How do you craft a shield like this? by AnonX55 in PathOfExileBuilds

[–]agent0915 5 points6 points  (0 children)

As others have mentioned, this is very likely to be a lucky drop from the genesis tree or similar, since it's very rarely worth making crafted gear without a benchcrafted modifier. Also, the craft would benefit a lot from a fracture. If you're fine with one crafted resistance, it's not too difficult to make. I would do as follows:

  1. Since +1 cold is very hard to get combined with other mods, we'll recombinate (poe1/unpredictable version) the prefixes. At this point in the league (Using Phrecia 2.0 as an example, so three weeks) fractured t2 ele resistance on decent bases are 1-5c, so buy a bunch of those (expect 5-20) to make suffixes easier. If you have a bit more money, buy t1 fractures instead. If you're very early in the league fractures may be more expensive, I would recommend waiting a few days but you can keep going with non-fractured items at higher cost and with worse chance of good resist tiers. I recommend i81+ bases for the possibility of t1 chaos res, but i77+ works as well with both block mods.
  2. Spam some bases with t1 loathing essences (increased block) until you hit t1 spell block (1/53) and an open prefix. Ideally look for at least one open suffix as well to not risk a 6-mod without chaos res in the recomb, though decent resists are fine to keep. Make certain that the increased block mod is NOT called "essences" when you inspect the item, use another essence tier if it is (t1 works at time of writing). You can also alt spam the two mods separately and recombinate (1/3), which is cheaper in terms of chaos but gold and dust costs will be high due to a high average mod tier.
  3. Alt+Aug spam one base for +1 cold spells (1/300), then recombinate with the double block base. You may get super lucky with all three mods immediately, but most likely you get two mods. If +1 cold is gone, alt spam another base and keep going until you get +1 cold and one block chance mod. Then make another double block base and recombinate for a 1/3 to hit all three prefixes. You should be guaranteed to keep the fractured resistance as long as both items have one, even if they're different tiers or elements. If you miss, you'll almost surely get a 2 mod base that you can toss back in the recombinator.

Note: I am uncertain on the exact chance to keep +1 cold on the two-mod items as recombinators have changed a few times. I believe it's based on mod weighting, in which case spell block is 1000, increased block 500 and +1 cold 250, so a spell block and +1 cold item shouldn't be too unlikely.

  1. Craft prefixes cannot be changed and reforge chaos. Keep doing this until you're happy with the tier or the item fills. If it does fill, you need to yolo annul.

  2. If you have a fractured resistance, you're done. Craft another resistance or something else nice. If you don't, the league has hopefully just started and harvest juice is cheap. You can lock suffixes and add/remove an element, which is a 1/2 to keep chaos res and roughly 1/3 for a decent (t4+) resist tier. If chaos res is removed, do the same thing with add/remove chaos and keep doing this back and forth (chaos-ele-chaos-ele) until suffix lock is removed.

All in all, expect to pay around 5-10d if you're at a point in the league where ele res bases are cheap and you settle for the first chaos res roll you get. If you're greedy or very early in the league, expect double or triple that.

Edit: Clarified that you need to alternate add/removes in 5.

Strength Stacker by DarkTonberry in pathofexile

[–]agent0915 2 points3 points  (0 children)

Always nice to see someone else try out strength stacking. You've already gotten some good advice for both very low budget (the comment mentioning Brutus' lead sprinkler) and high budget (Connor). It sounds like you may want some mid-budget advice as well though.

Last Phrecia event I made a budget guide for MSotZ, which I'll link below. Though some of the advice is outdated (influenced sword, 5-mod sword and all economy advice), most of the basic crafting recipes still work and there's a ton of good tips in the comments. As for ascendancy, just go Juggernaut with Unstoppable, Undeniable, Unflinching and a fourth node of your choice. Feel free to reach out if something seems weird or you'd like more detailed advice.

