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Caliane

Golden Baronet of the Realm
14,424
9,798
they said howa isnt being nerfed. AND, 1h weapons getting buffed all around.

howa is a league specific item though. might be alot more expensive in legacy.
 

Deathwing

<Bronze Donator>
16,316
7,315
Chris said in one of the ZiggyD videos that 2.6 is safe from double dipping nerfs, its too complex to solve before 3.0.

TheBeagle TheBeagle Another very safe build is blade flurry, especially if HoWA isn't nerfed. HoWA’s damage when you get to around 1200 int will let you facetank anything that doesn’t one shot you. For example anything Izaro throws at you, Shapers beam + Balls at the same time etc, or even shapers slam if you have 11k ES. It’s a very safe build to do the toughest content with if you need room for error or to learn.

Deathwing Deathwing what build did you end up choosing?

Still farting around, learning the game, what items to pick up, what items not to pick up. I like the look of howa elementalist. Haven't had a ton of time to play, my shadow is still level 35 and I haven't completed the labyrinth.

Do league-specific items not drop as much outside of league?
 

Caliane

Golden Baronet of the Realm
14,424
9,798
they don't drop under normal circumstances no.

legacy league of course specifically is allowing access to older leagues.
Zana allows access to specific leagues and their drops, as well.
and some league specific mods were added to sextant mods iirc weren't they? allowing league specific drops.
 

TheBeagle

JunkiesNetwork Donor
8,443
28,973
Chris said in one of the ZiggyD videos that 2.6 is safe from double dipping nerfs, its too complex to solve before 3.0.

TheBeagle TheBeagle Another very safe build is blade flurry, especially if HoWA isn't nerfed. HoWA’s damage when you get to around 1200 int will let you facetank anything that doesn’t one shot you. For example anything Izaro throws at you, Shapers beam + Balls at the same time etc, or even shapers slam if you have 11k ES. It’s a very safe build to do the toughest content with if you need room for error or to learn.

Deathwing Deathwing what build did you end up choosing?
Thanks bud, I did a Binos BF Assassin this league, and get drilled pretty quick at level 81/5100hps against Uber Izzaro. I probably really suck though too, Mathil makes it look so frickin easy!
 

Korrupt

Blackwing Lair Raider
4,832
1,228
When you do Izaro are you waiting and completing his mechanics in order to make him easier? If you just want the ascension and not the extra loot it makes a big difference doing the debuff mechanic in the 2 first instances. If you're playing as BF hopefully youre using life leech, around 4.0% should be enough. Another thing is your flask setup, are you also running some kind of granite for traps and Izaro?
 

TheBeagle

JunkiesNetwork Donor
8,443
28,973
When you do Izaro are you waiting and completing his mechanics in order to make him easier? If you just want the ascension and not the extra loot it makes a big difference doing the debuff mechanic in the 2 first instances. If you're playing as BF hopefully youre using life leech, around 4.0% should be enough. Another thing is your flask setup, are you also running some kind of granite for traps and Izaro?

I usually do try to take em out, but yesterday when I tried it there were those conduit things that didnt seem to take damage. How do you handle those? Granite flask, no. I've got a Witchfire Brew and Atziris and I suck at flasking. Ive never been great at hitting the 1 2 3 4 5 keys from a WASD setup so I setup my two most important flasks on Q and E, one for heals and I guess get a granite for the other?
 

gogusrl

Molten Core Raider
1,359
102
Or you could just use your mouse / keyboard software to macro them. As long as you don't stream it and/or admit that on reddit / forums no one will give a shit.
 

Caliane

Golden Baronet of the Realm
14,424
9,798
conduits are one of the most annoying. not really an instant kill, but at the same time, harder for you to 100%.
Key is strong dps. he even tells you.

Izaro periodically gains power charges during the conduit fight. buffs his damage, speed an defense. Max 15 charges.
Clicking a conduit dispels all the charges on him. At which he starts periodically gaining them again. 3 conduits, and they do not respawn. you have 3 chances to kill him during the charge gain.
So, dps burn him. when he gets to 5 or so charges, touch a conduit. dps burn him. ideally he should die at this point. if your dps is so bad, you can't, repeat for other two. but be worried about your overall dps. haha.

Misjudging the exact time for him to retreat will often cause you to leave him with 2-3 charges, which he will keep in later fights.

Izaro - Official Path of Exile Wiki
 
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Zaphid

Trakanon Raider
5,862
294
The way Izaro is designed makes debuffing/buffing him terribly obtuse. There are no clear rules on what you have to do or have to avoid for a desired effect. Guessing when he leaves can be a crapshoot unless you have plenty of experience, so it's better to just wait him out for a good layout/good fight, because otherwise you are wasting time. He's not necessary in the rush at the start of the league and later you can overgear him to an extent.
 
