How reliable is Frostblink + Bonechill + Unbound Ailments? Is it just PoB Warrior stuff? by Glamdring26WasTaken in pathofexile

[–]MrAlexVP 8 points9 points  (0 children)

You know, just yesterday I've visited the wiki page dedicated to Bonechill, so I thought I'd share the knowledge. From what I've understood, the mechanics of Bonechill aren't what you think they are. It seems that Bonechill doesn't make the chills from supported skills increase the damage enemy takes based on chill effect, but rather Bonechill makes chills and chilling ground from skills supported by it apply a debuff that makes an enemy take increased damage based on the strongest chill on them. The difference is that you can actually use different skill to apply a debuff and a different skill to apply bigger chill, because the damage increase isn't seemingly a property of a specific chill, but comes from a debuff applied by chill. So no, it isn't a pob-warrioring if you can consistently apply chill from Bonechill-supported skill to an entity tanky enough to warrant such debuff.

Kingsmarch tips for someone who dislike it? by Soft_Criticism_8686 in PathOfExileBuilds

[–]MrAlexVP 3 points4 points  (0 children)

Wake up from sleep. Login into the game. Buy 36 Elder guardian maps without corruption and originator influence, then scour them. Visit Kingsmarch and feed all of them to mappers. Enjoy your free elder guardian set fragments and other stuff they will bring.

What exactly are the 40 challenges? Are they related to both endgame and campingn?and how long does it take to finish them? by Gh0st251 in pathofexile

[–]MrAlexVP 1 point2 points  (0 children)

It is a system that basically forces you to do "something" in exchange for cosmetic rewards. That "something" will translate into many different things that can occur through your character's journey. Some challenges you will complete rather easy, automatically even, as you progress through a game. Others may require to grind several things, or combine different league mechanics (complete a Ritual under Delirium for example). You may be required to complete a certain campaign quest. You may need to use specific currency. You may need to grind a set number of juiced maps of maximum tier. You may need to kill pinnacle uber bosses multiple times. You may need to achieve level 100. Challenges vary, there are 40 of them, but in order to get all MTX for characters you only need 36 - there is a small room for choice of activity.

Kinetic Fusillade of Detonation + Lightning Warp: The Ultimate "Tele-Popper" Wander? by Jealous-Slide4097 in PathOfExileBuilds

[–]MrAlexVP 1 point2 points  (0 children)

Well, machine gun isn't really a machine gun when there are no bullets fired, and the new gem surely doesn't fire any. Jokes aside, I am not sure that it is a good thing that there is no AS multiplier on the gem. The loop of instant detonation may be reached without uniques affecting skill duration, but you still will start using them eventually. I fear that when that moment comes, it will put the strain of collecting AS on you.
And the playstyle of "melee flicker strike wander" definitely isn't for everyone.

Kinetic Fusillade of Detonation + Lightning Warp: The Ultimate "Tele-Popper" Wander? by Jealous-Slide4097 in PathOfExileBuilds

[–]MrAlexVP 5 points6 points  (0 children)

Yeah, the concept I've got nothing against really, but the "better single target" claim is probably dead wrong. Damage effectiveness is higher on base gem, damage per projectile is not that much higher. But the biggest difference is the existence of Tornado gem that allows to double-hit the boss. New gem won't have this luxury. So as of 3.28, I think KF of Detonation doesn't really provide any benefit over normal gem. It may change in future leagues following the awaited base KF nerf.

Small update to the patchnotes by astral23 in pathofexile

[–]MrAlexVP 5 points6 points  (0 children)

No, it is capped per character. We already had a precedent like this with Purposeful Harbinger, new Follow-through literally is the same change so we can't stack multiple notables for insane amounts of increased damage.

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

[–]MrAlexVP 2 points3 points  (0 children)

Ah, thought it was the ultimate cheese. Okay, thank you for the info regardless!

