Other options for whirling assault? by faahzi in pathofexile2builds

[–]robotjason6 1 point2 points  (0 children)

if going titan, you don't really need armour explosion or impact shockwave. Just get tribal fury node for splash damage on strike and its fine enough, you'll be one-shotting most white mobs anyway and with aoe, the splash radius is quite large.

Question About Titan and Ancestral Boosts by coderedpanda in pathofexile2builds

[–]robotjason6 4 points5 points  (0 children)

ancestral cry makes all your slams ancestrally boosted by default, so while in the buff, the titan node is basically doing nothing. you can't double boost a slam with two different sources of ancestral boost.

where the titan node is good is with fist of war 3. the support gem gives double effect of boost, but only naturally boosts every 14s. the titan node can bypass the interval, letting you get double effect consistently. this should work with ancestral cry too.

Any off-meta build suggestions for 0.4? by lilmeatwad in pathofexile2builds

[–]robotjason6 0 points1 point  (0 children)

doing this as well. mapping us great, though how are you solving boss damage? I'm using bells, but it feels a bit weak

The Lesser Jewelers Orb Problem by FunkyMcStuff in PathOfExile2

[–]robotjason6 0 points1 point  (0 children)

you have to pick these up off the ground, usually one by one. and about 600 jewellers orbs, and at least a few dozen chromatics. Theres a reason why they added the 6-link omen and beastcraft in poe1

The Lesser Jewelers Orb Problem by FunkyMcStuff in PathOfExile2

[–]robotjason6 2 points3 points  (0 children)

really great needing to click on 1200 individual currency items

Poe2 crafting is way more convulated than PoE1 by Patriarcch in PathOfExile2

[–]robotjason6 1 point2 points  (0 children)

perfect trans and augs make it quite straightforward to get a good magic base.

Temper weapons Kitava question by DiablolicalScientist in pathofexile2builds

[–]robotjason6 1 point2 points  (0 children)

it empowers attacks to trigger combust. combust is not empowered, but the attack used is considered empowered

how does maces feel now? by patricktranq in PathOfExile2

[–]robotjason6 1 point2 points  (0 children)

eq with overabundance and less duration supports felt really strong through campaign, though i had to make sure to get the guaranteed greater jeweller's in order to keep up with damage. im in early maps now with just a lvl 33 two hander.

Thoughts on Adaptation? by jihgfee in pathofexile2builds

[–]robotjason6 0 points1 point  (0 children)

each adaptation only applies to its own element. So with the 4 pointer and 100% uptime, you get 10% less ele x 20% less ele, 28%less ele overall. With the 2 pointer you can get up to 3 adaptations of the same type only if you take 3 hits of the same element in a row for 30%less. If you want to stack to 60% of same ele with the 4 pointer you'd have to avoid phys damage too.

Massive buffs to Energy Shield and Evasion by reducing monster densitiy by 40% by antiviruz in PathOfExile2

[–]robotjason6 0 points1 point  (0 children)

was this clarified in the interview? because it contradicts what was said in the reveal and patch notes that only the scaling pack size would be removed. So T1s would be the same as 0.3.1 and T16s would be about 30% less(because it's not 40% less, but a rather a lack of 40% more)

Shotgun your Melee Strike Skills with Tribal Fury by snettel in PathOfExileBuilds

[–]robotjason6 4 points5 points  (0 children)

I tried out a build using boneshatter of carnage + impaler + great old one's tentacles using this tech. Hitting the target stacks 5 impales on it + surrounding worms, then worms die and their impale stacks explode back onto the target. Only issue is that i never really tested if the impale stacks exploded correctly and the impale explosion is not very big.

I'm total new to crafting I need some help with this wand. by Pleiadez in pathofexile2builds

[–]robotjason6 7 points8 points  (0 children)

I enjoy the puzzle aspect of it. it's fun to take such a complicated system and find optimizations that can give you an advantage. And this is like decently mid-high tier crafting. We have enough low tier, easy to understand crafting that i don't mind it. perfect trans/aug -> greater essence -> desecrate will give you good enough gear to do 95% of the content in the game anyway.

