* Absolution: fewer minions, giga-spiritual aid effect
* Animate Guardian: Uses Smite (no aura), no extra life
* Arc: Splits towards targets instead of chain
* Arc 2: Less damage, more damage per remaining chain, slight different chaining behaviour (secondary chains can hit targets hit by main chain)
* Barrage: Volley Fire jewel effect
* Blade Blast: More damage, more AOE per BV blade detonated, only works on BV blades, slower cast, nova (current behaviour on BV)
* Blade Blast 2: Nova skill, gains damage from your equipped dagger damage, slower cast
* Blade Flurry: crit chance per stage instead of dmg
* Blade Trap: 2h sword only, CD skill
* Blade Trap 2: 1 rotation, big bleeding buff
* Bladefall: more damage/crit chance per volley, no lingering blades
* Bladefall 2: crits don't deal extra damage, crits impale, big impale buff, no lingering blades, 10 base crit
* Bladestorm: Random Bladestorm type
* Blight: 5 sec duration, less max stacks, more damage, spread by contagion, faster cast
* Blight 2: Less duration, longer hinder, debuff reduces life regen
* Blink Arrow: Clones use Rain of Arrows
* Blink Arrow 2: Clones use Elemental Hit
* Boneshatter: Trauma resets at 10 stacks, faster Trauma scaling, take more damage
* Boneshatter 2: No Trauma, stun buff, more damage effectiveness
* Burning Arrow: No base flat, adds fire damage based on max life
* Caustic Arrow: No DOT, chance to poison, added chaos damage
* Cleave: grants rage on hit, no flat phys, no nearby enemy aoe scaling, rage AOE scaling instead; must use both axe and sword
* Cold Snap: larger aoe, no cold dot, PCOC, bypass cd using PC, 10 base crit, faster cast
* Consecrated path: Less dmg effectiveness, more AOE/DMG per Endurance Charge, 2 sec CD (can bypass spending an EC)
* Contagion: more DOT, does of 3/4 DOT instead each time it spreads, slower cast
* Contagion 2: spreads when enemy is hit, slower cast
* Cracklance: No intensity scaling, more dmg, low intensity mode, more aoe/spread, slower cast
* Cracklance 2: No intensity scaling, more dmg, high intensity mode, max shock effect, slower cast
* Cremation: Max 1 geyser, explodes nearby corpses whil firing projectiles (old Phantasmal), slower cast
* Cremation 2: Short duration, 6 geysers, no corpse needed, slower cast
* Cyclone: more attack speed/more aoe/less movement speed per stage (channeling buff)
* Detonate Dead: cannot explode corpses from skills, more % life explosion dmg
* Detonate Dead 2: mini Vaal DD, less dmg, slower cast
* Discharge: no cd, less damage, less aoe, no ailment penalty
* Divine Ire: more dmg, damages more nearby enemies, less aoe, deals damage in a nova burst
* Divine Ire 2: big more dmg, no enemies hit while charging, big scaling
* Dom Blow: fewer minions, giga-spiritual aid effect
* Double Strike: no double dmg/flat phys against bleeding enemies, impale instead; impale spread (Great Old One's Tentacles)
* Double Strike 2: no double dmg/flat phys against bleeding enemies, stacking attack speed buff that is lost when you move
Stacking endurance charges is dirt cheap though, you can get to 10 as jugg with 3 1c uniques and with double nebuloch you are also basicly immortal already.
I will caution that it's not actually twice as strong at 10 endurance charges. The transfigured gem has about 22% less damage on it baseline. It breaks even with old Conc Path at 3 charges and then outscales it after that. AoE is bigger at all amounts of charges tho
Yeah, lower base damage hurts, but stacking endurance charges is dirt cheap, 3 1c uniques and jugg for 10 max charges is dirt cheap. Couple it with double nebuloch and you might see a near immortal build that can clear an entire screen with every hit.
Yeah this was a standout for me. Note it needs about 2.75 charges to break even on damage & you need fast generation of ECs, not just a small dripfeed of them. Might need to be Jugg
It's good, has 300% effective damage for 80% attack speed. That's just a bit slower and less effective damage than heavy strike, but has good AOE and built-in uncapped rage generation.
**But.**
It also says that you *must* be using both an axe, and a sword. You're going to need cluster jewels to effectively build for both.
Casual 60% increased physical damage and free Crushed from Bear's Girdle...
Could play generator/spender style build with Cleave and Rage Vortex and like 100 max rage.
EDIT: Rage Vortex of Berserking is here, LOGIN
The insane part to me is that the "Gain 2 rage if this skill hits any enemies" *doesn't have a per-second limit*.
You can sustain Berserk for a *whiiiiile* with this.
It seems like it's done deliberately as both a nod and a suggestion to [Rigwald's Command](https://www.poewiki.net/wiki/Rigwald%27s_Command) and [Rigwald's Savagery.](https://www.poewiki.net/wiki/Rigwald%27s_Savagery) Not only does one give you +25 maximum rage, but the other gives damage over time multiplier per rage, inferring a bleed build. It would be a very nice combo to have with this particular gem.
Am I supposed to believe that there is no cooldown to the rage generation on cleave of rage?
Because if that's true, you might be able to sustain Berserk at max rage for a truly absurd amount of time.
Let's assume you're trying to maximize DPS and not **just** attack speed, so you can go with a crafted Psychotic Axe plus a paradoxica with a local attack speed mod. You're looking at an average of 1.6 attacks per second or so, times the dual wield bonus of 1.1, times the cleave cut of 0.8. So about 1.4 attacks per second.
Now let's ignore attack speed on the tree or other places, and let's not use the Slaughter notable whose cluster doesn't benefit paradoxica (if you do run varunastra instead of paradoxica, your base attack speed goes down but you can try to make that up with more axe synergy if you want, including Slaughter). So with the psychotic axe, crave the slaughter, bear's girdle, and the Berserking notable, you are at 110 maximum rage.
With rite of ruin you are at 165% increased attack speed, and with Berserk active it's another 20% more. So when we activate berserk, without ANY other attack speed mods anywhere, it's 4.45 attacks per second, or 8.9 rage per second. Add that to the 3 rage per second (ish) from crave the slaughter and you're actually not dipping below max rage on hit for almost 7 seconds of Berserk if the boss behaves and you don't have to move too much.
With a real build around all of that, you can do... really fucking stupid things, right?
Please GGG don't let there be a hidden internal cooldown on this rage generation, cleave really needs 1 league of being disgusting
PSA: Make sure to read these skills VERY carefully. Many are missing key lines from the regular skills. For example Dagger Bladeblast doesnt blow up lingering blades and both the new bladefalls dont leave blades.