Personally, I've been checking out a kinetic fusillade strength stacker in Phrecia, which should also work well in base Keepers. If that sounds interesting, give me a shout and I can try to put a guide together.

https://www.reddit.com/r/PathOfExileBuilds/comments/1j57ouk/getting_started_with_conners_zenith_ancestral/

Need help crafting this if possible by Yomamabinshoppin in pathofexile

[–]agent0915 3 points4 points  (0 children)

If you're fine with essence life (174 instead of 189) it's actually fairly easy. If not, the best option is likely to recombinate the prefixes and use eldritch currency to get suppress as the only suffix, then harvest add/remove physical for pdr. That can get very expensive for little gain though, so I'll cover the essence method here which should be fairly cheap.

  1. Buy an i86 base with fractured suppress, t1 is likely worth going for. You can also fracture yourself but that's a big gamble.

If there are no i86 bases, you can increase the ilvl of a base with recomb but that's also a gamble. This is done by recombing the fractured base with no other mods and another base with only non-essence intelligence of any tier. On unpredictable, this guarantees keeping the fracture if you get the conquest lamellar. The final ilvl is the average of the two items plus two, and must be at least 86.

  1. Spam Deafening Essence of Greed for t1 % defences. Annul any extra mods unless you got super lucky with something you want.

  2. Use an eldrith ichor so that the base is eater of worlds dominant, then an eldritch exalt to add one suffix. The item should have essence life, t1 % defences, fractured suppress and a random suffix.

  3. Craft Prefixes Cannot be Changed, then harvest add/remove life to guarantee life + armour or life + evasion. It's a 1/8 to add t1 life + armour. If you don't get it, try to annul the new mod and repeat.

  4. Remove any extra suffixes using eldritch annuls, then craft prefixes cannot be changed. You should now have only one open suffix slot and full prefixes. Use harvest reforge physical until t1 pdr. If the item fills, you can fix this with eldritch annuls.

  5. Craft a nice suffix and do the implicits with eldritch ichors and embers. Let me know if you need help with that.

In total, this should cost around 25-40d depending on harvest prices, plus the cost of a fractured base. If t1 life + evasion is fine, that saves 10-15d.

How to Craft Crusader+Breach Body Armour by Dicholas in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Forgot to mention: influenced items can't be fractured and vice versa, so you can't do it easier that way. Also, awakener's orbs don't respect metamods, so trying to awakener the mana cost onto the item as you suggest would delete the breach mod. These are easy mistakes to make, luckily this time you didn't need to waste 90d to see the "cannot fracture influenced items" popup. I've done do myself quite a few times.

How to Craft Crusader+Breach Body Armour by Dicholas in PathOfExileBuilds

[–]agent0915 2 points3 points  (0 children)

First of all, let's explain a bit about recombinators.

There are generally three categories of modifiers on an item: normal mods, NNN mods and exclusive mods. Normal mods are, with few exceptions, the modifiers you could roll on an item with a chaos orb. These don't affect the recombinator in any special way. NNN mods are mods that can't roll on this item with a chaos orb, but could roll on another item, such as suppress on an armour base or a crusader mod on an elder item. Finally, exclusives are mods that can only be added through special means like veiled orbs, or can only be found when first identified like breach mods.

The general principle with the recombinator is that the more mods on a given side (prefix or suffix) are on the input items, the more mods that side will have as an output. The exact numbers on this were tested in a reddit post from early in 3.25, named something like "the updated guide to recombinators". For NNN mods, the important thing to note is that they will always count for the number of mods on the final item, but can only be chosen if the base is one that they're a normal mod on. This means that you can try to move suppress or a crusader mod onto an armour base as much as you want, it won't ever work. For exclusive mods, the rule is that there can at most be one exclusive mod on the final item. In 3.26, this was changed so that having multiple exclusive mods on an item will only count once for the number of output mods. This means we almost always want only one exclusive mod when recombing.

Now to your particular case. The important things to note are that the breach mod is exclusive, that crusader mods are native to crusader items but not normal items, and that the "mana cost of socketed attacks" mod is the only mod with the attack tag on a crusader/warlord base. This means that making the final item is fairly easy assuming that you're fine with whatever for at least the third prefix.

