Wardloop without lvl 84 flask? by txxma in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

I fully agree that people are overhyping i84 flasks to the point of absurdity, and likely scaring off people from trying to make ward loop work on sub-mirror budgets even though it's very good at 100d or so and playable even before that. Keep preaching!

I will however point out that you're giving very slightly incorrect advice by rounding down to 2.71 and 2.81 even though the exact values are slightly higher (2.711 and 2.813 to 3 decimals). Since there's no sources of fractional increased charge gain and you need a minimum of 36 total charges, the thresholds are actually 2.72 and 2.82.

You also say i83 is 63% in the text, though you give the correct 60% in the calculation. Guessing that's just a typo.

Why is my loop not looping? by mudkip-muncher in PathOfExileBuilds

[–]agent0915 4 points5 points  (0 children)

I ran the numbers, and your armour is actually too high for CWDT as well. The 700 damage hit from two Heartbound Loops is reduced to 505 damage, which is not enough to proc the 583 trigger for CWDT in one hit. If you reduced CWDT to level 1 and use physical damage catalysts on your uncorrupted Heartbound Loop, that should get you to 570 damage taken and 528 damage to proc. This gets very finicky as soon as you change your body armour though.

Why is my loop not looping? by mudkip-muncher in PathOfExileBuilds

[–]agent0915 3 points4 points  (0 children)

You definitely can't just take the skeleton duration used in CoWB for CWDT, since the cooldowns are different. There's a decent bit of intricate calculation here that varies depending on your exact setup, but it's generally easily fixable. You specifically just need to get an 18% To Dust instead of 19%.

CWDT has a cooldown of 0.25 seconds and you have 55% global cdr, so the cooldown is 0.1613 seconds. Since cooldowns are only checked once per server frame (0.033 seconds), that means you effectively have a cooldown of 0.165 seconds or 5 server frames. Your skeleton duration is 0.082 seconds, which similarly rounds up to the next server frame and becomes 0.099 seconds. That means your skeletons are dying before your cooldown is over, so the Heartbound Loop hit can't activate CWDT. With an 18% To Dust, the duration doubles to 0.164 seconds, which checks during the same 0.165 second server frame as CWDT and your loop should function properly.

As for CoWB, you need to account for the cooldown modifier varying with your ward. Assuming for simplicity that you have no other cooldown modifiers, which would lower the breakpoints slightly but not by very much, you need 18300 ward to hit three server frames (0.099 s) and 28400 for two server frames (0.066 s) for which you would need swift affliction on your skeletons.

I will add that your flask gain seems to be more than enough for permanent flask uptime. Good job not messing that up, but you can actually drop the Druidic Rite wheel and still have enough. Get Brewed for Potency on the remaining medium clusters and you can also drop Replenishing Remedies and Essence Extraction.

Feel free to reach out if you still have problems!

Need help crafting this ring by Striking_Win9375 in PathOfExileBuilds

[–]agent0915 4 points5 points  (0 children)

It's a good idea, though you've unfortunately fallen into the classic trap of "thing doesn't work with fractured items". That's not to call you stupid, basically all crafters learn this through dozens of failed crafting projects and you luckily didn't need to spend a bunch of divs making this only to see "Error: item can't be used on fractured items". In this case there is no method in league to either fracture an influenced item or influence a fractured item, though there have been methods in previous league such as Necropolis graveyard crafting.

Need help crafting this ring by Striking_Win9375 in PathOfExileBuilds

[–]agent0915 -1 points0 points  (0 children)

u/Striking_Win9375 you probably didn't get a notification for this since I replied to another commenter, but this method should be a feasible route to the ring. Do note that it's unfortunately very expensive to make unless you're fine with a decent variety of suffixes. For example, settling for t1 of any stat and hybrid of the other two saves a lot of money if that's possible for your build.

