All of the Jewels in The Awakening!

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hanli2257 wrote:
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Piechol wrote:
are you kidding me ? you changed 5-10 phys per buff for fire and fire spell ?? srsly

and aoe unarmed 14% just 14% ???? and where is +4 unarmed range jewel -.-

0 hype bull~~~~....


this

i also got hyped for that physical dmg gem per buff. why they removed that gem from the game ... cant understand.


becauyse with the reflect nerf something like that would break pillar and face breaker builds and no one wants to see them nerfed again
-1? of frenzy,power, endurance charge? What is purpose of this jewel?
Hidden potential looks op as hell if I'm reading that correctly.
2spooky4me
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OniAsura wrote:
Hidden potential looks op as hell if I'm reading that correctly.

You aren't. :p

Magic flasks don't count, so it is a jewel (costing you at least 1 skillpoint to pick up, but possible 2 or 3 if you need to go out of your way) that gives you 20-25% increased damage for every magic item you have equipped instead of, say, a rare or a unique.

So it is a jewel that looks really nice for the early leveling process while wearing mostly magic equipment, but one that is of no use for builds using good equipment. Getting 3-6 useful modifiers on a piece of equipment will easily beat getting 2 useful modifiers +20-25% damage any day of the week, so if you've got even half decent equipment after the early leveling process you'll be better off using any other jewel than this.

But it does look truly nice for leveling new characters the first many levels.
Scionic Flametank 3.2: The classic ES-CI-ZO-GR regeneration tank is back in business, stronger than ever before with 50-60% ES/s recovery during most fights due to creative use of regeneration, leech, and recovery mechanics
https://www.pathofexile.com/forum/view-thread/1271604
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Kastmar wrote:
-1? of frenzy,power, endurance charge? What is purpose of this jewel?


to reduce frenzy charges. permanent "poison on hit" using Snakebite if you can lower them to 0 like someone wrote on page 13 and earlier in this thread.

i think it's about the only use people have found so far.
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kompaniet wrote:
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Kastmar wrote:
-1? of frenzy,power, endurance charge? What is purpose of this jewel?


to reduce frenzy charges. permanent "poison on hit" using Snakebite if you can lower them to 0 like someone wrote on page 13 and earlier in this thread.

i think it's about the only use people have found so far.

Thanks. So it's useless practically.
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Pi2rEpsilon wrote:

0 max Frenzy charges and permanent "poison on hit" using Snakebite? (at the significant cost of not getting any benefit from Frenzy charges)..

...I'm reaching, here.

Mostly, though, they'd appear to be the price of a corruption attempt that failed to produce anything useful.


I feel like it has to be something more than that. If they just wanted it to be a failed corruption, they'd probably turn it into a rare or even give it no mods at all. The fact that they went out of their way to code a purely negative mod like this suggests there must be something more to it. No one would ever use them as they are shown there, so why waste time making them? I'd say this is definitely something people will need to at least experiment with.
I'm confused on the blood sacrifice jewel.

You gain 1% max ES and lose 1% max ES and Life? What's the point?
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Resmia wrote:
I'm confused on the blood sacrifice jewel.

You gain 1% max ES and lose 1% max ES and Life? What's the point?

A slight misreading on your part:

You gain 1% max MANA and lose 1% max ES and Life on kill.

Whether that is ever worth having is a good question, but it is certainly an interesting mechanic.

Scionic Flametank 3.2: The classic ES-CI-ZO-GR regeneration tank is back in business, stronger than ever before with 50-60% ES/s recovery during most fights due to creative use of regeneration, leech, and recovery mechanics
https://www.pathofexile.com/forum/view-thread/1271604
Many of these jewels are pretty much utterly useless. They don't add anything particularly useful because whatever gain they provide is balanced by a rather extreme drawback. Of all those uniques I saw perhaps three that would be useful or build-enabling.

And WTF? It's better to have a completely wasted Vaal attempt rather than get a pointless -1 energy charge jewel that does nothing for that loss. Those should be for example: -1 endurance charge, +1 frenzy charge.

Overall - NOT impressed with the jewel system; rather dislike the gimmick entirely because it does nothing to make a character any different than one that is not using them (and, unless I get one of those two or three useful jewels, I won't be).
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
Last edited by BlaqWolf#1151 on Jul 5, 2015, 6:31:21 PM

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