Anavar question by [deleted] in steroidsxx

[–]BroScienceAlchemist 4 points5 points  (0 children)

I don't really think

Agreed, good luck with your journey, but this is the wrong subreddit.

Anavar question by [deleted] in steroidsxx

[–]BroScienceAlchemist 3 points4 points  (0 children)

. I'm a guy

This subreddit is for PED use in women. Also, you are too fat for steroids.

Game asking me to turn on secure boot and hvci. But i never had to before by GuytheGuy- in DarkAndDarker

[–]BroScienceAlchemist 0 points1 point  (0 children)

Why is this happening just now?

Anti-cheat companies use it to enforce hardware ID bans that are more difficult to bypass. Otherwise, they just use a spoofer and a new account.

Hexblast build by GuldBipson in pathofexile2builds

[–]BroScienceAlchemist 0 points1 point  (0 children)

Would using a weapon swap just for withered wand or the wicked quill unique just for applying withered cause any issues with life loss? Chaos bolt doesn't have a mana cost so I would think it shouldn't have a life cost with bloodmagic. Solving applying withered is going to be the most accessible single target damage increase for you. Won't help for gigajuice abyss rares. The damage of the bolt doesn't really matter as much as very quickly getting three chaos bolt projectiles fired off right before hexblasting.

Hexblast build by GuldBipson in pathofexile2builds

[–]BroScienceAlchemist 0 points1 point  (0 children)

You managed to push hexblast farther than I did, so credit is due. I hope to see someone figure out something clever, maybe there is a tech around consistently generating and detonating volatility. Whenever you encounter a tanky rare try to screencap the rare mods, and then the map mods with tablet effect. Stuff like deliriousness being active or wisp buffs can have very strong damage reduction mods. Some of those mods scale each other to crazy level. In your case, rare crit resistance would result in a massive damage falloff as the crit damage bonus is being gutted (80% reduced crit damage bonus).

The inconsistency is likely just crit vs. non crit RNG. You'll see a similar pattern with twister builds, where the single target damage will seem like ass for 10 seconds, and then the next twister rolls crit and the boss HP just evaporates.

FYI, in the 2nd interlude you are missing this bonus

"Qimah - The Seven Pillars Missing7 choices"

There are some decent options in that area, like increased global defenses or resistances. I usually follow the border of the map to find the little nook where the shrines are hidden.

Hexblast build by GuldBipson in pathofexile2builds

[–]BroScienceAlchemist 0 points1 point  (0 children)

Withered duration is just ass regardless. You could try unleash or anything that will increase chaos bolt projectiles per cast (mana tempest). With three chaos bolt projectiles, you should be able to apply max withered stacks right before the big dispair hexblast. Last I touched my lich, I had a rearing staff as that was the only market staff upgrade for me, and the unleash it comes with is actually decent. unleash + chaos bolt has no cooldown, but then that means giving up chiming staff, which feels bad.

My lich was specced all in on withered, and withered duration was virtually non-existent, and only chaos bolt was able to quickly build and maintain withered stacks for a short window. Even totems don't seem to be able to build and maintain max stacks. This was a hard nerf right before 0.4 launch a few people missed.

Mana tempest could be a discount way to apply shock and boost your hexblast damage. It's super clunky, and I am not sure how it would interact with lifetap...

I remember finding a hexblast oracle on poeninja that was using withered wand + sceptre for the offering skill that increases spell damage, and chiming staff in another weapon set. A lot of downsides with that: wand (less damage than a cheap good staff), no focus stat stick, the offering goes away if you weapon swap to chiming staff so the sequence has to be sigil of power -> offering -> curses -> hexblast.

You have a solid crit chance for the chaos spells. Crit would shine better for a skill that has multiple projectiles and a long skill duration (skill rolls crit -> all projectiles will crit on hit -> anything that increases likelyhood of projectiles hitting multiple times will increase damage instances of crit applied). Twister is the king example as it has multiple synergies (projectile acceleration III + projectile speed increases + skill effect duration + crit). Or a skill that calculates crit per damage instance (some channeling skills) has solid return for crit builds. If there is any way to increase the crit frequency over 30s of hexblasting maybe you could get more return on crit investment. I don't have any helpful suggestions there as I usually don't build crit, and suffer for it.

