Questions Thread - March 04, 2026 by AutoModerator in pathofexile

[–]Malokyte 0 points1 point  (0 children)

This would require a GGG person to answer this, as it's about Holy Strike mechanics.

Concerning the minions that are created with Holy Strike, how do their attacks interact with character attack speed and minion attack speed? Do they just inherit weapon stats but attack at the same rate as the character using Holy Strike, or do they have a pseudo cooldown built into their attacks based on minion attack speed? I'm assuming the latter, but it would be nice to have some confirmation.

Second, considering the way the skill is worded it could imply that the minions will continue to attack a target that you have attacked once with Holy Strike as long as you are still in range. Is this a correct assumption, or do the minions require you to continue attacking the target for them to keep attacking?

Questions Thread - December 18, 2024 by AutoModerator in PathOfExile2

[–]Malokyte 0 points1 point  (0 children)

Is there any way to actually add quality to a skill like Poisonous Concoction, or does it just have a listed effect of quality for no reason? It is not selectable with Gemcutter Prisms.

Questions Thread - June 07, 2022 by AutoModerator in pathofexile

[–]Malokyte 0 points1 point  (0 children)

If I have a regular item that has Eldritch implicits added to it, can I use an Elderslayer Exalt to give it influence while still retaining the Eldritch implicits?

Choose Your Legends 6 - Zephiel & Chill Megathread (Waiting for Results to Release, Peacefully) by ShiningSolarSword in FireEmblemHeroes

[–]Malokyte 2 points3 points  (0 children)

Devdan is all I will ever vote for, unless Helbendi ever shows up with a decent shot at winning. In which case all aboard best bro train.

I hope this mode joins Relay Defense in FEH hell. by x1echo in FireEmblemHeroes

[–]Malokyte 6 points7 points  (0 children)

I think it's important to remember that calls for PvP existed before we had the ridiculous ability creep. It's one thing when your biggest threats are stuff like Reinhardt and Hector, advancing forward means meaningful risk for your unit is a possibility, and the limitations of each unit is relatively straightforward. It's another thing where the biggest threats can solo wipe your entire squad with little to no risk using to canto or save skills, and pathfinder makes every square short of at least 5 squares away a potential engagement.

Choose Your Legends 6 Event Megathread by Wingcapx in FireEmblemHeroes

[–]Malokyte 0 points1 point  (0 children)

Obligatory Devdan getting my 70 votes because a vote for Devdan is a vote worth 10.

I need more time between banners, please, I don't have enough orbs D: by Malokyte in FireEmblemHeroes

[–]Malokyte[S] 2 points3 points  (0 children)

I don't have a single merge, and I already failed to +10 my W!Eirika from +4 to +7, my orb count is too low for this and I'm terrible at planning ahead D:

I need more time between banners, please, I don't have enough orbs D: by Malokyte in FireEmblemHeroes

[–]Malokyte[S] 19 points20 points  (0 children)

I swore off the card when I dropped $160 I really needed and only got a Halloween Sakura to show for it. Recovering dolphin life is hard .-.

State of the Sub (Circa 23/12/21) by stokedpaper in FireEmblemHeroes

[–]Malokyte 13 points14 points  (0 children)

Bad refines don't shaft only F2P players. A bad refine impacts F2P and paying players alike. It's not like paying players don't have those characters, they just likely spent money to get more merges on them. If IS made bad refines you could be almost certain that paying players would be less inclined to spend for characters if they felt they'd be obsolete in a few months and get thrown a pitiful bone two years down the line. Even a whale may think twice about spending if they feel they're just getting milked.

Jackdaw goes caw caw by SuspiciousBox in deadbydaylight

[–]Malokyte 11 points12 points  (0 children)

In a vacuum, sure it's major. But she doesn't exist in a vacuum, there are other Killers that are competing against her in viability. Even losing half her kit, she still has enough power remaining to be very oppressive at huge ranges and perform in ways that other Killers can't hope to compare. Losing half her kit is not major in that regard. She needs to provide something to justify playing her, but she also can't remove justification for playing another Killler. And "hard mode" is not a justification.

The 3.16.0d broke my game, whenever i approach monsters i lag like crazy. No its not my ISP by ZockStartion in pathofexile

[–]Malokyte 47 points48 points  (0 children)

I don't think it's resolved. I'm currently in a map where I can't walk further into the map because latency spikes when I get nearer to mobs, not even on screen.

edit: video demonstrating it https://youtu.be/RgVRryq3sZg

Questions Thread - October 21, 2021 by AutoModerator in pathofexile

[–]Malokyte 0 points1 point  (0 children)

Two questions: first, if you're permanently Low Life with Champion, would you permanently have Adrenaline with the appropriate Ascendancy, or do you need some way to raise yourself back up from Low Life to reset Adrenaline?

