Path of Exile

Xevy

Log Wizard
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Mageblood needs to be put down to 2 flask slots and then made about 5x more available. As it is now it's the one and only build-in-an-item unique because it immediately solves any defensive and/or offensive issues your build might have. Can't do that, that's bad game design. With 2 flask slots you still have immense power gain but have some decisions to make.

Headhunter is powerful too, but only works for things like mapping, 5 ways, and Simulacrum. Walk into an uber fight with a headhunter and you've got a cool 100hp dex/str belt.

One fits a niche, the other is just constantly giving you full power. It'll get hit at some point, but at least the rarity is back in line for the most part this league.

Week 3 of Necropolis: 17k people with magebloods on PoE Ninja (18%)
Week 3 of Settlers: 12k people with magebloods currently on PoE Ninja (11%)
 
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Pasteton

Blackwing Lair Raider
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I’m 10 power runes away from doing palsterons permanent vaal LS build, gonna do my part to crash ggg’s servers as often as possible. You haven’t seen screen cancer until you see this build in action
 

Il_Duce Lightning Lord Rule

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On hit? What provides charges on hit that isn't extremely neutered(Alchemist's Mark)?
Ball lightning (of orbiting) or other skills that hit very fast or have a lot of hits per cast/attack combined with high crit rate and charges on crit goes a long way. It's also very good for es/life gain on hit mechanics. I played this type of heiro build during affliction and the recovery is just nuts. It was by far the best build I ever played. Glad I got to play it while it was kind of under the radar at the time.
 

Deathwing

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Ball lightning (of orbiting) or other skills that hit very fast or have a lot of hits per cast/attack combined with high crit rate and charges on crit goes a long way. It's also very good for es/life gain on hit mechanics. I played this type of heiro build during affliction and the recovery is just nuts. It was by far the best build I ever played. Glad I got to play it while it was kind of under the radar at the time.
Were you able to quantify how much of a difference that prefix made? It prevents usage of increased duration or increased charge recovery, so it has a cost. But, more importantly, the flask charge on crit mod has a *global* cooldown. It can, at max, provide ~7 flask charges per second to all flasks.
 

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Were you able to quantify how much of a difference that prefix made? It prevents usage of increase direction or increased charge recovery, so it has a cost. But, more importantly, the flask charge on crit mod has a *global* cooldown. It can, at max, provide ~7 flask charges per second to all flasks.
Not really. I'd say the difference between those other mods and charge on crit is basically irrelevant (for that build) during mapping because you're killing things to gain charges, and more relevant on bosses because you'll get whatever the max charge recovery you can based upon the cooldown you referenced. Combine that with flask quality for duration and your uptime is pretty good. Plus you can get up to 28% (higher now? Haven't looked in a while) quality for more duration if you're really worried about it.

I guess the issue would be boss invincibility phases where you're not hitting and thus not gaining charges, and your duration isn't long enough to be covered? I'm not sure there's any non-pathfinder solution that works for that.
 

Deathwing

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Not really. I'd say the difference between those other mods and charge on crit is basically irrelevant (for that build) during mapping because you're killing things to gain charges, and more relevant on bosses because you'll get whatever the max charge recovery you can based upon the cooldown you referenced. Combine that with flask quality for duration and your uptime is pretty good. Plus you can get up to 28% (higher now? Haven't looked in a while) quality for more duration if you're really worried about it.

I guess the issue would be boss invincibility phases where you're not hitting and thus not gaining charges, and your duration isn't long enough to be covered? I'm not sure there's any non-pathfinder solution that works for that.
That's generally what I've found. If you have a steady clip of killing, you easily sustain flasks. Back tracking through a map with your now slow as shit leap slam, or even just to the next pack because you picked up a few too many pieces of loot at the previous one. Bleh.
 

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That's generally what I've found. If you have a steady clip of killing, you easily sustain flasks. Back tracking through a map with your now slow as shit leap slam, or even just to the next pack because you picked up a few too many pieces of loot at the previous one. Bleh.
The way I built it, I stole the fanaticism node. For BLoO you want cast speed and AOE to the moon, not extra proj like on regular BL. Unleash can also work, but it was expensive AF during that league so I didn't bother. You get into a nice rythym of shield charge -> .6 sec of casting -> shield charge -> .6 sec of casting -> repeat. It's pretty zoomy, covers most of the screen, and for things in the middle of your whirling death balls to catch all the hits, VERY lethal. Downside is you need to build it pretty tanky because you're generally in near-melee range at least for a time.

I don't know if that's what people are doing these days because I haven't looked. I've always found fanaticism to be very worth it if you're using shield charge however. YMMV
 

Khane

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The flipside is that perhaps flasks do need to be tuned down. I would hope that means the attack/cast/movement speed is added elsewhere.


Well they did tune down the flasks by removing the attack/cast speed suffixes and lowering the movement speed suffix and the all res suffix.

But all that does is make Mageblood MORE powerful. And it isn't even because the flasks are just always on. Its because you can use the 70% increased effect enkindling enchant AND the 25% increased effect with less duration prefix. Neither of which you can reasonably use without a Mageblood. <===== that is actually the real problem with Mageblood. If mageblood disabled enkindling orb enchants it wouldn't be nearly as defining as it currently is. But its also idiotically rare and very expensive so it SHOULD be powerful.
 

