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Path of Exile is a MAJESTIC incline

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
Let me share a build I want to test once we get passive tree reset.
Scion with Deadeye/Hierophant ascendancy.
Uniques I plan to use are:
The Consuming Dark lets me convert 30% of fire into chaos and chaos can poison enemies. To boost my chaos damage and make sure I can poison often I will also use: Apep's Rage (this gives 40% mana increase as a penalty but that is where Hierophant comes in).
Hierophant needs a helm slot for 2x totem and only one that gives a bonus support is Rime Gaze (it gives Concentrated Effect). To use that bonus Cold damage from the helm I will use - Pyre. It turns all cold damage into fire damage.
To finish my unique collection I will use Winds of Change gloves which gives both projectile speed and projectile damage.

Skill for murdering white enemies is Fireball+Fork+Faster Casting+Controlled Destruction+Chance to Ignite+Empower (eventually). Fork creates new Fireballs when it hits. This means that I get to fire 2 fireballs (because of Deadeye) in enemy groups that explode (and I took all AoE increased on tree+ unique jewel for fireball AoE) which each fork into two more and hit stuff and explode as well. And I get to shoot fast due to Apep's Rage. With their high burn chance+support they should ignite often and poison at same time and Forked Fireballs will poison multiple times same targets. Btw, Fireball has 100% effectiveness so I get full chaos damage bonus from Apep's Rage. Fireball is both spell, fire, projectile and AoE so it gets bonuses from all of these and AoE and Projectile damage transfer over to Poison as well.

In the helm slot I plan to put Arctic Breath. It is only cold spell I found that is both projectile, AoE and has good base damage. It is going to be Spell Totem+AB+Faster Casting+Controlled Destruction. I will be able to have two of these. Their goal will be to help vs bosses by applying more poison since there is no upper limit to number of poison stacks you can have on. Arctic Breath also works at 100% effectiveness.

Defense is going to be mostly ES, using Zealot's Oath and lots of chaos resistance. I am going to have lots of mana and skill cost reduction passives. Mana gives me bonus ES because of Hierophant. I also lets me cope with 40% increased mana costs. Plan is to have one curse: Flamability. And Discipline+BloodMagic on life.
And now I got two choices here. One is to use MoM for bonus defense since I got so much mana, the other is to use Infernal Mantle for more Fire into Chaos conversion as well as +1 to fire skill and bonus fire damage. Since I don't want my mana to often be under 33% I cannot use this armor and MoM at same time.

EDIT2: The latest version A bit refined version This is the first draft of my passive tree: poeurl.com/R07 (now not using poeplanner) - I quit on using Deadeys and Fork and I am going all in Low Life without Shavrone and using Fireball with LMP or GMP. Occultist will be giving me more ES and lets me lower enemy Chaos Res. This is useful now that I plan to go 75% fire to chaos conversion.
 
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ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
I fucked up in most basic ways :D
I cannot use Apep and Consuming Dark. This means I will probably be using 2x Consuming Dark and Infernal Mantle as well since my mana costs will not increase and slower cast time of fireball will use less mana.
My new passive tree looks like this now, I switched to Low Life, MoM gives me 30% less chaos damage to my life as well: poeurl.com/R07
 
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Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,350
Location
Crait
If you're going to be dual wielding, you might put Intuitive Leap in the witch socket, it grabs a ton of notable nodes including Dark Arts, Alchemist, Arcane Focus, and Instability.

I'm mostly starting with a Scion so I can vendor for most of the useful gems in HC. Also I've reserved a nice name for a sexy blonde sorceress:D I want to do something with staves and the endurance charge on melee crit notable. Still deciding on a melee skill, maybe frostblades for some reason it works with staves. Or maybe Cyclone? Who knows, I'll probably die and roll a witch. I like the path though. It's easy to switch for going all-in on Auras to going all-in on Totems. I'll probably borrow from yours and go towards witch for ES instead of the Duelist endurance charge.

