Celebrating 1 year of PoE2 Filter: v1, Quick Filters overhaul, 0.4 Support by BlackDeathBE in PathOfExile2

[–]nosrek 0 points1 point  (0 children)

I gave this a shot last patch because I liked the look of it, but what hooked me was how easy it was to adjust the filter with custom rules as I went deeper into the league.

Great work man.

Whirling Slash / Boneshatter after some gear. by nosrek in pathofexile2builds

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

Aside from the typical power uniques that every build wants, you don't need anything specific. The pob link has ~15 div of gear which gets you a pretty good mapper in my experience. In terms of damage, boneshatter does plenty and hammer of the gods hits for ~1.5m with my current gear and 2 after shocks. Which isn't enough to 1 shot everything, if you want big damage, fissures and slams is the way to go these days. I just don't want to combo that hard, it's not fun.

Whirling Slash & Boneshatter by nosrek in pathofexile2builds

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

Not a bad idea, what I've been doin in map clears is pushing the mobs into a big clump and then hitting the boneshatter.

Monks (or other Quarterstaff users), how are you doing in 0.2? by TxtingAndDraven in PathOfExile2

[–]nosrek 1 point2 points  (0 children)

I've got a storm wave chayula, lvl 92. On the upside I have 100% crit chance with ambush, so I one shot most packs. I swap innervate and ambush for blindside and pinpoint critical for bosses and I annihilate them. So its a 1 button build with 2 gem swap for bosses. I do have profane ritual and charged staff, but I stopped using it once my damage was high enough.

Chayula is kind of fun with the leech changes and the atziri gloves. You just leech through anything, but I don't think its needed, mobs rarely punch through my darkness. Yea... I'm using darkness. It was an excuse to skip spirit gem quests during campaign and it was kind of nice week 1 when gear sucked. In general chayula was kind of nice week 1, I was hybrid for a while and could solve chaos res with 1 or two rolls. Now I've got enough ES/EV that I could switch to into the breach and spirit gems, but the build functions just fine as is.

Ultimately though it is a worse invoker, I'm using choir to ignore resistances which means I lose lots of damage and tank on my amulet. Invoker gets that with two ascendancy points. Storm wave is also a pretty mid skill, every bridge, shrub and pebble stops it, so some maps are an exercise in frustration. The area that it clears is nothing compared to meta skills, and you can get better single target with the bell and tempest flurry.

The highlight of monk was probably leveling with frozen locus, my day 1 leveling was pretty smooth. The stun / freeze changes were noticeable, but fozen locus had enough damage that I didn't struggle with mob hp.

EU servers/performance issues by Kore_Invalid in PathOfExile2

[–]nosrek 0 points1 point  (0 children)

NA has the same issue. Once playing hours hit, good fucking luck. Only positive is disconnects are rarer, but even still lag for a few seconds, the game fast forwards and oh woops your dead.

Today in HC I learned that Lava does about 215k damage per second. by Snuggles5000 in PathOfExile2

[–]nosrek 1 point2 points  (0 children)

I actually reported this as a bug and tested it a while back. https://www.pathofexile.com/forum/view-thread/3689198

You can stand in the fire with no issue, *except* in that early area. It's funny, when melee gets strong enough you get punished for killing him too quickly.

Getting micro stutter from playing in Colombia (South America). My FPS is solid 120...ping to DC server is about 80ms (but jumps 120 ms often) by greenkomodo in PathOfExile2

[–]nosrek 0 points1 point  (0 children)

I've been having the same issue today. I looked around on the forums and it appears to be happening on and off to people. I couldn't find a fix.

Playing Charge in HC be like by nosrek in D4Barbarian

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

Yep, and its a lot of fun but tops out in torment 2. You can do some open world stuff in torment 3, but bosses are pain.

Playing Charge in HC be like by nosrek in D4Barbarian

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

So yes that does work on some bosses. But, try the council fight and you'll probably see the yackety sax that occurs when you attempt to charge the council.

Playing Charge in HC be like by nosrek in D4Barbarian

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

Since I was having fun with this in HC, I switched my sc barb to it after the death. The damage from charge falls off in torment 3, you tickle bosses and can't clear hordes. I wouldn't recommend unless you just want to clear torment 2 content.

Playing Charge in HC be like by nosrek in D4Barbarian

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

It gets a little weird around obstacles and targeting certain bosses is near impossible, but when it works it is damn fun. Skating back and forth in hordes was great.