Khane

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The way I built it, I stole the fanaticism node. For BLoO you want cast speed and AOE to the moon, not extra proj like on regular BL. Unleash can also work, but it was expensive AF during that league so I didn't bother. You get into a nice rythym of shield charge -> .6 sec of casting -> shield charge -> .6 sec of casting -> repeat. It's pretty zoomy, covers most of the screen, and for things in the middle of your whirling death balls to catch all the hits, VERY lethal. Downside is you need to build it pretty tanky because you're generally in near-melee range at least for a time.

I don't know if that's what people are doing these days because I haven't looked. I've always found fanaticism to be very worth it if you're using shield charge however. YMMV

People are dual wielding with the torment enchants this league (if they can afford them).

Fanatacism will probably always be a cheap flame/flesh combo and worth it if you can fit it though you do give up a lot by doing that because the other inquisitor and even guardian nodes offer quite a bit of damage or defense to archmage heiro.

The guardian block node in particular is very potent this league with the lucky block shield for instance.
 

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People are dual wielding with the torment enchants this league (if they can afford them).

Fanatacism will probably always be a cheap flame/flesh combo and worth it if you can fit it though you do give up a lot by doing that because the other inquisitor and even guardian nodes offer quite a bit of damage or defense to archmage heiro.

The guardian block node in particular is very potent this league with the lucky block shield for instance.
Torment enchants? Ahh, just looking now... they work like the atlas passive? Huh, nutty. There was definitely a case to be made to go DW wands even back in affliction, but I preferred to build it with a shield. Towards the end of the league I was up around 40-80M dps depending on procs and what-not, so I preferred the defense.

For what I was doing with stacking mana/int and ES, I think it was close between the inquis crit node and fanaticism, but my personal preference was for the AOE and cast speed feeling much better.
 

Deathwing

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Well they did tune down the flasks by removing the attack/cast speed suffixes and lowering the movement speed suffix and the all res suffix.

But all that does is make Mageblood MORE powerful. And it isn't even because the flasks are just always on. Its because you can use the 70% increased effect enkindling enchant AND the 25% increased effect with less duration prefix. Neither of which you can reasonably use without a Mageblood. <===== that is actually the real problem with Mageblood. If mageblood disabled enkindling orb enchants it wouldn't be nearly as defining as it currently is. But its also idiotically rare and very expensive so it SHOULD be powerful.
I used to like Mageblood as an example of a chase unique that doesn't gate content. It doesn't enable any special builds. Yeah yeah, that wasn't strictly true with the reduced mana cost affix. That has since been removed and most builds required other esoteric gear for that flask affix to be "build enabling".

After playing with it for 2 leagues, gating QoL is bad too.
 

ronne

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Delete flasks

You get one tincture slot, or call it an elixir for spell builds, and one healing/mana slot

Adjust balance accordingly
 
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Deathwing

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Fine with me. Sometimes people like to point at flask charges on kill as some surface level innovation for ARPGs. Might be awkward to go back on that, similar to introducing gold.

They removed attack and cast speed suffixes from flasks, but only put attack speed on tinctures. Might point to that they are adding a caster based one. Get fucked bows(or roll squishy warden).
 

Khane

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A Mageblood with non enchanted flasks isn't some giga QoL upgrade. Its the enchant on top of the flasks and the otherwise unusable prefix making flasks just shy of twice as effective as normal. Balbala exists, crit nodes exist, flask refill eldritch implicits exist, etc and those are fine but you can't use the enkindling orbs.

Flasks are incredibly strong even without a Mageblood, its why so many people play Pathfinders. The problem isn't Mageblood and flasks are kinda too powerful but even those two things alone aren't *really* the problem. Its when you combine them with 95% more effectiveness that is essentially unusable any other time in the game.
 

ronne

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After playing more of this slam nonsense I think I'm seriously underestimating how many times a single snaking fissure can hit a boss. That or PoB is not counting exerts properly in some way?

Done 10 T17s now with giga harbi juice and it's been pretty faceroll. I'm fat enough that I'm only scared of a couple specific things, like the harbi ball lightning if I'm running a map with that 'remove 5% of everything on hit' mod or similar. Otherwise I can really stand in or tank a rather amazing amount of stuff, and there's so much overlap happening on the bosses that they are exploding like what you'd expect from a ~20-25m DPS build.
 

Uriel

Blackwing Lair Raider
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I've settled on this as my go to tree for gold farming, cheap scarabs and pretty steady div/hr income. Usually run elder influence, influence hordes, monstrous lineage, shrine (or evolving shrine) and another shrine scarab or double harvest one. I also like the cloister stacked deck scarabs, and the div scarabs of plenty give me a hit of copium that apothecary will drop for me. I like ambush and harbinger too, but the scarabs are too pricey so I just sell them.
 

ronne

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Yolo'd a fracturing orb and actually hit the 1/4. Rest of the craft sucks cause the veil hit a suffix, but it's still +30% more damage over my old one:

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Kirun

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I've settled on this as my go to tree for gold farming, cheap scarabs and pretty steady div/hr income. Usually run elder influence, influence hordes, monstrous lineage, shrine (or evolving shrine) and another shrine scarab or double harvest one. I also like the cloister stacked deck scarabs, and the div scarabs of plenty give me a hit of copium that apothecary will drop for me. I like ambush and harbinger too, but the scarabs are too pricey so I just sell them.
Wouldn't Elder influence be better because Harvest relies on quant?
 

ronne

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Yea that was the original plan, but with the price of power runes it's pretty hard to justify now outside like a fully T1 ~950dps mace.

Further evidence that PoB damage for warcry fissure isn't telling the whole story - no issues blasting this thing at all with 120% more monster life and cucked curses

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