Also looking at Elemental Equilibrium, I haven't tried it before.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
So patch notes are up:
Content Update 2.5.0

The Breach Challenge League:
  • Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
  • With 2.5.0, there are Standard and Hardcore variations of the Breach challenge league available. They have the same core mechanics and items.
  • Tears in the fabric of reality have formed throughout Wraeclast. Engage them to expose an alternate realm and reveal those who dwell there. Slay monsters inside the Breach to keep it open long enough to reap your bounty.
  • Deep in the Breach, you may draw the ire of horrific new bosses: Breachlords. The more damage you inflict on them, the more treasure they'll part with during their escape.
  • Among the riches found in the Breach, you may also encounter Splinters. Combine 100 Splinters of the same type together to create a Breachstone. When placed in the Map Device, a Breachstone allows travel into a Breachlord's Domain, the one place where they are truly vulnerable.
  • Monsters from the Breach drop new unique items that are specific to their Domain. When slain in their Domain, Breachlords are able to drop Blessings that allow these new uniques to be upgraded.
  • There are a total of 35 new unique items specific to the Breach league.
  • The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you will receive the Breach Footprints Effect. At 24, you will receive the Breach Portal Effect. When you complete your 36th challenge, you will receive the Demonic Wings Back Attachment. These microtransactions are only obtainable in this league.
  • From the 19th challenge onwards and for every third challenge after that, you will receive pieces of the Breach Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Breach challenges you completed during the league.

New Content:
  • Added 55 new unique items, 35 of which are exclusive to the Breach challenge league.
  • Added a new Intelligence/Dexterity Support Gem - Cast while Channelling: While casting supported channelling skills, trigger another linked spell at regular intervals, with a small damage penalty. This support gem is available from the Sharp and Cruel quest reward in Cruel difficulty for the Witch, Templar, Shadow and Scion. It is available for all classes from Petarus and Vanja after completing The Eternal Nightmare in Normal difficulty. There's a new Channelling tag on relevant skill gems.
  • Added a new Neutral Skill Gem - Vaal Breach: Creates a Breach at your location, making you vulnerable to its powerful inhabitants.
  • Before her rescue, Navali is now guarded by The Faun.
  • Very early areas in Act One have been cosmetically improved.
  • Hellions have had their art replaced with a new model.

New Features:
  • Many of 2.5.0's features including the new renderer were deployed early with update 2.4.2. Thank you for your testing and feedback.
  • The DirectX 9 renderer is still the default. You can change to the DirectX 11 renderer in the options. We will make the DirectX 11 renderer the default once we're sure there are no remaining problems.
  • Melee action targeting has been greatly improved.
  • The challenge and achievements panel now has progress bars for numeric challenges. Your overall challenge progress and challenge reward milestones are also shown.
  • Weapons now display their range on their item descriptions.
  • Improved early tutorials.
  • Added support for the slash symbol in Premium Stash Tab price fields.
  • Various improvements to preloading have been made.

Essence Changes:
  • Added the contents of the Essence League to the core game. You can now find monsters trapped in Essences throughout Wraeclast, but at a lower rate than when it was the current challenge league.
  • The rate of finding multiple essences at once has been significantly increased in maps (especially higher maps).
  • At level 47 areas and above, Whispering Essences can no longer appear.
  • At level 67 areas and above, Muttering Essences can no longer appear.
  • The values of mods from Wailing Essences of Woe and above have been reduced, resulting in a notably lower value of all mods from higher-tier Woe essences.
  • Fixed a minor issue where the Muttering Essence of Woe amulet mod granted values that were 1% too low.
  • The gloves mod from Essence of Insanity now grant "Socketed gems have 16% More Attack and Cast Speed" (down from 20%). Existing items will not be changed.
  • The weapon mod from Essence of Horror now grants a 16% chance to gain a power, frenzy or endurance charge on kill (up from 10%). Old versions of this mod can be updated using a Divine Orb.
  • The weapon mod from Essence of Delirium now deals 750 chaos damage per second for 10 seconds (down from 1,000).

