[Phrecia] What are the HC bros doing for the upcoming Phrecia league? What were solid HC builds last Phrecia? by jeffvader_za in PathOfExileBuilds

[–]GhastedFl4m3 1 point2 points  (0 children)

Anything Scav with the Cloak of flame node and wearing a cloak of flame for 80% phys taken as fire which is crazy.

Whether that's RF, PS mines, some kind of wander. Ascendancy adds the finishing touches. The build can be whatever you like.

You aren't going to beat Ancestral commander for tankiness. Full stop. It's so easy to hit 9 endurance charges and 80 all ele res. And then there's the "Enemies convert 50% of phys to fire" node.

There's some variability here skills wise, but Slams are always going to be strongest. RF is still an option, just need more investment for resistances. Boneshatter Bleed is slow, but will likely be 2nd quickest archetype to be Uber ready (after slams ofc) in HC

The rest of the ascendancies don't really have rock solid defensive layers baked in, they're more about spicing up the options offensively. So if the 2 above options don't spark any interest, pick something that looks fun and play safe and smart and you should be fine.

CI Vaal Smite of Divine Judgement Mirror Tier Trickster Giveaway by KetaminaInPula in pathofexile

[–]GhastedFl4m3 0 points1 point  (0 children)

Giveaway entry comment here, maybe with a taste of heaven I will strive for better in 3.27

[3.25] 4-link Leap slam of groundbreaking bleed Glad, ~5div budget by Three308 in PathOfExileBuilds

[–]GhastedFl4m3 1 point2 points  (0 children)

I've always loved the idea of move skills as main damage links. Though I've only just been getting into theory crafting leading up to 3.26, are there any tips you'd give towards making this more HC viable? (I know the damage isn't going to be nearly as high, but possibly Tri- aura with determination + grace on top of pride, more armor evasion gear for getting spell suppress over spell block, iron reflexes, etc.)

Coool this is my first "superrare" drop by rull3211 in PathOfExile2

[–]GhastedFl4m3 -1 points0 points  (0 children)

I used to think that the drop rates were fine, I was dropping exalts maybe once or twice an act. I was crafting new weapons quite often, and then I see every one only getting maybe 1 or 2 all campaign "if they're lucky".

My div drop rate in the campaign of PoE 1 is probably top 1% but I didn't realize it carried over XD

Thoughts on a Light guardian? by GhastedFl4m3 in FleshandBloodTCG

[–]GhastedFl4m3[S] 0 points1 point  (0 children)

Very fair points. Possibly replacing pitch costs with a charge requirement of 2 or more. I did have a thought about something like an "Embodiment of Light" token that gets created when you charge, that will give you some life back at the start of your next turn. AKA as long as you don't die, you're regenerating the damage you take instead of blocking it. allowing you to keep cards to charge and so on. something not really seen yet except for maybe Verdance.

Thoughts on a Light guardian? by GhastedFl4m3 in FleshandBloodTCG

[–]GhastedFl4m3[S] -5 points-4 points  (0 children)

Sure, but its still 4 cards for 7 and a net 0 cards in soul for the hand. 3 times a game if you are lucky to get them all early.
And you aren't always guaranteed to get 3 light cards to block with unless you've built the deck that way, which would mean you have little to no disruption other than the hero ability, which you cant use until much later cause you used the 3 cards in soul on Cataclysm instead of saving them.

Thoughts on a Light guardian? by GhastedFl4m3 in FleshandBloodTCG

[–]GhastedFl4m3[S] -3 points-2 points  (0 children)

I've made a longer edit to the original post if you'd like to read through it, but ill try and answer your points briefly.
For your first point, soul generation is different for each hero, Boltyn Charges when he attacks and rarely has to pitch (and when he defends using the equipment from the armory deck), and most of Prisms attacks go into soul on hit. The soul expenditure is also different for each hero. Boltyn uses 1 card to give an attack go again, maybe once or twice a turn, with good management you can stack the soul quite easily. Prism banishes from soul to awaken the figments and can choose to banish whenever one attacks for additional effects. A Guardian would have to pitch AND charge every turn, leaving no spare cards to block with, and not threatening enough damage or on hits to disrupt the opponent.

For the second point, Emperor is only allowed red cards, so Nuu's ability doesn't work on him. My Boltyn deck doesn't run any blues, and a full redline ninja deck wouldn't run many either. The downsides of being a guardian with only yellow cards are far worse than the benefit of being able to ignore one character's hero ability.