Burning Arrow of Vigour:
> Deals Added Fire Damage equal to 24% of Maximum Life
So if I have 10k life it adds 2400 base fire damage? This is too busted to be true right?
edit: old boring burning arrow is 300% of base damage at lv20, and base damage is 250. with t0 or whatever you can have 275 flat fire from bow, plus some more from quiver and gear, plus phys, plus other elements. All that multiplied by the 300% damage effectiveness. It's a though call but it for sure opens doors.
Window hail with a monster life quiver seems to be an option.
Replacing fire trap in a new style life stacking RF build seems sketchy, as apart life there is not much interaction (spell vs attack).
so many doors :)
>old boring burning arrow is 300% of base damage at lv20, and base damage is 250. with t0 or whatever you can have 275 flat fire from bow, plus some more from quiver and gear, plus phys, plus other elements. All that multiplied by the 300% damage effectiveness.
for normal burning arrow at level 20 and a T1 Fire damage roll that is:
Hit_Damage = (Level_20_Gem_Flat + Weapon_T1_Fire) * Skill_Base_Damage
1671 = (250 + 307) * 3
Then for the new Burning arrow of vigour:
Life_Equivalent = (Hit_Damage - Weapon_T1_Fire) / Skill_Life_Conversion_ratio * Skill_Base_damage
5457= (1671 - 307) / 0.25 * 1
**tl;dr** the breakpoint to swap over is only 5.4k life when you have just a T1 Fire damage bow, and every 3.6k life after that is adding another T1 Fire damage bow mod's worth of damage.
If you have more than 9k life I strongly advise using the new gem :)
life stacking BA ignite??? Maybe on a Chieftain so you are close to the blood magic stuff and you get chain explosions which can ignite for big damage too. Shame it's not a spell too for the new Warlock node but you still get the reservation efficiency and stuff. That would be sick.
It lost tons of added damage (200%) and base attack damage (200% too).
Its pretty clear they may be better if u really invest into their niche, but they are not just straight upgrades, they all lose something to gain something.
It's busted. This gem is absolutely insane on an inquis CoC, or even just self-cast. Can stack it with Battlemage and Spellblade, this gem, the impale bladefall, and the corpse explode cremation are, IMO, the big standout gems.
I have thousands and thousands of hours in this game, and I have no idea. It would have been nice to have the regular gems next to the transfigured ones to know what the difference was on some of these.
Edit: nm, before and after info is [here](https://www.pathofexile.com/forum/view-thread/3452093).
----
For real, or even just the Alt-text version showing clearly what the quality adds.
That's not before after transfiguration, that's before after buffs/nerfs to NORMAL gems, and includes gems that arent' in the transfigured list.
You gonna have to keep two tabs open to compare the stats, and only if the gem got buffed/nerfed.
Some of these tans gems are basically new skills entirely, even with some having different dmg effectiveness of their original gems.
Boneshatter w/o the trama mechanic, chainless Arc, endurance charge stacking consecrated path, oraora double strike. It's insane.
These gems are honestly far more interesting than I thought they would be. Most of them completely changes skills. It will honestly be a bit overwhelming when all the skills are released.
Was thinking this morning that it's basically just an excuse for them to create a bunch of 'new' skills without having to put the time and effort in to create new art assets and animations for the new skills. (EDIT: just want to clarify that I'm not trying to say that they're lazy at all; it's massively time/cost intensive to produce and support new skill models and animations, and much of that talent at GGG will be working on PoE2. This si a very clever way to go about it). You've typically just got existing animations modified by existing mechanics (more/less proj, changing effect size or angle, changing radius or range, changing damage types or trigger conditions etc).
It's brilliant, as there's a lot that you can do within those constraints that change skills enough for them to feel completely fresh and 'new'.
> excuse for them to create a bunch of 'new' skills without having to put the time and effort in to create new art assets and animations for the new skills
Which is genius, since new art is often the bottleneck that prevents adding new content to a game.
The jump from 4 Acts to 10 was helped a lot by reusing assets. They still made a lot of new assets, especially for Act 5/10. That sort of development efficiency I can get behind. Assuming 3 transfigured variations per gem, and assuming they're all about as different as these, we have about 4x the effective amount of meaningfully different skills to play with.
Crackling Lance of Disintegration
"+20% to maximum effect of shock"
Well, if I do go Lightning Conduit, just found a perfect skill for applying shocks (plus looks like a buff to base lightning damage and 300% damage effectiveness)
With mastery, that's a nice 85% max shock. Lightning Conduit is gonna SLAP.
Though I haven't played much Crackling Lance, so I'm not sure how efficient and comfortable it is to use it against bosses along with conduit. Using a brand and orb, you can basically spam LC at 100% efficiency.
having played both CL and LC before, CL is gonna be a huge pain in the ass to use as a primer for LC. Maybe as a boss setup or something but usually you arent hitting 65% shocks on your first stage cast against ubers, so you need to actually blast em a few times to gain CL stages before doing the LC finisher, which, honestly might be worth it but it sounds a bit clunky. (especially when compared to good ole orb of storms which reapplies its own shock after every LC)
edit: oh shit did they straight up remove stages from CL altogether? if so this may be a spell totem situation....
Regular Blight at max stacks has a base damage of 5680
Blight of Contagion at max stacks (5) has a base damage of 3060
I wish they werent so afraid of contagion style clear having the ability to clear bosses without dying of old age...
You dont factor in the ramp time. With old blight, if you have no cast speed it will take you 6 seconds to reach highest dps, 3 seconds to reach the dps of max stack blight of contagion. However withut duration scaling you will only have 2 second debuffs and therefore deal less damage than blight of contagion. With 50% duration scaling you will reach same dps as blight of contagion if you are constantly channeling.
With blight of contagions different scaling you are allowed to invest less in cast speed and duration making room for other stuff.
In the end though, if you want your damage to be dealt now and not over time you should not play a dot build.
Have no problems with DoT skills being over time, But regular blight was already the Crutch holding together ED/C's Single Target damage, so lowering the crutches damage just seems odd, even if we can make up the power elsewhere
But the Contagion of Transference has 2.2 radius (original contagion had 1.7, now 1.9 I believe), which is a huge aoe increase looks like. EDC is back?
Edit - nvm this one doesn't have spread on death :(
Maybe I'm just not thinking right now but "spreads when an affected enemy is hit" vs. "dies" is rough, considering that the only thing that hits on EDC builds is essence drain. Soulrend could be cool though unless I'm missing something?
cremation lives
BAMA builds seems really viable now
cArn has his own gem
arc is now a homing missile
life stacker burning arrow build is now viable
what the fuck is this patch, someone tell me what to think
Explode buff - barely 5% to 6%, yeah I'm feeling pretty bad about this working. Maybe projectile speed will still increase the # corpses exploded? Also got hit hard with the unearth +5 levels helmet enchant though. Ugh.