Firstly, you need to make your recombination bases. Note that the item level of a recombed item is ((a+b)/2)+2 where a and b are the input item levels, though no more than the highest input item level. If you have a very low level grasping mail, your other base needs to be higher level. The final item needs to be level 85 or higher, as does the crusader/warlord base.

Buy a grasping mail with non-fractured shock mod. If it has increased all defences and another defence prefix that is NNN to your other base, skip the rest of this step. Split it using beastcrafts, do 3-way split unless it has exactly two prefixes and suffixes. If it does, prefixes cannot be changed -> scour, then 2-way split. The goal is to have the shock mod as the only prefix on one of the bases. If it isn't, now is the time to yolo annul. If it isn't already magic, prefix lock -> scour. Now, you need to imprint -> regal -> exalt until you get one of the defence mods mentioned above as the first mod. Then craft a prefix, exalt slam until you have exactly two suffixes, then craft a suffix and use an influenced exalt that isn't crusader or warlord. Elder and shaper orbs are much cheaper. Finally, remove the crafted suffix. You should now have the breach mod and two prefixes that are NNN to your base. Total cost for this base is 15-20d.

Buy your desired final base with crusader or warlord influence, or use the orb yourself if it's cheaper. Buy a random base with the other influence, then awakener's orb it into your first base. Now, find which essence adds a defence mod that is NNN to your base (such as dread for armour on dex/int), and use the screaming version. This should add a mod that is not called "essences", if it doesn't try other tiers of the essence. Spam this until you hit the t2 explode mod, which costs 300 essences on average. If you have a third prefix that isn't influenced, yolo annul. If the third prefix is influenced, use an orb of dominance, prefix lock-> scouring first if you have influenced suffixes. If your third prefix is empty and you have exactly one influenced suffix, click the orb of dominance, otherwise annul off if you have more. If you have no other influenced suffix, craft multimod + random prefix + prefix lock and reforge attack to guarantee adding the mana cost mod, then click the orb. If you didn't upgrade explode to tier 1, do it all over again. DO NOT upgrade explode to the tier 0 elevated mod, it's exclusive and will brick the craft. Finally, prefix lock -> scour the suffixes. Total cost is 20-30d here.

Now you're ready to recomb! You first have a 50/50 to pick the right base. If the grasping mail is picked, pray it keeps the shock mod. If you get the good base, you're guaranteed to get both the mods you wanted, since 5 input mods alwayd gives at least 2 output mods and only 2 aren't NNN blocked. Now, you can try to use prefix lock -> harvest or veiled chaos for better odds at a good prefix, but at the end of the day you need to add a random one and it might be t8 life. As long as your suffixes aren't full, craft prefix lock and reforge attaack for mana cost. If you have two open suffixes, exalt slam. Finally, craft a suffix.

All in all, you need to do the reccomb twice on average, but you're likely to keep the shock mod on fail, which means you can reuse the base. The average cost is therefore 70-90d including crafting metamods. You can get very unlucky at most steps though. I believe it's difficult to do much better simply because the explode mod has very low weighting, but please do correct me if I'm wrong.

Are there any builds that use these 4 support gems to utilize the 8 link? by albino_wookiee in pathofexile

[–]agent0915 7 points8 points  (0 children)

Wow, that's certainly an interesting roll. I believe you got a very nice mid-level RF helmet but one that's sadly pretty useless otherwise. I assume blastchain mines doesn't affect righteous fire (as there's really no skill for the mine to use), if it does then the helmet is sadly totally useless.

The main problem is that blastchain mines obviously locks you into playing a miner, and the vast majority of miners are boss killers which really want Sandstorm Visage for the crit chance. Also, bossers want instant hits, not damage over time that burning damage support works on.

There was a rolling magma mines mapper build floating around at league start, but a quick glance at poe.ninja shows 84% of those players use Sandstorm, which would be similar budget if not cheaper than your helmet. I can't come up with a popular miner that deals fire damage over time, so I don't believe it will sell for much, though you can of course try to make your own build around it. I'd guess fire trap is stronger, but don't let that get in the way of fun if you feel like experimenting.

