thoughts on best 2nd curse to use?
I've been using enfeeble via asenath's but swapped to a chaos resist helm so I'm self casting now. Considering swapping to poacher's mark for the frenzy charge on hit for bosses (and lgoh) as my only frenzy charge source is on kill from my gloves.
appreciate any input
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Posted byheadys#4483on Apr 4, 2021, 10:09:19 PM
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KoTLIIpeguHrePa wrote:
Sad Skill Tree, Toxic Rain is about skill duration+ attack speed, not only Attack speed. And Sad caustic Arrow dmg, not even 1.5-1.7m... It possible to get 20-30mm toxic rain dps and even more. This build cant reach even 20m...
There's more to builds than a spreadsheet. Attack speed improves gameplay feel and clear speed, duration only increases damage after your natural duration expires. After 1-2m DPS, 99% of the game is binary: you one shot it, or it one shots you. Past that, damage is only relevant on a handful of boss encounters. Also, if you need 30m dps to comfortably do Sirus, I'd recommend learning the fight better :)
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Posted bytypicaldemon#7238on Apr 8, 2021, 6:07:48 PM
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I went and made a new pastebin and consolidated leveling trees and beginner gear + decent gear. https://pastebin.com/78rTAXNR
If I missed something or messed up a tree, let me know and I'll check it out/fix it.
If you think there's information that's missing or should just be added in the notes, hit me up.
Last edited by typicaldemon#7238 on Apr 11, 2021, 3:53:49 PM
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Posted bytypicaldemon#7238on Apr 11, 2021, 3:47:30 PM
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Nerfs incoming:
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We've made balance passes on a large variety of skills that are performing above acceptable power levels, either through damage, speed of clearing content, or defensive benefits.
These include <...> Toxic Rain.
<...>
Flesh and Stone now has a 35% mana reservation (from 25%). The defensive power of the skill in Sand Stance and the offensive power in Blood Stance was too high relative to other reservation effects. We've added a small reduction to Stance skill reservation cost on the Blood and Sand specialization cluster near the Duelist to bring the cost down slightly for appropriate builds.
<...>
We are wary about how accessible normally scarce stats, such as Area of Effect, Skill Effect Duration, Aura Effect and Projectile Speed are on Cluster Jewel notables, given you can stack multiple of the same notable on the passive tree. As a result we have made small numerical nerfs to several Cluster Jewel notables that grant the above stats.
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Posted byYogghy#0398on Apr 13, 2021, 5:45:45 AM
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I really wanna thank your for the great build guide. I loved this build, it's flexibility, from only mouse t16 mapping to all buttons with offhand switch playstyle, variety of gear and links. This was probably the first one character i played thinking of all game aspects and mechanics during Heist league. All content closed.
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Posted byJoraPoz#0320on Apr 13, 2021, 7:38:58 AM
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Yogghy wrote:
Nerfs incoming:
"
We've made balance passes on a large variety of skills that are performing above acceptable power levels, either through damage, speed of clearing content, or defensive benefits.
These include <...> Toxic Rain.
<...>
Flesh and Stone now has a 35% mana reservation (from 25%). The defensive power of the skill in Sand Stance and the offensive power in Blood Stance was too high relative to other reservation effects. We've added a small reduction to Stance skill reservation cost on the Blood and Sand specialization cluster near the Duelist to bring the cost down slightly for appropriate builds.
<...>
We are wary about how accessible normally scarce stats, such as Area of Effect, Skill Effect Duration, Aura Effect and Projectile Speed are on Cluster Jewel notables, given you can stack multiple of the same notable on the passive tree. As a result we have made small numerical nerfs to several Cluster Jewel notables that grant the above stats.
We'll have to see numbers, they're pretty ambiguous and could be nothing to completely unplayable.
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Posted bytypicaldemon#7238on Apr 13, 2021, 3:10:02 PM
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"
The spread range of spore pods from Toxic Rain is now affected by Area of Effect modifiers. This means that having higher Area of Effect causes the resulting spore pods to spread out more. The base spread range of the spore pods has also been slightly lowered.
That's it boys, pack it up.
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Posted byidkwat#6167on Apr 13, 2021, 7:36:34 PM
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idkwat wrote:
"
"
The spread range of spore pods from Toxic Rain is now affected by Area of Effect modifiers. This means that having higher Area of Effect causes the resulting spore pods to spread out more. The base spread range of the spore pods has also been slightly lowered.
That's it boys, pack it up.
Can't say till friday, I'll test it on standard before starting the league though. If it's playable I'll post, otherwsise uncertain.
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Posted bytypicaldemon#7238on Apr 13, 2021, 10:21:29 PM
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How much does the wicked pall nerf hurt?
<insert witty, funny or interesting signature here>
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Posted byNotYourName#5192on Apr 14, 2021, 4:33:23 AM
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Potential killer of the build:
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Toxic Rain
The spread range of spore pods from Toxic Rain is now affected by Area of Effect modifiers. This means that having higher Area of Effect causes the resulting spore pods to spread out more. The base spread range of the spore pods has also been slightly lowered.
Each Spore Pod now applies 5% less Movement Speed to nearby Enemies (previously 10%), to a maximum of 30% (previously 60%).
Serious nerfs:
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Non-Channelling Skills have -7 to -6 to Total Mana Cost (previously -9 to -8)
+31-35% to Chaos Damage over Time Multiplier (previously +36-40%)
The Cluster Jewel notable Tempered Arrowheads now causes Bow Skills to have 10% increased Skill Effect Duration (previously 20%).
The Cluster Jewel notable Wicked Pall now grants 30% increased Chaos Damage (previously 35%) and 5% increased Skill Effect Duration (previously 10%).
Questionable changes, not sure if they apply to TR DOT:
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Quivers can no longer roll the "Global Critical Strike Chance", "Global Critical Strike Multiplier" or "Global Damage over Time Multiplier" modifiers. Instead, they can now roll "Critical Strike Chance with Bows", "Critical Strike Multiplier with Bows" and "Damage over Time Multiplier with Attacks" modifiers. Existing items cannot obtain the newer modifiers through Divine Orbs.
Hunter-influenced Quivers can no longer roll the Global Physical, Fire or Chaos Damage over Time Multiplier modifiers. Instead, they can now roll Physical, Fire or Chaos Damage over Time with Attack Skills modifiers. Existing items will be updated to the newer versions.
Somewhat buff:
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Essence of Delirium
No longer grants Chaos Damage Leeched as Life to Amulets.
Now grants a +10% to Damage over Time Multiplier to Amulets.
Was a great build to play the league, 40/40 done for the first time. I think I'll pass on Ultimatum, so long and thanks for all the fish!
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Posted byYogghy#0398on Apr 14, 2021, 5:14:15 AM
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