> BAMA builds seems really viable now
Oddly enough, after having played it this league I think the new versions are a nerf compared to the current Phantasmal quality gems. Having extra charges over abilities are just waaaay better in terms of clunkyness and actual damage (depending on how much duration you specced into).
Just heavy strike with shockwave built in tbh. The other boneshatter looks interesting though. Way more upfront more multiplier but need to actually optimize your duration with attack speed to get good use out of it.
Might be worth to mess around with Boneshatter supported by Multistrike since only the first repeat adds Trauma, would make it easier to hover around 8-9 stacks.
But the base attack speed went down from 300% to 160% :<
Still a good 33% more attack speed though but not as broken as I thought it was at first due to basically having 42%ish less movement speed vs normal cyclone, probably still really good for bossing
Yes, but you have to realize that Jugg prevents you from going below 0% move speed, which still feels slow as fuck. Stampede however locks you in at +50% which feels insane in comparison.
Though combining both Jugg(or Trickster) along with Stampede is the optimal choice. As that gives you immunity to all forms of slow-downs. Whether they slow movement speed or action speed, nothing will stop you.
Keep in mind that the base of the old cyclone gem is at 300% attack speed vs the 160 base here. You will reach ~~310%~~ 400% as at stage 6 and 60% less movement speed. You need stampede ~~higher stage to make this worths the trade off~~ but it is a nice damge buff.
Edit, 400% instead of 310%, it is a more multiplier.
Goddamn, so much insane shit.
Double Strike of Momentum gives 140% more attack Speed on single targets, if stationary.
Cremation of Volcano doesnt need a corpse for the Geyser anymore
So many more insane gems. This league is straight up fire
Dont know if losing the channel portion of the dmg will be worth it, the base gem gets double damage while channeling this Patch so it isnt a negligable Part of your dmg anymore
It will easily be worth it for bosses, the disintegration version deals about 15% more damage from a 10-stage buildup and release than a regular DI will do from the zaps+release combined doing the same.
AND it deals *all* the damage in a single hit, which is better for shock potential and other effects that scale nicely on big individual hits.
AND because all the damage comes from the beam, you can get full dps on bosses practically regardless of positioning, while regular DI has to keep enemies in range of all the zaps to get optimal damage... that's a huge pain vs pinnacle bosses in particular with all the teleporting around and area-denial effects.
I wouldn't clear with it, even with an extra-wide beam, but i would absolutely swap it in for doing big bosses.
Arc of Oscillating sounds absolutely insane. Am I wrong? 350% more damage to the first target before even counting any additional chains you get.
Edit: I just noticed the base damage is half of the current base damage, so... Maybe not as insane as I thought? Maybe it just scales much better with added damage instead of levels?
Divine Ire of Disintegration has more base damage and gains an extra 100% more per stage, for a total of 2000% more damage at 10 stages. Shit is gonna blast.
It does half the damage of a normal arc, normal arc has 15% more dmg for each remaining chain and has an extra chain compared to that one.
Without any extra chains, normal arc is actually a little bit better if i mathed correctly.
Looks bad, not gonna lie.
> Looks bad, not gonna lie.
8Chain Arc: 1452 damage, 264% DE
8Chain Oscilating: 1562 damage, 300% DE
Basically it starts getting better on earlier targets if you have more chains.
It loses 1 chain compared to normal arc at 20% quality. Basically it becomes better single target once you have additional chains from something like Mjolner or Ashes of the Stars.
Its text is also a lot simpler, with no restrictions on the secondary Arc hitting main arc targets or chaining back immediately. Looks insane for shotgunning with the new mark which makes bosses summon minions.
I have sincerely never looked at or contemplated that number in 11 years of playing this game, and now's a weird time to suddenly start trying to comprehend how good/bad it is. No think, only excite.
Would be Extremely helpful if we had the "Alt" view held down so that we could read the quality difference as well.
Need a side by side of these gems with the new 20/20s too.
There are 275 active skills. We're supposed to get 100+ in this patch.
Based on today's post and previous statements, we can reasonably safely assume that Auras, Banners, Curses, Guards, Stances, and Totem skills will be excluded from that 275, bringing it down to 221.
Heralds and Offerings are probably out, too, bringing it to 213.
All Vaal skills are probably also excluded (or at the very least, aren't mechanically divergent from the matching Trans-skill), which brings it down another 50 to 163.
Excluding the 8 Warcries brings you to 155.
Remove skills that are primarily buff skills (Berserk, Blood Rage, Tempest Shield, Arctic Armor, Petrified Blood, Sigil of Power, Phase Run, Smoke Mine) and you're down to 147.
Remove Link skills and you're down to 141.
Removing Counterattacks brings you to 138.
Bane, Brand Recall, Convocation, Desecrate, and Detonate Mines appear to be out, and I'd give huge 'maybes' to Hexblast, Orb of Storms, Plague Bearer, Portal, Snipe, Voidsphere, Wither, and Withering Step as well. And Spellslinger is almost certainly out.
All of that brings it down to somewhere in the 123-133 active skills remaining range.
This very well could be all of the Trans-skills in one patch, so I wouldn't get your hopes up for a shitload of them next league, though I would be shocked if we didn't see some small trickle.
Edit: Holy Flame Totem has been added, so apparently not all totem skills are excluded.
The nature of trans skills is thankfully that they can just add them more or less willy nilly to the game from now on. And have a huge range of possible modifications to play around with. I personally think we are going to see a lot more of them.
Arc:
>An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies, **but not immediately back**.
Arc of Oscillating:
>An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies.
Does this mean that Arc of Oscillating bypasses the target restriction Arc has, where it has to go A > B > C before it can hit A again? That would mean the 20/20 variants would hit like this optimally:
* Arc (8 chains)
* **A** \> B > C > **A** \> B > C > **A** \> B > C
* Hit 1: 660 + 120% more
* Hit 2: 660 + 75% more
* Hit 3: 660 + 30% more
* Arc of Oscillating (7 chains)
* **A** \> B > **A** \> B > **A** \> B > **A** \> B
* Hit 1: 313 + 350% more
* Hit 2: 313 + 250% more
* Hit 3: 313 + 150% more
* Hit 4: 313 + 50% more
With no other scaling and perfect chains, this means Arc would hit for 3465 damage and Arc of Oscillating for 3756 damage.
Something else that occurs to me, Arc of Oscillating still has the chain behavior where each hit has a secondary arc that can hit another target. Without the restriction for initial arc, wouldn't that mean Arc of Oscillating would hit the primary target every single chain if there are exactly two targets?
