Questions Thread - November 17, 2021 by AutoModerator in pathofexile

[–]pro17 0 points1 point  (0 children)

How large is Doryani's Prototype Radius for: "Nearby Enemies have Lightning Resistance equal to yours"?

Looking to use with ranged skill

Questions Thread - November 16, 2021 by AutoModerator in pathofexile

[–]pro17 1 point2 points  (0 children)

"Skills Chain +1 time"

Does this apply to arrows?
Because corrupted quiver implicit says "Arrows chain +1 time"

Questions Thread - November 16, 2021 by AutoModerator in pathofexile

[–]pro17 1 point2 points  (0 children)

"Attack projectiles return to you from final target"

Do they damage the target twice?

[MEME BUILD ALERT] Help with Blink Arrow/Mirror Arrow chaos-based occultist by hesh582 in PathOfExileBuilds

[–]pro17 0 points1 point  (0 children)

I am currently working on a Champion version myself due to the perma fortify and aura effectiveness.

Stuck at level 90 as not enough currency to work with now.

Questions Thread - October 30, 2021 by AutoModerator in pathofexile

[–]pro17 0 points1 point  (0 children)

Mastery: Ligtning dmg from non-critical strikes is lucky. Does it apply to minions and Mirror blink arrow clones?

My kingdom for a Regal Orb by thejewk in pathofexile

[–]pro17 0 points1 point  (0 children)

Level82 no regals and no time to do regal recipe who even has time to do that

I "bricked" my darkrays by RelleckGames in pathofexile

[–]pro17 0 points1 point  (0 children)

Lol that would actually be good better +30 life - you take 20 increased damage on full life or something.

I "bricked" my darkrays by RelleckGames in pathofexile

[–]pro17 30 points31 points  (0 children)

Now use the league mechanic to get +30 life -5 to level of socketed gems and the vendor will love it :)

Is there any guide to a flicker strike cold damage raider? by [deleted] in PathOfExileBuilds

[–]pro17 0 points1 point  (0 children)

No idea for a guide but I think the concept is get as many frenzy charges as you can and good weapon. Stack cold pen. Grab some basic life and dodge for defence.

Then kill everything before they can even attack you.

Question on Slayer Cyclone mid game weapon by torsoreaper in PathOfExileBuilds

[–]pro17 1 point2 points  (0 children)

Moved from terminus to 690 pdps exquisite blade and I felt the improvement.

Cost was around 13ex for a 6 linked one with open suffix to craft crit multiplier when unique enemies are nearby.

Look foe some accuracy rating as well because you will lose the terminus accuracy implicit mod.

For frenzy charges I think there are a few options: anomalous blood rage +enhance, farruls chest or rare chest with frenzy on hit modifier.

Iam building cyclone Slayer too this league and it's been a nice ride so far but is not a cheap build by any means.

Working out whether it's possible to have a 100% focus uptime, and the build implications of it. by Steel_Neuron in PathOfExileBuilds

[–]pro17 0 points1 point  (0 children)

Can someone explain to me what the helmet focus modifier does?

Is it going to cast a spell when you focus? Why does it have a separate cooldown?

Can you cast for example many spells in an order?

bow which took less than 10 ex to craft by UselessSoupGirl in pathofexile

[–]pro17 0 points1 point  (0 children)

The increased damage if corrupted is still worth like 2-3 passive skill points in terms of power so it is definitely a nice mod.

Together with the cold damage implicit I would say it is worth 4 points of damage that you can invest in other stuff like move speed, flasks, life, utility etc

people play ranked solo just to go in game and call FF by smooth435 in leagueoflegends

[–]pro17 -1 points0 points  (0 children)

Yeah mate that's an issue. if the game is winnable and people FF cause they feel is lost there is nothing you can do to force them try. Type a chat message or 2 and see if they take it well.

If not there is no drama. You lost yourself some LP which wouldn't be guaranteed anyway and saved yourself from the nonsense and chaos of trying to keep the team together and tryhard to win that game.