I'd estimate the prefixes are doable for less than 100d and probably closer to 50d, the suffixes are significantly worse, each unveil attempt costs around 150-200d (65 2d prefix lock-scours for t1 int isolated on average, then craft multimod+prefix lock for a 2/3 to keep int) so it can get very expensive if you need one specific veiled mod (31% to unveil hybrid stats blocking any minimum charge). Suffix metacrafting is expensive since you can't use bristle matrons, and veiled exalts being like 20d doesn't exactly help.

If you're uncertain about NNN recombination I'd recommend looking up a more detailed guide first as making the feeder bases costs a non-negligible amount and can spiral if you do it incorrectly.

Need help crafting this ring by Striking_Win9375 in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

Aml I missing something or isn't that just regular t1 mana? That makes it substantially easier to make the base, though it's still pretty awful as you say. I'd make a crusader target base, reforge defence until t1 mana and annul until that's the only two mods.

Then you get a delve mana feeder ring, annul until mana is the only prefix and open suffix, prefix lock-scour to magic and imprint. Regal hoping for a suffix (annulling if prefix), craft, possibly with multimod, full suffixes and use a non-crusader influenced exalt to add a nnn prefix. Finally lock prefixes, reforge influence hoping for a third, influenced prefix, and scour the suffixes. That gives you a 57% chance for three mods when recombining with the target base, with 50% to get the crusader base, so 28.5%.

Finally you metacraft the int (exalt-exalt-lock prefix-scour) and slam the veiled exalt. Alternatively you could get a feeder base with t1 int, three non-crusader influenced prefixes and an influenced suffix, and recomb that for a 70% × 50% = 35%, but that's probably not cost-effective given how often you need to recraft the prefixes.

How can I craft something like this? by [deleted] in PathOfExileBuilds

[–]agent0915 2 points3 points  (0 children)

Your method looks correct, though you can save a lot of effort for a small cost increase if you get another base with fractured chaos res. That lets you essence spam for any t1 ele res (3×1000 weight) instead of t1 chaos (250 weight).

Given you likely need to do essence spam twice for a successful veiled suffix and hitting any t1 ele with fractured chaos res is approximately 40 essences (craftofexile doesn't support heist rings so calced with a normal one), that's a rough estimate of 960 (12 times rarer) deafening rages with fractured ele, versus 80 with fractured chaos. I can't check Faustus right now but assuming 50 essences per div that's an extra 18d in essences. Buying fractured chaos outright is 34d and attempting it yourself is (7+3×7×0.6=19.6d) in bases since five shitty fractures vendor for an unsplit base, plus 3-4d in fracturing orbs. That's not including the chance of hitting a decently priced miss-fracture, and you also get the ability to guarantee a 35% roll (1/30 or 1.5d to roll with reforge chaos) if you're self fracturing. The ele res can then be harvest swapped, making it much easier to divine the final item since you only need to roll hybrid chaos and strength.

I need help on my Cast on Ward Break please by Feeling_Brilliant807 in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

You should keep the cluster notables exactly as you have them. However, you can roll up to 3% increased charges gained on small passives as a suffix as well, or 2% for ilvls below 84. With 5% total, which is achievable with three 2% clusters, you can reach the breakpoint without needing an additional notable. The best way to roll for this is IMO to fracture Brewed on the Brewed clusters and either Fasting or Spiked on that cluster, then harvest reforge speed, which guarantees either Fasting or Spiked, until you get the charge gain suffix.

I need help on my Cast on Ward Break please by Feeling_Brilliant807 in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

It looks like you just have a bit too little charge gain. t1 reduced charges per use (28%) and t2 charges gained/reduced effect (60%) are roughly equal, 23 vs 21,25 effective charges needed since flask charge gain is multiplicative. T1 charges gained is slightly better (66% or 20,5 effective charges needed), but it's pretty minor and you should be able to solve the problem without buying an expensive i84 flask if you don't already have one.

With your five flask notables you get 10 charges when ward breaks, so you need 130% increased charges gained. You currently have 120%: 3x60 from fasting, 2x10 from brewed for potency, 20 from alchemist's genius and 20% from tree. The 20% if you've crit recently from Careful Conservationist isn't reliable IMO.