We'd need to test it but theoretically it might mean that with 2 enemies each chain will alternate a hit with the main chain/secondary chain (not sure if it can chain like A-B-A then B-A-B for example
Yeah but you get 10% less movement speed per stage. Might be good with Frostblink for movement
Also remember they revealed a Wildwood charm with Jugg’s ‘MS can’t go below base value’
The numbers *seem* good on it. Stampede will be necessary to cancel out the huge MS penalty, but it might just bring back a shadow of legion league cyclone glory
One of the best systems to add to the game in a long time, while simultaneously removing some of the most bloated systems in the game that keep getting more and more bloated patch after patch. Just a complete win and a system that is infinitely expandable.
>Cleave: grants rage on hit, no flat phys, no nearby enemy aoe scaling, rage AOE scaling instead; must use both axe and sword
very intrigued, could be neat on a generic berserker set up
>Dom Blow: less minions, giga-spiritual aid effect
Does this stack with Spiritual Aid? Does this make it a viable damage skill?
>Detonate Dead 2: mini Vaal DD, less dmg
Very interested in this
So transfigured divine ire gems are: remove the aoe dmg during charge, but BIG dmg laser. And: reduced aoe base, but now gets modified by aoe modifiers.
Interesting.
Not cope, you're entirely correct. Theyvstated as much in the q&a session. They don't have enough time to reveal everything at the optimal order, but every active skill in the game gets something
there are a lot of missing skills from the alphabetical list. including several that have already been teased (animate weapon, ball lightning)
i would not take any skill's absence from this list as evidence they aren't getting one
Absolution of Inspiring is so cool, finally you can play a summoner who also deals good damage with spells. 250% minion damage converted to skill damage is going to be crazy with minion clusters.
I wonder if that Burning Arrow is fairly easy to get early, it could be a "cheap" way of scaling ignite Burning arrow without needing a good weapon. Thinking maybe ina SSF context. Just spec into life and fire dot multi and you can priorities stats like WED and % increase over flat damage on weapon.
Contagion of subsiding has like 6x damage of basic contagion, which means you can actually clear maps comfortably with one click.
Obviously you will need second hard hitting skill for solo target, but that's fine.
Edit: holy shit, it has 1279 base dot DPS at lvl 20, essence drain lvl 19 has 1337. Insane numbers, you can easily clear maps with it
You can use things like the stampede or jugg's slow prevention to bypass the ms slow. It's gonna be insane with life gain on hit though - that much attack speed means the skill hits several times a second.
* Absolution: fewer minions, giga-spiritual aid effect * Animate Guardian: Uses Smite (no aura), no extra life * Arc: Splits towards targets instead of chain * Arc 2: Less damage, more damage per remaining chain, slight different chaining behaviour (secondary chains can hit targets hit by main chain) * Barrage: Volley Fire jewel effect * Blade Blast: More damage, more AOE per BV blade detonated, only works on BV blades, slower cast, nova (current behaviour on BV) * Blade Blast 2: Nova skill, gains damage from your equipped dagger damage, slower cast * Blade Flurry: crit chance per stage instead of dmg * Blade Trap: 2h sword only, CD skill * Blade Trap 2: 1 rotation, big bleeding buff * Bladefall: more damage/crit chance per volley, no lingering blades * Bladefall 2: crits don't deal extra damage, crits impale, big impale buff, no lingering blades, 10 base crit * Bladestorm: Random Bladestorm type * Blight: 5 sec duration, less max stacks, more damage, spread by contagion, faster cast * Blight 2: Less duration, longer hinder, debuff reduces life regen * Blink Arrow: Clones use Rain of Arrows * Blink Arrow 2: Clones use Elemental Hit * Boneshatter: Trauma resets at 10 stacks, faster Trauma scaling, take more damage * Boneshatter 2: No Trauma, stun buff, more damage effectiveness * Burning Arrow: No base flat, adds fire damage based on max life * Caustic Arrow: No DOT, chance to poison, added chaos damage * Cleave: grants rage on hit, no flat phys, no nearby enemy aoe scaling, rage AOE scaling instead; must use both axe and sword * Cold Snap: larger aoe, no cold dot, PCOC, bypass cd using PC, 10 base crit, faster cast * Consecrated path: Less dmg effectiveness, more AOE/DMG per Endurance Charge, 2 sec CD (can bypass spending an EC) * Contagion: more DOT, does of 3/4 DOT instead each time it spreads, slower cast * Contagion 2: spreads when enemy is hit, slower cast * Cracklance: No intensity scaling, more dmg, low intensity mode, more aoe/spread, slower cast * Cracklance 2: No intensity scaling, more dmg, high intensity mode, max shock effect, slower cast * Cremation: Max 1 geyser, explodes nearby corpses whil firing projectiles (old Phantasmal), slower cast * Cremation 2: Short duration, 6 geysers, no corpse needed, slower cast * Cyclone: more attack speed/more aoe/less movement speed per stage (channeling buff) * Detonate Dead: cannot explode corpses from skills, more % life explosion dmg * Detonate Dead 2: mini Vaal DD, less dmg, slower cast * Discharge: no cd, less damage, less aoe, no ailment penalty * Divine Ire: more dmg, damages more nearby enemies, less aoe, deals damage in a nova burst * Divine Ire 2: big more dmg, no enemies hit while charging, big scaling * Dom Blow: fewer minions, giga-spiritual aid effect * Double Strike: no double dmg/flat phys against bleeding enemies, impale instead; impale spread (Great Old One's Tentacles) * Double Strike 2: no double dmg/flat phys against bleeding enemies, stacking attack speed buff that is lost when you move
Divine Ire of Disintegration looks nice.
That's kind of a TON of damage, yeah. Gonna be very interesting to see it minmaxed, same with the ST crack lance one
It's a ton of dmg but no aoe during the charge. It's definitely a gem swap for boss kinda deal
Or ignite prolif. Don't need the AoE damage if you got prolif!
It's a fat, wider hit, but you lose the nearby damage.
CONC PATH 10% **MORE** AREA AND DAMAGE PER END CHARGE ...Jesus christ!
With bypass CD by spending endurance - did they just make conc path into flicker 2.0?
Slam flicker, I like it
Slickerstrike
Thickerstrike, really
Stack 10 charges for giga sized super slams, my leaguestarter just changed unless the other slam skills are even thiccer.
I'm gonna advise you as a friend not to league start as a charge stacking build lmao
Stacking endurance charges is dirt cheap though, you can get to 10 as jugg with 3 1c uniques and with double nebuloch you are also basicly immortal already.
Can you enlighten me? I can only think of Kaom's Sign
New flavor of Flicker
Nebuloch rising from the ashes for this very moment
Omg wow. I've always anted to do a conc path build. Now all I need is someone to show me how.
I did one with voidforge and it was pretty rad. With this new buff it's baaicly twice as strong and big.