Map Mod Changes:
  • A large variety of new map mods have been added to the map pool.
  • The "Grounded", "Molten" and "Incombustible" map mods that granted specific elemental resistance will no longer appear on maps. They've been succeeded by a new global elemental and chaos resistance map mod with lower values.
  • The "of Stasis" mod that previously prevented player life and mana regeneration will now also prevent energy shield regeneration. Existing versions of the mod will continue to prevent only life and mana regeneration.
  • The "of Smothering" map mod now only affects recovery rate of Life and Energy Shield, no longer affecting mana recovery. This includes existing versions of the mod.
  • The "Splitting" mod previously added multiple projectiles at yellow and red tier maps. They now only add two projectiles at all tiers. Existing mods will not update unless a Divine orb is used on the map.
  • "of Hemomancy", the mod that gave all characters Blood Magic, will no longer appear on maps.
  • "of Exposure" will now reduce maximum resistances by a lower amount. In mid-tier maps, it'll reduce maximum elemental resistances by -5% to -8% now. In higher-tier maps, it'll reduce maximum elemental resistances by -9% to -12%. Existing mods will not update unless a Divine orb is used on the map.
  • The "of Frenzy", "of Endurance" and "of Power" mods will no longer appear, as they could cause performance issues in areas with many monsters.

General Balance Changes:
  • Increased the range of all melee weapons. This is also a significant buff to the radius of Cyclone.
  • In addition to the existing Forsaken Masters "quality of life" improvements made in 2.4.2, the experience progression of non-Zana Masters has been adjusted. It is now 30% easier to reach level 8 from 7, 20% easier to reach level 7 from 6 and 10% easier to reach level 6 from 5.
  • The Sextant Mod for additional currency items from Nemesis monsters is now only available on red maps.
  • Many monsters in end-game maps have been rebalanced, fixing cases where they did too little damage.
  • Reduced the damage of the bosses in the Overgrown Ruin map and chaos Warbands leaders in general.
  • Increased the damage of the bosses in the Shipyard map and lightning Warbands leaders in general.
  • Reduced monster pack density in the Twilight Strand slightly.
  • Increased most totem damage, totem additional physical damage reduction and totem attack and cast speed skills in the passive tree by 20-25%. This doesn't apply to the Totemic Mastery notable passive.
  • Doubled all sources of totem elemental resistance in the passive skill tree.
  • Bleeding effects from non-puncture sources are now affected by the same (additive and multiplicative) duration modifiers as bleeding effects from puncture sources.
  • Poison from non-Viper Strike sources is now affected by multiplicative skill effect duration modifiers. Additive skill effect duration modifiers were already being applied.

Unique Item Balance Changes:
  • Cospri's Malice and Mjölner now have 250ms cooldowns on triggering socketed skills (up from 100ms).
  • Reduced block and spell block values on Rumi's Concoction by around 33%. A Divine Orb can be used to reroll the stats within this new range.
  • Facebreaker's critical strike multiplier has been reduced to 45%. A Divine Orb can be used to reroll the stats within this new range.
  • Grand Spectrum's increased elemental damage has been reduced to 4%. A Divine Orb can be used to reroll the stats within this new range.
  • The Aylardex now has an additional property: "80-100% increased Power Charge Duration". This change does not apply to old versions of this item. Using a Divine Orb on this item doesn't cause the new stat to appear.
  • Nuro's Harp now has an additional property: "40% increased effect of Chilled Ground". This change does not apply to old versions of this item. Using a Divine Orb on this item doesn't cause the new stat to appear.
  • Soul Strike's faster start of energy shield recharge has been reduced to 80%. A Divine Orb can be used to reroll the stats within this new range.
  • Energy From Within's additional energy shield has been reduced to 3-6%. A Divine Orb can be used to reroll the stats within this new range.