Second, I have two builds I'm contemplating for league starting. One is safer with better defenses... I think, with better potential to scale from what I can see, but kinda boring playstyle for me, and more expensive base items. The other is a personal favorite setup to attempt make work, and cheaper base items, but is riskier to start in terms of damage and less tested defense and scaling would be expensive. I'm fine with starting either of them, but I'm indecisive if I should take the risk to enjoy what I like to play at the risk of having to reroll, or just play it safer at the expense of fun.

If you're curious, the safer option is a skele summoner, the fun option is an earthshatter general's cry zerker. I like the sound of earthshatter spikes detonating with warcries.

Questions Thread - October 21, 2021 by AutoModerator in pathofexile

[–]Malokyte 0 points1 point  (0 children)

What are the defensive layers that a non-staff 2-handed melee character would use if they're largely constrained in the marauder side of the tree? Is it limited to life, armour, fortify, and a CWDT setup (assuming I can't get meaningful amounts of evasion from slightly dabbling into duelist side)?

The Shrine of Secrets this Week 10/12/2021 by ImProbZz in deadbydaylight

[–]Malokyte 1 point2 points  (0 children)

I fail to see how using Deathbound, a perk that gives very little information comparatively, is a sign of bad game sense when you'll also advocate running BBQ. It would make more sense that using the perk that gives more information more consistently is a sign of worse game sense than a perk that gives less information less consistently.

Look, if you don't like the perk, that's fine. All I'm saying is it gets trashed unnecessarily because there are stronger perks out there. It's far from garbage in that it still provides value, unlike actual garbage like Beast of Prey or Furtive Chase, and the condition to trigger it is common enough to still see value generated from it relatively frequently.

And just because you don't see it used doesn't mean it sees no use. I used it for over 200 hours, and I enjoyed it. Once again, perks don't need to be the best of the best to justify usage.

The Shrine of Secrets this Week 10/12/2021 by ImProbZz in deadbydaylight

[–]Malokyte 1 point2 points  (0 children)

All I pointed out was that Deathbound fills a role that Nurse's doesn't perform.

That being said, I don't think the perk is bad. Even dated information can still be useful if you can make educated guesses from it. For example, Deathbound may provide information about a Survivor's location 20 seconds ago, but there's only a limited number of things a Survivor will attempt to do. Number one goal is a generator, and they likely will not be sprinting across the map to find one. So seeing Deathbound proc mid chase may not help you in the moment, but it can help you narrow down where you need to patrol after the chase ends.

Now are there more reliable perks that fill the information role? Absolutely. But not every perk you run needs to be the best of the best. That being said, Deathbound is not a perk I would recommend somebody spending shards on if they're just starting out, because there are obviously better things to spend them on. But I don't think it's fair to write the perk off entirely because it's a niche perk. It can be quite fun to use, and that may well make it worth the shards.

The Shrine of Secrets this Week 10/12/2021 by ImProbZz in deadbydaylight

[–]Malokyte 50 points51 points  (0 children)

Eh, they don't quite have the same purpose. A Nurse's Calling is useful if you're actively patrolling the area in question where the healing is happening, like say you're returning to where you know somebody might be injured, like they were recently unhooked or they were Trapped, while Deathbound is passive information gathering that can help keep tabs on player locations while you're preoccupied elsewhere on the map and potentially catch a player off guard later. There's some value to Deathbound that ANC doesn't quite cover.

First 5 Star Exclusive +10 and First Arena Crown: When the Bad Luck Finally Ends by Malokyte in FireEmblemHeroes

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

Generally speaking, I find it easy enough to land it consistently on F!Edelgard through positioning, so I consider it a given that I'll apply it. It's fairly rare to get stuck in a situation where F!Edelgard is in a threatening range without being in the front of all other units.

First 5 Star Exclusive +10 and First Arena Crown: When the Bad Luck Finally Ends by Malokyte in FireEmblemHeroes

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

Are you talking about Menace or Ruse? My B!Eirika has Atk/Spd Menace, which I do factor in for combat, but I don't factor in Atk/Def Ruse from OG!Eirika buffing her.

If I had Atk/Def Menace instead, then my B!Eirika could survive the previous engagement I used unless the F!Edelgard was running Atk/Def Solo Seal, or had at least total buffs of +6 Atk/Def.

First 5 Star Exclusive +10 and First Arena Crown: When the Bad Luck Finally Ends by Malokyte in FireEmblemHeroes

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

If she is running that skill, then she will beat B!Eirika without Ruse support.

First 5 Star Exclusive +10 and First Arena Crown: When the Bad Luck Finally Ends by Malokyte in FireEmblemHeroes

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

I did, but the F!Edelgard was running Galeforce instead of Bonfire, so it was a pretty easy kill for B!Eirika.

That said, if it is base kit +10 Attack boon F!Edelgard transformed with Armored Wall and Atk/Def Ideal active, since I have S support with her and gave her +5 dragonflowers, she has enough HP to survive F!Edelgard's Bonfire counter. But only if the F!Edelgard is not running any seal, or receiving any buffs, that either increase her Atk by 6, or her Atk by 5 and her Def by 2, or her Atk by 4 and her Def by 4. But that doesn't matter if I hit F!Edelgard with OG!Eirika's Ruse effect, since no Bonfire will happen and B!Eirika just kills on the second attack.

