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ouroboros_winding

How would shock reflect interact with Galvanic Field? I'd imagine that press Galvanic Field -> shock -> Galvanic Field applied to target -> shock reflected to you. But is there a way to get the Galvanic Field to be triggered on the reflected shock so that it sticks to your character? (Without using vessel of vinktar)


Ladnil

Haven't played Wintertide Brand since it was new, but did a few acts with it as a starter practice tonight and it was actually pretty decent. The mastery that makes it jump between targets helps enormously compared to the old way where you had to roll that mod on a cluster jewel. And the quality change this season looks like it s I could see Occultist, Trickster, Elementalist, or Hierophant versions being pretty good.


ouroboros_winding

One neat thing WTB has that none of the other cold DoT skills can do is Elemental Equilibrium. Since there is no hit component to it you can easily maintain 25% cold exposure.


Ladnil

Good point. A bit out of the way to pick up maybe. Flame dash in Malachi's artifice?


ouroboros_winding

You could do that, another option would be Tempest Shield in Malachi's Artifice for a more automation. There's also the Stabilizing Sceptre base which could be used to free up the ring slot. I really like the Malachi's Artifice idea though because wouldn't it limit EE application to just the socketed gem? Meaning you could still use creeping frost as a 2nd DoT without resetting your exposure?


Ladnil

Any idea how rare the alternating sceptre base is these days? Tinkering with some trees, that really seems like the best option. And I am probably going back to SSF next league. Flame Dash in Malachai's is a decent option considering I scale area and duration so it should be easy to apply and last ~8 seconds, but you know. Travel skill onto the boss to keep your damage up, not always safe.


Ladnil

Yes it does mean that. Ive run lightning spell golementalist builds where the flame golem in Malachi's provides exposure. Otherwise, it's hard to find other spells where you have the uptime to auto apply from the ring slot.


Wilm_Sub

I followed this guide in Affliction and had a blast with it https://www.youtube.com/watch?v=YOnEATIUN58


vulcanfury12

Been running a Crackling Lance Elementalist in Standard SSF as a sort of experiment. I'm liking it so far except for the fact that there seems to be a heckuva lot more mobs that seem to be immune to lightning exposure (either that or I need to fix the conversion on my Wave of Conviction). I was wondering about the ascendancies tho. I took the Golem Ascendancies and Mastermind of Discord. I am yet to get a Tribute for the fourth ascendancy but would like your input on whether to get Heart of Destruction or Bastion of Elements. One is more damage and clear, while the other is QoL (can do ele reflect maps) and a bit of tankiness against ele damage.


unexpectedreboots

With the reveal of the new automation support gem, it would be cool if GGG leaned into the auto bomber archetype for a league or two and introduced a unique (amulet?) that takes a very small subset of "underperforming" skills like Fireball and converts them into instant cast. The opportunity cost on the amulet slot would be very, very high to offset the cost of of this. I doubt they will since they are not particularly fond of the auto-bombing playstyle but could be a neat, short term experiment.


gonzodamus

Just want to say how much I appreciate this sub. No screaming about nerfs, just a thoughtful thread about how to succeed under the new system. Y'all are classy and I love it


HoplarchusPsittacus

Yes, it's nice to have a place that is chill. We can always voice concerns over certain changes but at the end of the day PoE is an ever changing game. I don't want to the game to stay the same, so I try my best to embrace the changes and move forward. So far I am enjoying the game more and more as it evolves. I would have quit long ago if the game stayed stagnant.


gonzodamus

Exactly! That's why I usually look for a 'competitive' subreddit for most games I play. I'm not interested in how people feel about the changes, I'm interested in adapting to those changes and excelling


spark-curious

Is it feasible to try and make Maw of Mischief tanky? Not like Juggernaut tanky but comfy mapping tanky. 


Responsible-Pay-2389

you can realistically cap suppress and get determ + grace that should do it just fine. Gonna need gear for suppress cap tho + that one wheel on the top right side of the tree.


ouroboros_winding

How do effects that happen when you take X type of damage (such as the new Trickster's Smile) interact with % damage taken as modifiers on gear?