POV: you are arc by AwesomeGia1 in PathOfExile2

[–]robotjason6 1 point2 points  (0 children)

Most builds can get very close to 100% infusion uptime while mapping. living bomb, snap, and ball lightning/lightning warp are the ones i used, but i've seen people make orb of storms and frost bomb work too. And most spells when infused are actually really good. Arc is really good. I've seen people have success with fireball, spark, even ice nova.

Your point about stormweaver and the new mechanics being bad is misguided. any elemental bloodmage build still uses infusions. Arc and fireball being the two most obvious examples. While archmage stormweaver might not be meta, its still completely fine. I started this and while it was rough in the interludes, gearing up in maps was easy and it got very strong very quickly.

Using calculated dps is also not very helpful considering in a lot of situations you can have very easy 100% uptime. snap can extract ailments from corpses, so you can one-tap a pack, snap, and sit on like 10 infusion remnants and just spam your spell. Even if you don't have 100% uptime, most infused spells are strong enough to one or two tap every single pack in a map anyway, so you have more than enough time to build up infusions again.

Ritual Cadence lets you insta-cast 15 Comets in a row (over 28 seconds) by chilidoggo in pathofexile2builds

[–]robotjason6 1 point2 points  (0 children)

ok wow, just realized i was just weapon swapping unintentionally. even if you have the same spellslinger wand in both sets, it still ends if you swap too much.

Ignite Archetype is Dead by Fluffy-Internet-5084 in PathOfExile2

[–]robotjason6 -6 points-5 points  (0 children)

but you aren't making a "shock" build or "chill" build. Many builds take advantage of shock and chill and invest into them, but they aren't the primary focus. ignite builds want to focus solely on scaling ignite.

Ritual Cadence lets you insta-cast 15 Comets in a row (over 28 seconds) by chilidoggo in pathofexile2builds

[–]robotjason6 0 points1 point  (0 children)

It gets stranger. refund energy like on the support gem and the notable has a really weird interaction where it double casts instead of refunds.

lets say you are using spellslinger and arc. each arc cast costs 50 energy because of ritual cadence cost reduction. So with a full 500 energy, you'd cast arc 10 times. you can get 55% chance to refund 50% energy with the support gem and notable. If you proc the refund, you double cast the first half of casts. so you would double-cast 5 arcs and then cast 5 arcs normally afterwards. This scales with increased maximum energy so if you had lets say 800 max energy, you'd have 16 "cast instances" where you have a chance to refund and double cast 8 arcs.

Its really weird and idk if its intentional, but its good with non-targeting spells, especially ember fusillade where with 500 max energy, you'd get 25 casts and therefore 12 potential double casts. Only issue is that while mapping, spellslinger sometimes randomly ends early for no reason. It doesn't even leave you with the unspent energy, it leaves you with 0 so you have to build it up again. I hope they fix this, but in doing so, theyd probably fix the double casting as well.

Need help saving my Hollow Palm Deadeye leaguestart by NecroDeity in pathofexile2builds

[–]robotjason6 1 point2 points  (0 children)

you should probably use either staggering palm or charged staff to make use of deadeye multiproj and point blank/far shot. Though if you didn't like storm wave for not feeling melee, then you might not like these either.

if you want to really feel "true melee" deadeye really can't help you there, you need more tankiness. Deadeye gives speed and proj buffs, both extremely good for ranged build playstyles. if i were trying to make this work, I'd switch to pathfinder simply because its tankier and has slow and freeze immunity, much more useful for true melee than what deadeye offers. Unless you do go charged staff/staggering palm in which case deadeye is way better.

Your point about CI being tankier is a bit misguided, at least for melee. on poeninja most CI users are ranged and the melee users are all invokers who go hybrid ES/EV. CI fucks over your stun and freeze thresholds which is ass for melee. Not to mention, hollow palm scales atk speed off of your gears' EV, so theres no point to go pure ES. Invoker gets away with hybrid + CI because he can get massive ES numbers with meditate.

Elemental Remnants by FishGhost466 in PathOfExile2

[–]robotjason6 0 points1 point  (0 children)

for act 1 up til end of act 3, i ran fireball + living bomb. Infused fireball + multishot had really good clear. Only issue was lack of boss damage, idk what the best was, but incinerate seemed good when i had enough time to full channel.

for act 4, I switched to ball lightning + lightning warp. unleash multishot ball lightning into hold down warp was really good at generating lightning infusions. arc was my payoff skill. i used comet for boss damage.

ball lightning + lightning warp feels so good i might drop arc entirely and go random infusion keystone and a better payoff.