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Korrupt

Blackwing Lair Raider
4,832
1,228
What Gogo said is what I do, I use a Razr Naga so 1-5 are right on there. Flasks are one of the most important parts of the game, you definitely want to correct your situation as you're gimping your defense and offense by not taking full advantage of them. I would run the Witchfire, Atziri's, Rumi's, Life, and Sin's Rebirth if you aren't using a Deaths Hand as your offhand. If you're using a Death's Hand then a Dying Sun or Basalt is going to be much better.

Another thing you may want to consider is running a wither totem as Blade Flurry which I assume you're doing the phys / chaos version from your flask choice. Spell Totem linked with faster casting + wither at minimum is going to hugely increase your DPS and also slows them mob.

Link us your toon if you want some detailed feedback
 
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Tenks

Bronze Knight of the Realm
14,163
606
Or you could just use your mouse / keyboard software to macro them. As long as you don't stream it and/or admit that on reddit / forums no one will give a shit.

Potion macros are even being built in with the Chinese client
 

Neki

Molten Core Raider
2,726
396
Are people in the guild playing in the HC or SC version of the league?

I'm playing SC at the moment to familiarise myself with the game again. I died many times during merciless which makes me think I am not yet ready to play HC but SC does get a bit boring when you can just corpse rush the boss to brute force them down. Then again, I dunno if I can make the constant stress of maybe losing a character since I play this game to try and relax.

Hmm...
 

Pyros

<Silver Donator>
11,017
2,232
I think most ppl play SC, but most people also stop playing the temp leagues like halfway once they're done with the challenges and stuff. A few ppl also play standard regardless.
 

TheBeagle

JunkiesNetwork Donor
8,443
28,973
What Gogo said is what I do, I use a Razr Naga so 1-5 are right on there. Flasks are one of the most important parts of the game, you definitely want to correct your situation as you're gimping your defense and offense by not taking full advantage of them. I would run the Witchfire, Atziri's, Rumi's, Life, and Sin's Rebirth if you aren't using a Deaths Hand as your offhand. If you're using a Death's Hand then a Dying Sun or Basalt is going to be much better.

Another thing you may want to consider is running a wither totem as Blade Flurry which I assume you're doing the phys / chaos version from your flask choice. Spell Totem linked with faster casting + wither at minimum is going to hugely increase your DPS and also slows them mob.

Link us your toon if you want some detailed feedback

Ya my flask play is definitely the biggest shortcoming I have, no doubt.

View Profile - Path of Exile - Beaguul
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Interesting changes coming in 2.6, the AoE changes are not too bad.

2.6.0 includes a long list of changes to game balance. Our primary intent is to better enable a larger selection of powerful build types and skill choices. Many of the more extreme changes to core systems have been held until The Fall of Oriath's Beta, while 2.6.0 will have a stronger focus on improving underused passives, weapon types, unique items and skills (with a focus on their Threshold Jewels). These changes will all combine to create a large selection of new builds to try out.

Improvements to the Passive Tree
Various improvements to specific clusters and the locations of passives have been made, making areas which weren't taken frequently more efficient, and opening up some new options for builds.
  • Some physical to cold conversion has been added to the passive tree near the Ranger area. This allows for skills like Ice Shot & Frost Blades to have more conversion to cold than ever before.
  • A new weapon elemental damage cluster has been added to the passive tree near the Ranger. This now allows for dexterity aligned characters who specialise in elemental attack skills to invest more of their points into damage.
  • The area between the Shadow and the Ranger has been made more efficient and less restrictive, while also improving the efficiency of clusters in that section of the tree.
  • The Thick Skin cluster now attaches to the outside perimeter.
  • Mana has been added behind Mind over Matter, allowing for those builds to be better than ever before.
  • Some claw, staff and sword passives have received some special attention and should now be more powerful overall.
  • The Vitality Void and Spirit Void cluster near the Duelist starting area that grants life and mana leech to attack damage has been rearranged, and is now also attached to the outside perimeter path.
  • The sword critical cluster has been made part of the Ranger's large exterior sword cluster. The other path of the sword cluster has been significantly reworked to grant more power.
  • The Master Fletcher bow cluster between the Ranger and the Duelist has been removed, and the Avatar of the Hunt cluster has been moved to its old location.
  • Leech effects in the Shadow area of the tree now leech from all attack damage, not just physical attack damage.
  • The lightning clusters Arcing Blows and Crackling Speed have been combined, and Arcing Speed has been improved.
  • Master of Force, the physical cluster in the Scion area and Ash, Frost and Storm, the elemental cluster in the Scion area now grant a small value of reduced reflect damage taken of their type.
  • Many other changes have been made to pathing, positioning, and values to improve underused passive skills.

Elemental Conversion
Some unique items that converted elemental damage to other elemental damage types have had their conversion values lowered, to increase the opportunity cost of total element-to-element conversion. Converting spells to other damage types was so easy with Pyre and Call of the Brotherhood that it compromised elemental identity for many skills.

We've made it slightly easier to convert more physical damage to elemental damage for some attack skills. Frost Blades and Ice Shot now have 60% physical to cold conversion, up from 40%. Wild Strike now converts 100% of physical damage to a random element.

