Now that I think about it, the build is DoT-based so chill isn't even that big of a deal; it's more of just an annoyance.
Do you think 100% reduced effect of chill (and 30% reduced elemental ailment duration) on an HP-based character with 80% max cold resist & near-maxed spell block enough or is chill avoidance/immunity mandatory? I've heard that 100% reduced effect of ailments doesn't actually give you immunity if a monster has an increase in ailment effect mod (but I think it should give essential immunity to map chilled ground).
It's pretty difficult to make a build that works well in Path of Exile, even for experienced players.Started playing this after D4 got me back into the ARPG genre after a long break. Have to say this is definitely one of the most complicated games I've played but having a lot of fun still. Only thing that is kinda bothering me is when reading/watching newbie guides almost all say you should follow a build guide? My fantasy was building a fire elementalist that specializes in spells like Scorching Ray, but I guess that isn't viable? Plus what does a league starter build mean?
League starter in the context of ARPGs usually means a build you can use at the start of a "season" to do lots of the content you like without requiring specialized uniques or other kinds of hard to acquire setups.Started playing this after D4 got me back into the ARPG genre after a long break. Have to say this is definitely one of the most complicated games I've played but having a lot of fun still. Only thing that is kinda bothering me is when reading/watching newbie guides almost all say you should follow a build guide? My fantasy was building a fire elementalist that specializes in spells like Scorching Ray, but I guess that isn't viable? Plus what does a league starter build mean?
Started playing this after D4 got me back into the ARPG genre after a long break. Have to say this is definitely one of the most complicated games I've played but having a lot of fun still. Only thing that is kinda bothering me is when reading/watching newbie guides almost all say you should follow a build guide? My fantasy was building a fire elementalist that specializes in spells like Scorching Ray, but I guess that isn't viable? Plus what does a league starter build mean?
Also just wanted to say alot of the streamers / youtubers who say you should follow a build guide also make build guides on youtube or work for the Maxroll build website. I don't doubt that some people believe this but it's really hard to take someone seriously or genuine when they have a vested interest in guiding players towards using build guides.Only thing that is kinda bothering me is when reading/watching newbie guides almost all say you should follow a build guide?
That weapon isn't going to be too helpful for Frostblades of Katabasis.
Majority of the damage of this skill is like a Cold DoT. Probably just use a Scepter with 40% increased elemental damage and then generic cold damage, + to skill gems and and DoT multipliers. + to skill gems is going to be your biggest source of damage for the DoT and you can't scale it with spell damage. Cane of Kulemak could be a good option.
I throw the world "unethical" around pretty liberally but this is emergency hot fix tier territory.Crazy bug just discovered, if you use the new beast that 6links/6sockets stuff with an unid unique item, it will 6 link it no matter what. So people now have 6 link squires, 6 link kaoms, 6 link mjolners, 6 link anything lmao
Honestly true. While it hasn't been as bad recently, there was a time where the output quality of PoE1 was quite hampered due to ongoing PoE2 development.They need PoE 2 to come out, so they can have the full team working on everything again.
IMO anyway
Even GGG realizes that Quant is a problem so they are removing it and we just have Rarity find in PoE2.Yeah I genuinely don't understand MF on gear. It's been shown every single time it's implemented to be a mistake, yet Chris remains obsessed with it. It's simple bad, and there's no way of making it not bad.
Even GGG realizes that Quant is a problem so they are removing it and we just have Rarity find in PoE2.
Rarity find is much better than Quant BUT most of the same problems remain.
*Since the most powerful MF mods are usually on uniques, this means MF characters are all using the same equipment. It creates the same exact problem as Set Items.
*IF they make a crazy choice of putting MF on a lot of Rares then that basically means it's optimum to run Rares with 5 mods + MF. It's a similar problem to what currently exists with Spell Suppression though not as had because alternates to Suppression exist... MF is MF.
*MF makes the best skills in the game (and the best Ascendancies) disproportionately stronger. The best skills in the game can give up slots for MF as they are less gear dependent. This also removes a lot of interesting builds from taking full advantage of MF since many builds can't give up unique slots. That's why MF builds are all based around a few top tier skills.
*Who the hell thinks a "MF build" is interesting? I don't think a MF build has made it on Build of the Week.
Now as to WHY GGG (or Chris and Jonathan simply tolerates it) likes it is that it's another vector for improving your character. There are only a few vectors to improve your character, you can make a character tankier, have higher damage, have higher clear speed or have higher MF.
However, even this philosophy has an issue and that's having higher MF is not an interesting vector.
There are many ways to scale defenses. I can go Life or ES or Mana. I can scale Armor or Evasion or both. I can scale block and/or spell suppression. The way defense works in PoE is one of the most interesting in pretty much any game.
There are obviously hundreds of ways to scale offense.
There are many ways to scale your clear speed. You can have higher AoE, you can use chain/pierce/fork, you can have additional strikes, melee splash, additional Projectiles, higher movement speed, higher attack speed on movement skills, better cooldowns, explosions etc.
To get higher MF, you just get higher MF. It's not as compelling of a vector.
Jonathan also defends that it's about balancing. Yeah sure... you can just greatly nerf the value of MF on gear. Then it becomes less satisfactory to use, who the hell is going to get excited over a 2% MF stat?
Sorry for the rant but I just feel quite strongly about this.
Overall I liked it on the tree. I would have been really shitty if there was only 1 passive tree but now that we have 3 overall it was a big win IMO. I had x1 passive tree for corpses and x2 others that went into other league mechanics.Seems unlikely to go core. I hope they do not continue to do the league mechanic on the atlas tree in the future. It feels bad. I want my points for other league mechanics.
I listed some reasons above.What do you think the reason is for that?
They added a lot of cool things in terms of QoL for this league. Added higher tier maps with extremely challenging content. The 3 atlas tree change was incredible to me. People have talked about Harvest crafting being the best thing ever for years, and here they gave us an even better way to deterministically craft any gear we want.
I dipped out earlier than normal admittedly, but that's because i played so much affliction that ive filled my PoE need for awhile.
Oof, I am part of the problem because despite my optimism I was just still too burnt out on ARPGs to play PoE. It saddens me that people will use this as an argument that crafting is bad for the game though, Harvest was the most I've played PoE.Necropolis has officially the worst retention ever.