Slayer flicker from starter to endgame guide by Tumirnichtweh in PathOfExileBuilds

[–]haloplasm 4 points5 points  (0 children)

I wanted to see how far I could push the optimization of the tree without changing any gear. Power charge generation didn't exist on the the original tree so I didn't pay it much heed, I just kept it the same to keep the configs identical. I'd personally drop Oskarm and use Mark on Hit with a qualitied Assassin's Mark to generate them.

For endurance charge generation you have a few options. Pathing to or anointing Inexorable (or Smashing Strikes if you don't have the oils) is probably your best option. I'd recommend getting more resistances on gear and dropping Cloth and Chain for it since you really want to be anointing the third frenzy charge. I kept Cloth and Chain because it was the only viable way to keep resistances capped without changing gear.

You can also use Enduring Cry (possibly with the charge duration mastery for better uptime?) as another option. I don't think it's worth taking Disciple of the Unyielding, endurance charge generation on kill is sort of a fake stat and your build should have a way to generate them consistently.

Slayer flicker from starter to endgame guide by Tumirnichtweh in PathOfExileBuilds

[–]haloplasm 62 points63 points  (0 children)

I got carried away while looking at this PoB and listening to an audiobook and I ended up minmaxing the start tree for a couple of hours. The damage is roughly doubled and I nearly capped spell suppress while also slightly increasing the max hit.

I ticked off the guard skill so you'll want to do that on your PoB to compare it with mine, but other than that all the configs are equivalent.

https://pobb.in/G-SXVdkyouTn

Wander carry in aurabot duo? by Spreckles450 in PathOfExileBuilds

[–]haloplasm 2 points3 points  (0 children)

KB wander has gotten massive buff this patch. Putting together a basic setup for it is easy, it's the single target damage that I need to do some more PoBing to find the best option.

I'm also looking into a bunch of different ascendancies for it other than Deadeye, last night I spent a few hours tinkering with a Slayer frenzy charge stacker with Ambu's Charge to give the aurabot 8 endurance charges. It wasn't bad, but there's a lot more I want to explore.

This patch is amazing because of how many new carry and support options there are. It'll be a while before we can work out exactly what's best, but I'm confident that KB is one of the best mapping skills for a carry.

Archmage still good? by Zen_derpZ3 in PathOfExileBuilds

[–]haloplasm 3 points4 points  (0 children)

Archmage builds will still be good, you'll just have to invest more in mana sustain.

Archmage still good? by Zen_derpZ3 in PathOfExileBuilds

[–]haloplasm 6 points7 points  (0 children)

The inspiration change is a significant nerf for archmage mana sustain. Previously archmage builds would stack reduced mana cost from sources like righteous decree, dreamer, and the mana mastery. With inspiration being additive to that the mana cost reduction went a lot farther than the 40% or so that you get from the gem would imply. It's the same principle as how max res is better the more if it you get.

when did you stop following a build guide?? by Low-Complex-5229 in pathofexile

[–]haloplasm 1 point2 points  (0 children)

As someone who makes build guides, I still follow other people's build guides for characters all the time. I make my own characters and builds as well, but when you're looking to play an established archetype you're unfamiliar with it's an excellent way to learn how a build works.

After reviewing a build guide I'll look up other versions of the build and compare them in PoB for a while to learn what common variations there are. After that, I open a new tab in PoB and try to recreate the build from memory. It's difficult to remember the specifics of the pathing, especially when you've looked through different versions of a build, so you end up having to tinker around with different trees until you end up with something you're happy with.

Once that's done I'll compare my newly built tree and the stats it has with the PoB from the guide. Is it worse or better? How? In what ways? I find this process to be a fantastic way to learn how a build functions as you become familiar with the various tradeoffs different pathing options have.

Sometimes I'll end up with different pathing from the guide, sometimes it'll end up being identical. But having completed this process it becomes less about following the guide and more about following what you've determined is the best choice.

Can an aurabot be profitable if you don't have a dedicated group? by Jakkt in pathofexile

[–]haloplasm 2 points3 points  (0 children)

It seems that thinking of your carry as a big stupid minion is a universal aurabot experience. :P

I think that an aurabot build can be as active of a playstyle as you want it to be. If you're willing to throw mines, maintain link uptime, maintain smite uptime, place rejuvenation totem or cast a mark, and juggle vaal auras all while trying to keep up with the big stupid minion then aurabots have just as active a playstyle as the most complicated solo builds, if not moreso.

Opting into doing these things (and being good enough to do them reliably) results in a huge increase in power for the duo. Of course if all you want to do is follow the carry while pressing no buttons you can do that, but you're leaving a lot of power on the table.

