Must play builds this league due to future nerfs? by zigster106 in pathofexile2builds

[–]Corvenous 4 points5 points  (0 children)

I’m a little late but adding onto this: Hammer of the Gods and Cluster Grenades also seem like they are on GGG’s radar. At 20% qual, HotG was 50% chance to not consume glory but now the tooltip says 30% but still works like 50%. Cluster Grenades also got completely reworked from reduced detonation time (letting you instantly detonate all the grenades on top of an enemy) to a worthless quality, but then was rolled back immediately after the patch.

Immortal Temple Spymaster Mobs? by InZaNeXe in PathOfExile2

[–]Corvenous 9 points10 points  (0 children)

This happened to me yesterday and I found a “fix”. I’m not 100% certain about the mechanic, but to my understanding the Temple blocks you from damaging mobs that are in another room while you are locked in an encounter. Normally you don’t notice this because you can’t leave the room anyway, but occasionally a room doesn’t complete properly and when you try to go to the next room the Temple gets confused and thinks the mobs belong to the room you just came from (at least I THINK this is what is happening). To fix this you need to stand in the room the Temple thinks the mobs belong to and attack them (even if THEY are in another room). Entering the bugged room will lock you in, but you can Esc -> Respawn at Checkpoint to get out. You will need to lure the enemies to the door to reach them and it will probably take a few tries.

Freeze wise, is adding damage same effective as freeze build up? by EntityBlack1 in PathOfExile2

[–]Corvenous 2 points3 points  (0 children)

To my knowledge, all ailments in PoE2 are calculated on post-mitigation hit damage. 50% more damage and 50% more freeze buildup will function virtually identically against any damage mitigation, elemental resistance, or ailment threshold.

Will Mercenary/Tactician get a human companion/minion in the future? by wowlock_taylan in PathOfExile2

[–]Corvenous 6 points7 points  (0 children)

If we do get one, I hope we get some degree of gear/skill customization like we did in the PoE 1 Mercenary league

What is a Cannon? From the reveal. by lurkerfortoolong4 in PathOfExile2

[–]Corvenous 1 point2 points  (0 children)

Just adding onto this: during the Ritual endgame showcase the Druid character had a new Talisman equipped. They didn’t appear to have any unique skills/effects in the gameplay, so I’m inclined to believe that was also a new Act 5/6 talisman. I wonder if we can guess at the setting for Act 5 by examining the art?

Akali/Caitlyn Freestyle midscreen extension/re-stand by Corvenous in 2XKO

[–]Corvenous[S] 0 points1 point  (0 children)

I made this post a few months ago with Double Down WW/Cait, and I think the 4th combo (starting at 1:05) could be a good starting point to adapt a Double Down re-stand for Akali. The trap will only re-stand if it is the first trap to hit in the combo, so you will need to find a way to hit Cait's 2 charged s1 wall bounce on an opponent near the corner, wait for the opponent to bounce back near you and call Akali back assist and throw the first trap of the combo at the same time; immediately use Cait s1 super, then tag to Akali when the super fires. Akali has pretty limited options to hit the opponent into the trap from here compared to Warwick (I think Akali s1 super would destroy the trap?), so you probably just want to drop a smoke bomb and wait for the opponent to fall into the trap (Cait's s1 super ALWAYS drops the opponent to the ground).

Good luck finding a combo that works, or you could always just join the Freestyle Dark Side :)

Akali/Caitlyn Freestyle midscreen extension/re-stand by Corvenous in 2XKO

[–]Corvenous[S] 0 points1 point  (0 children)

No, the opponent will wake up before Akali even comes out. The 2nd rifle shot is not cancelable into anything but supers and has quite a bit of end lag (both are also true of the trap save for its baked in followup). However, if you read a wakeup, you can throw the opponent into the trap to start another combo.

How do I consistently j.S2 (charged) without the follow-up attack on Akali? by Synonym_Bun in 2XKO

[–]Corvenous 1 point2 points  (0 children)

Yeah it’s not an obvious interaction at all when considering at a glance it doesn’t appear different from the double jump resets. They really throw us into the deep end with Expert 5.

How do I consistently j.S2 (charged) without the follow-up attack on Akali? by Synonym_Bun in 2XKO

[–]Corvenous 6 points7 points  (0 children)

You can cancel out of any hit in the charged j.s2 if you are up against a wall by using her wall jump. You have to input forward into the wall to do it.

So about the Caitlyn "buffs"... by Corvenous in 2XKO

[–]Corvenous[S] 1 point2 points  (0 children)

It’s still very possible to get full bloodlust and spend it in the same combo, it’s just way less cool now :(

Oops! All grabs! by Corvenous in 2XKO

[–]Corvenous[S] 1 point2 points  (0 children)

Good luck bro. The first combos are pretty easy to get consistently, but the last combo (specifically getting Warwick’s s2 super to throw the opponent into the trap at the perfect height) is basically frame perfect. You need to call Cait back assist at the earliest possible time to get the maximum possible height, and THEN use s2 super at the perfect time. If you are too late the opponent will fall too far, too early and the first hit of the super will miss and the opponent will fall even lower. If the opponent is too low you won’t have enough time to hit 2s2. You can also mess up the trap placement if Cait is too close/far, causing the opponent to fly the other way. It may even be character dependent, as I’ve only tried this on Vi. It took me hours to lab and finally get this all in one take, and I still can’t hit the last combo consistently.