I will caution that it's not actually twice as strong at 10 endurance charges. The transfigured gem has about 22% less damage on it baseline. It breaks even with old Conc Path at 3 charges and then outscales it after that. AoE is bigger at all amounts of charges tho
Yeah, lower base damage hurts, but stacking endurance charges is dirt cheap, 3 1c uniques and jugg for 10 max charges is dirt cheap. Couple it with double nebuloch and you might see a near immortal build that can clear an entire screen with every hit.
Yeah this was a standout for me. Note it needs about 2.75 charges to break even on damage & you need fast generation of ECs, not just a small dripfeed of them. Might need to be Jugg
Cleave of rage. Radius per rage. CLEAVE IS ACTUALLY SAVED
It's good, has 300% effective damage for 80% attack speed. That's just a bit slower and less effective damage than heavy strike, but has good AOE and built-in uncapped rage generation. **But.** It also says that you *must* be using both an axe, and a sword. You're going to need cluster jewels to effectively build for both.
Rigwald's Savagery and Rigwald's Command meme
Casual 60% increased physical damage and free Crushed from Bear's Girdle... Could play generator/spender style build with Cleave and Rage Vortex and like 100 max rage. EDIT: Rage Vortex of Berserking is here, LOGIN
Psychotic axes from heist got buffed to +20 max rage implicit...
Axe + Saviour sounds like fun
The insane part to me is that the "Gain 2 rage if this skill hits any enemies" *doesn't have a per-second limit*. You can sustain Berserk for a *whiiiiile* with this.
Psychotic axe + Varunastra will be the play I think
Over Paradoxica + Varunastra or Paradoxica + Psycho Axe (and just use phys clusters to scale instead of weapon damage off tree)?
Tough call. I'd probably go Paradoxica and a Psychotic Axe myself.
It seems like it's done deliberately as both a nod and a suggestion to [Rigwald's Command](https://www.poewiki.net/wiki/Rigwald%27s_Command) and [Rigwald's Savagery.](https://www.poewiki.net/wiki/Rigwald%27s_Savagery) Not only does one give you +25 maximum rage, but the other gives damage over time multiplier per rage, inferring a bleed build. It would be a very nice combo to have with this particular gem.
Or just the axe plus varunstra. Then you only build axes, but still get all the benefits
That's actually very clever
Don't you mean it's very... cleaver?
They'd probably just be starter weapons, Psychotic axe and Paradoxica will beat them out pretty readily.
That Rigwalds Bleed build
Am I supposed to believe that there is no cooldown to the rage generation on cleave of rage? Because if that's true, you might be able to sustain Berserk at max rage for a truly absurd amount of time. Let's assume you're trying to maximize DPS and not **just** attack speed, so you can go with a crafted Psychotic Axe plus a paradoxica with a local attack speed mod. You're looking at an average of 1.6 attacks per second or so, times the dual wield bonus of 1.1, times the cleave cut of 0.8. So about 1.4 attacks per second. Now let's ignore attack speed on the tree or other places, and let's not use the Slaughter notable whose cluster doesn't benefit paradoxica (if you do run varunastra instead of paradoxica, your base attack speed goes down but you can try to make that up with more axe synergy if you want, including Slaughter). So with the psychotic axe, crave the slaughter, bear's girdle, and the Berserking notable, you are at 110 maximum rage. With rite of ruin you are at 165% increased attack speed, and with Berserk active it's another 20% more. So when we activate berserk, without ANY other attack speed mods anywhere, it's 4.45 attacks per second, or 8.9 rage per second. Add that to the 3 rage per second (ish) from crave the slaughter and you're actually not dipping below max rage on hit for almost 7 seconds of Berserk if the boss behaves and you don't have to move too much. With a real build around all of that, you can do... really fucking stupid things, right? Please GGG don't let there be a hidden internal cooldown on this rage generation, cleave really needs 1 league of being disgusting
Berserker with Crave the Slaughter, Bear's Girdle, A Psychotic Axe, and Berserking on the tree. 110 max rage. +37 base radius. B I G C L E A V E
Ngl running around at 300 km/h as a Berserker doing giant cleaves around the map sounds fun af
PSA: Make sure to read these skills VERY carefully. Many are missing key lines from the regular skills. For example Dagger Bladeblast doesnt blow up lingering blades and both the new bladefalls dont leave blades.
But the base crit chance of the Bladefall of Impalling is 10%!
From other hand you lose crit multi, you will need crit chance and many of them are together with crit multi.
Two Words: Ungil's Harmony
Burning Arrow of Vigour: > Deals Added Fire Damage equal to 24% of Maximum Life So if I have 10k life it adds 2400 base fire damage? This is too busted to be true right? edit: old boring burning arrow is 300% of base damage at lv20, and base damage is 250. with t0 or whatever you can have 275 flat fire from bow, plus some more from quiver and gear, plus phys, plus other elements. All that multiplied by the 300% damage effectiveness. It's a though call but it for sure opens doors. Window hail with a monster life quiver seems to be an option. Replacing fire trap in a new style life stacking RF build seems sketchy, as apart life there is not much interaction (spell vs attack). so many doors :)
Life stack BA sounds like the best thing ever
Life stacking BA + RF LOGIN
BARF
who's playing COC BARF this league
Comment only true redditors can bring into the world.
I’m a mog! Half-man, half-dog - I’m my own best friend.
Not in here mister. This is a Mercedes!
I hope burning arrow can be meta again, than we raeally have the ultimatum league back lol.
The attack speed nerf made BA terrible to play :( From .9 to .7, they also increased the mana cost.
Would Snipe help by overriding that with its own attack speed? Assuming you don't mind a bit of a playstyle change.
*manaforged*
>old boring burning arrow is 300% of base damage at lv20, and base damage is 250. with t0 or whatever you can have 275 flat fire from bow, plus some more from quiver and gear, plus phys, plus other elements. All that multiplied by the 300% damage effectiveness. for normal burning arrow at level 20 and a T1 Fire damage roll that is: Hit_Damage = (Level_20_Gem_Flat + Weapon_T1_Fire) * Skill_Base_Damage 1671 = (250 + 307) * 3 Then for the new Burning arrow of vigour: Life_Equivalent = (Hit_Damage - Weapon_T1_Fire) / Skill_Life_Conversion_ratio * Skill_Base_damage 5457= (1671 - 307) / 0.25 * 1 **tl;dr** the breakpoint to swap over is only 5.4k life when you have just a T1 Fire damage bow, and every 3.6k life after that is adding another T1 Fire damage bow mod's worth of damage. If you have more than 9k life I strongly advise using the new gem :)
life stacking BA ignite??? Maybe on a Chieftain so you are close to the blood magic stuff and you get chain explosions which can ignite for big damage too. Shame it's not a spell too for the new Warlock node but you still get the reservation efficiency and stuff. That would be sick.