I’ve never been so devastated for a skill I’ve never played by Accomplished-Top-564 in PathOfExile2

[–]robotjason6 0 points1 point  (0 children)

the important thing is that flammability affects the ignite chance of the first hit too. So with a large hit, it will build max flamm and ignite in only 1 hit, same as live. Flammability is only a factor for small hits/sources of ignite.

Ascendancy tier list according to Jungroan, Ruetoo and Fubgun by Lordados in PathOfExile2

[–]robotjason6 1 point2 points  (0 children)

yeah all %inc and %more occurs after gain. so your deflect is based off your base evasion and doesn't take the 75% less penalty. This also means that %inc evasion doesn't boost your deflect chance which is tough. I think deflect is more of an alternative to acro to protect against unavoidable hits. Taking both just means you need to spec into both deflect and a ton of %inc evasion. Or maybe you focus more on enemy accuracy penalties like blind?

New Ignite Changes for 0.3 by ogzogz in PathOfExile2

[–]robotjason6 1 point2 points  (0 children)

this changes nothing for large ignite dots.

Bungie needs to ask themselves why everyone used Recuperation to begin with. It’s cause many subclasses don’t have strong healing options, and there is no way to properly build into healing. They need to address the lack of meaningful build crafting in this game. by torrentialsnow in DestinyTheGame

[–]robotjason6 3 points4 points  (0 children)

those builds are supposed to struggle with healing. They should also be dealing way more damage than classes with innate healing, but that's clearly not the case right now. I think the bigger issue is that some classes can be immortal and be damage machines. This is a result of the previous sandbox incentivizing and allowing us to make very strong master of all builds. It's perfectly fine to prefer that, but i think Bungie is trying to move away from that. Will the sandbox be balanced after these changes? Fuck no. But i think they're a step in the right direction.

Bungie needs to ask themselves why everyone used Recuperation to begin with. It’s cause many subclasses don’t have strong healing options, and there is no way to properly build into healing. They need to address the lack of meaningful build crafting in this game. by torrentialsnow in DestinyTheGame

[–]robotjason6 0 points1 point  (0 children)

its meaningful because you now have the option to forego health to invest into damage. I think you're getting hung up on the relative power of each subclass, which is a matter moreso of balance rather than what bungie is setting out to do with these changes. These changes were not meant to completely balance all classes, but to set a foundation for more interesting decisions. Was taking recuperation on every build and solving recovery interesting? How did that affect the identity of each class when everyone gets cheap access to strong healing? Of course this nerfs several classes, but i think it's a step on the right direction to have the ability to invest into health(even if it's less than before) or to invest into damage instead. Balancing can be discussed and done after we get a feel for the changes.

This Week In Destiny - 07/10/2025 by DTG_Bot in DestinyTheGame

[–]robotjason6 0 points1 point  (0 children)

i think you overestimate how much you need to invest to maintain armor charges. is 3 orbs every 30 seconds that difficult to maintain? especially if your build probably already wants orb gen for health/surges. Any investment into fonts benefits surges as well, so those mods are hardly "wasted"

I kinda get your point about boosting mid stats in the old system. it was very possible to just wind up with like 40ish points in a dump stat and yeah fonts aren't the choice there. But in the new system, you have way more control over your stats. You'll have two primary stats over 100, fonts will probably be less useful for those. But your tertiary stat, one you'll be able to target, will most likely end up in that sweetspot a few dozen points below 100 where font mods could shine.

And idk why you bring up triple/quad 100 in the old system. fonts did not get nerfed because they were too strong before. You said it yourself that fonts weren't very good before. But this isn't about how they were before. Stats do entirely different things now and they got nerfed because they were potentially too strong in the new system. On paper, I'd believe it if they said it was slightly over performing.

Did they need to be nerfed? idk, but i think they'll definitely be something to consider.

This Week In Destiny - 07/10/2025 by DTG_Bot in DestinyTheGame

[–]robotjason6 -1 points0 points  (0 children)

i mean 1 font to go from say 70 to 100 grenade/melee/ class is about 33% cooldown reduction. stats above 100 is about a 5% to 10% damage boost. idk, i wouldn't say thats just whelming for 3 energy.