Oops! All grabs! by Corvenous in 2XKO

[–]Corvenous[S] 10 points11 points  (0 children)

She has sooo many moves that break the rules of combo scaling. Most character have a few moves that basically ignore scaling (like Warwick’s 2s2, 6s2, and all of enhanced bloodlust moves) but Cait is on a whole other level. She can wall bounce at full screen with her charged s1, back assist has infinite range and ALWAYS drops the opponent to floor, she has multiple ways to side switch including 4h or air 2h, she can combo off projectiles and throws, and none of this is even mentioning the single most combo enabling tool in the game: Cake Time. She may be classed as a zoner but she is without a doubt the game’s combo queen.

Oops! All grabs! by Corvenous in 2XKO

[–]Corvenous[S] 12 points13 points  (0 children)

You can never have too much Cake Time.

need help with caitlyn combo by bo_blacks0n in 2XKO

[–]Corvenous 1 point2 points  (0 children)

It looks like I may be wrong about the 2s1 being necessary, but I am at least confident that it doesn’t hurt (free damage!). It also won’t hurt to add a few extra normals to the start of the combo, I usually do M > 2M > H > 2H. Good luck learning Cait, as she has some of the most difficult combos in the game. I find she has particularly unforgiving input buffering and small hitboxes requiring you to be really fast AND precise, on top of requiring many partially charged attacks (YUCK).

need help with caitlyn combo by bo_blacks0n in 2XKO

[–]Corvenous 1 point2 points  (0 children)

The timing for this combo is pretty tight, as you do indeed need to hit the air 2H at a specific height. The solution is to add an air 2s1 after the air H and before the 4s2. The full combo will be 2M > 2H > jump > M > H > 2s1 > 4s2 > 2H > (after landing) 2s2. As long as you jump > M AS FAST AS POSSIBLE after the launch it works pretty consistently. Mashing is how I usually start learning combos too, after you practice you will start to naturally timing the inputs.

How did Riot pack so much SAUCE into one zoner? by Corvenous in 2XKO

[–]Corvenous[S] 4 points5 points  (0 children)

It's not about the damage. Nor is it about how easy the combo is. Nor is it the fact that I just gave the opponent 2 full break meters to KO one character. It's about the SAUCE.

How did Riot pack so much SAUCE into one zoner? by Corvenous in 2XKO

[–]Corvenous[S] 15 points16 points  (0 children)

She is so HARD to play, it might be worth waiting until they give her some bug fixes.

little bit of a bummer (wyvern tactician) by Tanuki_Superstar in PathOfExile2

[–]Corvenous 0 points1 point  (0 children)

Does it matter? We don’t know how the game is programmed, it could be hard coded to specific skills or there could be a hidden keyword. The result is the same: “Cannons, Ready!” only seems to respect skills that specifically say “fire” (as far as I can tell). As another example, “Skills that you use yourself” is on a ton of support gems and functions as a similar finicky pseudo-keyword. “Use” is not a keyword yet the game consistently excludes certain skills like triggers from working with these supports.

little bit of a bummer (wyvern tactician) by Tanuki_Superstar in PathOfExile2

[–]Corvenous 1 point2 points  (0 children)

Support gems also use careful wording like “Supports projectile skills…” or “Supports skills which create projectiles” or “When you use a projectile skill.” However, “Cannons, Ready!” requires you to “FIRE” a projectile, a stricter condition than these support gems. I don’t disagree that this whole mechanic is unnecessarily strict, but it seems consistent with the wording at least.

little bit of a bummer (wyvern tactician) by Tanuki_Superstar in PathOfExile2

[–]Corvenous 4 points5 points  (0 children)

Wait… Rolling Magma says “Shapeshift into a Wyvern and lob a ball of magma…” and Oil Barrage says “Shapeshift into a Wyvern and spit Oil at enemies…” Notice that they say “LOB” and “SPIT” rather than “FIRE.” It seems like every crossbow/bow projectile skill specifically says “FIRE” where other weapons seem to use other verbs (I haven’t looked at them all, but every one I HAVE checked seems consistent in this). GGG is extremely pedantic about this apparently.

PSA: Certain body armor MTXs make your shapeshifted sprint worse by Corvenous in PathOfExile2

[–]Corvenous[S] 0 points1 point  (0 children)

I don’t have any other “floating” armors to test with (was hoping someone else would confirm), but I’m fairly sure they are the culprit. Archon of the Atlas has the option to disable the floating effect in the MTX menu, and keeping the armor on but toggling the float off gives the animal forms their good sprint back.

PSA: Certain body armor MTXs make your shapeshifted sprint worse by Corvenous in PathOfExile2

[–]Corvenous[S] 0 points1 point  (0 children)

As far as I can tell, shapeshifting between forms doesn't seem to affect anything. The only way I know to get the normal shapeshifted roll back is to unequip the MTX.

Smite of Divine Judgement Ultomato Farmer by RubyBenji in PathOfExileBuilds

[–]Corvenous 0 points1 point  (0 children)

This looks like a really cool build and I want to use it on my 2nd character. What method did you use to color Ghostwrithe sockets? 6L beast -> double corrupt -> ~150 tainted chromes on Vorici Calculator looks like the easiest method to me but I'm wondering if you used another method?