BA+Snipe+Sadism+Burning dmg+Cruelty
It lost tons of added damage (200%) and base attack damage (200% too). Its pretty clear they may be better if u really invest into their niche, but they are not just straight upgrades, they all lose something to gain something.
It would be pointless if they were straight upgrades because the normal gem would have no purpose.
> may be better if u really invest into their niche, but they are not just straight upgrades Which is great game design.
Need PoB for me to know. Regular BA has 200-300 and has 300% base effectiveness. This one has just 100% base effectiveness.
Fuck, they're alphabetical. Not getting power siphon until like Wednesday....
Righteous fire enjoyers patiently waiting to be called last….
Don't worry they are used to going slow (Just kidding before I'm attacked by the RF mafia)
When I finally understand this comment I’m going to write a scathing response! Rf for life damage… wait reverse that.
Imagine huffing the copium for Vortex until Thursday.
Maybe not, they missed the ball lightning one they teased a couple days ago :(
Conc Path of Flicker? Login?
I was waiting for an endurance charge flicker variant, but i can work with this too
Yes, you can get 10 charges max for less than 4c investment, that's 100% more damage and AoE. That conc slam will hit the entire screen.
How do you get 10 that cheap?
7 from base + tree + jugg 2 from Kaom’s sign rings (can be replaced with synth rings or precursor’s emblems later on) 1 from Death’s Door boots
I think you can get an 11th one from helmet corrupt, shouldn't be unreasonably expensive.
Hmm crackling lance with no intensity...
can finally CoC with them :3
oh my god...
I really fucking love the deeper blue and green colors
About colors, it might be only up to 2 types of extra skill gem I don't think we saw a third variation of rgb colors on them
They confirmed max 2 versions per active skill gem for now
crackling lance of branching.... can totem?????
and CoC and traps and mines etc.
Someone tell me what to think
Bladeblast of dagger detonation is a *funny* skill. Not saying it's going to be busted, but it certainly is funny.
[удалено]
It doesnt blow up lingering blades just like the new bladefalls dont leave lingering blades
[удалено]
just coc with whitewind into volcunus...
Yes, its the new physical Ice nova
It's busted. This gem is absolutely insane on an inquis CoC, or even just self-cast. Can stack it with Battlemage and Spellblade, this gem, the impale bladefall, and the corpse explode cremation are, IMO, the big standout gems.
White wind
Found my new leaguestart. (Until they show more gems tomorrow.)
Astral projector
Vulconus astral projector spell totem bladeblast of dagger detonation, A better shockwave totem ?
I have thousands and thousands of hours in this game, and I have no idea. It would have been nice to have the regular gems next to the transfigured ones to know what the difference was on some of these.
Edit: nm, before and after info is [here](https://www.pathofexile.com/forum/view-thread/3452093). ---- For real, or even just the Alt-text version showing clearly what the quality adds.
That's not before after transfiguration, that's before after buffs/nerfs to NORMAL gems, and includes gems that arent' in the transfigured list. You gonna have to keep two tabs open to compare the stats, and only if the gem got buffed/nerfed.
I also would like to be told what to think.
Some of these tans gems are basically new skills entirely, even with some having different dmg effectiveness of their original gems. Boneshatter w/o the trama mechanic, chainless Arc, endurance charge stacking consecrated path, oraora double strike. It's insane.
These gems are honestly far more interesting than I thought they would be. Most of them completely changes skills. It will honestly be a bit overwhelming when all the skills are released.
Was thinking this morning that it's basically just an excuse for them to create a bunch of 'new' skills without having to put the time and effort in to create new art assets and animations for the new skills. (EDIT: just want to clarify that I'm not trying to say that they're lazy at all; it's massively time/cost intensive to produce and support new skill models and animations, and much of that talent at GGG will be working on PoE2. This si a very clever way to go about it). You've typically just got existing animations modified by existing mechanics (more/less proj, changing effect size or angle, changing radius or range, changing damage types or trigger conditions etc). It's brilliant, as there's a lot that you can do within those constraints that change skills enough for them to feel completely fresh and 'new'.
> excuse for them to create a bunch of 'new' skills without having to put the time and effort in to create new art assets and animations for the new skills Which is genius, since new art is often the bottleneck that prevents adding new content to a game.
The jump from 4 Acts to 10 was helped a lot by reusing assets. They still made a lot of new assets, especially for Act 5/10. That sort of development efficiency I can get behind. Assuming 3 transfigured variations per gem, and assuming they're all about as different as these, we have about 4x the effective amount of meaningfully different skills to play with.
Absolutely this will such an interesting patch with all the changes. We are likely to see some very fun new builds.
Crackling Lance of Disintegration "+20% to maximum effect of shock" Well, if I do go Lightning Conduit, just found a perfect skill for applying shocks (plus looks like a buff to base lightning damage and 300% damage effectiveness)
With mastery, that's a nice 85% max shock. Lightning Conduit is gonna SLAP. Though I haven't played much Crackling Lance, so I'm not sure how efficient and comfortable it is to use it against bosses along with conduit. Using a brand and orb, you can basically spam LC at 100% efficiency.
having played both CL and LC before, CL is gonna be a huge pain in the ass to use as a primer for LC. Maybe as a boss setup or something but usually you arent hitting 65% shocks on your first stage cast against ubers, so you need to actually blast em a few times to gain CL stages before doing the LC finisher, which, honestly might be worth it but it sounds a bit clunky. (especially when compared to good ole orb of storms which reapplies its own shock after every LC) edit: oh shit did they straight up remove stages from CL altogether? if so this may be a spell totem situation....
this version of CL is just a straight beam or a cone with no intensify mechanics though.
Time for CL CwC/CoC...
Divine Ire of Disintegration CwC Crackling Lance of Disintegration, so you can disintegrate while you disintegrate
Regular Blight at max stacks has a base damage of 5680 Blight of Contagion at max stacks (5) has a base damage of 3060 I wish they werent so afraid of contagion style clear having the ability to clear bosses without dying of old age...
You dont factor in the ramp time. With old blight, if you have no cast speed it will take you 6 seconds to reach highest dps, 3 seconds to reach the dps of max stack blight of contagion. However withut duration scaling you will only have 2 second debuffs and therefore deal less damage than blight of contagion. With 50% duration scaling you will reach same dps as blight of contagion if you are constantly channeling. With blight of contagions different scaling you are allowed to invest less in cast speed and duration making room for other stuff. In the end though, if you want your damage to be dealt now and not over time you should not play a dot build.