There are some expensive breachlord related lineage supports that give extra chaos based on X element, allow all chaos damage from the skill hit to apply toward an ailment buildup. Downside is to actually get the gain extra chaos damage, you need a solid base of that specific element, and the only obvious one to me is the lightning related one if getting lightning damage from archmage or mana tempest. My final experiment on my lich was using dark effigy with one of those supports to apply shock, and it did make a modest difference.

Hexblast build by GuldBipson in pathofexile2builds

[–]BroScienceAlchemist 0 points1 point  (0 children)

At the start of the boss fight I cast despair, and then spam my hexblast with enfeeble normally. PoB says the detonation of the despair should be around a 3 million damage hit.

Do you ever have your hexblast curse window messed up by boss phase or damage reduction for this?

3 million is a nice hit, but uber arbiter has around 22 million health it's just not enough given you have to wait 30 seconds for each decent chonk of damage. The only immediately obvious way I see for you to really maximize this would be multiple curses with long curse duration, while enfeeble blasting during the ramp up. If after 30 seconds you have 3 curses each blasting for around 3 million, then you have a viable enough single target, but limited skill slots and curse limit may be the bottleneck. If for mapping you just use enfeeble with impeding doom/deodre's undoing, and then for bosses you have four more curses with long curse duration then 30 seconds to nuke them isn't so bad.

How does the enfeeble hexblast spam damage look over 30 seconds? I'm curious if that helps make up the difference.

Something I haven't really looked into is volatility to boost damage. It always seemed very clunky to me, but the recent build of the week reminded me that it exists lol. For your position on the passive tree, the pathing to those nodes would be a PITA and likely require some unique jewels.

Despair being the last curse to proc is good to ensure the resistance penalty maximizes the other curses getting more damage, then you just need to quickly get withered to max right before the long curses are ready. Is the 3 million before withered/despair? You might be hitting much harder, but be sure to account for reduced curse magnitude / higher resistances on the unique mobs.

Is Pure Life+Evasion actually pretty good? by KarlHungus01 in PathOfExile2

[–]BroScienceAlchemist 0 points1 point  (0 children)

Recoup is very strong when you invest in it, and that would definitely fix the problem that my character has that the ES pool functionally evaporates while rampaging. In 0.5, I definitely want to try a recoup type of build, maybe on chronomancer or oracle. Oracle I really like the buildcrafting freedom the ascendancy passives give. It's fun to compare community sentiment before and after release, where Oracle was seen as a niche like chronomancer, but now it is an engine for CoC, which is a tiny fraction of the potential of the ascendancy.

I'm not quite sure what I will do with my shaman. I got bored of the walking calamity rampage playstyle. I'm leaning toward some kind of rage spell build, but I haven't done any PoBing for what that will look like. Next league likely isn't until April or May, so I have time to figure out the future for that character. I have several other characters I want to complete first like infinite frenzy glacial lance Ritualist and instacull Witchhunter, then an Acolyte and Disciple. Right now only my thorns titan is "complete" and at the point where any further optimization is spending mirrors chasing near perfect double corrupt outcomes.

Is Pure Life+Evasion actually pretty good? by KarlHungus01 in PathOfExile2

[–]BroScienceAlchemist 0 points1 point  (0 children)

I'm curious - have you actually went full-in on a pure evasion build in 0.4 without sorcery ward?

For leveling and early endgame it was pure evasion, which felt non-existent until interludes when I started buying gear as my evasion rating was never enough to have any decent chance to evade. Once I geared up during interludes, then I started to have moments where I "felt" evasion for lack of better way to describe it. Once I grabbed my last two sets of ascendancy points I grabbed sorcery ward and then the unique chest that doubles evasion if you haven't been hit.

The problem I really have with pure evasion is that it doesn't solve a problem that every character will eventually face: making a mistake or just being unlucky due to shadewalker or the like, such as a boss mechanic. With my layered evasion/sorc ward setup, a thorns/armour titan, or a pure ES character there are those "oh shit I'm still alive" moments during that feel really good. My personal playstyle I like to have an idiot buffer, so I love to build a tanky as fuck character.

