Path of Exile

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Caliane

Avatar of War Slayer
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Key notes.


  • Medium-size hideouts can now hold four Forsaken Masters rather than three. Large-size hideouts can now hold seven Forsaken Masters rather than four. Navali and Leo both bypass these limits.
  • Zana, Master Cartographer has a new voice actor.

  • Flicker Strike no longer causes you to drop Haku's spirit

  • For Cast on Critical Strike, Cast on Melee Kill, Mjölner, Null's Inclination and Cospri's Malice, only one skill can be triggered per trigger event. The damage of Cast on Critical Strike and Cast on Melee Kill has been increased, as described in "Active Skill Gem Balance" below.
    These items and skills also have cooldowns which limit how often a skill is cast.
Brutal.
  • Frost Walls created by you or your allies are now no longer considered enemies for the purposes of projectile collision detection (your projectiles will not collide with your own Frost Wall). This intentionally fixes the exploit case where a player stacks many Frost Walls around a boss and uses a skill like Piercing Lightning Arrow to trigger an excessive amount of hits.
  • Cast on Critical Strike now has a 500ms cooldown, and will now only trigger one spell per frame when you critically strike. It now has 100% chance to trigger casts when you critically strike. It now has 20% more spell damage at level 1, tapered up to 39% at level 20 (1% per level). Note that the changes described above in "Triggered Skill Improvements" affect Cast on Critical Strike - spells are chosen in the order of their sockets.

    • Fireball: 50% more damage.
    • Ice Spear: 70% more damage.
    • Arctic Breath: 35% more damage.
    • Cleave: 19% more damage.
    • Sweep: 15% more damage.
    • Ground Slam: 15% more damage.
    • Sunder: 9% more damage.
    • Viper Strike: 11% more damage.
    • Double Strike: 13% more damage.
    • Heavy Strike: 5% more damage.
    • Glacial Hammer: 6% more damage.
    • Dominating Blow: 6% more attack damage (not minion damage).
    • Frost Blades: 15% more damage.
    • Lightning Strike: 9% more damage.
    • Wild Strike: 19% more damage. It now also gains 1% increased area of effect per level.
    • Static Strike: 16% more damage.
    • Reave: 12% more damage. Reave's base area of effect has been increased by 21%. Its per-stage area of effect has been reduced from 30% to 20%. It still has the same area of effect at maximum stages.
    • Vaal Reave's area of effect has been updated to match changes to Reave.
    • Lacerate's 30% Less Attack Speed drawback has been reduced to 25% Less Attack Speed. This is a buff.
    • Ice Crash's attack speed penalty is now 20% less (down from 25% less). Its secondary stage damage penalty is now 15% less (down from 20% less). Its third stage damage penalty is now 30% less (down from 40% less). This is a buff.
    • Static Strike now gains 1% increased area of effect per level.
    • Earthquake's aftershock damage has been reduced from 60% more (at level 1, tapered upwards) to 50% more at all Levels. Its mana cost has been increased from 6 to 10. Its aftershock area of effect has been reduced by 12%. With the wide-ranging melee buffs and adjustment to Earthquake, we expect to see a much more balanced use of melee skills.
    • Blade Vortex now has a stack limit of 20 (down from 50). It now deals 63% more damage at level 20. The number of hits per second causes substantial performance problems. The skill was also deemed too strong against bosses.
    • Magma Orb can now be affected by projectile speed modifications.
    • Discharge now deals 35% less damage when triggered.
    • Vaal Molten Shell now causes an explosion when it prevents any physical damage, rather than when it takes any hit.
    • The trap/mine behaviour of Bladefall has been made more consistent with other traps/mines. The blades fall from the mine itself, not targeting the location where the monster is. (They will fall in the direction of the monster though

    • Melee Splash now only has 35% Less Damage to Other Targets at level 1 (down from 50% Less). It now has 26% less at level 20 (from 31%). This is a buf

      • Pierce's mana multiplier has been increased from 110% to 130%. Its damage at high levels only has been reduced. Its damage at level 20 has been reduced from +29% to +19%. Given the strong utility of this gem, it doesn't need a damage bonus that high.
    • Poison now deals 8% of Physical and Chaos damage as Chaos Damage for 2 seconds (down from 10%). While we have future plans to fix Poison (addressing double dipping), this nerf brings it slightly more in line until we can make those changes.

