Path of Exile: Blight Gem Information
" They've just changed the wording. You should still be able to increase your max golems through gear/passives, same as all the others. Last edited by Exile009 on Sep 5, 2019, 8:14:37 AM
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good job
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Venom Gyre Trickster league starter confirmed
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WOW, thats nice.
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" I was talking about comparing 2 gems: "Blastchain Mine" and "Remote Mine". Obviously I want to use some spell as mine, not the mine gems themselves. We have 2 options now: "Blastchain Mine" and "High-Impact mine". I've choose first one as it simpler for calculation: it DOESN"T HAVE AURAS, so you don't need to put nodes in auras. And I don't like gambling stuff like "2% chance for double-damage". " No, you couldn't, but you also needn't. Usually you placed 4 mines, detonated them and whole screen was clear in less than a second. Now you have to place 20 mines, trigger them twice (with that tremor rod, as you have a point and there are no other effective options for using aura-mines, while non-aura mines are sucks) and wait while that chain triggering will work. With minefield's 60% LESS mine throwing speed I doubt you'll get any reasonable clear-speed. " Really? 10% more for 35% reserved mana? Mind-blowing. " -Tremor rod doesn't give any survivability (which is real problem for miners on high tier-maps). -Skitter bots are pretty cool, but I think there are better alternatives for reserving 35% of mana. -Stacking aura, which will work good only for first few explosions in 25-mines stack unless you use Tremor Rod (what is not cool as all aura-mines builds SHOULD use that stick). -Mines were instant (with a node, but everyone took it anyway). -Yes, mines don't need to "deply" anymore, we need to "throw" them instead. -We loose a lot of damage and clear-speed from mines, but gain some tactical opportunities by trowing them. I think it's not worth it and mines will be buried even deeper, but we'll see... #RussiaIaATerroristState
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Its "minion changes" but they totally ingored Animated Weapon and Animated Guardian while changing shit like Ice Shot or Lightning Arrow.
Even numerical changes would be better than nothing... | |
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" Nah mate, definitely misleadingly wrong. "Different kind of calculations" is like saying it's an alternate truth. No, there is math ..and there is no math. People most definitely can ( and do ) play RF as soon as it becomes available, and there are entire swaths of gear choices that support it. Pyre and Kikazaru rings are two of the craziest rings to use for RF ..let alone low level RF. Ashcallers are even more amazing now. Springleaf was always amazing. You want to know the most ridiculous buff to low level RF now? Life flasks. If you only need 2/3 or less of the life you do now to do the same damage ...you can utilize life flasks way more to keep you sustained ...rather than often running into issues where you basically wish there was a passive node for flasks that worked like overleech for slayer. High duration low healing flasks are even more amazing with these changes. And again, like in all of these other RF doomsday threads / posts ...there's the omission of all the passive / item mod changes that allow players to gear better around RF now compared to before, enabling way more damage options and ceiling. You can straight up buff RF to stupid levels with +skills now ...that opens up a metric ton of options. The only people that this change hurts are the ones that spend inordinate amounts of EX on gear to achieve solely 15k+ eHP. It's literally a nerf to the 1%. But it doesn't even nerf them ...just their old build setup. Now they can spend the same amount of money on different gear ..to achieve the same ( or better ) level of RF with all the other changes. They just might have to do it without being also relatively immortal because of their stupidly high eHP / defense pool from only stacking a single stat. | |
Imagine the Detonate Dead and Volatile Dead damage on a desecrated lvl100 enemy with the +50% monster corpse life ascendancy. RIP Aukuna's Will, #zombieslivesmatter
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