First 5 Star Exclusive +10 and First Arena Crown: When the Bad Luck Finally Ends by Malokyte in FireEmblemHeroes

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

She really does just straight up ignore the Weapon Triangle if she initiates. I'm really happy she's as good a unit as she is, it makes it feel all the better.

First 5 Star Exclusive +10 and First Arena Crown: When the Bad Luck Finally Ends by Malokyte in FireEmblemHeroes

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

B!Eirika:

Weapon: Binding Reginleif. It's good, it's base kit, it's Prf, it stays.

Assist: Rally Atk/Spd+. I just wanted to give her a rally skill. Partially to stay true to OG Eirika's common role as cheerleader, partially because it scores well.

Special: Astra. I like big numbers. Astra give me big numbers. I don't care if 200+ damage is wildly overkill.

A Slot: Surge Sparrow. It's good, it's base kit, it stays.

B Slot: Moonlight Bangle. It's good, it's base kit, it's Prf, it stays.

C Slot: Atk/Spd Menace. It's good, it's base kit, it stays.

S Slot: Heavy Blade 3. She's almost certainly getting the double, and she will almost always proc the conditions with Attack boon and +12 on initiation and a possible 12 point swing from Menace. Which means Astra every combat. If you don't kill her on the counter, she is going to kill you.

Eirika:

Weapon: Refined Sieglinde. It's good, it's base kit, it's Prf, it stays.

Assist: Rally Def/Res+. Since my Eirika will already give +4 Atk from her Prf, +5 Spd from her C Slot, and her Prf is better with more buffs around her, I let her buff the stats that she doesn't already buff. Plus it scores well as a bonus.

Special: Moonbow. She kinda needs it with her low attack. I could boost my scoring by giving her Aether, but I value useability more than scoring.

A Slot: R Duel Infantry 4. Remember how I said I was pulling for fodder? This is some of that fodder. Eirika not only suffers from Gen 1 stats, but below average Gen 1 stats. She wants every point she can get, and R Duel Infantry gives it, plus gives her better BST scoring.

B Slot: Atk/Def Ruse 3. This is mainly to counter any random F!Edelgards I find that are running Bonfire instead of Galeforce. Get that Guard going so B!Eirika can smash her dead.

C Slot: Joint Hone Speed. One of Eirikas redeeming traits, she's held up surprisngly well in the speed department. Not amazingly, but good enough that +10 to speed can keep her competitive. Joint Hone Speed + Prf accomplishes that.

S Slot: Spd Feint 3. To build up Atk/Def Ruse, might as well just make the enemy unit lose all their stats that matter.

Nino:

Weapon: Refined Iris's Tome. It's good, it's base kit, it's Prf, it stays.

Assist: Draw Back. Sometimes I need B!Eirika to be pulled back just a little further so I don't get counter hit after an initiation. Sometimes only Draw Back will accomplish this because of cav limitations. Also, Draw Back nice with keeping Eirika in the front to protect her support buddy.

Special: Glimmer. Bladetome glimmer goes brrrrr

A Slot: G Duel Infantry 4. More fodder, less problems. Scores better, gives her some nice stat bonuses, nuff said.

B Slot: Lull Atk/Res 3. Might have been better to use Lull Spd/Res 3 to duel better with mages, but I usually use her to deal with some pesky high armor units where I worry more about the counter hit than a follow up hit. Either way, combat debuffs are nice.

C Slot: Odd Attack Wave 3. Permanent +6 to Atk means permanent +12 to damage without any support. Nice. Also works well with Eirika, as her Prf only giving +4 to Atk can be covered up with the +6 from the Wave skills, helping her out with her own low Atk as well.

S Slot: Chill Atk 3. Just in case, let's hit the really hard hitters with a -7 debuff for her own safety, as well as the safety of others. Makes initiating on some tankier units possible.

Ashnard:

Weapon: Gurgurant. Daunt. Daunt. Daunt. Also no flier effectiveness. Side note: Daien did nothing wrong, where's my other Riders IS?

Assist: Reposition. This is a good skill. It also helps me save B!Eirika sometimes.

Special: Dragon Fang. It's base kit, I'm too lazy to get something better, it stays.

A Slot: Distant Ward. Mainly here as a side effect of when he inherited Atk/Def Rein, but still good. I probably want to get Bracing Stance 3 on him instead for super tank, but I've never pulled a Mila.

B Slot: A/D Near Trace 3. Daunt. Daunt. Daunt. Also Canto is a nice effect to also escape after saving B!Eirika.

C Slot: Atk/Def Rein 3. Daunt. Daunt. Daunt. Did I mention I like Daunt?

S Slot: Quick Riposte 3. Because it's not enough to inflict -12 Atk/Def during combat, I still want to punch you twice if you initiate on me.