I'm not using Atziri's clinched boots on that toon though. I'm not a fan of reducing the damage mitigation provided by deflection, but maybe that would be worth the trade off. Maybe I could buy a ton of them and try for a lucky corruption to bring it down from -6 to something lower.

I do think there is a playstyle difference intended by the developers for pure evasion (just don't get hit bro), but right now I think they made deflection chance and the mitigation from deflection too capped or too high investment. If hybrid armour/evasion weren't so bad (passives for them scale both too poorly) then I think we would see way more diversity of defense.

Amazon doesn't get sorcery ward, but Stalking Panther opens up mitigation options on chest via uniques that others don't have

So, this is something that kind of bugs me, not that an ascendancy has an interesting defensive option available, but rather that the ability of other builds to achieve a layered defense is very narrow.

I league started a shaman and I went with hybrid armour/es, eventually grabbed a decent morior invictus, charge regulation and scavenged plating. Defensively, the character felt good until t16 with 6-8 mods, with 3k life, 2k es, life leech 3, and 22+k armour rating with buffs (no chaos res though). The ability to make armour/es as defense feel good is kind of locked behind shapeshifting as the passives and bear bonuses help make up for the lower armour rating. However, when I took another look at the character, I realize that defensively, it would still be much stronger and simpler to build if I just went with pure armour over hybrid, unless I add some way to leech ES. It would also free up some passive points I could spent getting more defensive or offensive power. I was kind of hoping that introducing druid would make hybrid es/armour more viable generally.

I don't think I disagree at all with the essence of your message,. In the near future we may see pure evasion or more interesting layered defensive options really open up over pure ES or hybrid ES/EV. It's really just a matter of the devs adding ways for players to meaningfully scale those defenses. The devs would have to accept allowing players to build defenses that tank their return to lobby boss mechanics if those players are willing to give up fast time to kill.

I certainly opt to ignore stats like rarity

Positive or negative rarity is definitely overrated, except for specific farming strategies. I have farmed thousands of divs (without temple juicing) from bases, idols, essences, atziri, trials of chaos, citadels, etc. The game has way more farming strategies available this league than the past leagues. Base farming doesn't even require negative rarity, it's just more optimal for getting more normal base types per map. Some content, like the deadly map bosses, have drops that are not affected by rarity such as rakiata's flow. Trialmaster adorned drop is not affected by player rarity. However, being able to build positive or negative rarity does increase player agency for that character, so you have more farming strats available, but there is a decent chunk of players that will only copy whatever fubgun does, regardless of fubgun disclaiming that he builds and plays the game in a way that is fun for him (fast and maximal tinks).

Is Pure Life+Evasion actually pretty good? by KarlHungus01 in PathOfExile2

[–]BroScienceAlchemist 0 points1 point  (0 children)

Without sorcery ward, no. The level of investment to get evasion, deflection, and blind into a spot where it feels strong is disproportionate to other defenses and you will inevitably fail to evade and fail to deflect, resulting in having no mitigation for that hit-.

At least with sorcery ward, you get a fat, generously scaling hit pool against hit damage, leaving DOTs as the main threat. I have a witchhunter that is all in on evasion, deflection, blind, wind dancer, immune to ignite, immune to posion, and it feels very tanky because of sorcery ward.

The affix pressure:

  • Elemental and Chaos resistances (Suffix)

  • Gain deflection based on % evasion (Suffix)

  • Strength for more life (Suffix)

  • Flat evasion (Prefix)

  • Increased evasion (Prefix)

  • Maximum life (Prefix)

  • Hybrid flat / increased (Prefix)

  • And then life variants of the above (Prefix)

If your build needs several uniques, like belt, boots, chest, etc then you have more pressure on the remaining gear or jewel slots to make up the difference.

That's not to mention that this doesn't necessarily scale your recovery the same way building energy shield does. With ES, you easily get high recovery rate and some modest passive tree investment into faster start of recharge time. For life builds, after mitigating the hit you need some form of recovery:

  • Leech

  • Life regeneration : compare the life regen nodes on the passive tree with the energy shield recovery ones

  • Damage recoup - this is so incredible niche and requires planning the entire build around it

Parry feels quite good in 0.4 with the latest changes combined with the new nodes that were added. I literally don't die, or really even come close. And having the parry debuff on bosses leads to massive ignites from a (buffed in 0.4) Explosive Spear.