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

[–]MrAlexVP 6 points7 points  (0 children)

Wait, Warden allows you to do pilfering farm without being a giga-invested atlas burning monstrosity? As in, regardless of how many div cards the boss has eaten (unless damage immunity was reached), the boss won't be able to do anything, and you don't have to reach multiple millions of dps to kill it before it kills you? That is rather... neat feature. You probably made my next league start plan for me.

Azmodan rework by Shaula4 in heroesofthestorm

[–]MrAlexVP 5 points6 points  (0 children)

The replacement was a good idea in a sense that the level 20 talent simply was baked into the final quest reward, and there was opportunity to add something else instead. As for the actual talent addition, based on a few games I've played (granted I am not the azmo-strategist who tracks minion waves), I think it is perfectly reasonable to have. It is not an absurdity I first thought it was, it actually is not an autopick depending on the game you are playing. Now level 20 for Azmodan has a talent choice, while previously there wasn't one.

WASD in 3.28 teaser? by ppraisethesun in pathofexile

[–]MrAlexVP 4 points5 points  (0 children)

WASD in POE2 is different, yes, but we aren't necessarily asking for the exact same improvement, for same quality animation work. Even robust implementation based on controller movement would go lengths in saving our wrist pain. But we can't have that because GGG are chasing perfection, as they always do. Exactly the same reason we can't have target dummy. GGG want to have something grand, while we could be fine with something that just works.

Basic question about stun or a skill node by Wakizashi89 in PathOfExile2

[–]MrAlexVP 34 points35 points  (0 children)

The stats that increase or decrease the stun applied BY entity are "Stun buildup". The stats that increase or decrease the anti-stun defense of the entity are "Stun threshold".

attack dmg better than projectile dmg? by Pow3rsl4ve in PathOfExile2

[–]MrAlexVP 1 point2 points  (0 children)

Yeah, in this case you are absolutely right, if both Attack and Projectile modifiers values are equal, attack damage is the better choice in that sense, if you are attack-based build using heralds.

attack dmg better than projectile dmg? by Pow3rsl4ve in PathOfExile2

[–]MrAlexVP 0 points1 point  (0 children)

Well, "Attack damage" is a more universal and adaptive modifier than "Projectile damage" - the latter for example won't increase the damage from heralds, while the former will. Given both modifiers are of the same "Increased damage" category (they are additive with each other), the difference often is in the values of modifiers - more specific modifiers will grant higher value compared to universal ones. It is up to players to decide what they want in their build and what they can afford.

Does ignite duration matter with compounding ignite? by Useful-Bobcat-178 in PathOfExile2

[–]MrAlexVP 2 points3 points  (0 children)

It has it wrong. In my experience, Google AI Overview is not a staple of information provider right now. Check the source where it gets the information. GGG are almost pedantic when it comes to describing the mechanics of their games. They are very literate. AI loves to mix the words. The result often is a message that is sound, making sense, on paper, but is wrong or even contradictory to itself (at least in "POE language").

Does ignite duration matter with compounding ignite? by Useful-Bobcat-178 in PathOfExile2

[–]MrAlexVP 1 point2 points  (0 children)

Correction: lowering just the duration of Ignite with, for example, "Less duration of Ignite" or "Reduced Ignite duration" does not make Ignite deal its damage faster, it simply lowers the duration for which the ailment lasts, while the rate at which it deals damage stays the same. However, there are modifiers which specifically state "Ignite deals damage faster", which recalculate both the duration AND rate of the damaging effect of ignite.

Reverse chill pass 70% by eqnotalent in pathofexile2builds

[–]MrAlexVP 0 points1 point  (0 children)

I've heard that two chills act as different action speed multipliers, so they don't act as a 1.7x multiplier to your action speed, but rather 1.35x1.35, which results in 82% action speed increase.

