874/s (16.7%) | Leech 2,239/s (20.0%)
Resistances: :fire: 77 :snowflake: 76 :zap: 76
Secondary: Armour: 5,578
Attributes: Str: 719 Int: 305 Dex: 90
Keystones: Blood Magic, Mortal Conviction
Total DPS: 468,286@ 2.79/s
Crit: Chance 57.08% | Multiplier: 330%
Endurance: 6/6
Purifying Flame + Combustion + Inspiration + Intensify
(+ Immolate (20) + Concentrated Effect (20) from: Armour Helmet)
Player: Leeching, Inspiration Charges
Enemy: Boss: Shaper, Ash, Ignited, Consecrated Ground
Playerailment: Consecrated Ground
Playercharge: EC
Playerskill: Exposure to: Fire
Pastebin | Web Tree | Web PoB | Web Viewer
Created in Path of Building.
the goal: create a zdps build that never dies for the most part
without using complicated mechanics
no thicc armor and VMS?
Necro would've been better at not dying if not for the spirit offering change. >:O
can i ask for practical math formula for archmage dmg? People seem to be getting 1000-1500 flat light dmg with 3-5k unreserved mana. Is it unreserved mana * 0.06 * (1.27 of natural spell mana cost) * (bunch of gem support mana multipliers) * (bunch of %spellmana cost increases such as Fewered mind jewels) - does it make sense? Also the part im not sure of is how to include %increased part to formula
depends heavily on ur use case/scenario and if u r doing those fevered mind setup to juice up to 100% mp
ah just saw the rest of ur details
yes that looks right
how do you include %mana cost increased? I'm not sure how to do that correctly in formula
there are %more mana and %mana increased
what u have is fine/correct
i see, thanks
just note that the support gem multiplier multiply with each other
just like how they are now and i think u already know that
just that the formula above almost looks like they are summed
so "(gem multiplier1 * gem multiplier 2 * etc)" and " (%fewered mind1 + %fewered mind2 * etc.)" ?
yes
that was the part i wasnt sure, thanks
also note that archmage itself has 10% inc mp cost (presumeably from quality) which is additive with fevered mind
oh yeah
i was also reading somewhere on reddit that this 6% from archmage can be affected?
By supports, sure
well, 6% is 6%, then u apply the multipliers from support gems and mp cost modifiers like the ones u have above to the final number
get some voidbringers going
i think... archmage might just be silly
i'm just thinking about it on paper but if you're playing archmage you're also playing that mana shield skill and it's like...
oh and you also have mom
you really don't wanna use manastorm shield
you just put mana on your gear and it scales your everything
you don't think it's good?
i tried with a 2000 mana cost : you add 1016 flat lightning damage to stormbrand (after damage effectiveness) storm brand level 20 has 180~ average damage
you're litteraly doing x6 to the base damage
just for the sake of sanity
what if you're doing it with... Spark
it's worse since you'll get a single hit worth of it
oh, also, orb of storms archmage might be interesting
brands and orb of storms and blade vortex can continuously hit
it's more dmg on paper but you can't time when you will have full mana, especially when you run like 50-60% mom
also stormbrand also cost like 5k mana to cast, for my build at least
yeah i took 2000 for an example you can get higher
ydro, run lavianga, drop 5 brands, wait for flask to end and gain ur dps and just recall
flask again when u need to use skill, otherwise just have the mp for mom
don't forget to grab Brand clusters to jack up your brand count
why drop 5 when you can drop like... 8
lavianga sets archmage dmg to 0 I'm pretty sure
yes but after the flask effect ended u get ur bonus
not the ones already on the ground
because the cost is no longer 0
the contrary*
What bonus do u get
because they dont snapshot
oh I'm not worried about mana regen
I'm worried about the control you have over when your mana is full
wtd, archmage supp
4% recovery on kill
I already have 4k mana regen
Ur stuff now costs the same amount of mana that it would have cost anyway, and these builds all have so much mana that it doesnt matter the regen
Yes i know sieg its all we've been talkig about all day
control over when your mana's full... isn't there a gem that does that 🤔
you being full mana doesn't matter
'cause you can't control when you take dmg, so you want to always be full mana, as often as possible
but this build might be throwing all its jewels into More Damage If None Reserved and More Damage And More Expensive
it does if u need to cast stormbrand that cost 100% of ur mp
it only counts IF you could cast your mana cost
I don't care about the dmg
I care about full mana if I'm a 4k build with 60% mom
if you're not mom sure run manastorm, but on mom I'm not very sure
but hey what kind of archmage build doesn't run mom
the one that gets hit too often
and if it gets hit too often it can't cast any damage because it's all linked to an archmage that forces it to spend 30% of its mana on a spell
and it dies
but you do 0 dps when you dead
These builds have 30% to 50% mana regen per second without flask
i worry that these archmage builds might get hard countered by like... y'know how fortification archers would delete you off screen?