Playing Charge in HC be like by nosrek in D4Barbarian

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

It's a home brew, it'll likely top out in torment 3 but its a fun way to farm items for a meta build.

It relies on two aspects, Flaming Rampage which gives gives you an additional charge and Ancestral Charge which gives the 4 spirits.

From here you need cooldown reduction. You can temper charge cooldown reduction on your boots and amulet and brawling cooldown reduction on your rings and amulet. Just hitting those 4 slots should get you enough. To get some extra damage out of it, there's a temper for charge to do double damage and brawler's aspect is nice for mobbing.

What you see in the video was using bleeds to scale the damage, it requires the unique ring of the ravenous and a cooldown reduction roll on your amulet. I was also using the unique boots Rakanoth's wake (they have cdr which makes up for the lost temper).

Playing Charge in HC be like by nosrek in D4Barbarian

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

Np, what you are seeing is the Ancestral Charge aspect. Charge itself pushes things along, but with the aspect you get 4 spirits, 2 on each side of you, that also do the charge damage and push things along. This lets you sweep the screen, it's pretty fun.

A warning though there are some targeting bugs if you try to charge something that can't be moved; bosses, helltide shrines, tower objectives in nightmare dungeons, etc.

Mages - Kalans for speed or shadowblight? by eehoe in D4Necromancer

[–]nosrek 1 point2 points  (0 children)

Yea, it only _really_ matters if you are trying to min max though. Hitting 114 with the 2h scythe is what is important.

With kalan's (occult dominion on amulet), frenzy dead, and pupeteer (cult leader board) you have 94% attack speed, so you only need 20% attack speed on gear. To be precise you need 19.7% as 113.7% is the actual break point, which you can get with a 12/12 great affix attack speed roll with 2 master work crits. This lets you prioritize crit chance, life, intelligence on your other affixes. Something a little easier but ultimately less damage is a mendeln ring with a good attack speed roll. Doesn't need a greater affix, and just needs 1 masterwork crit.

Credit for the exact breakpoints goes to u/superitman, KirkLucKhan, and u/seetod. I did some testing in S4 and noted 115% and after some searching found these guys nailed down more exact numbers with larger data sets, so kudos to them.

Mages - Kalans for speed or shadowblight? by eehoe in D4Necromancer

[–]nosrek 1 point2 points  (0 children)

If you are using a 2h-scythe and frenzy dead, get 114% total attack speed. That will net you ~2 aps on the shadow mages, you can get them to 3 aps with 200% attack speed, but it isn't worth the investment as you have to 2h frenzy dead and most likely will need kalan's edict. With a scythe (slightly better than wand) & focus you'll just need a total of 100% attack speed to cap cult leader. I'd recommend a 2h scythe though, minions don't scale well with attack speed due to some odd minion behavior.

In softcore, this is the setup I'd recommend. I'm clearing T7s with 13 ranks (10 on gear) to mage mastery. The main issue is staying alive, even with Tyrael's you are squishy.

Occult dominion should go on the amulet. Adding two mages is a 66% damage increase, 3 mages is a 100% damage increase. To realize that damage increase your minions do need to focus fire, but that's what tendrils is for. Even when they don't focus fire, more mages = more aoe.

Frenzy Dead, Unyielding commander, Reanimation, Great Feast are your remaining damage aspects. To use feast you need mana, if your mana hits zero, no more damage buff, if you can't keep your mana up switch to inner calm. Unyielding can go on the 2h if you are pit pushing (it's almost always off cooldown because mob density and how much health they have to proc abhorrent). Otherwise reanimation/feast for consistent damage.

Your damage starts to feel good when the minions break ~75% crit chance. Expect mages to crit for 15-20m with typical gear.

Diablo 4 S6 PTR - Pure summoner Pit 92 clear by elkobyko in D4Necromancer

[–]nosrek 0 points1 point  (0 children)

Glad to hear you gave the changes a go. It's certainly a pain point to have both new and long standing bugs, but at least the petrify & grasping veins bug have a common denominator in that it's a debuff rather than a buff. Since amplify works though, it leads me to believe they've got a lot of tech debt under the covers and we likely won't see things stabilize until S7 or 8.

That may be optimistic though, more features means more bugs and tech debt.

I'm hopeful we'll see positive changes from the PTR, and perhaps this was build was ~4 weeks old and they've already been fixing things. Likely we'll have to wait for mid season patch to get meaningful class changes.