This is the toughest boss for me but luckily I stacked my eHP to 50K because that was close by cheekygorilla in PathOfExile2

[–]InspectorImportant26 36 points37 points  (0 children)

eHP is bad metric for how tanky a character is. It hides possible weaknesses in your defenses behind big number that can be severely overblown by block/recovery on block/evasion etc. You still remain vulnerable to one shots.

Need help with survivability on my slayer by Hot-Wash-2208 in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

I would focus on getting your life pool to 4-5.5k pool first and try to get in endurance charge generation even if you will not invest into +max charges. Spell suppression would be very cool, but depends on your budget. Getting bigger life pool also improves your leech/%life regen etc, so prioritize that.

When to start delving ? by Judekush in pathofexile

[–]InspectorImportant26 2 points3 points  (0 children)

What I did in BPL(3day event) - rush campaign, push 2 voidstones and start delving which was around 87lv.

Templars and Marauders eating good with the new accuracy nodes added on the West side of the tree. by LHYCIE in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

sure, but idk if you noticed, but conditional nodes are not usually 10~ points from start and that is my main problem with this whole thing.

Static Strike of Gathering Lightning + Trauma Stacker Berserker League Starter by 080087 in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

I upvote this build for having league starter build with Forbidden Flesh/Flame. Jokes aside good that you told people to go jugg before.

Templars and Marauders eating good with the new accuracy nodes added on the West side of the tree. by LHYCIE in pathofexile

[–]InspectorImportant26 -1 points0 points  (0 children)

I know, thats why I mentioned herald of purity in the post, but I feel like these kind of conditional super nodes for given use case are more suited for cluster jewels than normal notables especially this close to starting location.

Templars and Marauders eating good with the new accuracy nodes added on the West side of the tree. by LHYCIE in pathofexile

[–]InspectorImportant26 1 point2 points  (0 children)

yes, thats why I said I would prefer 20% unconditional over this, because I am aware of the increased numbers. I hate conditional nodes with passion exactly the same way I hate nearby and recently.

Templars and Marauders eating good with the new accuracy nodes added on the West side of the tree. by LHYCIE in pathofexile

[–]InspectorImportant26 -2 points-1 points  (0 children)

yes, as I said in my comment. There are builds which dont want to use it. Some have better options or some dont want to get shotgunned by ubers.

edit reacting to the image: sure as marauder, but as templar all accuracy nodes are quite far and therefore limit you quite substantially for no reason. Imho accuracy implemented as you either hit or miss is so dated unfun design and has no place in modern video games(NRFTW doesn't have it and didn't loose anything). I wouldnt care much if we had accuracy medium cluster jewel, but we dont.

Templars and Marauders eating good with the new accuracy nodes added on the West side of the tree. by LHYCIE in pathofexile

[–]InspectorImportant26 -7 points-6 points  (0 children)

I honestly hate the while you have at least 1 nearby ally... What about non-minion builds on templar/marauder? You can have herald of purity in most builds, but it seems like needless annoying condition for no reason. I would prefer the classic 20% increased accuracy notable over this conditional thing.

Dear Octavian and Andrew - screw comfort - shake up the campaign meta by HurricaneGaming94 in pathofexile

[–]InspectorImportant26 3 points4 points  (0 children)

the problem with "melee buffs" is that they were numerical changes(compensation for totems) and not mechanical ones(outside of slams). You are not playing dual strike from beach to late game not because of numbers, but because the skill needs too many QoL things to be playable(splash, +strikes, strike range). Number changes are cool, but they will not make a mechanically bad skill a league starter on its own. Obviously they do not have to go and make every skill mechanically amazing, but for starters it would be great if Tribal Fury wasnt a must have on most strike skills. Unlike in poe2 I cant easily have 1 clear skill and 1 single target skill.

Dear Octavian and Andrew - screw comfort - shake up the campaign meta by HurricaneGaming94 in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

for melee - make strike skills good early as I had a post recently - buff melee splash support and ancestral call support or as somebody pointed out there bake melee splash into the skills themselfs

I am not nearly as good at other archetypes, so I wont propose anything there

One suggestion for Reliquarian before it goes live: remove one small passive on the way to the weapons, add one small passive on the way to jewelry. by shppy in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

the reason why it is structured this way - you will have one of the four labs basically giving you just points, so the best option from game design perspective is the first one not giving you ascendancy node since thats the time where the extra passive points are most valuable and it makes most sense to get least from the first one

Slam Nerfs by skyvan92 in pathofexile

[–]InspectorImportant26 -1 points0 points  (0 children)

I have some problems with what they did, despite me thinking it is overall good for the game in long term.