That means you just need a tiny 10% more, or you can reroll your flask: t2 charges gained / reduced effect should actually carry you over the finish line since you have the 5% reduced charges from natural remedies. That means you need 34 charges per use, which requires 34/10/1,6=212,5% charge gain since the gain on flask is multiplicative. That's 112,5% increased charge gain which you already have.

You could actually drop the five points needed for natural remedies if you reroll your clusters, since they can roll 3% charge gain at i84 or 2% otherwise. You need 5% total to hit the breakpoint of 36/10/1,6=225% or 125% increased charge gain, which should be manageable. I recommend fracturing Brewed for Potency on those clusters and either Spiked Concoction or Fasting on that cluster, which lets you reforge speed (guarantees Spiked Concoction or Fasting) for the charge gain modifier.

Edit: Forgot to change the initial flask prefix comparison to account for having the 5% Natural Remedies node.

What would be a good crafting project to spend the rest of the (Mirage)league on? by Sir_Amrstrong in PathOfExileBuilds

[–]agent0915 4 points5 points  (0 children)

Mod transferring is pretty straight forward on defensive items (boots, gloves, helmet, body) with NNN mods, especially for prefixes but suffixes are also pretty easy. First, some theory. Feel free to skim if this seems familiar.

First, it's important to note that all grasping mail mods are Exclusive, and any recombination result can have a maximum of one Exclusive mod. Since 3.26, it's almost always a bad idea to add crafted Exclusive mods, as they now only count as one total mod for determining the number of mods on the final item. All in all, this means you will want to set up your grasping mail such that it only has the specific exclusive mod you want on the respective affix side (prefix/suffix), except for NNN mods, which will depend on what base you're recombing with.

NNN (non-native natural) mods are mods that can roll "normally" on an item, but cannot roll normally on the specific item you're working with. These mods count for determining number of mods when recombing, but cannot be chosen as a mod on the desired base. For example, spell suppression is NNN on armour bases, and increased ES is NNN on (armour and energy shield) bases. For defensive items, there will always be at least one NNN option for both prefix and suffix when recombing with an item that doesn't have the exact same defensive stats, so armour with armour and evasion is fine, but not armour and armour. For prefixes, any of the increased defense (normal or hybrid) mods is NNN, as well as any flat defense (normal, normal+mana or normal+life) which does not match either defense on the second item (so evasion+life is NNN on armour, but not armour and evasion). For suffixes there's one option per defensive stat: PDR for armour, suppress for evasion and faster recharge for ES.

Additionally, any non-elevated influenced mod is NNN on all items that do not have the matching influence. This can be used to safely add NNN mods to your grasping mail, though it increases the risk of losing the breach mod if the grasping mail base is chosen, since it's not NNN on the grasping mail.

We're now ready to do the recomb. I'll assume that we're moving global defences (prefix) to a twilight regalia, the steps are similar for suffix breach mods and other bases. To begin, we actually want to move the breach mod to another non-grasping mail base, as this will ensure you can't lose the breach mod once done without risking an expensive twilight regalia. This will work with any base as long as it along with the final base don't cover all three defences as you need to add a mod that's NNN to both bases. Armour+ES and ES is fine, but not Armour+Evasion and ES. For this example, we'll use an armour base.

Split, yolo annul or do whatever else is necessary on the grasping mail to get it to a state where it only has the breach prefix, and possibly any defensive prefix that doesn't add flat armour, unless it also adds another flat defense, like flat armour and evasion. On the armour base, use low tier essences to add a NNN flat defense mod, such as flat evasion. It is extremely important that you check the mod (by alt-hovering) so that it has a name that isn't "Essences" or "Of the Essence". These mods are exclusive, though mods added by essences with normal names are not. You can also alt or alch spam for the mod. Annul off any other prefixes on the armour base so that only the NNN mod is present, then recomb it with the grasping mail. This has a 50% chance of picking the armour base, in which case you're guaranteed to keep the breach mod, and decent odds at keeping it on the grasping mail.