We were throwing around one with 90% before but its probably not as good
I predict mana regen will get hit after this league if mana builds are super strong
archer taps you, your mana's gone, and the most effective way to not die is to murder all of your enemies
Eh these builds have 9k ehp and 3 to 5k mana regen
They'll be fine unless they eat a hit that would instagib a normal build anyway
the league mechanic scales up mobs and gives them bullshit moves
so we could see some good rips with that 
Im not sure how playing a build with less ehp and sustain would help
5k mp regen?
i want to see some real DSP deaths with people just getting chain stunlocked I DIDNT DO ANYTHING WOWWWW
Ye we were throwing around builds with 6k in #1┃general a little while back
It get pretty silly
Most of the time in POE if you are actively taking huge hits you're not worried about dpsing your worried about staying alive.
offscreen freezes and maybe saps
U have to give up a lot of dmg to get that high
yeah I'm only at like 3k mana regen, 3k6 without righteous fire
But hey ur archmage u have a 400% more multi on ur support
hey hey i have the omega brain strat
U will be fine for dmg
yeah if only mana leech didn't only work for attack
mana leech doesn't work for spells?!
xD
read the mp leech gem
I'll take "things that dont work" for $500, alex
(i have never used mp leech because why the fuck would you do that)
also you don't need to go gigabig on mana regen
just need enough to cast your brand and chill
i'm also wondering about eb es leech
mindspiral viable? lol
but that's probably yeah, too much
overinvesting in mana regen just for manastorm and co. doesn't sound very worth
isn't there an unveil that gives you mindspiral effect?
Ye considering manastorm efficiency is like 20% of archmage and also stops u from casting brand recall
Thats a no from me dawg
yeah you can do that if you don't run agnostic
there are also the neato new passives that give you es from mana at like, 6%
5%
Thats alright hey
yeah, Will Shaper; if you can get small wheels with 2 notables
Half a guardian now
we're gonna be very happy
now swap your ascendancy over to guardian too
just play elementalist thats what i always do
I tried to pob an es version for a bit but it doesn't look very good on hierophant
i am 100% brainlet
and i always play cheapo heralds, immune to reflected ele, elemental confluence
especially 'cause one of the nodes literally make you spend 50% less mana
conflux
I think if i was es version i would probably be LL ivory tower
herald of thunder is just complete garbo compared to keeping the raised mana cost, hey
Its just so much more mana than shavs
I don't think I'm taking cluster jewel on this build
on archmage build?
Scintillating Idea
20% increased maximum Mana
Damage Penetrates 5% Lightning Resistance
can i change your mind, friend
Thats much worse than fevered mind
yeah I tried that, it's like 5% dmg and you need to spend point
U would need good small nodes as well
is mana considered a utility or a defense
Def according to neon but somethings might straddle sizes
you might be able to terminate your wheel with the fevered mind
the only node I found remotely close to feverish was the 5% dmg taken per brand attached
it's like 8-9% dmg
also i wonder about the other corrupted jewel that noms your life and gives you mana whenever you kill something
but that's probably not really worth it
so hey more points to spend on my actual tree
trickster gets 4% mana on kill btw
may as well just run a jewel with raw mana gain
Mana sustain isnt a huge issue i gotta be honest
U get a lot of it for free with shit that gives u actual mana
i'm probably going trickster either way
also r.e. brands i would think grand design might be worth considering?