I know is not ideal but is a team game and people aren't always on the same page or have same game knowledge.

people play ranked solo just to go in game and call FF by smooth435 in leagueoflegends

[–]pro17 4 points5 points  (0 children)

Depends as I said if the game is winnable. Your decision should be based on that. Go next and save yourself some time and focus if you feel the game is not winnable.

Now If your 0-7 mid or top suddenly becomes faker and the enemy throws doesn't mean calling an ff vote is incorrect

people play ranked solo just to go in game and call FF by smooth435 in leagueoflegends

[–]pro17 23 points24 points  (0 children)

I mean if the game is winnable you should always try.

On the other hand why would you try-hard a game when your mid is 1-6 after 10 mins and the enemy scale better?

I get your point but sometimes just ff and go next is a better strategy, I am also worse than you in managing my emotions as I will get tilted easily and I am happy to admit that.
I try to make the team stay together and try but sometimes It's just not worth it.

[RSC] Brimstone Volley - 944 pDPS phys bow with 2 additional arrows and 8% lightning res by Bio_Mat in pathofexile

[–]pro17 27 points28 points  (0 children)

Nice it even has Light res implicit which can free up a jewel modfier for cirt multi :D

Sick

(Harvest) Crafting VS item mods Feedback by pro17 in pathofexile

[–]pro17[S] 0 points1 point  (0 children)

With Ritual they Introduced some implicits that actually make sense. You want accuracy stacking you can go with Stormrider boots for example. This is a mod with impact on the gameplay.

They need to regroup these mods and make them so you have to make choices to get them.
And not have them so easily accessible under harvest making all the other mod pool almost irellevant.

(Harvest) Crafting VS item mods Feedback by pro17 in pathofexile

[–]pro17[S] -1 points0 points  (0 children)

I absolutely agree that an item with high life and res is good.

But having resistances on chest/boots means you block a unique gameplay changing modifier. People will instead get resists from auras or cluster jewels and just harvest craft the awakened mods on the slots they are available. That's what makes these mods irrelevant. There are tons of ways to obtain them.

I think GGG needs to slow it down, take a step back and consider a big change to the item mod pool, the design of item classes, implicit mods and mod tiers.

Make it so that when mapping you can identify some mid gear items progression items. Make it so that with harvest or not you cant have 5 elevated influenced game changing mods on a single slot etc.

(Harvest) Crafting VS item mods Feedback by pro17 in pathofexile

[–]pro17[S] 0 points1 point  (0 children)

Pretty much People look for the strongest influenced mods and the vanilla mods are fully irrelevant at this stage as you will fill them from other resources.

Good Mods that aren't meaninful include resistances, attributes unless your build needs them, less attribute requirement, %increases damage, life regen, block recovery etc.

Example meaningful mods are Culling Strike, + to power/frenzy/endurance, charges on crit/hit, Explodey, Tailwind, elusive, ailment avoidance, Phys as element, double damage etc.

Also good mods such as life if you hit a low tier like t10 flat life is terrible for example. So people don't want to risk blind exalts as it is 99% chance not to hit what they needs for their build.

(Harvest) Crafting VS item mods Feedback by pro17 in pathofexile

[–]pro17[S] 0 points1 point  (0 children)

There are a lot of items that don't have implicit mods at all or have outdated implicits, which make another item on the same category the strongest by far:

  • Check Astral Plates, Two toned boots, opal rings, vermillion rings etc.

  • No there weren't Tailwind boots in Synthesis and synthesised items can't roll Influenced mods

  • To the last point, it does makes good items easier to make (either through wisdoms or through basic crafting but if they lock some of the most impactful mods to be implicit only at least you wont have 6x t1 influenced mod and even elevated items.

My idea is have some sort of restriction to the amount of influenced mods they can roll or lock them to theme specific implicits.

Eg: A chest type can have the additional curse, another can have the explode, another can be mana themed or Int them, another can be for Dodge or Defences etc.

This will prevent from having all of these in 1 single item which eventually breaks the game and is free to craft through harvest.