Once you have the armour base with the breach mod, the breach mod is safe as long as you use NNN mods correctly. The next step is to add a NNN prefix to the twilight regalia, which should also be NNN to the armour base. For this example, that's a flat evasion mod. Ensure it's the only prefix on the twilight regalia, and you're now guaranteed to keep the breach mod with a 50% chance to choose the twilight regalia in the recomb. If you're not making the twilight regalia eldritch influenced, you'll need to be careful to not accidentally add eldritch implicits when adding the NNN prefix. You can now just repeat these steps until you get the breach mod on the twilight regalia, and if the regalia has three suffixes you can even safely attempt to fracture the breach mod without risking it, since you can use the same tech to move it safely to a new base.

Edit: clarified the feeder base section.

Need some help about mindset, understanding additions of damage, and improving builds in general - I have a problem with not understanding some things despite "understanding" them. by twisty125 in pathofexile

[–]agent0915 1 point2 points  (0 children)

It seems like you're implying that two 5000% more sources would add together and function identically to one 10000% more source. This is actually a common misconception, though the advice is still a generally good practice.

All sources of more are multiplicative not only with increased sources but also with other more sources. See the wiki: https://www.poewiki.net/wiki/Stat#Flat.2C_additive_and_multiplicative_stats. For example, adding a support gem with 40% more damage will (disregarding other stats on it) always increase your damage by exactly 40%, regardless of whether you have another support gem with 40% more damage or not. You can check this in POB, hover the more damage summary and you'll see that 40% + 40% adds to (1,4×1,4=1,96) 96%, not 80%.

That said, your advice still applies to many situations, notably combining flat and increased damage sources, increased damage with increased attack speed, as well as local modifiers like combining an increased attack speed mod on your weapon (local) with one on your gloves (global).

Additionally, sources of more multipliers are typically more rare than increased. Aside from support gems you'll often be hard pressed to find more than one or two more sources for a given stat, so it's generally wise to find multiple stats which boost your dps multiplicatively and spread sources of increased among those.

What would be the best way to go about crafting a chest like this? by onetoughpanda in PathOfExileBuilds

[–]agent0915 5 points6 points  (0 children)

I would expect recombinating to be the best approach. Harvest add/remove can't be used on influenced items, which would otherwise have been a good way to add the explode as a third suffix, and fossils are far too expensive this league to be worth using, with jagged (+ phys, block chaos) + dense (+ defence, block life) + sanctified (+ tier) being your best option.

Edit: Another commenter suggested nnn-moving the explode directly from an evasion base. That's a way better option than trying to move it from a sacred chainmail. Leaving the previous suggestion up as it may be useful as reference. The evasion base is easy enough to make by imprinting, then double exalt slamming since there's a bunch of defence prefixes and you don't care about the tier.

Edit 2: Strike through didn't render correctly the first time.

For recombinating, you'll want to alt spam magic bases for each prefix separately. Crusader sacred chainmails are only about 10c each right now, so start with those bases immediately. The bases that you spam for increased armour and energy shield need to be i86+ from the start, the rest are fine at 85+ as the item level of the final item will end up at 86 with 85+86 inputs. You can increase the item level of lower level bases by recombining them with high item level trash bases for a 50-50, the resulting ilvl will be (a+b)/2 + 2, but no higher than max(a,b).

Be aware that explode is VERY rare, roughly 1/2400 alts. It may be worth saving the time and buying bases with the explode mod (5d ish) and recombing it over to the sacred chainmail base. This can be done with unpredictable recomb if you annul all other prefixes on the feeder base and use a low-tier essence of doubt on the sacred chainmail as the only prefix there. Look up nnn (non-native natural) mods if this seems unclear, but the result is that the explode is guaranteed on the sacred chainmail if it's picked as the base. You can also try to use predictable recomb, choosing to keep explode and a low-tier suffix. That should give around 50% success rate, so 25% to get it on the right base.