archmage is so broken damage wise i'd rather just get QoL and defenses with decent cast speed
and mana ofc
what does three dragons turn lightning damage into. burn?
no
three dragons turns lightning into freeze 👀
if you can fit it, that's not unappealing
if you wanna turn your lightning to defensive why not just make it sap
that's definitely an option but i don't know if it would be more effective than freezing
but that would enable thundersight, sure
Did GGG misgroup Spellslinger Gem in the announcement because they showed it in New Active gems?
looks like its an active with a support component
You activate spellslinger itself, not the individual skills, so it's an active skill. They probably made it that way because it makes sense with the way gems will work in PoE 2
Does new Second Wind support works with Warcries? I mean...in terms of hp recovery War Bringer+Any Warcry+Second Wind is A LOT
Spellslinger is basically our first meta gem.
I'm more curious whether CWC and other trigger supports will be converted to work the same way as spellslinger though.
what do you think about a WAnderer league starter ELEmentelist or Assa
@silver kettle does archmage make channelled spells cost 6% unreserved mana per tick at base?
I was hoping archmage divine ire could be a thing but looks like sustaining its cost for a full charge is gonna be impossible
Does blade blast dmg scale with the amount of blade vortex blades? or just the aoe?
wait does spell cascade even work with bladefall for blades
It should? XD
fairly sure just the aoe, BUT each BV stack is it's individual explosion it looks like.
By the way, does anyone have any speculation on what the Portentous Delirium Orbs and Imperial Delirium Orbs are going to add to the map?
Was there a divination card orb yet?
"self-consciously solemn or important : POMPOUS
portentous declamation unsalted by the least trace of humor
— W. H. Pritchard"
Would guess those might be a thing they add
Yes, we have Diviner's Delirium Orbs
I missed that Ig
"adjominously prophetic Synonyms:
fateful, foreboding, prophetic, prophetical
foretelling events as if by supernatural intervention"
So, I guess it's itemised prophecies
I'm guessing that Amorphous is metamorph organs/catalysts. Which just leaves the Imperial Delirium Orb
Probably Labyrinth enchanted items.
Is it worth trying to hit spellslinger speed breakpoints when using necro VD/DD considering how necro attack speed will swing wildly with corpse pact? Or might it be better to pick some other class for this purpose? :V
better to use cwc over slinger imo...
How does Piscator's Vigil interact with spellslinger?
Adds no base damage to spells, since it has no base damage.
Energy Shield: 6,835 (205%) | Reg: 684/s (10.0%)
Mana: 82/1,020 (28%) | Reg: 35/s (3.5%)
Resistances: :zap: 76 :skull: 100
Attributes: Str: 90 Int: 370 Dex: 99
Keystones: Zealot's Oath, Chaos Inoculation
AVG: 517,941
Crit: Chance 73.27% | Multiplier: 581%
Power: 3/3
Flame Surge + Concentrated Effect + Elemental Focus + Trap and Mine Damage + Immolate + Controlled Destruction
(+ Blastchain Mine (10) from: Tremor Rod)
Player: Leeching
Enemy: Chilled, Boss: Shaper, Blinded, Ignited, Shock Effect: 18, Shocked
Playercharge: PC
Playerrecently: Mines Detonated: 10
Playerskill: Exposure to: Fire
Pastebin | Web Tree | Web PoB | Web Viewer
Created in Path of Building.
there we are
Flame surge is a weird choice for mines since it has a high base cast speed
selfcasting is clunky, and flame surge doesn't have much range
flame surge is also only my singletarget skill here
i swap to sire of shards for clear
with fireball
it's important to note that the gear in this build doesn't cost very much
besides the allocation of tranquility, but with blight being a zana mod i doubt oils will cost much either
and of course the 6l sire of shards and tremor rod
which historically aren't too expensive
especially with the mine nerf this league
i wonder if this is enough to turn people off from mines this league
enough that tremor rod is cheap
probably not
well anyway, if tremor rod is the most expensive part of that build, that's budget lol
what's the league starter
anything that does damage and doesnt cost 100000ex
Repost from the 'builds' channel; because its partly just a mechancs question (sorry for the duplicate): Am I correct in understanding that spellslinger 'slung' spells get the flkat damage from your wand added to each HIT? If so surely choosing a spell where the number/rate of hits is high or can be scaled easily is an easy way to scale overall damage. If so what spells hit most per cast or per unit time? Things that chain/fork (like arc say) seem like they should get very high DPS scaling from this...?
do you think archmage will work with triggered spells ? Wording is a bit too complicated for a non native like me
@frigid holly The added damage from wands will be treated like any other added damage to spells modifier, thus only being as effective as the spells "Added damage effectivness" states.
