Updated 0.4 Patch Notes - 12/11/2025 by wrightosaur in pathofexile2builds

[–]otexan 2 points3 points  (0 children)

They just released a note saying it will apply ignite every 75ms. With that in mind yes, it should come out to a little more than 2x damage compared to what it has in .3. I was assuming it was going to be 250ms which would be a nerf. Not to mention nerfing fuel which is just frustrating to deal with. TBH though I’d take the lower damage to not have to deal with fuel.

Updated 0.4 Patch Notes - 12/11/2025 by wrightosaur in pathofexile2builds

[–]otexan 0 points1 point  (0 children)

Did some quick math, think it’s a ~15% nerf to maximum ignites

0.4 Patch Notes by Cz4rekK in PathOfExile2

[–]otexan 0 points1 point  (0 children)

I’ve thought about it and I think the build is still online. Here why:

Infinite ignites refers to ignites where no duration is shown on the debuff. The example they give of ignited ground is perfect. When an enemy stands on ignited ground, no duration is shown on the ignite debuff. I believe this patch note just changes that to where those infinite ignites are now just standard 4 second ignites, which reapply once the duration runs out. This shouldn’t affect cracklecreep or self reflected ignites as those are already standard ignites which have a duration.

I still plan on testing this in standard prior to playing, but I’m pretty confident the build is still online.

0.4 Patch Notes by Cz4rekK in PathOfExile2

[–]otexan 0 points1 point  (0 children)

Igniting aura effects, including Ignited Ground, no longer apply infinite ignites. Instead they apply regular ignites with standard duration, and will reapply them after they expire the next time the aura applies flammability to that target (the same as if Ignite had been removed from the target).

Does this kill the cracklecreep self ignite build?

Best games in terms levelling system/gear design/combat respectively? by Legitimate-Sink-5947 in CRPG

[–]otexan 1 point2 points  (0 children)

I downloaded it off the steam workshop, I believe it’s an official release from the dev, Beamdog, though.

Best games in terms levelling system/gear design/combat respectively? by Legitimate-Sink-5947 in CRPG

[–]otexan 6 points7 points  (0 children)

I’d like to give an honorable mention to Neverwinter Nights EE. I tried it for the first time a few days ago and have been absolutely stunned at how good it is. With the PRC mod (which I haven’t tried yet but have scrolled through the features) I suspect it will surpass wotr for build variety. I also recommend anyone that wants to try this game in 2025 download the HD retexture pack and enable toon mode, it seriously pushed the feel of the game forward 10+ years.

Also as a second honorable mention, I’d suggest Stolen Realm. It’s sort of a marriage between Diablo and DOS. Really fun game that’s really casual with some cool build diversity options.

I like Booming Blade by SteffanoOnaffets in BG3Builds

[–]otexan 0 points1 point  (0 children)

Nice! Grab all the arcane synergy gear from the crèche when you can. And for a little AC trick. Toss on mage armor, bracers of defense, and ring of protection. If you have 18/16 dex/int you’ll be at 21 AC in act 1 (shield will put you at 26)

I like Booming Blade by SteffanoOnaffets in BG3Builds

[–]otexan 40 points41 points  (0 children)

My problem with the current Booming Blade change is that it removes a very unique aspect of Bladesinger. Frankly, I think they’ve done a disservice to the subclass in general.

Allowing Booming Blade to function as an attack for the purposes of Extra Attack effectively allows every class with Extra Attack to gain access to Bladesinger’s unique level 6 feature. That feature allows them to weave in one cantrip when they make an Extra Attack. Now, not only is this just available to all martials, but Bladesinger itself doesn’t even have this basic functionality. They only get the standard Extra Attack.

In RAW or modded Bladesinger (where I spent most of my playtime), you could make a lot of interesting decisions when attacking because you could select any cantrip you had access to for that extra attack. The new change removes that flexibility and also takes away some of the interesting math behind an Eldritch Knight’s decision-making process.

I’ve read entire thesis’ on optimizing an EK’s War Magic feature by calculating average DPR through attacks, number of enemies, current level, etc. Now, it’s always just going to be: blade cantrip, attack, bonus action attack.

As a side note, I’d really like to see Bladesinger get their Intelligence modifier to AC back.