Skill Balance Changes:
  • Blade Vortex has been refactored. Instead of separate hits for each active blade, the blades now increase the frequency at which all enemies in the radius take damage, and the amount of damage they take. The skill now has a base hit frequency of 600ms and has 10% increased hit rate per active blade. Its damage has been reduced by 30% at all levels and it deals 30% more damage per active blade.
  • Reduced the maximum number of Summoned Raging Spirits to 20, but we have also increased damage as the gem levels up to compensate. It's intended to be a similar damage output but with less casting needed and less effective area of effect.
  • Ancestral Warchief now does 10% less damage at all levels. Fixed behaviour with the center of the slam being significantly further away than the totem's melee range. The skill now has +10 melee range at all levels, and the slam will always be centered at melee range away from the totem.
  • Scorching Ray now deals 10% more damage at gem level 20, tapered down to no change at gem level 1.
  • Raise Spectre now grants +30% elemental resistances to its minions.
  • Decoy Totem can no longer evade and has a 4 second cooldown at all levels.
  • Blade Flurry's "More attack speed" modifier has been reduced from 65% more to 60% more attack speed at all levels. Blade Flurry's targeting range has been reduced by 16.6%, and the damage radius of slashes has been reduced by 14.2%.
  • Blight's damage has been increased by 5% damage at level 1 of the gem, up to 35% more damage at level 20 of the gem.
  • Totems and all other minions now have 40% elemental resistance and 20% chaos resistance. This also includes minions that didn't have resistances previously, like wolves.
  • Fire, Cold, and Lightning Golems now have 70% resistance to their respective element. Chaos Golems now have 60% resistance to Chaos.
  • Flame Golem's damage has been increased by 200%.
  • Ice Golem's damage has been increased by 75%.
  • Lightning Golem's damage has been increased by 75%.
  • Stone Golem's damage has been increased by 100%. Its chance to taunt on slam has been lowered. Its melee attack range has been increased.
  • Chaos Golem's damage has been increased by 65%.
  • Melee Skeletons from the Summon Skeletons skill now deal 25% more damage. Summon Skeletons and Vaal Summon Skeletons skills now have a cast time of 0.8 seconds, down from 1 second.
  • Some triggered skills can now find targets that are farther away than they could before.
  • Reduced the damage penalty on Ranged Attack Totem to match Spell Totem. At gem level 1, it has changed from -50% to -35%. At gem level 20, it has changed from -31% to -26%.
  • The Minion and Totem Elemental Resistance support gem now has a multiplicative minion and totem elemental damage stat on it, scaling from 10% at level 1 to 19% more elemental damage at gem level 20.

Trickster Ascendancy Changes:
  • Weave the Arcane now also reduces damage taken by 8% if you have spent a total of 200 mana recently.

Raider Ascendancy Changes:
  • Avatar of the Veil's elemental damage has been increased to 40%.
  • Avatar of the Chase's increase to Onslaught effect has been increased to 100%.
  • Way of the Poacher now has a 20% chance to gain a frenzy charge on kill or on hitting a rare or unique enemy.
  • Rapid Assault now has a 100% chance to gain Onslaught on kill.
  • Quartz Infusion now has a 100% chance to gain Phasing on kill.
  • The minor Ascendancy skills leading up to Avatar of the Chase now grant 20% increased Onslaught duration, instead of 5% attack speed.

Flask Charge Generation on Critical Strike:
  • A character can now only receive one flask charge per Critical Strike every 200ms. This is shared across all flasks.
  • The Harvest and Master Surgeon now follow this rule. Instead of giving a charge to each of your flasks, they will only grant it to one.
  • The Master Surgeon Node now has 100% chance to trigger (up from 15%) to help compensate for this change.

Zana League Mods Available During 2.5.0:
  • Level 2: Onslaught
  • Level 3: Bloodlines
  • Level 4: Beyond
  • Level 5: Warbands
  • Level 6: Ambush
  • Level 7: Perandus
  • Level 8: Nemesis

One-time Passive Skill Reset:
  • Due to balance changes, every existing character has been granted an optional full passive skill reset.
  • This process will also reset your allocated Ascendancy points.
  • To perform this operation, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.

Bug Fixes:
  • Fixed a bug where "Culling Strike Against Burning Enemies" only applied to ignited enemies, rather than enemies burning for other reasons (such as Scorching Ray).
  • Fixed a bug where you wouldn't be able to see someone casting Blight or Scorching Ray if you entered their proximity after they had started casting it.
  • Fixed a bug where Temporal Chains didn't affect Blight.
  • Fixed a bug where alt-tabbing in fullscreen mode would change to windowed mode.
  • Fixed a bug where Navali could grant Prophecies to players who had not rescued her yet.
  • Fixed various problems with the Twinned Kaom boss fight.
  • PvP spectators can no longer use flasks or perform triggered actions.
  • Blade Flurry now uses the average of both main and off-hand attack speeds if using two valid weapons.
  • Fixed a bug where Blade Vortex ending could end other buffs.
  • Monsters that use Herald skills can no longer turn them off.
  • Fixed a bug where Scorching Ray would not switch targets correctly if they were far away or if they changed to same team/party.
  • Bonespire from the Necropolis boss once again deals damage over time.
  • Fixed a bug where status ailments that were auras couldn't be removed from players. This prevented removal of ailments that had proliferation.
  • Fixed an issue with Scorching Ray and Spell Totem where the ray could be visually separated from the totem after being knocked back.
  • Fixed a bug where Scorching Ray's targeting could get stuck on item highlights.
  • Fixed a bug where manually selected chat channel numbers were not being remembered.
  • Fixed a bug where Summoned Stone Golems would attack enemies much further from their target location than other golems.
  • The 40 quality recipe now ignores six-socket items.
  • Fixed two instance crashes.