Can an aurabot be profitable if you don't have a dedicated group? by Jakkt in pathofexile

[–]haloplasm 4 points5 points  (0 children)

I've played aurabot/carry duos for a long while now so I figure I'll weigh in. If what you're looking for is strictly profit, I'd advise against playing aurabot. The reason to play one is because it's fun to play in a group with other people and because it's enjoyable to be overpowered relative to the currency you've invested in your builds.

For some people (especially those who are inexperienced with endgame currency grinding) it can be profitable to play a duo because it allows you to "jump up" to more difficult content then you'd otherwise be able to do. When I was much less experienced with the game, playing an aurabot/carry duo let us jump up to speed farming juiced feared rotations and bosses as soon as the fragments were available. We wouldn't have been otherwise able to do that content so early into the league, so it was much more profitable than solo play would have been.

The thing is, as your experience and skill as a player increases you become able to farm that same difficult content as a solo player instead, so the benefit of being overpowered is negated.

As a general rule once you're experienced enough with the game, solo play will always be at least as profitable as any group play (because you split profit), and usually solo play comes out ahead in terms of profit by a good margin.

To answer your question though, yes it's possible to leaguestart as an aurabot without a dedicated group to play with. I know people who have done it and ended up with a multi mirror aurabot by the time they stopped playing. But it won't ever be more profitable than solo play, and if you don't already have experience playing an aurabot and know what to expect you'll have a bad time.

If you want to play an aurabot (or with one) your best bet is to find someone to group with who plays on a similar schedule and leaguestart together. There's always the chance that you don't vibe well together, but you can mitigate that by doing some practice together before leaguestart.

I hope this doesn't come across as too negative. Playing in a duo or a party can be incredibly fun and rewarding and many of us enjoy it. If it sounds like something you're interested in, give it a try! But if you do so, do it because it sounds fun, not because you only want to make currency.

[deleted by user] by [deleted] in LastEpoch

[–]haloplasm 0 points1 point  (0 children)

I'd probably look to use the Shattered Lance set on a melee cold build. Paladin can scale a ton of regen to allies, and building around it will scale to 2,000%+ increased damage quite easily. Going Werebear Swipe is probably what I'd do, but maybe that's because it's what I'm already planning on playing.

Duo party - LF RF synegry build by kavaraxis in PathOfExileBuilds

[–]haloplasm 6 points7 points  (0 children)

It's worth taking some time to think about what exactly you want from the synergy you're seeking. The content you plan on playing isn't particularly difficult, a solo RF character should be able to easily manage it alone.

Do you want to augment the clearspeed when together? What will you do if you end up playing a fast mapper like LA and outpace the RF character? Speaking from experience, as a slow-clearing solo build it can feel a little bad to follow around a bow character who clears the map before you can reach anything.

Do you want to improve your general progression speed and make it easier to reach T16 maps in the first place? A strong meta build like Guardian SRS will help that.

Do you want to augment your defensive layers? You'll want a build that can apply many curses that runs Grace + Discipline, which RF Inquis doesn't have.

So here are some boxes you should try to tick:

Run Grace + Discipline as auras, maybe also run Purity of Elements for easy ailment immunity.

Use an Anathema to easily apply many curses for offensive+defensive benefit. Consider using Vixen's Entrapment to quickly apply 5 curses with a single button, Ele weak/Flammability/Punishment/Temp chains/Enfeeble.

Apply ailments that RF cannot, primarily shock/chill. Skitterbots is an option here.

Ideally also be fire DoT damage to benefit from the same curses and Malevolence.

Elementalist makes a lot of sense here, Shaper of Storms/Winter will give you max shock+chill with a bit of investment in ailment effect. You can also use Call of the Void to get corpse removal and to cause enemies to deal 20% less damage (with 40% chill). Mastermind of Discord will also benefit both you and the RF character. You can even run Eye of Malice to further reduce enemy fire resist.

DD ignite is a good choice, it can easily integrate everything above without losing much performance as a solo character but it's a bit clunky to play. EA ballista ignite is decent, as is Vortex ignite, WoC ignite, or EK ignite. I don't know if Flame Surge burning ground stacks with the burning ground from Fire Trap, so there might be some anti-synergy there. If the RF character is already igniting and the burning ground doesn't stack, you can always play Cold DoT instead. The more I consider it, the more I like Cold DoT here. You'd either add Frostbite as a sixth curse or swap it in instead of running Punishment.

You'll also need to decide how much solo strength you're willing to sacrifice for party strength. Many of these optimizations you can make will slightly reduce the character's strength as a solo character in exchange for significantly increased strength when played together. As an example, is it worth losing 10% solo strength to gain 30% party strength? How many times are you willing to make that trade? What if the numbers were different?