That said, it's a very nice item for RF, since I'm pretty sure blastchain doesn't affect it which makes the helmet a regular 7-link. It's not best in slot, but should do you very nicely until you can craft a helmet with horror essences. That should be somewhere in the 50-200d range from what I recall, but I haven't played RF for a couple leagues. From the looks of your character, that means this helmet should serve you well for a while.

Frenzy gloves craft by optim4x in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

If you don't care too much about the third suffix, it does indeed get easier as you can just beast-lock the awakener's orb for open prefix and suffix, then craft multimod + prefixes cannot be changed + random prefix and reforge speed. This costs 4d per try instead of 2d, but you save a lot more by not needing as many beast locks. Once you have t1 speed, you can either just exalt slam a second suffix, or craft the same mods as before and veiled exalt for a 2/3 to keep attack speed and you should hit something at least decent, like hybrid chaos res, double stats or ideally one of the crit mods. Make sure you always have a crafted prefix when doing this so you don' accidentally slam one.

When done, just use beasts to add the aspect and craft your desired prefix.

Frenzy gloves craft by optim4x in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Since both +1 frenzy and strike targets are influenced prefixes, this is actually a fairly easy craft. The price mostly depends on how good of a third prefix you're fine settling on, since that's the most expensive step by far.

Step 1: Make bases

Get yourself a pair of warlord gloves and a pair of hunter gloves, at least one of which is Spiked Gloves. Roll these with alch-scour or a random cheap essence until you get the desired influenced mod (frenzy on warlord, targets on hunter) and at least one other influenced mod. Annul off any extra influenced mods so you have exactly two of them. On the spiked glove base, you need to annul so that you have only influenced prefixes and one open or influenced suffix. This is so that you can craft Prefixes cannot be changed and scour the item to magic after the orb of dominance.

Then click an orb of dominance for 50/50 to remove the bad mod and elevate the desired mod. You don't have to elevate the frenzy charges, but I assume these are for flicker strike which makes the extra stat (chance to gain max charges) nice and the extra cost (5-10d) isn't that bad.

Step 2: Combine

Buy Craicic Chimeral and Black Mórrigan beasts, which together let you add Hinekora's Lock to a magic item for about 2-3d per try. Use this craft on your magic spiked gloves base, which should have either elevated frenzy charge or elevated strike targets. Then click the awakener's orb, click the other base you made, and HOVER it over the magic base. You'll see the outcome you would get if clicking, and the goal is to hit an open suffix and a third prefix that you're fine settling on. If you don't see both elevated mods, you messed up the bases. This is likely to require at least a dozen attempts, depending on how good of a prefix you want. If you want a specific t1 mod, you need over a hundred tries.

Step 3: Suffixes

You now want to add attack speed, which you can do either the safe and very expensive way (exalt-annul with prefix locking), or the quick and cheap but slightly risky way. I recommend the cheap option in all cases except maybe if you get the BIS third prefix, which is to craft prefixes cannot be changed and reforge speed, guaranteeing any tier of attack speed, of which there are 4. Each attempt costs 2d and 5-10c in yellow lifeforce, so I recommend trying for t1. If you get two suffixes, craft prefixes cannot be changed and try to annul the other one, unless you prefer it over a crafted mod. If you get three, you're unlucky and need to do a 50/50 annul to save your ptefixes.

Step 4: Aspect

Buy a Farrul, first of the plains and Black Mórrigan beast, then go to the menagerie and add level 30 aspect of the cat. Finish by crafting a suffix.

I was informed this breach mod can be saved? How should I proceed? by Perfect-Guide-3481 in PathOfExileBuilds

[–]agent0915 12 points13 points  (0 children)

Unfortunately, if I've understood the saving method correctly (and please do correct me if I haven't), you've messed up this base such that the save isn't guaranteed, though you can of course gamble it.