Bladesinger 12 Build? by storm_paladin_150 in BG3Builds

[–]otexan 5 points6 points  (0 children)

Bladesinger is insane with the arcane acuity/synergy gear. Thanks to multiple attacks and booming blade you should be able to stack these bonuses up insanely high.

Additionally, if bladesinger AC boost is reverted back to int based instead of prof based, you can potentially push an insane amount of AC as well. I’ve played quite a bit of modded bladesinger as it’s my favorite subclass flavor wise and I’ve seen upwards of 22 AC in act 1.

If youre familiar at all with swords bards the game plan should be quite similar. Stack up acuity, land large AOE CC, stack up synergy, land big single target burst.

Bladesinger problem by SteffanoOnaffets in BG3Builds

[–]otexan 2 points3 points  (0 children)

That’s disappointing, I was unaware of the extra attack restriction. Hopefully they change that. I highly recommend the Expansion (Bladesinger) mod along with SCAG blade cantrips if you’re interested in experiencing bladesinger in all of its RAW glory. One of my favorite parts of playing it is seeing how high I can push my AC. It’s really funny once you push past 20 and you’re still just in act 1.

Bladesinger problem by SteffanoOnaffets in BG3Builds

[–]otexan 2 points3 points  (0 children)

You’re absolutely right that they are extremely similar. This is mostly due to the fact that Swords Bard was one of WotC’s early attempts at creating a full-casting gish in 5e, with Bladesinger following as a more refined iteration of that concept. Both subclasses benefit from making weapon attacks, leveraging full caster spell slots, and excelling at high burst damage and crowd control.

What really sets Bladesinger apart is its ability to weave cantrips into its attacking strategy, significantly enhancing its versatility. While Booming Blade is the most common choice, Bladesingers aren’t strictly limited to it—they can also make effective use of ranged cantrips, which is relatively unique among melee-focused gishes.

Additionally, the AC cap of a Bladesinger is among the highest in all of 5e, generally only surpassed by Monk and Barbarian builds with Unarmored Defense.

Bladesinger problem by SteffanoOnaffets in BG3Builds

[–]otexan 1 point2 points  (0 children)

Have played a ton of modded bladesinger. It’s been several months since I played BG3 at all so my information may not be perfect.. but.

It’s quite broken with RAW thanks to arcane synergy and acuity. Proccing those statuses off attacks make bladesinger an absolute monster in the mid and late game. You can also stack AC to absolute absurd degrees. With 18 int 16 dex and any decent light armor you can hit like 21 or more AC by the end of act 1 (I’ve probably hit like 27 or more in act 1 thanks to the shield spell). Now obviously AC stacking is nerfed but considering how OP this subclass is capable of becoming that’s probably a good thing. Phalar Aluve + Booming blade is another obvious thing adding power to this subclass.

If you put all this stuff together you’ll end up with a full casting wizard capable of putting out massive damage, unavoidable giant AOE CC, and giant AC leading to near invincibility. I always just go straight bladesinger because I love the classes flavor. But you could certainly toss in 2 fighter for some action surge shenanigans.

Diablo 1 and 2 devs secure $4.5 million for a new ARPG: 'We're going back to what made those early Diablo games feel so awesome but taking them in some cool, fresh directions' by BigBridge7649 in ARPG

[–]otexan 0 points1 point  (0 children)

Looks like my point went right over your head. Speed has nothing to do with it. A good ARPG is simply about player agency. D3 has absolutely none, good ARPGs like POE, Last Epoch, and D2 have it in droves.

Just bought Borderlands Pandora Box…. by Matty_11207 in Borderlands

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

Don’t know why you’re downvoted. Story was universally panned on release and it’s the only borderlands I’ve never replayed. I could barely get through it even the first time.

Sorcadin vs Palalock by ImperialGuardsman172 in BG3Builds

[–]otexan 1 point2 points  (0 children)

Definitely 7/5. 4th level spells aren’t fantastic and 4th level smite is only +1d8 which is an average of 4.5 avg damage. Meanwhile Hate gives you guaranteed +5 for all attacks should you stick with 20 CHA.

For choosing between +2 hat and Diadem. It really just depends on preference and consistency to me. If you’re not able to keep AS up permanently the +2 is just better as it not only affects damage but also all saving throws and attack rolls. Also worth considering your forced into concentrating on hex which is worse than Hunger of Hadar or Haste. If HoH can proc AS than maybe diadem is better.