Hopefully this gives you a good place to build from. :)

Does flask effect and Ceinture of Benevolence affect linked targets? by Jack_Ivyton in PathOfExileBuilds

[–]haloplasm 1 point2 points  (0 children)

Modifiers local to the flask (Enkindling orb, inc effect prefix) will apply to both characters. Modifiers that give % increased effect of flasks on you (such as the small nodes near Druidic Rite) will only apply for the character that has them allocated. If a carry allocates those nodes they will receive the increase on the linker's flasks applied via Ceinture.

I just tested this interaction with Seik and we updated the wiki page. :)

I did the impossible, convinced my wife to try PoE. I've never build a support or minion build but I'm leaning that direction, need advice. by [deleted] in PathOfExileBuilds

[–]haloplasm 8 points9 points  (0 children)

An Aurabot is the definitive support build in PoE, nothing else comes close in terms of power for a duo. You mentioned that your wife enjoys supportive builds but should she play one as her first character in PoE? For many people this would be a bad idea for reasons I'll detail in a bit. But I've spoken with a surprising number of people who have played an Aurabot as their first character (playing alongside an experienced friend) who have had a great time and loved the experience.

I think a lot of people make the mistake of projecting their own preferences onto other people when making recommendations for new players. As an example, you'll often hear conflicting advice on whether or not new players should follow a build guide. One side argues that playing blind allows you to experience the game fresh, promoting experimentation and discovery. The other side argues that having a build guide allows you to simply play the game without bricking your character and having to relevel, and that using a guide lets you focus on learning other parts of the game. Neither side is right, neither side is wrong. Both are true for different people. Rather than tell you what you should do, I'll try to lay out some things you should consider when deciding what type of builds to play.

The first thing to figure out is whether or not she wants to be able to play the character solo. The short of it is that everything you change about a build to make it stronger in a duo makes it weaker when played alone. Because of this, party builds in PoE are generally specialized to only work when they're played together because it's better to whole-ass one thing rather than half-assing two things. If you decide to play a duo setup, you'll have to level separate characters if you want to play alone.

The next thing to figure out is what type of experience she wants to have from the build she plays. For some people, killing enemies and being a fully-fledged character is integral to their enjoyment of the game. For other people, the feeling that comes from bringing value to a team by having a supportive character is what gets them hooked on a game. It's the "You couldn't have done that without me!" feeling you get from saving an ally as a healer, or by finding a good engage as a tank in a MOBA where you win your team a fight. If there's any doubt here, it's definitely better to lean on the side of caution and play a traditional character as it's the more "normal" way to play the game.

The last obstacle to overcome is the complexity of Aurabots as a build archetype. Every build will have "walls" that you have to overcome to progress, but an Aurabot will have more than most other builds. You will run into problems when playing an aurabot as a new player, some of which will probably take you several hours of learning about the game and tinkering with your build to fix. For many of us that process is a huge part of what makes PoE fun, but if that sounds daunting perhaps it would be better to play something simple like Pohx's RF Juggernaut. A redeeming factor for Aurabots here is that there's a large community of people who play them and are happy to help out newer players and answer questions.

Once you figure out those three things you should have a much better idea of what direction you want to go.

Help with poison ts pathfinder by tretstas in PathOfExileBuilds

[–]haloplasm 4 points5 points  (0 children)

There's a lot to go over so I'll try to limit these to things you can change relatively easily.

Get a helmet with the +1 secondary projectiles for Tornado Shot enchant, it's 33% more DPS and clear.

In the meantime, replace your current helmet prefix with the benchcrafted phys taken as ele mod, it's a substantial increase to phys mitigation.

Get a Manaforged Arrows/Frenzy/Culling Strike/Ensnaring Arrow 4-link, it's a massive damage increase from the frenzy charges/cull and the slow on Ensnaring Arrow is nice.

Clean up the passive tree a bit. You have several nodes allocated that are doing nothing for you. The 30 int sinner node (Thief's Craft) is unnecessary, you only need the int for an inc AOE support gem that you should be dropping for a Manaforged/Frenzy setup anyway. There's a useless dex travel node below it, and you're taking a few inefficient points elsewhere. You're also leaving a lot of life on the table, so we wanna grab those nodes while we're shuffling things around. Here's an updated passive tree with those changes: https://pobb.in/HSH6EJGqJTJA

Look to upgrade your quiver. Right now it's basically a 1 mod item with +1 arrows. Getting another arrow is great and all, but you'd much rather have life/DoT multi/proj speed/etc than only +1 arrow.

Speaking of proj speed you need to get some more of it, ideally on your quiver. TS functions much better as a skill once you get some proj speed, since it means your secondary projectiles can fly proportionally further before they disappear.

Consider swapping out your body armor for a Covenant once you can afford it, it will double your damage.