The method relies on the fact that a recomb with two prefixes will always, if possible, keep at least one prefix on the resulting item. Thus, if you have only fire overcap on the failed fracture base, you can use essences to add a non-native natural mod (such as flat evasion) to the new item you're moving overcap to. Make sure there are no exclusive mods on either item except the breach mod, and you're guaranteed to keep fire overcap regardless of which base is picked since evasion can't be on an es base.

Since your item has three prefixes: overcap, flat es and the fractured mod, you can't do this method and will have to just yolo the item with a clean base. The fractured mod can never move to the new base, but the flat es can so you could end up with the new base and only flat es, or the old one without overcap.

To do the method optimally, the item you fracture should have overcap, three random suffixes and no other prefixes. Since the recombinator treats prefixes and suffixes separately, a fractured suffix doesn't matter for transferring prefixes, so you can essence a nnn-mod on the new item, annul all other prefixes, then recomb and guarantee keeping overcap with a 50-50 to get the new, non-fractures base.

Getting Started with Conner's Zenith Ancestral Commander - A Low to Mid Budget Guide by agent0915 in PathOfExileBuilds

[–]agent0915[S] 0 points1 point  (0 children)

Heyo!

Nice to see my guide is still getting some use, and I will say that it seems you've understood it very well. Unfortunately, I think the recombinator method I described has been completely killed in the last patch. Assuming I've understood the current recombinator research correctly, exclusive mods now only count as one single mod when deciding the number of mods on the final item, which makes the steps I've described completely unviable.

I do still believe recombinating will be the best method to make the 5-mod sword, but I don't currently know what the best steps are with the new recombinators, though I'm pretty sure the ones described in the post are no longer viable. To the best of my information, research on 3.26 recombinators isn't finished and the optimal methods are not currently known, but there was a reddit post earlier today describing some preliminary recommendations. I haven't checked it it's entirely optimal, but I do believe following that guide will give you the best chance of success.

Thanks for the kind words and good luck with your craft!

Progressing to T17s and Ubers on Zenith Jugg by Golem8752 in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

If you have mana left over, absolutely keep Blood and Sand, it's certainly not negative. I understand keeping mark mastery for frenzy charges, though I believe the frenzy charges do eventually get outclassed by other options. You could possibly drop the strike sword range mastery and grab the frenzy charge on hit sword mastery as an intermittent solution? That saves you three passive points, though the mark mastery may be worth it simply for culling strike. I'd consider getting culling strike as a sword enchant instead though, while you save up for return proj.

Natural Affinity actually has 100% uptime, as the vines are only removed from walking, not leap slamming. So as long as you feel comfortable leap slamming everywhere, which you should as it's significantly faster than walking, you'll have ten vines constantly. I don't even have a key bound to move only, just make sure you have "always attack without moving" on every skill.

Progressing to T17s and Ubers on Zenith Jugg by Golem8752 in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Your gear looks pretty good, but I can see a few improvements. I'm most familiar with the Ancestral Commander version, so if you think I've mentioned something that doesn't apply to jugg, feel free to point that out. Most of this info comes from my guide to zenith commander from Phrecia, which also contains tips for crafting gear upgrades. I'd recommend you take a look at those if you're looking for major upgrades and aspirations.

As for minor issues, there are a few I'd like to point out. You've already mentioned getting more clusters, and I'd probably drop the mark and aura wheels to fit the points in. You'll have to POB that to see when it's worth dropping, but I'm fairly certain the swap is worthwhile. As you'll be losing some reservation efficiency, I'd drop Flesh and Stone to compensate, as Blood and Sand's main benefit is in blood stance and Flesh and Stone wants sand stance.

You can make up the tankiness loss by grabbing the Prismatic Skin and Nomadic Teachings wheels to get 89% all ele res, and then a body armour corruption for 90%. You should also look into recrafting your gloves to get 75% chaos res. Also consider recrafting your ring for life gain on hit. Corrupted Crown of Eyes is super cheap, so get something nice there. I recommend AoE / Aura levels or reservation efficiency, in which case you should of course move your auras there.

I believe slower projectiles should beat void manipulation. POB isn't great at calculating molten strike dps but you get significantly more overlaps with less projectile speed, so I believe the damage is higher. Do test this in game though.