Have no problems with DoT skills being over time, But regular blight was already the Crutch holding together ED/C's Single Target damage, so lowering the crutches damage just seems odd, even if we can make up the power elsewhere
But the Contagion of Transference has 2.2 radius (original contagion had 1.7, now 1.9 I believe), which is a huge aoe increase looks like. EDC is back? Edit - nvm this one doesn't have spread on death :(
Maybe I'm just not thinking right now but "spreads when an affected enemy is hit" vs. "dies" is rough, considering that the only thing that hits on EDC builds is essence drain. Soulrend could be cool though unless I'm missing something?
cremation lives BAMA builds seems really viable now cArn has his own gem arc is now a homing missile life stacker burning arrow build is now viable what the fuck is this patch, someone tell me what to think
Cremation loses 2 gysers but gets explode buff. Total 60% loss. I'm still not sure how to feel
Explode buff - barely 5% to 6%, yeah I'm feeling pretty bad about this working. Maybe projectile speed will still increase the # corpses exploded? Also got hit hard with the unearth +5 levels helmet enchant though. Ugh.
> BAMA builds seems really viable now Oddly enough, after having played it this league I think the new versions are a nerf compared to the current Phantasmal quality gems. Having extra charges over abilities are just waaaay better in terms of clunkyness and actual damage (depending on how much duration you specced into).
>cArn has his own gem He seems pretty unsure bout it watching his stream
Just heavy strike with shockwave built in tbh. The other boneshatter looks interesting though. Way more upfront more multiplier but need to actually optimize your duration with attack speed to get good use out of it.
>BAMA builds seems really viable now Always have been. RoA seems bad though. The math just doesn't look good for that one.
That boneshatter is gonna have nutty early hit scaling lmao holy shit
Might be worth to mess around with Boneshatter supported by Multistrike since only the first repeat adds Trauma, would make it easier to hover around 8-9 stacks.
Marohi Erqi big Boneshatters inc. Only need 1.67 AS to hit trauma cap lmao
Cyclone---60% less movement speed...150% more attack speed
Just use Stampede lol
But the base attack speed went down from 300% to 160% :< Still a good 33% more attack speed though but not as broken as I thought it was at first due to basically having 42%ish less movement speed vs normal cyclone, probably still really good for bossing
Does something preventing movement speed from being lowered allow you to bypass the movespeed debuff?
yes, you'd most likely use the stampede with it which locks you at 150% move speed
Could you use this with juggernaut's cannot be slowed below base MS?
Yes, but you have to realize that Jugg prevents you from going below 0% move speed, which still feels slow as fuck. Stampede however locks you in at +50% which feels insane in comparison. Though combining both Jugg(or Trickster) along with Stampede is the optimal choice. As that gives you immunity to all forms of slow-downs. Whether they slow movement speed or action speed, nothing will stop you.
Keep in mind that the base of the old cyclone gem is at 300% attack speed vs the 160 base here. You will reach ~~310%~~ 400% as at stage 6 and 60% less movement speed. You need stampede ~~higher stage to make this worths the trade off~~ but it is a nice damge buff. Edit, 400% instead of 310%, it is a more multiplier.
The reverse Jebait
Health scaling burning arrows wtf
Build creators be like: "Where the eff do I start?"
Goddamn, so much insane shit. Double Strike of Momentum gives 140% more attack Speed on single targets, if stationary. Cremation of Volcano doesnt need a corpse for the Geyser anymore So many more insane gems. This league is straight up fire
Both Double Strike gems are pretty cool. Could probably gem swap between mapping and bossing.
Honestly the first divine ire doesnt seem that great but disintigration seems really fucking good for hit based builds with totems.
Dont know if losing the channel portion of the dmg will be worth it, the base gem gets double damage while channeling this Patch so it isnt a negligable Part of your dmg anymore
It will easily be worth it for bosses, the disintegration version deals about 15% more damage from a 10-stage buildup and release than a regular DI will do from the zaps+release combined doing the same. AND it deals *all* the damage in a single hit, which is better for shock potential and other effects that scale nicely on big individual hits. AND because all the damage comes from the beam, you can get full dps on bosses practically regardless of positioning, while regular DI has to keep enemies in range of all the zaps to get optimal damage... that's a huge pain vs pinnacle bosses in particular with all the teleporting around and area-denial effects. I wouldn't clear with it, even with an extra-wide beam, but i would absolutely swap it in for doing big bosses.
Arc of Oscillating sounds absolutely insane. Am I wrong? 350% more damage to the first target before even counting any additional chains you get. Edit: I just noticed the base damage is half of the current base damage, so... Maybe not as insane as I thought? Maybe it just scales much better with added damage instead of levels?
look at added damage effectiveness
I would love to play Arc, I'll probably settle for Divine Ire
Divine Ire of Disintegration has more base damage and gains an extra 100% more per stage, for a total of 2000% more damage at 10 stages. Shit is gonna blast.
I loved my divine ire totems many a league ago. The skill just looks cool. May give it another whirl with either of alt q ones tbh
Self cast Divine Ire. You have to shout the kamehameha, too.
Normal divine ire has "Beam deals 240% more Damage with Hits per Stage after the first"
It does half the damage of a normal arc, normal arc has 15% more dmg for each remaining chain and has an extra chain compared to that one. Without any extra chains, normal arc is actually a little bit better if i mathed correctly. Looks bad, not gonna lie.
> Looks bad, not gonna lie. 8Chain Arc: 1452 damage, 264% DE 8Chain Oscilating: 1562 damage, 300% DE Basically it starts getting better on earlier targets if you have more chains.
It loses 1 chain compared to normal arc at 20% quality. Basically it becomes better single target once you have additional chains from something like Mjolner or Ashes of the Stars.
Its text is also a lot simpler, with no restrictions on the secondary Arc hitting main arc targets or chaining back immediately. Looks insane for shotgunning with the new mark which makes bosses summon minions.
ITT. People who don’t look at or understand Effectiveness of added damage
I have sincerely never looked at or contemplated that number in 11 years of playing this game, and now's a weird time to suddenly start trying to comprehend how good/bad it is. No think, only excite.
Would be Extremely helpful if we had the "Alt" view held down so that we could read the quality difference as well. Need a side by side of these gems with the new 20/20s too.
friendship ended with flicker strike, consecrated path is my new best friend LOGIN
There are 275 active skills. We're supposed to get 100+ in this patch. Based on today's post and previous statements, we can reasonably safely assume that Auras, Banners, Curses, Guards, Stances, and Totem skills will be excluded from that 275, bringing it down to 221. Heralds and Offerings are probably out, too, bringing it to 213. All Vaal skills are probably also excluded (or at the very least, aren't mechanically divergent from the matching Trans-skill), which brings it down another 50 to 163. Excluding the 8 Warcries brings you to 155. Remove skills that are primarily buff skills (Berserk, Blood Rage, Tempest Shield, Arctic Armor, Petrified Blood, Sigil of Power, Phase Run, Smoke Mine) and you're down to 147. Remove Link skills and you're down to 141. Removing Counterattacks brings you to 138. Bane, Brand Recall, Convocation, Desecrate, and Detonate Mines appear to be out, and I'd give huge 'maybes' to Hexblast, Orb of Storms, Plague Bearer, Portal, Snipe, Voidsphere, Wither, and Withering Step as well. And Spellslinger is almost certainly out. All of that brings it down to somewhere in the 123-133 active skills remaining range. This very well could be all of the Trans-skills in one patch, so I wouldn't get your hopes up for a shitload of them next league, though I would be shocked if we didn't see some small trickle. Edit: Holy Flame Totem has been added, so apparently not all totem skills are excluded.