    • Zana League Mods Available During 2.4.0:
      • There's now explanatory hover text on the map mods that Zana offers, so that you can see this data in the game client.
      • Level 2: Invasion (Cost: 2 Chaos Orbs, +20% IIQ, adds one Invasion Boss/Pack)
      • Level 3: Beyond (Cost: 3 Chaos Orbs, +20% IIQ, Beyond)
      • Level 4: Anarchy (Cost: 3 Chaos Orbs, +20% IIQ, adds three Rogue Exiles)
      • Level 5: Torment (Cost: 3 Chaos Orbs, +20% IIQ, adds three Tormented Spirits)
      • Level 6: Perandus (Cost: 4 Chaos Orbs, adds three Perandus Chests, chance for Cadiro to spawn)
      • Level 7: Domination (Cost: 4 Chaos Orbs, adds three Shrines)
      • Level 8: Ambush (Cost: 4 Chaos Orbs, adds three Strongboxes)


 
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Zaphid

Trakanon Raider
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Patch notes are out and apparently to long to post to these forums, 10k character limit ftl.
Forum - Patch Notes - Path of Exile 2.4.0: Atlas of Worlds Patch Notes - Path of Exile

All in all, the things that needed to get hit were hit. Im sorry to see Warchief totems didnt get nerfed because they are still a little too good. Going to be seeing a lot of them this league I bet.

Welp, CoC is crap now. I was thinking about trying melee this league, but the changes to jugg and earthquake make me pretty hesitant, the % dmg buffs to all the other things make me pretty hesitant. I tried totems last league and they aren't bad, just terribly boring. Guess I'm back to Tornado arrow pathfinder or something ... Or trapper, since Bladefall seems to still be the premium boss killer.
 

khalid

Unelected Mod
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Had a stormcall build all set up to go (templar inquisitor), but Frost Spear has long been my favorite ability mechanically but too weak to use since the nerfs to shotgunning. I will probably try it out (also as Templar inquisitor), with a backup to stormcall if 70% buff wasn't enough.

Haven't really been any decent ice spear builds in a long while, but I'm thinking 100% pierce (gem, nodes on tree) with HoT/HoI/CoH/AM with temp chains on hit gloves. Should be super low gear requirements to get to max crit in second stage, so think it will be a decent build to start with.
 

Caliane

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my icespear on coc barrage deadeye was good last league...

With CoC nerfs.. no longer icespear+essance.
would be better to just be CoC Icespear, and crit damage, or an added cold/etc.
Also, the barrage itself. since .5s CD on cast on crit. no reason to run barrage at all. Iceshot?
Get a tora bow, because again, no reason to get fastest bow possible.. causes bleeding, and ricochet+rupture.
Innate chain at no penalty to damage. tons of ranger projectile damage/speed, and crit/crit multi.
Passive Skill Tree - Path of Exile


though, I think ice spear 4 spell totem heriphant..
 
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Caliane

Avatar of War Slayer
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my icespear on coc barrage deadeye was good last league...

With CoC nerfs.. no longer icespear+essance.
would be better to just be CoC Icespear, and crit damage, or an added cold/etc.
Also, the barrage itself. since .5s CD on cast on crit. no reason to run barrage at all. Iceshot?
Get a tora bow, because again, no reason to get fastest bow possible.. causes bleeding, and ricochet+rupture.
Innate chain at no penalty to damage. tons of ranger projectile damage/speed, and crit/crit multi.
Passive Skill Tree - Path of Exile


though, I think ice spear 4 spell totem heriphant..


Did a quick test.
View Profile - Path of Exile - Casia
CasiaprophCoC.

yep. this build is going to be just LOL. CoC nerf won't do shit to it.
one change. I mentioned tora bow. Def still an option, however, ther eis a second option. Deaths opus/oath, as you can see me using if you look.
+150% global crit multi. hahahaha. The chain on iceshot is also kindof totally broken.
the 6th slot is up for grabs. crit damage, or cold pen. probably cold pen. had hypothermia in test. but, I bet cold pen is the one go to.
 

khalid

Unelected Mod
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my icespear on coc barrage deadeye was good last league...

With CoC nerfs.. no longer icespear+essance.
would be better to just be CoC Icespear, and crit damage, or an added cold/etc.
Also, the barrage itself. since .5s CD on cast on crit. no reason to run barrage at all. Iceshot?
Get a tora bow, because again, no reason to get fastest bow possible.. causes bleeding, and ricochet+rupture.
Innate chain at no penalty to damage. tons of ranger projectile damage/speed, and crit/crit multi.
Passive Skill Tree - Path of Exile


though, I think ice spear 4 spell totem heriphant..

Well sure, everything was good with CoC barrage.
 