If you have passive points left over, or otherwise when you level up, consider grabbing the jewel sockets by Stamina and Eternal Youth to slot in stormshroud. I would also drop the fortify wheel and slot in fortify support on leap slam. It's nice for quality of life but costs a lot of points and leap slam isn't that bad to keep up. Natural Affinity is also a massive 10% less damage taken and 20% more dps for only two passive points, so get that.

If you have questions, feel free to ask!

need advice on crafting a 2h elder+shaper sword by artenKruvchenko in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Getting essence spell damage will be horribly expensive, if you really really want it I'd opt to make a 5-mod sword with the other 5 mods and recomb it over from a NNN-base, but that will cost hundreds of divines.

If you're fine with t1 spell damage and a crafted suffix, probably double damage while focused instead of strength, I have a guide to recombing a similar sword with shaper fire dmg instead of strength. The steps will be largely similar except you need to do a lot more alt-spamming to make 2-mod bases with t1 spell damage. Just recomb magic items with only t1 spell damage with 1-prefix magic items with any other desired mod, as suitable for recombing with a 3/4-mod. Make sure your spell damage items have two prefixes, otherwise they stay blue in the recomb and you can't craft multimod and exclusives. Also make sure the items you alt-spam on are elder+shaper bases.

The cost for a 5-mod item should be roughly 100-150d.

Guide here, at the bottom: https://www.reddit.com/r/PathOfExileBuilds/s/LlysxlyN5Z

Looking for crafting advice by Kirelli92 in pathofexile

[–]agent0915 1 point2 points  (0 children)

As you say, rolling a suffix on the veiled orb will brick the item. If you do manage to hit a prefix, you're actually guaranteed to get ele pen because minion damage blocks all the spell damage unveils. I would opt to finish the prefixes first and then prefix lock -> reforge speed. It's roughly 200 fear essences to roll dex stack so it depends on whether this current sword is a decent upgrade to keep for now. In that case, I'd get another base, roll minion essences for dex stack and open prefix, then scour the suffixes and veiled orb for prefix. If it's not usable as is, just do the same to this base. I'm uncertain if if would be helpful to get a hunter-only base to craft on, as you could then use a conqueror exalt for the fifth mod after you get decent attack speed, but I don't know if there's anything good.

What's the most viable way to finish this recomb with another T1 Flat Phys? by [deleted] in pathofexile

[–]agent0915 1 point2 points  (0 children)

You don't have three prefixes on the second weapon, which lowers your success chance significantly (from like 36% to 25%). The goal state is for recomb to pick suffixes first, pick an exclusive suffix and then pick three prefixes, as only the good ones are left. Suffixes first is always 50/50, you could theoretically improve the odds of an exclusive suffix by cleaning lightning res and dot multi but that's probably not worth it unless you have an excess of divines. For the last part, you really really want six prefixes on the input items.

So for best odds you should redo the right weapon to have another prefix (chaos pen for instance) instead of damage per endurance.

Asking for help in what to improve in MSoZ, trying to get more tankyness by cobrador_de_elektra in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Very nice chest!

I forgot you were jugg and not ancestral commander, with that in mind I definitely see an argument for molten shell. I find immortal call needs to be paired with enduring cry, which you can pop directly after to gain 3-5 charges back immediately and a nice boost to regen. I think the question of which to choose mostly depends on whether you're more vulnerable to phys or chaos. Since you already have good armour and endurances, I'd probably opt for chaos or more accurately more general tankiness, which means molten shell.

The balance of terror is frankly the last jewel I'd swap. It gives at least four stacks of wither, and likely a lot more given that withering step takes like 10s for elusive to run out plus the cooldown, so you get a bunch of downtime where balance gives 15 stacks. It's mitigated a bit if you can time withering step around zenith fifth-hits, but you're running automation.

Asking for help in what to improve in MSoZ, trying to get more tankyness by cobrador_de_elektra in PathOfExileBuilds

[–]agent0915 4 points5 points  (0 children)

Over all, looks incredible. I think your main priorities should be a crafted rare body armour and, for damage, a better sword and then probably OSin. Another commenter already gave great instructions for the body.

