Path of Exile: Blight Gem Information

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Dreamounette wrote:
Have one question,
Carrion Golem can have only 1 summoned Golem, but on the video you present 4 at the same time, is that a Wrong tooltip on gem, or a ninja "nerf"? :)


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#1139 on Sep 5, 2019, 8:14:37 AM
good job
Venom Gyre Trickster league starter confirmed
WOW, thats nice.
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Womanyzer1993 wrote:

How about you use one of the mine gems themselves? So you don't need the extra gem slot to waste for the skill for the mine?
...
The high impact mine with the chance of dealing double damage and 5 % less damage than Blast chain, completelly negitiates the negative influence.
...
WIth the stacking auras ( wich you obv forget too ), you get free crit / damage, depending on what you take, and 100% effectiveness of that effect + scalabillity from passive trees, due to the fact, that mines have the aura tag.

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".

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Womanyzer1993 wrote:

Also, you miss the fact, that you could not have up to 25 mines active last league.
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Minefield
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The fact that you have such a flawless and smooth gameplay with mines now, lets you clear faster
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Tremor Rod

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.

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Womanyzer1993 wrote:

Btw: Skitters have a base 10% MORE multiplier for mines. wich also helps on the loss.

Really? 10% more for 35% reserved mana? Mind-blowing.

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Womanyzer1993 wrote:

Now let's recap:

35 % MORE MINE DAMAGE - TREMOR ROD
+2 GEM LEVEL - TREMOR ROD
10% MORE MINE DAMAGE - SKITTER BOTS
STACKING AURA FOR UP TO 6*25% INCREASED DAMAGE - AURA FROM THE NEW MINE
MINES ARE INSTANT
MINES DON'T CANCLE EACH OTHER OUT
MINES CAN BE THROWN
MINES CAN ACTIVATE MID AIR
MINES DON'T NEED TO " DEPLOY " ANYMORE ( Wich most of you completelly ignored )
10 MINES MORE THAN BEFORE - IT'S FACT
MAX MINE AMMOUNT REACHED IN JUST 2 SEC - BASE THROW SPEED REDUCTION

Negative:
50% More Damage loss

-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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Pniz wrote:
saved until i actually read them :)


not yet? :D
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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orion314 wrote:
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MaxGor31 wrote:


No mate, you are wrong. Previosly you had 40% of your EHP (life + es) as damage.
Now you got 20% of EHP + 1541 as damage.

So the borderline EHP is

0.4*EHP = 0.2*EHP + 1541;
EHP = 7705.

If your build previously had less than 7705 EHP (doubt it) it's a buff. For EHP > 7705 it's a nerf.

PS. It's about 20lvl gem obviously. Who plays RF from 16lvl anyway?


No mate, not wrong, just a different kind of calculation. Ofcorse nobody starts using RF with an lvl 16 character. Rise of the Phoenix and Shavronne's Wrappings are lvl 65; 62 required items. I think, this is the main problem: There arent low lvl items for RF.

And ofcorse in a new league nobody can start with lvl 20 RF gem, so your calculation does not reflect reality. With lover gem lvl its nerf too. And a high lvl RF character with 7705 EHP is useless above tier 5 maps.


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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