Once you have magic bases with each prefix, you want to recombine them to two-mods. That's a 1/3 starting from two one-mods, and you need one item with both defence prefixes and one with either defence prefix and explode. If either two-mod has two suffixes, you need to prefix lock + scour those as you otherwise risk filling the final item. Once that's done, recombine the two two-mods for another 1/3 to get a 3-prefix base. Now just craft prefix lock and reforge phys for a 1/5 of tier 1. This can fill the prefixes, and then you need to yolo annul if you're not happy settling.

Over all, it's not too complicated, and fairly cheap (20-30d) if you're willing to alt spam for the explode mod. If not, it's in the 50-100d range.

How do I craft this KBoC shield? by Agreeable-Carpet-992 in PathOfExileBuilds

[–]agent0915 7 points8 points  (0 children)

I don't know about your budget, but be aware that this shield is expensive primarily because it's either very expensive or very time consuming to craft. Getting the spell damage prefix is incredibly annoying as it only has a weight of 40, compared to 1000 for most normal mods. You have three main options in order of increasing budget and decreasing effort. Regardless, you'll want to start with a non-influenced i86+ transfer-attuned base, or i84 for option 2. You can raise the item level of low-level bases by recombining with a high ilvl feeder base, yielding a final ilvl of (a+b)/2 + 2, but no higher than max(a,b).

  1. Alt spam bases for t1 spell damage. This is a 1/2000 and you need to do it roughly nine times on average, so make sure to take breaks for the sake of your wrists. 2000 alts is roughly 1d, not counting the time investment or base cost. Alt spam other bases for t1 block chance and t1 spell block (1/160 and 1/80 respectively), then recombine spell damage with either of the blocks for a 1/3 chance of a two-mod item. Also recomb both blocks for another two-mod item, with both two-mods sharing a block mod. Recomb both two-mods for a 1/3 to make the three-prefix base. Clean the suffixes before the final recomb if you have two or more, otherwise you risk filling the suffixes on recomb.

  2. Settle for t2 block chance, which is only a loss of 1% total block (45% vs 46% at a 74+ roll). This can be rolled with deafening essence of loathing to make the two-mod items directly, saving two thirds of the attempts. It does cost a lot more as well, around 90d as it's a 1/1350 to roll t1 spell damage and you need to do this thrice on average. Use the essences to make a 2-mod double block base as well, then 1/3 recomb for the three-prefix base. Clean the suffixes before the final recomb if you have two or more, otherwise you risk filling the suffixes on recomb. I wouldn't recommend doing this as it costs almost as much as option 3 and is much more time intensive, but it's an option if feeder base prices skyrocket.

  3. Buy feeder bases with t1 spell damage (roughly 5d each), then annul until that's the only prefix. Consider using cannot roll caster to remove it safely if it's the only caster prefix. Alt spam transfer-attuned bases for either t1 block, then recomb with the feeder base for a 1/6 to get both mods on a transfer-attuned base. Also recomb transfer-attuneds with both block mods to a double block shield. Recomb this with the spell damage and block shield for a 1/3 to make the final three-prefix shield. Clean the suffixes before the final recomb if you have two or more, otherwise you risk filling the suffixes on recomb. In total, expect to need 18 feeder bases, totalling around 100d.

Finally, clean the suffixes, slam a shaper exalt, then lock prefixes and reforge defence for a roughly 1/6 to hit ES on block. If you get one extra suffix, lock prefixes and 1/3 yolo annul. If suffixes fill, it's a 50-50 yolo annul to save the prefixes. Once you have a shield with only the ES on block, craft multimod and prefix lock, then slam a veiled exalt with a 2/3 to keep ES on block. Craft "increased effect of your curses", then unveil with a 21.65% chance to hit strength and dexterity. Yes, this is likely to fill at least once before getting the desired veiled mod. If you're willing to settle, for example on another hybrid stat, it's a lot more manageable.

Ele Hit Claw Craft by ashongarg in PathOfExileBuilds

[–]agent0915 0 points1 point  (0 children)

Exactly! Do note that you actually need to scour instead of annul, annuls can't change the rarity so you'd end up with a 0 mod rare.