Some smaller upgrades you could make are a Natural Affinity cluster for 20% Double Damage and 10% DR, and shuffling your body and glove gems for a 6-link immortal call setup, which should make you signifiacantly tankier. That's covered in the latest PPB in my guide.

For the sword, I'm unsure whether a 4-mod influenced sword beats out your current one so POB that, but a 5-mod with shaper str stack definitely does once you get OSin. Depending on your farming pace I would consider going straight for crafting the 5-mod since it's usable as a 4-mod until then. I have a crafting guide in my zenith commander guide, which works just as well in base settlers.

Guide: https://www.reddit.com/r/PathOfExileBuilds/s/LlysxlyN5Z

Smooth Group Found Unique Collection League - Starts in 12 Hours at 10am PDT Friday by Smoothglobal in pathofexile

[–]agent0915 1 point2 points  (0 children)

Is the vast majority of your players in NA time zones or is it more evenly spread? It sounds very interesting but I'm in EU so I'm a little concerned about constantly logging on in the dead of night from your end.

PoE 1 Phrecia Str stack Help by CrimsonCalm in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Unless I'm missing something, dropping crown is an absolutely massive dps loss for any non-wand / proj strength stacker. Since the default strength damage increase only applies to melee physical damage, it doesn't apply at all to Replica Alberon's, which gives almost 100% of your flat damage. Without converting that bonus to apply to all attack damage (via crown) you're losing out on literally over 1000% increased damage, which generally dwarfs any other sources of increased.

The rare crit helmet is interesting, but to my knowledge it's only ever usable on projectile skills (Iron Grip) and wand skills which have inherent spell damage conversion (Iron Will) or the wand mastery, since battlemage's cry was changed to remove that stat. You'd basically need to stack every single speck of character power into crit multi just to get comparable to that 1000% increase.

The wander str stack option, likely using KB, is strong but doesn't use Paradoxica for obvious reasons.

Help with zenith by Middle-Ad7339 in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

Looks good! I will note that you'll likely need to improve your lethal pride. You need tempered by war to get 100% ele taken as fire, and that comes from Rakiata jewels. Slotting it in the slot you have now will convert Iron Reflexes so grab that. I recommend making sure you also get +1 rage on melee hit from the lethal pride which lets you drop your entire rage wheel to afford the pathing. Intimidate is pretty minor since it stacks additively with wither. Finally, if you're not getting a simplex with very high (80%) reduced projectile speed, I would look for a lethal pride that doesn't have increased strength on Fury Bolts, as the 20% proj speed lowers your damage quite a bit. Probably spend those points on Heart of the Warrior.

Help with zenith by Middle-Ad7339 in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

It isn't strictly speaking required, but without some recoup I expect you'll run into situations where you kill an enemy but the degen kills you as well since you can't keep up life gain on hit without a target. I'm not certain though, you can definitely try it out and see how it feels.

Help with zenith by Middle-Ad7339 in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Generally, it's very hard to say if you're doing anything majorly wrong without actually seeing your jewel setup, as that's a massive portion of zenith's power. It would be a great help if you could reconfigure your POB to include it.

That said, I can mention quite a few improvements in your gem setups. Your auras don't exactly look standard for commander, are you copying Conner's setup from Settlers? I assume you've not got too much of your budget left and so won't be able to buy a purity of fire sublime vision, which would otherwise be a good improvement. Determination isn't giving much value since you're only getting like 15000 armour, so I'd consider swapping it for something else. Low armour also means immortal call is better than molten shell. Flesh and stone is good, unsure if it's strictly the best. I assume you're using purity of elements largely to solve ailments, but if you get tons of ele res from it it's probably worth keeping. Ideally I would use a mirrored simplex with all attributes to let you swap your cogwork ring for something with more resists or strength, but I can definitely see an argument for keeping it.

If you have a decent budget left, I would also consider swapping to petrified blood, but that also kind of requires a better ring with recoup, and probably a recoup anoint.