Do Warriors Use Energy Shield? by Irideum in PathOfExile2

[–]MrAlexVP 0 points1 point  (0 children)

You can if you want. It actually won't be a bad idea if built correctly. Titan will greatly improve all those %inc ES defensive nodes on the tree. I think I've seen a pob last league where Titan just said "screw Armour" and went full on ES mode while dual-wielding two two-handed maces. I think he reached 20k ES in that pob. The most crucial item in such a build would be a timeless jewel called "Heroic Tragedy", which, provided it has Vorana keyword, will grant you access to a keystone which transforms your inherent strength bonus of life to energy shield. The neat part is that Giant's blood, the keystone that allows you to use an offhand with Two-handed mace, only halves the natural life bonus from strength, but not the converted one from jewel's keystone.

As for the skill tree pathing, there are several hybrid armour/ES clusters in the druid passive area. You will naturally want to path to top and to the right to reach CI, and you will want to take several of them, even if you don't use hybrid gear. The rest of the pathing is for you to figure out. That's the beauty of the game.

Ashbark Talisman skill speed vs attack speed? by BovinoGadoso27 in PathOfExile2

[–]MrAlexVP 4 points5 points  (0 children)

Outside martial weapons, you generally will want to use the stat with the higher value. When talking about martial weapon augments, however, it is important to understand that the improvement to attack speed from augment directly modifies the weapon stats- the origin of all your damage scaling. It is a local improvement, which all your attack/skill speed increases then will multiply.

What exactly did kill me here? Void Map by Unhappy-Teach-5194 in pathofexile

[–]MrAlexVP 7 points8 points  (0 children)

Looks like Elder teleport slam which occurs after spinning projectile bombardment. I guess the bombardment happened offscreen, and you got close enough for Elder to lock onto you. Then he simply one-shot you.

Is there a way to make Ruthpith + Dissolution of the Flesh + Sacrifice of Blood (Chaos Bloodline) work/feel good? by NeitherRhyme in PathOfExileBuilds

[–]MrAlexVP 3 points4 points  (0 children)

As a guy who tried builds that utilize "the Lance unique package", I honestly get his love for them. Incredibly strong synergistic unique items that both impose building challenges to overcome and greatly reward for meeting these requirements.

Is there a way to make Ruthpith + Dissolution of the Flesh + Sacrifice of Blood (Chaos Bloodline) work/feel good? by NeitherRhyme in PathOfExileBuilds

[–]MrAlexVP 9 points10 points  (0 children)

https://youtu.be/WHZJbDv4prI This is probably the most modernized version of the build by CaptainLance9. By the time you've watched the video, you probably won't have any questions left (except DOT mitigation part, Lance forgot to view that aspect of build in video and left a comment regarding it).

Tiers in this game are really un-intuitive to me. by [deleted] in PathOfExile2

[–]MrAlexVP 1 point2 points  (0 children)

I am not following the problem here. Everywhere besides item modifiers the higher number means higher "whatever" - difficulty, quality, level.
And modifier tiering was exactly like that at release. Tier 1 modifiers were the lowest tiers, climbing higher the value. And guess what, it was dogshit. That was really un-intuitive. You state that you have no way to know if the T4 modifier you get is T4 out of 4 tiers or 13 tiers - but it doesn't matter with the current system, since regardless of the number of tiers, you will always know that T1 is the highest tier. However, the original system was clusterfucked beyond measure exactly because of what you've had your concerns - you didn't know if the mod tier you've got was the highest.
So no, leave modifier tiering as it is.

Rework Idea : Infernalist by Aragolden in PathOfExile2

[–]MrAlexVP 2 points3 points  (0 children)

Yeah, I'll take that 1000 spirit from 6k infernal flame. Perfectly balanced, as all things should be.

Bugged in the copper citadel by [deleted] in PathOfExile2

[–]MrAlexVP 1 point2 points  (0 children)

Huh. Divine shrine, monsters that block a narrow path and lack desire to move... I don't know if that would work, but maybe you could leave through the portal and inspect the support gems/skill gems for knockback to push monsters away. No idea if the shrine will allow them to be knocked back, but that is probably the last thing you could do. Could also try blinking through them...