Pyros

<Silver Donator>
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On CoC in case you don't read reddit/poe boards comment, Chris said the 500ms cd is spell specific. If you link say 3spells to CoC, they all have their own 500ms cd, which means technically you can still fire several spells a second. The only exception is they can't fire on the same frame, but I believe this was present before too. There's also some more damage% modifier to the spells. So really, it's still pretty good, just you won't get stupid crazy chain spam if firing 30shots a second with barrage or whatever. But with 3spells linked you can still get 6spells a second with a more modifier on them.
 

Zaphid

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It offers some interesting mechanics with elemental equilibrium, but still I think I'll try the EQ jugg, since you can swap in almost any other melee skill to try out
 

Caliane

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yeah, interestingly the nerf might also help buff icebolt/vortex. That combo was one of the reasons I did the CoC ranger in the first place. But, that shit was terrible. Icebolt was too damage slow, and the icebolts/vortex spam would cause them to explode immediately. not.. out.. at enemies.
 

Korrupt

Blackwing Lair Raider
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Had a stormcall build all set up to go (templar inquisitor), but Frost Spear has long been my favorite ability mechanically but too weak to use since the nerfs to shotgunning. I will probably try it out (also as Templar inquisitor), with a backup to stormcall if 70% buff wasn't enough.

Haven't really been any decent ice spear builds in a long while, but I'm thinking 100% pierce (gem, nodes on tree) with HoT/HoI/CoH/AM with temp chains on hit gloves. Should be super low gear requirements to get to max crit in second stage, so think it will be a decent build to start with.

I actually did a crit ice spear build a couple of leagues ago and even in its current state I was doing all map tiers and killed Atziri easy with it. I tried arctic breath also and found for bosses the explosion overlapping was much better for single target. Definitely want to do that build again at some point.
 

Mr Creed

Too old for this shit
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277
I had settled on doing Juggernaut EQ but now I'm questioning that choice. I haven't taken any melee into merciless so far because they felt unsatisfying to play. Watching some videos it looked like earthquake is very AoE spell-like and doesnt require clicking specific mobs to hit them, that's why I wanted to try it. At the same time, my caster/ranged builds usually felt squishy and I want something that can take some boss hits and keep going without too much flask reliance (no pathfinder). Pre-patch Jugger fits the description. I wanted to go with Kingsguard + using up my quickly refilling endurance charges. Long story short, is that particular defensive interaction ruined or does the nerfed endurance charge gain still work out well enough? Same for dps, is EQ fucked on the offense side or is the internet overblowing the effect the nerfs to EQ and the support gems?
 

Zaphid

Trakanon Raider
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You have to use flasks sooner or later, they are some of the most powerful bonuses you can have in the game.
 

Mr Creed

Too old for this shit
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You have to use flasks sooner or later, they are some of the most powerful bonuses you can have in the game.

Well obviously you need flask utility. But I don't want to pick a build that heavily emphasizes it like pathfinder builds or something that is build around having permanent onslaught through flask support. I'm also skipping build ideas that start their guide by saying they can't keep using their skills without heavy mana flasking.
 

Caliane

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yeah, flasks might get toned down sooner then later I imagine.
People have noticed it, and those witch flask effect/duration are super hot tickets. -flask charges used by scion, and ranger duration/+charges.
on pathfinder its GG, but even on non-pathfinders those flask nodes are super valuable, and make it into pretty much all of my builds.
 

Zaphid

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Flasks already got nerfed several times, since builds that can have constant uptime of ALL of the flasks break the game. Taste + Atziri is like what ? +70% damage ?
 

Caliane

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Softcore, cuase I ain't got time for that shit.
(although, I rarely die these days.)

I've got a real hang on for Ranger-pathfinder. its hard to play anything else imho.
so, will counter that, by trying for the millionth time to make Iceblades viable/work.

thinking FB+WED+Fork+MSorFA, +ptl+cold pen
HoL+HoI+blasp+?? which curse you think Enfeeble? poachers? assassins?
Warchief+fort+wb+fa.
end cry/immortal+cwdt+moltenshell.

DW as usually I suppose. decent elem weapons. won't be picky. sword/mace maybe. sword/sword.
touch of anquish and new cospri's malice would be ideal.
Basically works as an elem buzzsaw. reflect should be nullifed low-no physical damage, and 8% elem DR, 76%max cold. and elem status immunity. (+standard dw block/evade.)

Also, if taste of hate can be acquired, again thanks to drunkfinder. 83% max cold resist.

http://poeplanner.com/AAMAAVRBQU1DQ...wbUJlV04wekhuUT09ABBBQUFDQUFmUUFRSDBBUUFBAAA=
 
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