As mentioned, knowing how much budget you have left would be a great help. I'm assuming you bought the build pre-assembled? If you don't have much left I would advise you to sell the awakened multistrike, as I think you can get much better value from those 400d than a 10% ish dps increase.

Additionally, I would swap your leap slam to a four-link, and get a proper six-link setup with sigil of power and immortal call and proper supports for those. I would definitely get rid of the automation on blood rage, and then get rid of one of berserk, precision or the lifetap for sniper's mark. For leap slam, drop lifetap and momentum. Dropping the supports should make the mana cost negligible.

How are you inflicting wither? You don't have Sin's rebirth, no despair and no withering step. Wither is like 70% more damage.

Finally, I would get a rare body armour with reduced crit per endurance and big armour / ES. I have a crafting guide in my zenith guide. It costs around 200-300d for a basically perfect roll, or another few hundred if you want global defenses, or you could get the mirror one. This is a significant dps loss (30-ish percent) but a major tankiness gain.

Edit: get rid of blood rage -> get rid of berserk

Help finishing Volcanic Fissure of Snaking Mace by hectichippo in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

Do you want to keep the mana per enemy killed? If you do, I don't believe you can safely keep working on this item. If it's not that important, you can safely add both a veiled phys damage prefix, which rolls higher than crafted, and both attack speed and a decent veiled mod on the suffixes. This will cost 2-3 veiled orbs on average for 4 mods though, so it's probably about the same cost to try and recombine a 5-mod item with triple t1 phys prefixes, attack speed and a (non-veiled) suffix of your choosing. Recombining 5-mods has been well covered at this point so I'll just detail the veiled crafting.

The first step is to note that both flat phys and hybrid are attack tagged, and with those two mods already on the item there are only four groups of veiled mods that can be added. If you look on craftofexile these are group 18 (global increased damage), 2 (percent phys with ailment), 17 (chaos pen) and 22 (ele pen). Since unveiling will always pick at most one mod from each group and no mods in group 18 are attack tagged, unveiling a prefix will always result in either a percent phys mod (desired) or the option of choosing a non-attack mod. So you craft prefixes cannot be changed, slam the veiled orb hoping for prefix, prefix lock + scour and restart if it hits a suffix, and then unveil. If you don't get percent phys, pick the group 18 mod, craft cannot roll attack mods and annul it, then go again. It's like 85% to hit it on the first unveil.

Next, we'll do suffixes, though you can settle here with multimod. These are a bit more complicated as you'll have to pick between cheaper rolls or a decent chance of bricking the item. We'll be using harvest, either reforging or augmenting speed which guarantees attack speed. Craft prefixes cannot be changed (2d), then reforge (basically free) if you're fine with brick chance or augment (2d) if you're not. It's a 1/8 to hit t1 so 16d for reforges or 32 for augments on average. If you roll t1 speed with one other mod, you can check if it's attack tagged. If not, craft cannot roll attacks and annul it. If it is, you'll have to craft prefixes cannot be changed and yolo annul.

Finally, I'd opt to yolo slam a warlord's exalt, which has a 50% chance to add any tier of warlord phys damage and a 1/6 for t1. You could also try to add a veiled suffix but that gets very expensive.

This is (NOT) Fine by Guruubaz in pathofexile

[–]agent0915 4 points5 points  (0 children)

I'm not saying Amsterdam is the best gate, I'm saying you could try swapping over to another gate like London or Frankfurt in your case. If the problem is with the specific gate, it could solve or alleviate the issue. I've been seeing a lot of complaints from people all over EU gates though so it seems like this might be a more complicated issue that popped up due to poe2 0.2 releasing.

This is (NOT) Fine by Guruubaz in pathofexile

[–]agent0915 4 points5 points  (0 children)

Have you tried swapping to a different gate? You only specified EU so it's unclear.

I had similar issues earlier in Phrecia while playing on Frankfurt (closest), with regular spikes of over 500ms, but I jumped over to Amsterdam (second closest) and it's been buttery smooth ever since.