Not as many balance changes as I expected but they did nerf Pathfinder, BV, BF and Cospries. AW got a buff (well buff and nerf but overall I think a buff). No nerfs to Ignite or Poison.
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
AW was smashed pretty hard across the board. Nowhere is it a buff. CoC Cospries got a nerf. Mjolner was collateral damage.

The BV changes aren't entirely nerfs. It's only a nerf with a small amount of blades out. Might even be a buff with a lot of blades up, possibly to make up for needing to spec into cast speed to get that many.

Blade Flurry was nerfed, but not as bad as it should have been.

Rumi's got a nerf. Typical case of nerfing an item instead of the mechanic that makes it over the top broken (flask effectiveness).

They're getting way too soft. I miss the days of obliterating the powerful skills. They're thinking with their wallets instead of their brains.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
It will be Blade Flurry league for sure. The nerfs to it are small, and it still has more than enough damage to packs plus the explosion for close encounters/single mobs.

Well, I think I know what I will play. Me and the 80% of softcore players.
 

GrainWetski

Arcane
Joined
Oct 17, 2012
Messages
5,098
Meanwhile, I'll continue with my hipster HC builds. Will really suck being Life this league, though..
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
AW was smashed pretty hard across the board. Nowhere is it a buff. CoC Cospries got a nerf. Mjolner was collateral damage.

The BV changes aren't entirely nerfs. It's only a nerf with a small amount of blades out. Might even be a buff with a lot of blades up, possibly to make up for needing to spec into cast speed to get that many.

Blade Flurry was nerfed, but not as bad as it should have been.

Rumi's got a nerf. Typical case of nerfing an item instead of the mechanic that makes it over the top broken (flask effectiveness).

They're getting way too soft. I miss the days of obliterating the powerful skills. They're thinking with their wallets instead of their brains.
You might have missed the part about all totem passives being buffed. Overall AW will do more or similar damage and be tankier. The exact effect of changes to range of AW will not be known until we get to test it after the patch.

BV Pathfinder was nerfed a lot with much slower gain of flask charges on critical hits.
Wormblaster was murdered in the sleep with these changes.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499

The only real question is, how rare will the jewels be. Clayshaper is very common, so the price will not get to anything crazy. But if the jewels are very rare, they will cost multiple Ex per one. Then it would not be a league starters, thats for sure.
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
2,228
A Beautifully Desolate Campaign
Doesn't really matter how rare the jewels are, flame-golem was actually a decent map-clearer already. Not red-tier/endgame viable, but decent enough up until ~T10. The 200% increased damage buff alone was enough to make the build viable up until T15, the jewels are really only the icing on the cake.

I'll probably just go Animated Weapon again, was way too fun the last time I played it.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,864
Content is up. Downloading on Steam. Curious about changes to starting areas and since i didn't play last 2 expansions (i think map oriented one and those traps i think) i will have something to do.
As per usual will clear all my chars and everything i have and start from 0.


As for discussion. Drop the fucking multiplayer (that includes trading). Stop buying gems when you level up. Use only things you can find and i 100% assure you that game plays 200% better. Play hardcore.

I am playing like that since last 2 years i love playing like that.

First off since it is hardcore you are constantly on edge as you can't take easy anywhere since something can fuck you up quickly if you get distracted. Then you use skills only you can find and since no trading every new skill regardless of how shit it is or support is MAJOR happy time. Then you build up few chars that each tries something different and you feed on each other achievements.

I mean that is the whole fucking point of those games. If you theory craft everything since lvl 1 there isn't anymore interesting while you reach high level.