Is it correct that cluster notables can appear on large, medium AND small jewel sockets?
So theoretically I could have large jewel with my desired notable + another notable + jewel socket
which forks into medium jewel with my desired notable + jewel socket
which forks into small jewel with my desired notable
Technically giving me 3 of the same notable
Topped with using the Voices for doing the same process with medium+small for the same notable to be allocated 6 times
different notables only spawn on certain sizes of jewel
large = damage medium =utility small = defence
each enchantment spawns on a different size
your notable would need to be able to spawn on all 3 enchants
most likely not going to be possible more than 2
large is offense
small is defense
Then why are there so many more life notables?
understood
debatable on "more than 2" tho
if my notable spawns on medium or small I can just use Voices for 3x
Not all notables with life on them is considered a life notable.
go check the game news
there's several large clusters of pure damage
and the small one gives block
they want to avoid abuses most likely
Like claw/dagger and bow
people getting 12 life % passives with +13 flat life would be hilarious
and at the same time it stops people from stacking too many times the strongest notables
which are mostly on offense
so one per socket
And 25% small passive increased effectiveness modifier, don't forget that.
I hope we can use fossils on cluster jewels like we can normal jewels
still though, 12% damage (of relevant type), 13 health, 3% chaos resist, 5% damage, and 25% small passive increased effectiveness modifier.
well, there goes my dream of making a hardcore ballista build
back to softcore with 20m sdps i guess
By the way, is it just my gut or does it really seem like 90% of these new notables aren't worth travelling to?
Some are really nice like Cold Conduction but most of the offensive ones just feel lackluster compared to the counterparts on the tree
Not to say they're bad but travelling to them will make it an undesirable option
HP ones excluded
the thing is : once you pay the initial 3 points
you can "chain" cluster jewels
and get the others for a lot cheaper
like the 2nd notable on a large cluster jewel and third one are 2 points notables
first one on medium is a 3 points one
it's not really efficient if you just go for one cluster jewel
because the notables are really strong but the main cost is the initial one
I think the passive rolls might be more valuable than the notables
that depends on many things tbh
i could see it being the case on varunastra
with just 25% passive effect
you're looking at 30% varunastra damage small passives on the 12%sword+12%axe damage enchant
regarding spellslinger, "This Skill's Mana Reservation is the Total of the Mana Reservations of Supported Skills, and cannot be further modified" does that mean that reduced mana reservation doesnt work on it or just that you cant reduce the mana reservation twice?
Basically you either go for cluster jewels with all notable/jewel affixes and as few nodes as possible, or cluster jewels with all small passive bonuses and as man nodes as possible.
it just means mana cost modifiers doesn't work on it. Mana reservation modifiers work as expected.
I think its saying that reduced reservation wont apply to the gem itself, only to the supported gems that become reserved
or more exactly the mana reservation of support skills is modified then added to the slinger skill as a total reservation cost, which then can't be modified again.
Where is the ‘unleash support’ in gem upgrades post
The gem reveal
they forgot to show it
if you have bane linked to spellslinger and two curses, will it still only reserve 20% mana?
idk if that work, the curses would have 2 trigger and hence disabled IIRC
you can put contagion in it
probably one of the best uses
though, nvm, between attacking and casting, not worth it
Using kinetic bolt for AoE and a spellslinger spell for single target could be very strong
I would say the other way around, but as far as I know there’s no reason to expect kinetic bolt to have good single target.
slinger has horrendously bad single
@dusky tendon archmage won't work with triggered spells because they cost no mana
Oh wow I just realized you can abuse the 300% inc poison node with archmage
How
If you blade blast bv and linger at the same time do all blade blast get more Aoe