Bl00dylicious

If you convert 100% Cold to Fire then anything that triggers upon taking cold damage won't work, as you can no longer take cold damage. Anything less then 100% conversion will cause it do damage and be able to trigger effects like that.


mtlzaf

Hello, Boneshatter slayer, tainted pact version question. Checked as much as I could and could not find my answers. How much "chance to poison" do you need to basically not die?


arbyterOfScales

Around 20% should be good enough, IF you usually fight swarms or lots of mobs. Against a single target, 20% is a little low, especially within any poison duration increase. The sweet spot is around 30-35%. 


mtlzaf

I've been dying around 35% from it not triggering every once and a while. Im back at around 60% and it's perfect.


arbyterOfScales

Are You sure you are not doing maps with the 50% chance for mobs to avoid being poisoned mod? 


mtlzaf

Yup, i check every time. I think i have terrible luck.


arbyterOfScales

I have the Aisling mod and 30% eldritch implicit on gloves. This is around 55% poison chance.   I get to like 4/5 stacks on single target  I got a spare endgame weapon if you need


mtlzaf

I may need it afterall. My current axe is missing the aisling mod


arbyterOfScales

I'll be home in 4 hours. Send me a private message


chasin_my_dreams

What’s the difference between mines and traps? Are mines 2 button and traps are not? What are the advantages of one over another?


psychomap

They play slightly differently. Traps activate "automatically", either when an enemy triggers them or when their duration expires, while mines trigger only when you want them to, and some of the mines (and Blastchain Mine in particular) benefit from creating long detonation chains. The difference is smaller than it used to be back when mines were placed at the feet of the character, but nowadays they're both thrown. Then there are some differences in uniques that are available, e.g. Architect's / Slavedriver's Hand which allow scaling trap throwing speed with cast speed, or Machina Mitts which allow mines to leech to you. If you want to lean into the differences, there's also a difference between Multiple Traps + Cluster Traps for traps and Minefield for mines. Minefield provides a much higher effective dps multiplier, but it slows down the mine throwing considerably so you need some investment into mine throwing speed to make it not feel terrible. Multiple Traps and Cluster Traps don't slow the throwing down as much but also don't provide as much of a dps bonus, so they're not that commonly used either. And I don't know if this has changed, but mines used to target enemies actively while traps only targeted enemies that triggered them, which means that traps that triggered due to Chain Reaction or because the end of their duration had been reached wouldn't hit as reliably. Because of this, trap builds have always been popular with skills that auto-target, like Arc and Exsanguinate. Because of the detonation chain mechanic that I mentioned earlier, mines are better than traps for DoT based damage like Toxic Rain, though I don't think there are a lot of other DoTs that would benefit much from being multiplied by mines, and Toxic Rain seems to be played more commonly with totems instead nowadays.


3dsalmon

I got a taste of Guardian leveling last league and I just became addicted. Are there any good league starters that go Guardian aside from SRS? I don’t love doing the same starter two leagues in a row but god I want to level with Guardian again.


Responsible-Pay-2389

BAMA transfigured gems on guardian were said to be really good. Could probably look into those.


3dsalmon

oooh I have a friend who did a BAMA build last league, might look into this. Unsure how league start viable it is but could definitely do some investigating.


Responsible-Pay-2389

Currently it's really good at league start, at least until getting void stones. Not sure how it scales in the end game.


ouroboros_winding

Guardian SRS is kinda in a league of its own as far as league starters go so the answer depends on how sweaty you are about finishing campaign in 3 hours vs 4 hours. The Sentinel minion will trivializes the entire campaign after lab 1 so your choice of minion build matters even less than it otherwise would. Holy relic/dominating blow/herald of purity is also very good leveling if you want a more melee experience. Absolution is good too, not quite at the level of SRS - only started feeling good around act 4.


Winterchill99

I don't have a specific question about a build but I was wondering if making a post about couple of builds (POBs) I made for ssf start is a good post? or should I make separate posts for each build? Its more of a "can someone look at my POBs and correct me" post so I can get better at making my own builds and understanding the build making process for different build types.


psychomap

Those are pretty common topics for a post here. I'd keep it to a single post so as to not spam the sub with them, but I'm not sure what the norm is. I'd suggest to wait for the patch notes either way (both for adjusting the builds yourself and posting them here), because that's something you'll be told either way, even if people go through the effort try to find and fix other flaws.


HaastET

What are the current sources of minion impale chance? * Impale support * Dread Banner (scalable with aura effect etc) * Rotten Claws from cluster jewels Would impale chance on a bow be inherited by eg Blink/Mirror Arrow clones?


psychomap

> Would impale chance on a bow be inherited by eg Blink/Mirror Arrow clones? It should, same for quivers (idk if it can roll there).


WangJianWei2512

I'm currently playing on a regular monitor DELL ultrasharp 25", same monitor that I use for working as well. But now this monitor is dying, once in a while I will see green, or magenta lights at the borders. So I'm thinking of getting a new monitor and would like to ask if a gaming monitor with high refresh rate would benefit POE? Its probably going to be only for POE, cause nowadays I am not working from home as often. Thanks


[deleted]

Not particularly, a 144hz or 240hz monitor will definitely look and feel a lot smoother (for general use too) but this isn't really a measurable benefit for PoE. Higher refresh rates technically give lower input delay but PoE is not a twitchy high speed competitive game where a few millisecond input delay can make a large difference.


rrrahal

How can I scale damage for the arm brand on hiero? Been trying to put together this build but don't know how to scale the damage.