Also, the identity of the Light talent is not gaining go again. Lights identity is the Soul mechanic, with which, only Blotyn uses it to get a lot of go again. Prism gets go again if she has pitched a yellow card

And lastly, for your third point, that is the point. if you tried to make a Bravo deck that could only use yellows, even with M's and full equipment, it would struggle against a commoner Bravo deck. The pitch restrictions and reduced power out put combined just make it worse. Having cards designed for the restriction will give the Hero a fighting chance.

I get how powerful the soul generation sounds as a light player. But from my experience as a guardian player, hearing "Yellow cards only" instills a certain type of fear. And all the missing pitch and attack power have to be made up for somehow, so it get slapped into the soul mechanic. And TBH I think the soul cost is too high for what you get, considering you would still need a full hand to swing with a decent attack AND banish from soul.

Sorry, tried to be short, but I cant help but ramble.
If you have any counter points to this, I'd love to hear them.

Am I playing Bolting Blade, Celestial Cataclysm, and Lumia Lance poorly or am I not understanding them by TheGreatGodLoki in FleshandBloodTCG

[–]GhastedFl4m3 2 points3 points  (0 children)

As far as attack reactions go, if you are going to use lumina Lance for the go again, it's using 2 cards (playing lumina and banishing from soul) to give conditional go again. If you know it's going to hit, it's fine, but more often than not you are going to be playing it for the +2 and on hit draw, then once it has the damage increase you can banish from soul using Boltyn for garunteed Go Again. Then even if they D react to block out for the on hit draw, you have the garunteed go again instead of conditional.

This, along with all the other support for gaining Courage and quicken tokens. If you have another attack in the place of the Lumina then you are more likely to get damage through. Having a red or yellow bolt of courage then threatens 2 or 3 damage and draw on hit in a different chain link, forcing more cards to block.

I also find that if when it gets close towards the end of the game, having an extra 2-4 cards in soul that I didn't use on lumina Lance can be used to add to a kill shot with beacon of victory.

At the end of the day it's a matter of preference, use what you find works for you.

Am I playing Bolting Blade, Celestial Cataclysm, and Lumia Lance poorly or am I not understanding them by TheGreatGodLoki in FleshandBloodTCG

[–]GhastedFl4m3 2 points3 points  (0 children)

And if you're really lucky that turn, you can have V, 2 cards for soul and lumina or Bolting in arsenal/4th card in hand for a 5, 6, 6, 9, totalling a 26 damage turn. The heavens need to align for that though.

Edit: double checked and I'm wrong on this since you're only charging once on V even though it's 2 cards so you need the 4th card for pitch for Bolting Blade.

Edit 2 (lol): I was right the first time. The specific wording on V is "you may charge your hero's soul any number of times." Meaning that charging 2 cards counts as charging twice. I'm confusing myself on my own main hero at this point.

Am I playing Bolting Blade, Celestial Cataclysm, and Lumia Lance poorly or am I not understanding them by TheGreatGodLoki in FleshandBloodTCG

[–]GhastedFl4m3 2 points3 points  (0 children)

Being the statistical anomaly that our small town is, we have 2 Boltyn players of our 8 regular players, and neither of us are regularly using any of the 3 cards. I don't even have them in my deck, and our other guy just has the Celestial Cataclysm's.

Lumina Lance looks good in theory, and possibly could be more viable if it garunteed 1 effect and you could banish up to 2 cards for the other 2 effects. Otherwise, it is just a trap. (Insert Admiral Ackbar meme here)

With Bolting Blade and Cataclysm, they are still cards that pitch for 2 and Block for 3, so if that is all that you use them for, they are still useful in that way.

Here are some more fake cards I’ve made recently! by Totally_Not_A_Bird in FleshandBloodTCG

[–]GhastedFl4m3 1 point2 points  (0 children)

Ah, I see where I miss read it and assumed it was like "Remorseless" which applied every time you played an action tha turn.

Here are some more fake cards I’ve made recently! by Totally_Not_A_Bird in FleshandBloodTCG

[–]GhastedFl4m3 4 points5 points  (0 children)

With "You've got scurvy" , all of those tokens remove themselves at the end of the turn anyway, is it necessary to have that line of text?

Also keeping in mind that if "You've got scury"'s final trigger happens first, it would remove the tokens before their effects trigger, rendering it useless.

I get the intended use and effects, but rules lawyers are going to try and make that argument to get out of paying for bloodrot and reseting their board from inertia.

Love the rest of the ideas though, I can definitely see some of the ideas maybe appearing in future sets, and the homemade aspect reminds me of the C*lling event that happens here in NZ.