Skill Revamp - Elemental Hit
are vaal skills going to work with totems? like can I cast Vaal Arc in my totem set up?
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Τhis game will never be boring!GGG best company ever
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ok so what about glacial hammer.
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Praise the Gods, Exiles! For this is a fiiiiine buff.
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Can those jewels be revamped to also fit wild strike? :o
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" Already kind of is, it's kinda built in so you might have missed it. If you hit for fire damage, you can only deal fire. As in you can't deal any cold or lightning damage whatsoever on that hit (at least according to the wording, I think thats right). So that means you can't support it with any additional element damage of other types unless you convert the elements. IE if your using herald of ice & thunder, and can only roll ice or lightning hits, you will never be dealing two types of element damage at the same time. Possibly (unsure, this wording used is odd) even not able to deal any physical or even chaos damage? State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084
State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078 State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062 |
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Will Windripper MF Deadeye work with the new EH. Will EH be a bad idea to run with on MF build.
EH - GMP - WED - Added Cold - Ele Profil - Chain/Fork ? And only have EH to proc Cold and lightning , block the fire. Will anyone try to attempt a build? |
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" Yep, the skill is completely restricted to only ever being an Elemental Hit i.e. no phys or chaos potential through any mechanism whatever. |
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" I know right? They seem more fitting for wild strike since it already alternated between elements / types of attacks on each swing; so it would be more neat to be able to..say...choose to do a melee version of arc if you locked out the two other elements. ------- The nice thing about original Elemental Hit was that it was additive damage on top of everything else, and you got all 3 elements at once ( if you went that route ). The new version just looks like a smaller, more funky / pitiful version of Wild Strike; without any of the "pizazz" that it has with the waves, arcs, and explosion rings. And it now locks you out of 2 elements on each swing...which really messes up builds that depended on having them all hit at the same time ( or there about ). I'm still of the mind that if you were going to use the new jewels for EH to lock down 2 element types ...you would be better off just using an actual skill of that element type; alongside it's better threshhold jewels. For melee, for example, Id rather stick it out with a frost blades build than an Cold Elemental Hit one, with it's tiny aoe and needing to hit targets twice before you can get going ( which kinda makes the single element counter productive in some sense since you hit multiple times without the jewels to get the multiple element buffs ( EE + Base ) going. Semantics I guess. ) I guess the only real advantage Elemental Hit would have over conventional builds is that you could find a way to game elemental types against certain bosses easier than other builds. You could feasibly build "neutral" damage nodes on the passive tree and gear ...and then use the jewels to lock out elements that would be more resistant during a fight, like say a breach lord or guardian fight. Though ( Using melee as an example again ), It would only require conventional builds to just switch out a single gem, maybe two for resist pierce, ( frostblades for lightning strike ( Green Gem ), molten strike for static ( Red Gem, probably not though...cuz Molten ). Don't think I've seen a playstyle that ever does that though ( at least nowadays ). ======= Anyway, would have made more sense to me for those new jewels to be for Wild Strike instead; they seem rather confusing for Elemental Hit, which should be embracing more the idea of alternating elements ( and possibly mechanics like EE ), rather than going the opposite direction. Probably would have rather seen some Elemental Hit jewels that made it so that other elemental types could cause afflictions of the other elemental types ( like 3 dragons helm ) + their original affliction type ( So say, cold damage chills, freezes, and ignites. Fire damage ignites and Shocks. Etc. ) That way, rotating damage would be far less annoying, and it adds something to the skill ...rather than removing things... when you use the jewels ( just like all the other thresholds ). |
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i'll have to wait and see.
it'll have to be pretty good to be worth using multiple "threshold" jewels just to make it work. |
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