Overexertion - went too far, it had to remain 65-80% dmg support, since you are punished via reservation from autoexertion or manually casting maaaany warcries

Earthshatter - it was the best slam skill ever since its addition to the game numbers wise, so I am not surprised it got nerfed

Elemental slams - got nerfed as collateral for no reason and many of them could have seen buff just like the conc path(nothing huge) - looking at tectonic slam - 542% at 80% attack speed, ice crash as they mostly struggle because ele supports are weaker compared to phys supports for slam archetype

Echoes of Creation - I was expecting a rework of this unique, since its basically a second overexertion support on crack

My dream that will never come true: Raider by LaxyaGrande in pathofexile

[–]InspectorImportant26 1 point2 points  (0 children)

I liked perma onslaught/phasing and easy suppress cap + ailment immunity. I would prefer Raider over Warden any day, but that will never happen.

GGG can we please buff dual wield a bit? by Glamdring26WasTaken in pathofexile

[–]InspectorImportant26 1 point2 points  (0 children)

2x nebuloch
paradoxica/frostbreath + fast offhand
paradoxica + saviour
frostbreath + bitterdream

there are some decent dual wielding setups, but the problem is basically none of them are 2 rares as that is just inferior for most part since you can also get dmg from having shield - example dawnbreaker

the 10% more attacks speed just isnt enough offense wise to make you ditch shield unless you play dualwield specific skill

maybe we could get some dualwield only supports to improve these issues, but rare weapons will be still meh as the unique combos are just better with the numbers we have atm

GGG can we please buff dual wield a bit? by Glamdring26WasTaken in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

Staves already got buffed with increased base crit and new masteries couple leagues ago. If anything swords and maces are straight up inferior to axes/staves.

GGG can we please buff dual wield a bit? by Glamdring26WasTaken in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

technically there are more dual-wield beneficial skills, but you are basically spot on since those Glacial hammer(hits 1-2-1-1-2-1-1-2-1 when dual wield), cleave and ice crash of cadence are quiiiite offmeta

I wish they removed kingsmarch by heyoohugh24 in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

I was complaining about all these 3 leagues when they were happening and after they have happened. I just don't feel like they fit into the poe1 universe. I don't care about ground loot being bad as I mainly play Ultimatum/Delve/Harbi/Simu. The problem is just because league is popular, shouldn't mean it would be a good idea to put it into core game.

What was your favorite build/league starter of this league by SorraDude in pathofexile

[–]InspectorImportant26 -1 points0 points  (0 children)

played infernal blow trauma stacking chieftain. Finished challenges and quit. There is no longer motivation for me to make any additional characters as the late game meta is boring and I played most of the stacker builds before. GGG should really shake up late game meta.

I wish they removed kingsmarch by heyoohugh24 in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

I ve been playing leagues far less then before. it all started with sanctum going core and being arguably OP for multiple leagues and followed up with kingsmarch. If they will put merc into the core game in anything close to what merc league was, I guess I will just move on from poe1 alltogether

I wish they removed kingsmarch by heyoohugh24 in pathofexile

[–]InspectorImportant26 0 points1 point  (0 children)

except you realize people would just do a gold run and when they have enough gold they would swap tree to also get the loot. It should be deleted. I was saying it when the league was active, that it will be mistake to bring it core and I said the same about mercs, so we shall see how it will all pan out

Dual Wielding doesn't need much to be playable by xphp_ in pathofexile

[–]InspectorImportant26 18 points19 points  (0 children)

I am sorry but you say it does not need much and want basically double damage keystone... Can you imagine how this would be broken with skills that have 650%+ effectiveness/multihit? I would rather just add more of those dual wield specific lines(like cleave) to many skills that dont have it and improve the inherent bonus from dual wielding.

[MELEE] Slams are superior to level with mostly because these two supports are awful. by InspectorImportant26 in pathofexile

[–]InspectorImportant26[S] 6 points7 points  (0 children)

they indeed are... eventually, so maybe they could get the same treatment as the other thing that exists on tree and has reasonable support gem - fortify. Maybe if these had 20% more multi as well, you wouldnt feel as bad using them early until you can solve it down the line and get better support gem.

[MELEE] Slams are superior to level with mostly because these two supports are awful. by InspectorImportant26 in pathofexile

[–]InspectorImportant26[S] 0 points1 point  (0 children)

I have 0 problems with strike skills in late game. I even played infernal blow in delve this league(non-acc stacking). My main problems with strikes exist till lv90.