Before i did that i usually went to wiki researching some uniques which later i bought for orbs i had to grind for. When actual good unique dropped i never was like "OMG REROLL MAKE CHAR GREAT AGAIN !" because i could just buy it so it wasn't surprise.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
So you like to torture yourself, we get it. But it might be easier to just take a knife and cut yourself a little. You can feel pain much faster.
 

Aothan

Magister
Joined
Mar 16, 2008
Messages
1,742
I've always enjoyed the early to mid level trading aspect of the game, there are plenty of different items to be of interest and there are typically others who or looking for or willing to trade at similar levels. At higher levels trading becomes kind of difficult because many items, even those that could be deemed of standard value can be overpriced. A lot of rare amulets become unusually priced but there are also plenty of novel amulets (e.g. with spell power and elemental damage properties for Herald of Storm) that can be purchased reasonably

I'll be starting in an hour or so and will most likely just take the passives which work with both elemental melee skills and spells to see what choice to make between a caster primarily focusing on Arc or a melee specialist incorporating Ondar's Clasp and Deidbellow for about 50% increased speed in early game
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
I decided to play Standard for a week until prices for some uniques go down. Also I want to do Uber Lab and normal Atziri in standard before I got from start
 

Padre

Liturgist
Joined
Jul 17, 2009
Messages
399
Location
Szczecin, Poland
I've reached act IV in cruel today as a Siege Ballista Templar (haven't picked up my ascendancy yet. Hate running lab). So far the progress has been somewhat slow. Having no access to relevant gems while doing missions slows me down a bit and trading for those gems is just tiresome. Wish they gave access to all gems for all classes, except those which you can't get from a vendor.

I'm now only missing Drillneck and Starkoya from my core items. And maybe static electricity.

Breaches are really dangerous. So far nobody except those breach rares has been able to get me below 50% life. Breach rings are meh and since I'm far away from farming Breaches regularly, not very useful. Haven't encountered those Breach unique mobs yet. But since I rarely can even damage those rares, odds of harming a unique are small.

So far the damage is around 800dps, mostly elemental, per Ballista. Hit 400 dex last night so now I have three of those and with Rain of splinters and a faster attack support they cover a lot of ground. Single target damage is a little problematic but I'm hunting for a frenzy gem. Linked with a powerful charge on crit and Inquisitor ascendancy it should provide me with some significant damage boost.

I wouldn't really recommend this as a league starter. Srs or blade flurry are a much better experience from what I've seen.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
I played a bow inquisitor from lvl 1 in essence near the end of it, had both items for bonus siege ballista and found the gameplay boring and slow, even with Tabula. As soon as I switched to Tornado shot and Barrage and a better bow, it was much better. There is no way I will ever play Siege Ballista as a full build.
 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
Agree on Ballista not being a good league starter.

I usually strongly prefer to level with my chosen endgame skill to get a proper feel of it for endgame, but I ended up quickly switching from Ballista to TShot until I hit mid-60's and had 600+ dex on gear and a couple of ascendancies under the belt.

It simply doesn't have enough of a punch until then and is merely a good support fire skill.

It really shines in endgame, though - if you built it right.
 

Padre

Liturgist
Joined
Jul 17, 2009
Messages
399
Location
Szczecin, Poland
I played a bow inquisitor from lvl 1 in essence near the end of it, had both items for bonus siege ballista and found the gameplay boring and slow, even with Tabula. As soon as I switched to Tornado shot and Barrage and a better bow, it was much better. There is no way I will ever play Siege Ballista as a full build.
You should really try it. But not a as league starter but as a fun side project. With all the items needed in your stash, you just lvl as whatever you want and switch to Ballista once you can get 600 dex total. With lvled elemental gems and gear with proper links this skill clears everything in 2 screen radius. It can kill Voll in Dried Lake without you even noticing.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
Nah, I rather use new Ranged skill totem and link it with a good skill that is not Ballista.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,864
Fucking amazing run in mines. Opened up breach and i cycloned through it like huricane. Fucking 3 uniques dropped and shitload of rares. I first take few rounds to town to sell rares as i leaved uniques for last...

and then before i pick them up server dc. And they rolled back server for few minutes before and deleted all open instances...

:negative:
 
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