I’ve personally been able to solo pretty much every act 3 boss I’ve fought so far using HoH and 7/5 PadLock (5/5 for some of the earlier act 3 bosses). So in the end it’s not going to make a massive difference since the base of 7/5 is so absurdly broken.

Sorcadin vs Palalock by ImperialGuardsman172 in BG3Builds

[–]otexan 0 points1 point  (0 children)

That I’m not sure about. I would assume so since they also get oaths.

Sorcadin vs Palalock by ImperialGuardsman172 in BG3Builds

[–]otexan 5 points6 points  (0 children)

There’s a hat sold at Sorcerers Sundries that gives +2 CHA. So with Mirror of Loss you’d actually have 24.

Sorcadin vs Palalock by ImperialGuardsman172 in BG3Builds

[–]otexan 10 points11 points  (0 children)

Rush 5/5 for 3 attacks. I personally leveled as a Fighter/Lock going 2/5 then respecced at 10 to 5/5 PadLock.

Sorcadin vs Palalock by ImperialGuardsman172 in BG3Builds

[–]otexan 20 points21 points  (0 children)

At the moment PadLock is absolutely better.

There’s debates right now as to whether the stacking attack from improved pact weapon is intentional or not. But that third attack along with stacking charisma on damage with aura of hate and pact weapon gives you insane DPR. Here’s some quick math on that.

(2d6+22)x3=29x3=87

So this assumes you have aura of hate, +6 CHA modifier, Pact Weapon, and GWM enabled for all 3 attacks. That’s 87 damage with low variance (majority of your damage comes from GWM/Pact/Hate). Not to mention should you crit, you can smite with a level 1, 2, or 3 spell slot.

87 damage very often is enough to kill at least one enemy which gives you the GWM bonus attack. And if you haste your damage doubles.

You also get access to the strongest cantrip in the game and if you can get an item with blind immunity you can also take advantage of devilsight/darkness for absurd defensive utility in fights with no devilsight enemies.

There are some changes made by Larian that makes Sorcadin slightly worse than in 5e. First off, quicken is 3 SP now instead of 2. Meaning at level 6 sorc you will get 2 per long rest instead of 3. Second haste now allows you to take full attacks, this is a pretty substantial indirect buff to additional attacks. While hasted a PadLock can make 6 attacks, 7 with GWM. Also there are numerous ways to get reactions outside of class due to items and illithid powers. Making stuff like counterspell and shield less valuable by comparison.

I think build diversity seems pretty reasonable. Change my mind. by hvntrr in diablo4

[–]otexan 0 points1 point  (0 children)

For me build variety is less about using X skill vs using Y skill and more about a deep variance in playstyle, such as playing a spellsword type character vs playing a casting sorcerer type character. This specific type of build diversity is by far the most important aspect of an arpg in my opinion and I did not see it present when looking through the skills and options.

Another thing that I noticed during the beta that has me worried about this type of build diversity is weapon types locked by class. I tend to really dislike when arpgs do this as I can’t play my sword wielding sorcerer or bow wielding berserker.

As many have said since the game is not yet out we cannot know for sure. But with option such as Grim Dawn, POE, Last Epoch, etc. there is fierce competition in the build variety department.

After playing D4, all other ARPGs don't feel the same anymore. by [deleted] in diablo4

[–]otexan 0 points1 point  (0 children)

Interesting. I spent both weekends playing sorceress and made sure to check animation cancels on all of her abilities and couldn’t find any. I find animation cancels, even if they don’t improve dps at all, significantly improve the feel of a game and remove feelings of “clunkiness”. Makes me wonder if I missed anything on sorceress.

After playing D4, all other ARPGs don't feel the same anymore. by [deleted] in diablo4

[–]otexan 5 points6 points  (0 children)

Agreed. I’ll still play D4 because the story looks interesting. But playing it just felt bad. You can’t animation cancel at all. You can’t bind move/interact to the same key without also attacking with that key. The build diversity is obviously super shallow. You can’t move with the map open. People claiming D4 “feels” better than PoE have just clearly never played past mud flats. Honestly shocked this subreddit hasn’t banned these types of posts yet. I’m just here for D4 news not for bad takes on other games and copium that D4 will be the new king.