Cospri's Malice - Embrace it

Sexy man, looks great.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Finally!!! a unique added again which is worth drooling over! Can't wait to get my hands on this and try some sick build!
http://www.pathofexile.com/forum/view-thread/913599 <--- mirror Thread
So, put a discharge in this weapon and use soul taker + cyclone = profit?
"
OxYmaRRoW wrote:
So, put a discharge in this weapon and use soul taker + cyclone = profit?


The 35% damage reduction in the patch notes for a triggered discharge would disagree with you, GGG seems to be emphasizing that discharge should be a less frequently self casted spell. It will probably still do fine as a trigger skill but I want to predict damage increases for Discharge with the offset of even more trigger reductions in the future.
"It's all clearer now
And I hear her now
And I'm nearer to
The Salvation Code"
damn awesom unique :)

this sword and two of the new cold rings and i am done for this league
It's a bit odd to me that this has seemingly no connection at all to Cospri's Will.

Like, thanks to shavronne's pace being upgraded to shavronne's gambit, the boots even have a direct usage with Shavronne's Wrappings (low life synergy). Previously, the boots made sense as a lead-in to the Wrappings: you went CI ES before going Low Life, and so when you were always at full life you got a bit more movement speed than almost any other boots could give you. And obviously, I don't have to explain how awesome shavronne's revelation is with either one.

But like... this sword has nothing to do with curses or poison. I guess you could have your melee attack be a curse on hit frostbiting/elemental weakness... thing? But that's "potential" synergy extrapolating from the rest of the game, not built-in to the items themselves. And you're obviously not going to focus on poison when you're casting cold spells; cold damage doesn't naturally poison.

Maybe if you make a future Cospri's item that says "Poison damage is based on cold damage as well", it could tie it all together? You could also make them gloves, so we could get nice curse on hit corruptions.....
Last edited by codetaku#0468 on Sep 1, 2016, 1:38:21 PM
This item is absolutely horrible with the HP buffs to monsters and will never see meta play ever.

Dualwielding this insists on you building heavy crit (600%+ chance) which is not a realistic way to build a hybrid caster crit build as you will most likely be forced to play shadow.

After all of that, the base crit chance is terrible and it would of been much better as a dagger, bow, or hell even a staff.

I can see this build falling off in T10 maps incredibly hard.

This build even when optimal will be extremely annoying to party with as it does not have a cooldown on the critical strike chance.

Also, GL getting accuracy on a sword with crit.

#2Cents
Wild-er Strike? Freeze pulse in weapon with 2x Snakebite, triggered by Wild Strike. ;)
Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed)
Lvl 94 Crit Mjolner Marauder
twitch.tv/savagewolves
"
VKB wrote:
This item is absolutely horrible with the HP buffs to monsters and will never see meta play ever.

Dualwielding this insists on you building heavy crit (600%+ chance) which is not a realistic way to build a hybrid caster crit build as you will most likely be forced to play shadow.

After all of that, the base crit chance is terrible and it would of been much better as a dagger, bow, or hell even a staff.

I can see this build falling off in T10 maps incredibly hard.

This build even when optimal will be extremely annoying to party with as it does not have a cooldown on the critical strike chance.

Also, GL getting accuracy on a sword with crit.

#2Cents


Non-phys, but lacks incentive to go cold. Yeah, the 60% crit chance, but you can just get a decen crit weapon and get the crit without the drawback of only cold damage AND having to chill first (i.e. no bonus on strike 1). Also very low crit chance, yet casts spell on crit. Also no reason to wield 2 of them due to new trigger mechanic. Basically it has 3 drawbacks (low crit, unique effect on crit only, no phys damage) without real upside.


I mean, 2 hits kills about any mob pack, so most casts will literally never hit anything. Need to crit twice for it to go off AND mobs to be alive after both hits. Mostly that means bosses, but those tend to have mods that prevent things like chill/freeze, or have so much HP it simply wont happen.



If the 'melee crit' means any weapon, then i see a very small niche of this being a stat-stick offhand for mace/axe builds considering the many, many issues and drawbacks this has. Use a weapon that is actually usefull in a mainhand, and use this only for the trigger effect. But even then, the int requirement makes something like death's hand (no desperate int stacking) or mjolnir (has phys damage, 100% on hit, etc) so much better looking.


Really needs a serious buff already really to be even considered:
- the 'phys damage' part removed OR
- chaos dmg conversion added with 'chaos can freeze/chill' OR
- crit chance buffed another 100% or so (+160% against chilled) OR
- remove on crit part and buff it to 100% on hit like mjolnir. But then, mjolnir does stay better in every imaginable way...


Especially when you consider cospri's will poisons. The no-phys damage mod and lack of chaos damage means you'll literally deal 0 damage with the poisons, and there wont be any synergy between them. Unless you get a secret additional mod when you equip both, similar to set items in other games. But dont believe PoE has those.
Last edited by Xanarot#2943 on Sep 1, 2016, 2:08:03 PM
I remember reading a while back that LostArtz was hinting at a hard to see synergy between the two like a month ago or something. That is what is perplexing is that knowing there should be a synergy somewhere is making it harder to realize it... at least for me.
"It's all clearer now
And I hear her now
And I'm nearer to
The Salvation Code"

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