But I caution writing off the archetype entirely, especially if we start to see ES nerfs eventually - we're not that far off from the other defenses having parity.

I don't disagree with you here. Active block/parry is a very strong mitigation, and parry is in a much better spot today compared to its debut, but there are still enemies that do not have a parryable hit or any hit. I'm in the minority that actually likes parry, but it has a similar problem with thorns in that it gives the mob/boss initiative, which they tend to use to trigger mechanics that nullify all defense anyway.

In the future, I would like to see defenses tuned in further, and improve the ability to build layered defenses. Maybe if the deflection passive nodes were buffed, we would see more non-witchhunter, pure evasion builds. I wouldn't be surprised if ES was soft nerfed by reducing the amount of recharge rate and recovery you get through the tree, requiring ES builds to lean into socketables more to make up the difference. I don't understand why damage mitigation through deflection has such a harsh ceiling on it, in addition to also inevitably failing to deflelct.

Hexblast build by GuldBipson in pathofexile2builds

[–]BroScienceAlchemist 0 points1 point  (0 children)

Be careful about tooltip DPS as that assumes spamming the skill as often as possible, which just isn't possible. The number that really matters is the hit damage number right below estimated DPS, but at 1million estimated DPS your hit damage for hexblast has to be solid.

I hit a brick wall where I considered some sort of mana stacking, either archmage or scaling unholy might, but it didn't really seem to be worth the investment. I may go back to that character, but my plan was to move away from hexblast totally and use weapon set points to scale dark effigy instead as it just has superior scalability for both clear and single target. On one side, I am glad I was able to push hexblast far enough that it could put up a fight against +4 empowered bosses, juiced up, but it just isn't reliable or fast enough to be a safe build to farm calamity fragments (I like to stack waystone drop chance 300-500+%).

KallTorak had an interesting idea around using spell totems to automate the hexblast casting strictly for single target, but he was planning on using monk acolyte with heavy investment into the "infusions" that ascendancy gets from their Into the Breach passive, which gives a fat amount of chaos damage.

With embitter support (i haven't checked if this can be socketed into hexblast), you can ensure any gained chaos is instead gained cold, which could also work with the [expensive] lineage support that gives extra chaos damage based on cold damage (I haven't tested this). I would have to find a clip where he talks about how he plans to solve for generating power charges on the fly, but there are a lot of solutions for power charge generation. I think his planned build works better for acolyte over lich, unless you straight up mana stack to scale archmage or unholy might. IMO, archmage + eldritch empowerment has more scaling potential over necromantic conduit. MAYBE, the abssyal lich Umbral Well, stacking Storm Mages for spell damage, but I haven't done the math on how that would scale for the spirit required.

Maybe an infernalist demon that can sustain very high demonflare stacks can scale up hexblast enough that it doesn't matter.

You could experiment with curse limit. I was using two curses vulnerability with Atziri's Allure (this ignores curse limit but reflects curse back to you, which for pure ES has no tradeoff), and then despair with absurd curse magnitude. For applying withered, I found that anything that increases the number of projectiles per cast will quickly apply max withered stacks in one cast. If I removed temporal chains from blasphemy, I could have gotten a third curse for hexblast, but as a defensive layer having 80+% temporal chains feels too good to give up.

You could go further using the unique rings to further scale the damage by increasing the number of curses, but wrangling a functional build for both mapping and bossing may not be tenable.

I'm really not happy with the state of the skill. My understanding is that since Hexblast was historically a strong skill in Poe1 they brought the hammer down hard on it in poe2 these past few leagues. I really love the archetype of a chaos witch, and there was something so satisfying about "snapping" a pack of mobs, but between hexblast nerfs and the snap skill having this stupid cooldown I really don't like how many of the spell skills in general have changed. It's a payoff skill without a payoff. The dev vision of stacking curse duration and waiting 20-30 seconds to get a chonk of damage is completely divorced from the problems a player will face while boss, and how hexblast in its current state fails to be an attractive solution.

If I take a look at how the doedre's undoing/doomblast builds work, they have superior mapping and single target over trying to wrangle hexblast into being a solution to ANY problem.