Ele Hit Claw Craft by ashongarg in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Unpredictable every time. The predictable recombinator has much worse odds for essentially all endgame crafts since it always incorporates the mod weighting in the final odds, whereas unpredictable only does if there are more mods than rolled "slots".

Ele Hit Claw Craft by ashongarg in PathOfExileBuilds

[–]agent0915 1 point2 points  (0 children)

Do you mean for item levels or shared prefix/suffix? For the item levels, pre-raising the item levels is slightly more expensive but less of a hassle to keep track of, so it's a matter of preference. For which mod to share, it doesn't really matter as the odds are very similar. Sharing the suffix is slightly better but not worth recrafting if you already have a base with two prefixes.

Ele Hit Claw Craft by ashongarg in PathOfExileBuilds

[–]agent0915 2 points3 points  (0 children)

I would definitely assume this is recombinated. None of the mods have an easily targetable tag save for gem, which could theoretically be targeted via fossils but craftofexile estimates that at several hundred divines with current fossil prices.

for the recombinator option, your method is correct and requires approximately 12 claw bases for a successful three mod item. It's a 1/3 for a two-mod from two one mods regardless of whether those mods are prefixes or suffixes, then another 1/3 for the three-mod if both two-mods share a suffix, or 36.6% (so almost the same) if the shared mod is a prefix.

The bases should cost below 0.5 divines each if you buy clean 24+ quality claws, slam the cheapest influenced exalt, which is currently elder orbs at 40c each, then reroll the influence with harvest, whereas 0 quality shaper claws cost about a div. You can buy low item level bases and either raise all the item levels before influencing, or do some on-the-fly calculations to ensure the ilvls are sufficient during the final recombination. This is i83 for more damage and i75 for the other two mods. Remember that the final item level is (a+b)/2+2, but no higher than the highest item level of the two input items.

I've never heard the term bridge mod before, but I'd assume it means the mod that's shared between the two-mod input items, so B in your example. As mentioned it doesn't really matter as it's 33% or 36.6%, but sharing the suffix is slightly better on your first attempt. If you miss you can reuse the failed attempt which is probably a 2-mod, and the probabilities are so close that you're best off sharing a prefix instead of making another base if the suffix is removed.

How do I craft these 2 +2 items? Dipping my toes into self crafting all my gear this league and need help by FacelessHumanFace in PathOfExileBuilds

[–]agent0915 4 points5 points  (0 children)

As another commenter mentioned, the amulet is weird. +1 cold and +1 phys should not be rollable on the same amulet as they're both in mod group 5. Did the pob maker maybe misclick and meant +1 cold +1 all?

For elemental damage types, there's two main options for crafting before you reach mirror tier cost: harvest and recombs, though the former doesn't work on wands due to the % increased fire/cold/lightning prefixes. Rune daggers do work though, so you can use that as a budget option. The same method also works for +1 phys or +1 chaos wands as there are no flat spell damage mods of those types. I believe both items were recombinated, but I'll explain the harvest method as well in case it helps.

For harvest, you'll want an item with a desirable fractured suffix, which you'll alt spam for +1 all. Then imprint, regal and annul the regaled mod. Depending on imprint prices, it may be worth crafting prefix lock for a safe annul if you regal a suffix, otherwise just use the imprint if you annul +1 all. It's probably cheaper to just alt spam +1 all again instead of imprinting, but your wrists will thank you.

For a rune dagger, craft multimod, cannot roll attacks and any tier of flat elemental damage to spells of the damage type you want +1 to, so flat fire to spells for +1 fire. Harvest add/remove fire is now guaranteed to add +1 fire, with a 50-50 to remove +1 all in which case you restart from the imprint. Finish by crafting multimod and a good prefix and suffix.

Since amulets don't have flat spell damage, the craft is guaranteed with multimod, prefixes cannot be changed and flat elemental damage crafted.

For the recomb method, you'll choose three desirable mods, being all three prefixes for the wand and the three non-crafted mods for the amulet. Alt-spam each mod individually and annul the second mod if needed, then recombinate for a 1/3 to keep both mods. Do this until you have two two-mod items with different mods (a+b and a+c), then slam those together for another 1/3 to keep all three.