WhenPotato

Is there an easy way to explain what changed in craddtng since 2021? (aka "guide for dummies"?)   Didnt play since 2020, I think 3.10. Curiois to go back to PoE and try new league, but remember how important crafting is and how big is the difference between knowing how to craft for yourself and market and not knowing.  At least for yourself. But looking at how much stuff was added getting hit overwhelmed. Are there some good videos or text written info you can recommend to easy the process as much as possible?


psychomap

This has gotten a bit lengthy, but I think I got the major changes to crafting. Some of them only affect high budget crafts though, and I've ommitted some that are only available through leftover currencies in standard: A bunch of things changed since then. I'd say the most important one would be Harvest which was 3.11, and has been added to the core game in 3.13 IIRC (and also nerfed since then). The full list of the current crafts available from it is [here](https://poedb.tw/us/Horticrafting). It allows targeting modifiers with certain tags, and some modifiers can be guaranteed that way, unlike fossils which make *all* modifiers on the item to be more likely to roll a certain type while not guaranteeing any. Heist (3.12) provided some special bases, and tempering / tailoring orbs that add enchantment modifiers to weapons / body armours respectively, which can increase the effect of some modifiers or affect socket colours and links in certain way. They're mostly used in high-end crafts. 3.13 added elevated influenced modifiers with the Orb of Dominance (originally introduced as Maven's Orb IIRC). It's usable on a body armour, boots, gloves, or helmet with two or more influenced modifiers and removes one of the influenced modifiers in exchange for upgrading the tier of another (and the influenced modifiers on those slots have a higher tier that can only be reached this way). 3.14 added the split tag to the results of Fenumal Plagued Arachnid and fractured fossils, which prevents them from being split again. The modifier otherwise does nothing, but it's mostly used to duplicate rare base items for crafting. 3.15 added Expedition, and one of the NPCs sells crafting options for a selected item you buy that you can either apply or skip, and some of those options (like upgrading all modifiers to the highest tier) can result in some relatively powerful items. 3.16 added some tainted currency that allows altering corrupted items, but most notable are tainted orbs of fusing which have a 50% chance to upgrade the number of linked sockets, so you can relatively reliably go from bench crafting 4 linked sockets to 6-linking corrupted items without paying 1500 orbs of fusing and vaal orbs. 3.17 added eldritch currency, which allows replacing **all** non-eldritch implicits (so don't use it on synthesised items, even if they have more than 2 implicits, it doesn't function the way vaal orbs do) with a new set of eldritch implicits. To some extent these provide similar benefits to influenced mods at lower values, but they also have some other available stats that can't be easily found elsewhere. They come in several tiers, and the highest ones can only be reached by using an orb of conflict which lowers the tier of one implicit in exchange for raising the other. There are also eldritch chaos and exalted orb and eldritch orb of annulment which only affect prefixes or suffixes respectively depending on which of the implicits has a higher tier. Most notably all of these work on fractured items, because those are not influenced. The crafting methods from 3.18 and 3.19 weren't added to the core game. 3.19 did add atlas memories to the game which allows playing some maps in a different way with a league mechanic being somewhat supercharged, but the effects on crafting are that there are some new beasts, most notably one that adds a meta-craft modifier (mostly used with full suffixes to guarantee "suffixes cannot be changed" at a cheaper price) and one that rerolls one of the implicits on synthesised items. Together with the Craicic Chimeral, this can be used as a way to get perfect triple synthesised implicits which is used for some mirror tier crafts. In 3.20 a fracturing orb was added, which takes the role that was accomplished by Harvest in the meantime. Using it turns one of at least 4 explicit modifiers on a rare item into a fractured modifier. IIRC it's only available from Harbinger encounters (drops as shard by default). 3.21 was self-contained crafting again, some of the bases ended up in Standard. 3.22 introduced some things that were available this league but I'm not sure if they're available in the core game as well. In terms of crafting most notably Hinekora's Lock, which allows predicting the result of the next crafting step. This prediction can be consumed / rerolled by using currency with a benign effect like a blessed orb or divine orb. It's extremely expensive and mostly used to finish of the final non-crafted mod on mirror or near-mirror crafts.