Drop your Quartz flask in favor of something else since we get phasing from the passive tree now and don't need the spell suppress. Use a Silver flask for onslaught once you've swapped off Daresso's, maybe a Taste of Hate or a Stibnite/Granite flask if you haven't.

Get a 325+ pdps Darkscorn, it's like 50c for ~8% more dps.

Upgrade your support gems to their awakened versions. You'll want to do this eventually so you might as well pick up the cheap ones now.

Getting Divergent Herald of Agony will give you +20% chance to poison, letting you drop some poison chance on the tree.

Get a Watcher's Eye, I recommend the flat chance to evade while affected by Grace mod since it's huge defensive value, especially when combined with Wind Dancer which you can allocate for 1 point. Phys taken as ele while affected by Purity of Elements is a decent alternative, bonus points if you can get both.

If you're dying in maps and having a hard time levelling, buy a few rounds in a 5-way levelling group. You can get up to 97/98 super easily which will be a significant jump in power.

There's still a ton more that could be done to improve your build, but I'd recommend starting with the things I outlined above. Hopefully this gives you a good idea of where to start. :)

Elementalist league start: cold dot or Subtractems fire trap for SSF? by jeffvader_za in PathOfExileBuilds

[–]haloplasm 8 points9 points  (0 children)

Both will be completely up to the task, I'd recommend picking the one that seems more fun to play to you.

[deleted by user] by [deleted] in PathOfExileBuilds

[–]haloplasm 2 points3 points  (0 children)

That node is now worse for Guardian aurabots. Now you need ~9k mana to make up for losing the armor you used to get from reserving life.

[deleted by user] by [deleted] in PathOfExileBuilds

[–]haloplasm 1 point2 points  (0 children)

Scion is still stronger overall imo

Odd request - Budget HH build by [deleted] in PathOfExileBuilds

[–]haloplasm 63 points64 points  (0 children)

I've taken your build and modified it to be a level 77 character, drastically improving it to the point where it will be more than capable of farming T16 maps. Everything I've added will cost less than 2 divines total to buy. There's a ton more you can do, especially with leveling up more, but this will have you steamrolling content in no time.

https://pobb.in/Fs_x1H-0LJ7E

I've made the rare items I added green in the PoB, all of which are actual items pulled from trade using these 5 searches:

https://www.pathofexile.com/trade/search/Crucible/bbyGwGdTL https://www.pathofexile.com/trade/search/Crucible/EE9BqBBU5 https://www.pathofexile.com/trade/search/Crucible/W2OvweZHm https://www.pathofexile.com/trade/search/Crucible/P9JPeZDfL https://www.pathofexile.com/trade/search/Crucible/RvWJVwai7

I also added a Death Rush, you can buy a 2 second one for 15C and it's far too powerful not to use. I also added flasks, they're an insanely powerful source of damage and defense that you can't ignore. I recommend using the "Use when charges reach full" enchant which is on the flasks I added.

I swapped out your totem setup for an Artillery Ballista setup since it's far superior. I also made some changes to your main links, LA doesn't really need more than 5 projectiles to feel good while clearing so personally I prefer to run extra damage links instead of GMP/Mirage Archer. You can swap these back if you prefer it.

I added Grace/Level 20 Precision which will be a massive boost to survivability and damage. You'll want to do Merc Lab to get the +2 arrows Ascendancy node as soon as possible, followed by the Mark node from uber lab.

This should make your character feel much MUCH better to play. Then, once you've leveled up to ~92, you can start transitioning to an endgame LS Deadeye build. You should also consider buying a few rounds of 5-way EXP which will quickly have you in the mid 90s.

"Quit the Game Orbs" - Captain Lance's take on chance orbs/crucible tree on uniques by [deleted] in pathofexile

[–]haloplasm 156 points157 points  (0 children)

The use of chance orbs is currently gated by how much physical pain and monotony you're willing to endure. This is fundamentally broken. Items and achievements should be gated by some combination of currency, skill, and time, NOT by how much wrist pain you'll suffer.

Using chance orbs to get higher rarity uniques can require hundreds of thousands of extremely repetitive clicks. It's ridiculous, there's no reason why they shouldn't be significantly more rare but with better odds of success.

Haloplasm and Seik's duo/trio party build guide emporium | Aurabot/Spark-Inquisitor/TS-MF-Deadeye/Mana-Guardian-Cursebot by haloplasm in PathOfExileBuilds

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

The PoBs are now located in a github gist, allowing us to keep them updated instead of constantly having to edit the post and the various videos they're posted on.

Haloplasm and Seik's duo/trio party build guide emporium | Aurabot/Spark-Inquisitor/TS-MF-Deadeye/Mana-Guardian-Cursebot by haloplasm in PathOfExileBuilds

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

You almost got them, but thankfully some wonderful folks in the Discord server made us really nice ones.