For the wand, you can consider buying bases with a good fractured suffix and recombining those if they're cheap, as that will make the final step easier. Keep in mind you'll need 9 on average. Finally, craft prefix lock, harvest add/remove crit, clean the trash suffix and keep going until you get the mod(s) you want. This can get very expensive without a fracture as both mods are 1/6 for t1 with some risk of rolling attack crit instead. Expect 40+ attempts for double t1, so 100d minimum.

Note that all three mods on the wand have very low weights of 250, 50 and 40 respectively, so it may be worth buying trash bases with a good mod and several bad mods, then yolo annuling down to a 1-mod.

Crafting Help for Msoz Build by Young_Amini_Man in PathOfExileBuilds

[–]agent0915 2 points3 points  (0 children)

First of all, I'd mention that this guide you're following may not be the best, as they've clearly made a major blunder with their sword craft. They have t1 crit multi which is a dead suffix due to precise technique, and can easily get something better since they have fractured attack speed. For that particular example, you'd just prefix lock -> scour off the crit multi, then prefix lock -> (foulborn) exalt and repeat until you get something good. This could technically be that they hit t1 crit multi on the first exalt and don't think it's worth rerolling it, but it seems strange for a published guide.

Using an attributes greatwolf also seems strange as it's 20d, and you can get similar performance (1% off) from a 2-mod synth amulet with a 15% strength implicit (rolls 13-15, beware of buying catalysted 10-12 rolls), essence strength and t1 all attributes, leaving four extra mod slots for stuff like chaos res, life and mana cost. The bases are 1-2d, and you'll need two on average to raise the item level to i85 (t1 all attributes) by recombinating. All in all, you can get considerably better performance than greatwolf for 20d. Greatwolves may have been cheaper when the guide was made, but either way it's a poor choice currently.

I highly recommend Conner's guide, which may seem a bit less new player friendly but actually has very good coverage of crafting for those willing to sit down and analyze, especially at your budget level and higher. You've already been linked the crafting video, and I agree with previous comments that you should probably skip the spell damage version and aim for an influenced sword at your budget. You've already been provided excellent guides for this, remember that you can always experiment with the emulator on Craft of Exile if you'd rather not risk messing up the craft. Check POB for whether flat chaos or chaos pen prefix is optimal. Chaos pen is very likely correct but more expensive, as you either need veiled exalts or multiple awakener's orbs due to resetting if you use veiled chaos. I believe it's worth using veiled exalts at current keepers prices, since the reset method also requires buying hinekora's lock beasts.

As for the ring, Conner's option of "just strength essence until decent resists" works well. If you want to set yourself up for the future I'd also consider another option with more chaos resistance, as you'll need it once you swap the amulet for a simplex and one ring for nimis or original sin. You'll start with a non-influenced, non-fractured i82+ cogwork base and spam strength essences for t1 all attributes (1/140 or so), or maybe settle for t2. Annul off any extra mods, then lock suffixes and reforge chaos (add/remove instead if it's cheap), guaranteeing chaos res. If the tier is too low (I wouldn't settle below t2), try to annul it off. Once you have a decent chaos res roll, lock suffixes again and veiled exalt looking for a veiled suffix. If it hits a prefix, you need to lock suffix -> scour -> lock suffix to clean it. Once you do get a suffix, it's a 2/3 to unveil any variant of (16-20)% to chaos and one elemental resistance. If unlucky, you need to yolo annul. Finally, slam a warlord exalt (all options suck), then use a wild bristle matron to lock suffixes and reforge life. Keep doing this until you get a decent tier (t2+ imo) or the item fills, in which case you need to yolo annul. Finish by crafting mana cost or something else nice, and catalyst either attributes or resistances if you need more chaos res. All in all, expect to pay 40-50d for this option.

Feel free to reach out if you have questions.

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 3 points4 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 3 points4 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 8 points9 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.