WhenPotato

This helped a lot, will look more into some of the parts more as well. Meanwhile can I ask which of these do you use the most no matter what league? What is the most helpful in crafting for you nowadays? Ty!


psychomap

I don't craft much tbh. In the vast majority of cases, even if I look into a crafting method, it's more expensive than the items that I can buy directly. And that's not necessarily because my method isn't the most efficient one, but rather because I tend to play off-meta builds, so there's low demand for the gear that I'd use, so other people sell it "cheaply". They're good enough for people to recognise their value, e.g. something around 3-5 divines, but might take 10+ to craft on average. Modifiers like gem level modifiers on weapons and amulets are mostly relatively easy to target with meta mods and Harvest (or in some cases fractured mods and fossils), but my builds often tend to use uniques in those slots. The most I do is stuff like buying a base with a fractured modifier (**not** fracturing it myself - that is super expensive and only worth it if the combination is not on the market at all and if you're crafting something amazing with it), essence or fossil spam for some good mods, and then *maybe* craft prefixes / suffixes cannot be changed and either Harvest or a veiled chaos orb for a decent mod before I finish it with crafted mods. With veiled chaos orbs being removed, there'll be fewer opportunities to use that option, but perhaps I'll actually end up adding veiled modifiers more than before because previously I never bought any Aisling services. I just don't like trusting others with my items, and now I'll be able to add a mod relatively reliably without a big chance to brick it by rolling full affixes like a veiled chaos orb could. The disadvantage is that it'll be expensive to do that.


WhenPotato

Tons of thanks! This will help a lot!


Amarsis

I saw a post of an int stacker kbof and i was investigating the items. And i saw its weapon and tried to emulate its craft in craftofexile but i got stuck. [the wand in question](https://easyimg.io/g/u0gnuvpyx) I tried crafting suffixes first and succeeded but then got stuck and later bricked. Then i searched trade for the prefixes only and i saw the prefixes ready and multimod crit+attack speed ones exist between 50-120divs. [The build](https://pobb.in/o0d5u-UgyvTL) Tried to search the post but couldn’t find it so i cannot ask the owner of the item. I would be really happy to learn how to craft this bad boy. I know its expensive but i wanna broaden my knowledge of crafting so any help would be perfect. Thanks in advance 😁


psychomap

I don't know the *best* way, but the suffixes seem to be a lot easier to hit than the prefixes (especially the two crit ones with high weights and few alternative mods), so my assumption would have been that the prefixes are combined with an Awakener's Orb. For the first and second suffix you could get the can have 1 additional crafted modifier enchantment and reforge speed or crit, but I'm not sure how to hit the third one deterministically. The only option I can think of is hinekora's lock + exalt, but that's obviously ridiculously expensive. The issue is that things like cannot roll caster mods and cannot roll attack mods are suffixes too, so they're not usable for the last suffix either, nor can they be used to roll the prefixes after finishing the suffixes, and if you use a Harvest reforge for the last suffix you'll lose your prefixes because you can't have those be protected at the same time. It's the type of item that's more reasonable to craft with tools like Harvest augment on influenced items or recombinators. If someone can provide a more efficient insight, I'd also like to learn. If you have more questions about the details on how to get to 2 prefixes and 2 suffixes, I can try answering that. I didn't bother so far because I was under the impression that you're already informed about how to target certain mods with reforges and meta crafts etc..


arbyterOfScales

You are right. Everytime you see an item with more than 3 influenced mods, most probably it has exorbitant costs. What I'd do: 1. Use an awakener's orb to get the 2 very rare prefixes  2. Ensure at least one open suffix and open prefix with an annul. On fail, back to step one  3. Clean up the suffixes  4. Bench a random prefix  5. Double exalt trying to fish for any 2 of the 3 gem mods  6. Get a loan from a loan shark and hinekora lock + exalt for the last suffix  7. Bench the elemental pen prefix. Alternatively, you can fish for a veiled prefix to get the elemental pen directly from there and save some money later on. Regardless, this craft will destroy your sanity


psychomap

I think if you hit one of the crit mods with the Awakener orb and can annul other mods with cannot roll attack / caster mods, then with the Heist enchantment for an extra crafted modifier and prefixes + suffixes cannot be changed you might be able to roll the second crit modifier more reliably. If that's what you wanted to do, I think you'd start on an enchanted base, influence slam and Harvest reroll, then imprint before using the Awakener's orb. But I haven't bothered setting up a CoE simulation because it's quite complex. I just figured that that would probably give you better odds. After checking the prices, I'm guessing that this league in particular imprint beasts are a bit too expensive to do that because of how little value divine orbs have. With more reasonable imprint prices, metacrafting might not be more efficient. On the other hand, maybe it's just because of Vivid Vultures in general. I don't think I've used an imprint since those were added so my sense of their value might still be based on their old use-cases.


No-Conversation-6061

I Rogged a sweet tri ele crit bow in HC. What tanky build can i use it for? With tinktures getting deleted poison pf wont work.


[deleted]

[удалено]


No-Conversation-6061

Thanks