Unique Item Rebalance
Over 100 unique items have been rebalanced, with a focus on improving underused uniques that didn't have a strong role in the game. We've tried to make sure that all uniques either have a positive impact on leveling characters, act as a good item to wield when first entering maps, or have a defined role for end-game characters. We've got more changes coming in future, but we've managed to make changes to a significant number of older uniques.

One-Handed Weapon Damage and Weapon Implicits
One-handed weapons were seeing very little use outside of daggers and specific one-hand skills. To improve player choice, we've increased the base damage of many one-handed weapon types across the board.

We've also changed or rebalanced many weapon implicits. Here are some of the major ones:
  • Daggers now have a lower implicit value. This will also apply to already-existing dagger implicits. Previously daggers granted 40%, 60% or 80% increased critical chance. These values have been changed to 30%, 40% and 50%. This is to reduce the impact specific base types had on weapon choices, and lower the power of the standout critical caster weapon base type.
  • Lower level claw base types that granted life leech now grant life on hit, as life leech has very little effect at lower levels.
  • Maraketh claw base types (Double Claw, Twin Claw and Gemini Claw) now have separate life and mana on hit values, as they now grant more life on hit.
  • Maraketh thrusting swords have a higher chance to bleed, going from 8%/12% to 15%/20%. Other thrusting swords have a lower critical multiplier value.
  • One-handed maces now grant stun threshold at 10%/15% rather than stun duration at 20%/40%, to increase their ability to stun.
  • All staves have had their block values increased. Previously, staves granted either 12% block chance or 18% block chance. They now grant 18% and 20% respectively.
  • Almost half the one-handed and two-handed sword base types now grant flat accuracy, instead of increased accuracy. This should make them more desirable for characters that don't naturally have high accuracy rating from dexterity.

Area of Effect Changes
All sources of "Increased Radius of Area Skills" have been replaced with an increase to area. This means that rather than the area of the skill increasing exponentially as the player invests in the modifier to area scale, the radius gained per point of the stat will be lower and lower as heavy investment occurs, similar to diminishing returns. Many old radius increases that have been changed to area increases provide a higher numeric value to compensate for this change. The goal of this change is to make investing in the size of your area skills to be less exponentially rewarding the more you invest, so players don't feel like they need to gather every single point of area radius to reach their character's full potential.

As an example of how this change will work, the map mod that granted increased radius of boss skills previously granted 40% increased area of effect radius, but will now grant 100% increased area, which results in approximately the same increase to area.

As many lower level skills don't have as high a base area, they will now receive an additional flat bonus to radius at certain levels of the gem. An example of this is Blight, which gains +1 area radius every 5 levels of the gem.

All values of curse radius and aura radius were doubled when converted to curse or aura area size, to result in a similar change.

As another notable change, Melee Splash now gains significantly more increased area than it did increased radius as the gem levels, bringing it much closer to equivalent area skills.

Skill Balance Adjustments
A small number of skills have had their damage values adjusted. Damage increases have been applied to two skills that we were satisfied with the mechanics of, but felt like they didn't deal enough damage.
  • Sunder now deals more damage with its direct hit, but less damage with its secondary area effects.
  • Ice Crash has had its damage increased.

A damage reduction has been applied to one skill that dealt significantly more damage than other skills of its type, especially after one handed weapon changes.
  • Blade Flurry has had its damage reduced.

Two vaal auras have been reduced in power.
  • Vaal Haste now grants slightly lower values of attack, cast, and move speed.
  • Vaal Discipline no longer grants any bonus energy shield.

There will be many more changes to skills coming in 3.0.0 as part of The Fall of Oriath's Beta.

Changes to Existing Threshold Jewels
For the majority of Threshold Jewels, the opportunity cost of having to take otherwise inefficient passive skills made the jewels too costly for their effect. All Threshold Jewels now require 40 of their chosen attribute to be available in the area, and no longer require it to be allocated. Many have a maximum number of jewels of that type that can be socketed, letting us be more generous with powerful effects that would be problematic if you could fill a large portion of your tree with them.

Some existing Threshold Jewels have had their values adjusted, some now have additional effects. We plan to make further changes to Threshold Jewels as part of the Beta.
Here are some examples:
  • Heavy Strike's Threshold Jewel now grants a 20% chance for double damage, and is limited to 2.
  • Viper Strike's Threshold Jewel now also grants a 10% chance to gain Unholy Might on hit per poison stack on the enemy, and is limited to 1.
  • Vigilant Strike's Threshold Jewel now grants allies Fortify for 20 seconds, up from 3 seconds, and is limited to 1.

We'll reveal the full patch notes and skill tree for Content Update 2.6.0 a few days before it launches on March 3rd. Due to the number of changes being made, all players will receive a one-time full passive reset at that time.
 

Pyros

<Silver Donator>
11,017
2,232
Hmm melee splash buff, viper strike treshold buff, maybe it's finally time to make a Viper Strike char that works.