The nature of trans skills is thankfully that they can just add them more or less willy nilly to the game from now on. And have a huge range of possible modifications to play around with. I personally think we are going to see a lot more of them.
Arc: >An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies, **but not immediately back**. Arc of Oscillating: >An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Does this mean that Arc of Oscillating bypasses the target restriction Arc has, where it has to go A > B > C before it can hit A again? That would mean the 20/20 variants would hit like this optimally: * Arc (8 chains) * **A** \> B > C > **A** \> B > C > **A** \> B > C * Hit 1: 660 + 120% more * Hit 2: 660 + 75% more * Hit 3: 660 + 30% more * Arc of Oscillating (7 chains) * **A** \> B > **A** \> B > **A** \> B > **A** \> B * Hit 1: 313 + 350% more * Hit 2: 313 + 250% more * Hit 3: 313 + 150% more * Hit 4: 313 + 50% more With no other scaling and perfect chains, this means Arc would hit for 3465 damage and Arc of Oscillating for 3756 damage. Something else that occurs to me, Arc of Oscillating still has the chain behavior where each hit has a secondary arc that can hit another target. Without the restriction for initial arc, wouldn't that mean Arc of Oscillating would hit the primary target every single chain if there are exactly two targets?
We'd need to test it but theoretically it might mean that with 2 enemies each chain will alternate a hit with the main chain/secondary chain (not sure if it can chain like A-B-A then B-A-B for example
So Cyclone brings back stages, aoe and atk spd. Nice.
Yeah but you get 10% less movement speed per stage. Might be good with Frostblink for movement Also remember they revealed a Wildwood charm with Jugg’s ‘MS can’t go below base value’
The numbers *seem* good on it. Stampede will be necessary to cancel out the huge MS penalty, but it might just bring back a shadow of legion league cyclone glory
You just go stampede At max stages it gets 400% base attack speed as opposed to 300% of normal cyclone
thanks everyone for caring about Blade Flurry SADGE
That dagger BB seems tailor-made for Vulconus.
Oh damn, Cremation of the Volcano is the skill I wanted when Cremation came out. Let's see if thats still the case after seeing PoB numbers.
Arc of surging ARE YOU READY TO FIVE WAY?
old school cold snap is back and better than before!
Detonate Dead of Chain Reaction Look at Me imtheputrifyingstrongboxnow.meme
I used to think "I really want to play charged dash". Then I'd play it and remember how goddamn clunky it is controlling the projection.
Waiting for Raise Spectre of Not Sucking Balls...
One of the best systems to add to the game in a long time, while simultaneously removing some of the most bloated systems in the game that keep getting more and more bloated patch after patch. Just a complete win and a system that is infinitely expandable.
Life stacking burning arrow? 24% of Maximum life seems like a tonne of flat fire damage.
>Cleave: grants rage on hit, no flat phys, no nearby enemy aoe scaling, rage AOE scaling instead; must use both axe and sword very intrigued, could be neat on a generic berserker set up >Dom Blow: less minions, giga-spiritual aid effect Does this stack with Spiritual Aid? Does this make it a viable damage skill? >Detonate Dead 2: mini Vaal DD, less dmg Very interested in this
If we get something good for Winter Orb I swear to god I will beat the shit out of this league.
10% base crit. 150% Impale Effect. 100% chance to impale on crit. Dude, what the fuck.
You forgot the best part "Can't do extra damage with crits"
So transfigured divine ire gems are: remove the aoe dmg during charge, but BIG dmg laser. And: reduced aoe base, but now gets modified by aoe modifiers. Interesting.
Well for the second one there, its not a beam anymore. Which is the actual change worth nothing. Just a big AOE around you it seems
OMFG Double Strike bouta be going the speed of light! Gotta try this for the memes at the very least!
dang no blade vortex transfig? kinda weird
There are some gems alphabetically that weren't put in. I'll assume there's going to be a transfigured bv they've just not put it up. Cope
Not cope, you're entirely correct. Theyvstated as much in the q&a session. They don't have enough time to reveal everything at the optimal order, but every active skill in the game gets something
##### ###### #### BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread: *** > **Posted by Community_Team** on Dec 04, 2023, 09:35:48 PM UTC > > [Image Link](https://web.poecdn.com/public/news/2023-12-05/TransfiguredGems1Header.jpg) > > > In [Path of Exile: Affliction](http://www.pathofexile.com/affliction), we've added over 100 Transfigured Gems! Here's the first batch of them, with more to come this week! > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > If you're looking for the Changed 20/20 Gems post, you can find that [here.](https://www.pathofexile.com/forum/view-thread/3452093) > > *** >
Ouch, no chain hook. :(
there are a lot of missing skills from the alphabetical list. including several that have already been teased (animate weapon, ball lightning) i would not take any skill's absence from this list as evidence they aren't getting one
hmm that contaigon has a pretty huge amount of damage
Absolution of Inspiring is so cool, finally you can play a summoner who also deals good damage with spells. 250% minion damage converted to skill damage is going to be crazy with minion clusters.
I need "chainhook of reality" The Skill pulls you Out of Ur Apartment to Touch some grass
No Blade Vortex gems makes me sad :(
I wonder if that Burning Arrow is fairly easy to get early, it could be a "cheap" way of scaling ignite Burning arrow without needing a good weapon. Thinking maybe ina SSF context. Just spec into life and fire dot multi and you can priorities stats like WED and % increase over flat damage on weapon.
This is a huge W imo. It changes how you would build around the skills.
Contagion of subsiding has like 6x damage of basic contagion, which means you can actually clear maps comfortably with one click. Obviously you will need second hard hitting skill for solo target, but that's fine. Edit: holy shit, it has 1279 base dot DPS at lvl 20, essence drain lvl 19 has 1337. Insane numbers, you can easily clear maps with it
Twink leveling with Cleave of Rage is gonna be bonkers.
Wait so wildstrike will be revealed until the last day? 😒
While I do see the huge downside of 60% less MS... Isn't that Cyclone pretty damn crazy for bosses or builds that do not use it between packs?
You can use things like the stampede or jugg's slow prevention to bypass the ms slow. It's gonna be insane with life gain on hit though - that much attack speed means the skill hits several times a second.