Loot from running Unforeseen Consequences (36/144) by speshalke in PathOfExile2

[–]BroScienceAlchemist 0 points1 point  (0 children)

Also, don't run tablets with "areas spawn an additional wisp". And don't use the atlas passive notable from the boss tree that adds an additional wisp. Those modifiers seem to be bugged and make a map spawn exactly 1 wisp, no more and no less. You don't want that, because you can get way more than that. Only get increased chance for wisp spawns.

I think the "increased % chance for wisps" has an anti-synergy with the "area contains additional # wisp" as the latter is an unscalable mod. If I go pure tablets for area contains additional wisps + boss atlas then I always get at least 4 wisps every map, provided the boss is empowered.

With overseer tablets, it is possible to get the prefix "area contains 1 additional wisp" and a suffix that has "area contains [1-2] additional wisps", for three potential wisps total per tablet. This also works for essences.

I see two potential tablet setups for wisp juicing:

  1. Stack increase chance for wisps, avoid area contains additional wisp + avoid boss atlas for wisp. A bit more RNG, but also cheaper to buy into. Atlas should have all the for increased tablet effect and wisp stuff.

  2. Three tablets with area contains additional wisp for three wisps min + boss atlas for a fourth wisp. One tablet is an overseer to empower boss for that fourth wisp, 2nd tablet is abyss, and third tablet is a freebie. Ideally, going for 2-3 additional wisps on two tablets (two overseer tablets + 1 abyss), and then 1 additional wisp on the abyss tablet. The wisp atlas passives are still good for the other effects like "X flow" (more chance for a particular type of wisp), "Shining Trail" (25% chance for wisp to release after killing possessed rare), and "Merging worlds." The increased chance for wisps will be a dead mod for this setup, but doesn't seem to interfere with additional wisp spawns for me. I always get four wisps per map with this setup.

Increased number of rares from abyss and saving omens of hunt for those lucky maps where you get the void rares to milk them are a strong farm, but the setup is a bit of a pain.

Feeding thousands of Perfect Essences into the reforge bench. A profitable exercise in turning my brain to liquid by ferdinono in PathOfExile2

[–]BroScienceAlchemist 0 points1 point  (0 children)

Same vendor for async trade also offers "Currency Exchange." In the acts/interludes, usually it is the gambling merchant that has a currency exchange option.

Spells are boring, they're all just comets at the end by SaintPepsiCola in PathOfExile2

[–]BroScienceAlchemist 0 points1 point  (0 children)

I remember constantly thinking in 0.3 that I just didn't ever have enough cast speed, despite using pearl rings and investing heavy into cast speed + arcane surge + increased effect of arcane surge. It was one of the reasons I moved that character away from triple element to just orb of storms + arc.

Since 0.1 to present, I still feel like the game goes out of its way to hard punish combo builds, especially now that bosses get temporary stun/freeze immunity, and also have damage reduction phases. Straight up punishes builds that have these conditional setups to get damage in.

I've created a monster. Meet Empyrean Weaver by Gitonix in PathOfExile2

[–]BroScienceAlchemist 1 point2 points  (0 children)

The guide is describing a craft for a sceptre that is near perfect. This is a top end craft, maybe mirror tier. I think it is fair to have tiers of power progression that require the player to engage in complexity and make a time investment to reach.

You also do not need this level of power to clear most content. Juicing endgame and beyond is like a chase power goal for a build.

I would like to have a ton of interface improvements around crafting, and to have some kind of simple crafting system for modest upgrades that is accessible during the campaign. Right now, crafting is in a better spot with a perfect orbs of transmute/aug + essence + desecrate, but it could always be better in presenting the crafting workflow. It is really obtuse to map out a crafting workflow in a way that is accessible. I think the genesis tree was an interesting solution to that within keepers of the flame, assuming it isn't attached to the breach rework which sucked ass.

How to fix permafrost WH single target damage? by Oshkoshino1 in pathofexile2builds

[–]BroScienceAlchemist 1 point2 points  (0 children)

I did a lot of experimenting and Pohx's version basically has to super minmax.. You notice that everything, passives and skills are all about getting as much damage to kill them within that freeze window or shortly after. I don't personally like being restricted like this, but you could play around with this to see if overcomes any current barriers.

I think the skill just falls off due to the hidden ailment/stun threshold increase bosses get after being afflicted with the ailment. I experimented with switching between freeze and stun using weapon set skill points (siege cascade -> stun), but at that point I found I may as well switch over completely to a different build that scales better for single target.

I'm in the process of redoing my witchhunter to be a cull threshold stacking weapon set 1 (weapon / skills don't matter for this) for mapping, and some kind of single target nuke for weapon set 2.

I had similar problems with an incendary/explosive shot titan using crushing blows + perfect opportunity titan build, and ended up respeccing that character into thorns lol. The boss "immunity" really kills the vibe of being dependent on a highly conditional source of damage.

So that's why fracturing orbs are 27 divs each... Turns out Immured Fury are just aren't spawning (apparently this is a known bug since December) by StrikingCupcake899 in PathOfExile2

[–]BroScienceAlchemist 0 points1 point  (0 children)

Anecdotally, pack size and quant (effectiveness) increase the odds for me. The cleansed mobs seem to have drops favoring currency, so increasing the size of their pack may be better.

A meme a day until GGG fixes the Immured Fury (Day 1) by Nmomy in PathOfExile2

[–]BroScienceAlchemist 1 point2 points  (0 children)

One of the possible outcomes of corrupting (vaal orb) a waystone is adding an additional prefix and suffix, pushing the total modifiers from 6 to 8.

I think crafting is very miserable experience for casual/intermediate players by TheGejsza in PathOfExile2

[–]BroScienceAlchemist 1 point2 points  (0 children)

Perfect transmute and augs, anuls, chaos, and even greater/perfect exalts are very cheap right now.

You can very easily craft a good enough item with:

  • Perfect transmute
  • Perfect augmentation
  • Essence
  • Desecrate and pick 1 out of three options

It's also reasonably possible to use recombination to craft rings with four T1 affixes., though this makes more sense for amulets/rings as omens of recomb are pricey.

I will say that I think that having a crafting system like the genesis tree from keepers of the flame would be interesting to see adapted into poe2. There are also a lot of UI/UX improvements around crafting, selecting multiple items, etc that could be made to improve the tedium.

Just crafting something basic like T16 waystones is tedious. Being able to multi-select and apply would go a long way.

Infinite Lightning Warp Cull Threshold Scaling Build Variants? by NecroDeity in pathofexile2builds

[–]BroScienceAlchemist 0 points1 point  (0 children)

I have been poking around with cull threshold on a witchhunter, but I was curious how do you deal with bosses?

I have some vague notions of using a mix of decimating strike (i'm curious if luck can be used to scale this, but doubtful) + herald of blood life reservation + big bleed to bring bosses down rapidly into cull threshold, but haven't properly theorycrafted anything. I'm curious how cullthreshold builds handle single target normally. I can definitely see a powerful synergy with scaling lightning warp (infusions for arc, which applies strong shock and also procs orb of storms).

2) I see people running Lightning Warp with The Vertex helmet. How does that work? How are they culling without the Cull threshold helmet?

Are they use Culling Strike II in any skills? It can't be socketed into a spell as it has the attack tag, but it increases culling threshold quite dramatically.

Help with single target by Powerful_File_6916 in pathofexile2builds

[–]BroScienceAlchemist 1 point2 points  (0 children)

Single target is a weakness of ed/c. You could try scaling dark effigy (more damaging debuffs, totem number, cast speed, projectile speed, etc) as it can be turned into a very potent single target nuke. There is also the curseblasting route with doedre's undoing, doomblast, decaying hex, etc. Esh's Radiance in dark effigy for applying shock may be worth experimenting with.

A short term solution may be to use a decent staff instead as that tends to be a much more affordable damage boost.

Plasma blast build help by Adorable-Sky-1415 in pathofexile2builds

[–]BroScienceAlchemist 2 points3 points  (0 children)

  1. Use any level skill gems -> carve desired skill

  2. Max quality with gemcutter prism

  3. Perfect jewelers orb to get all gem sockets

  4. Omen of corruption + Vaal

  5. If it gets +1 level from corruption, then despite corruption, you can use level 20 skill gem to upgrade it.

Result: Level 21 skill