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Path of Exile is a MAJESTIC incline

Aothan

Magister
Joined
Mar 16, 2008
Messages
1,742
I just found Frost Blades with my Templar and after some consideration I think it is the increased range (+14 melee) which makes it especially useful for certain types of skill gem combinations. Presently I'm using Melee Splash and Physical to Lightning to emphasise the ranged aspects of this melee skill and it appears the area of effect from Melee Splash does contribute to additional projectile generation. But for now I am regarding the projectiles as supplementary to the combination of melee range and multiple conversions of physical to elemental types which complements many of the Templar's abilities.

I'm also preparing for Mind over Matter and trying to avoid the 'out of mana' scenario by taking all of the increased mana regeneration abilities, as with the main aura skills for the Templar so as to include a high level Clarity skill. I'm also trying to determine whether, for number of skill points available, using a jewel that transforms nearby armour nodes (at 50% value) to energy shield might better complement the use of Mind over Matter. But that is a future possibility, after Act 4..
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
Yeah what this game definitely needs is more epeen stroking about how easy it is, so the devs go even more retarded with number tweaking.
Number tweaking really is one of the big problems with Path of Exile. There needs to be a greater tactical diversity and I'm not sure how you resolve that with PoE's habit of letting you pump virtually anything.

I'm also preparing for Mind over Matter and trying to avoid the 'out of mana' scenario by taking all of the increased mana regeneration abilities, as with the main aura skills for the Templar so as to include a high level Clarity skill.
If you're looking for mana regeneration, the Survival Secrets jewel (+3 mana/sec base regen and +10% ele dmg) tops out. It's also possible to just cast with blood magic support while you use your mana pool to absorb hits. Or you can use Soul Taker as your 1H so that you can attack while OOM. It's even possible to make a special build that reduces mana cost to 0%: Between Templar and Marauder you can stack up 51% reduced mana cost, a 20% RMC support gem reduces another 39%, and 2 jewels will reduce the remaining 10% to 0. Alternatively you can equip Elreon Rings/Amulet for -8 mana cost to skills each (which you can also combine with some of the above for free skills).

I'm also trying to determine whether, for number of skill points available, using a jewel that transforms nearby armour nodes (at 50% value) to energy shield might better complement the use of Mind over Matter. But that is a future possibility, after Act 4.
No such jewel exists. There's a jewel to convert ES into Armor at 100% and a jewel to convert HP into ES at 50%, but there's no jewel to convert armor into ES.
 
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T. Reich

Arcane
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As for PA trapper that was info from ppl that played this build and now saying that its not worth doing, you can do whatever you want, i just trust those players ( top league players/streamers ).
From what i've seen dmg from just PA is big enough to clear maps really fast, so i think its more of a playstyle choice, maybe some differences in passive tree.

Is that a ideo you posted? All I can see is an image I can do nothing with.

Regarding trap gem for PA - it used to be mandatory before 1.3.0 or so, because it was really hard to scale damage with PA.
Since then (and especially since the synergy of PA + drillneck was discovered) PA works best as a projectile attack - it deals tons of damage anyway, it has no limited charges or cooldown, and it can be used much faster and at larger distance.

PA + trap is still very occasionally useful - vs Atziri for example (since she's stationary most of the time). Otherwise, PA without trap is much better.
 

Veelq

Augur
Joined
Jul 13, 2012
Messages
191
Is that a ideo you posted? All I can see is an image I can do nothing with.
Yes its a youtube video.
As for PA he says basically what you said - dmg is very good now, no need for trap gem because there are good gems for normal PA.
I don't compete on any leagues to win a tshirt tho. On Std I'm free to experiment and respec at my leisure without fear of wasting too much time if the build fails. Never played a trapper before so that's what I wanna give a go for a change.
On standard you can do whatever you want, im just used to give advice to people that plays HC where your main skill matters at the end because you need to build your character with good defence as well.
I'm also preparing for Mind over Matter and trying to avoid the 'out of mana' scenario by taking all of the increased mana regeneration abilities, as with the main aura skills for the Templar so as to include a high level Clarity skill.
I dont know the mana cost on your frost blades but maybe Elreon jewlery can help with its "-X mana cost".
 
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Aothan

Magister
Joined
Mar 16, 2008
Messages
1,742
I'm trying to retain as much life and energy shield as possible with the various synergistic effects that, although novel, probably can exceed regular levels of effect health at higher levels. As such potentially avoid the single attack situation that can occur at higher levels, but more than that what happens when a combination of events places one's character much more susceptible to normal levels of damage. For these reasons I'm very much trying to leave life and energy shield intact and will bolster these values by using a shield when transitioning into higher character levels.

as a brief aside, what I've noticed is that overall the Templar's shield skills are somewhat better than combined armour nodes for skill point investment and early or even mid to late game availability. The combined "increased shield defences" nodes combine for about 90% increased defences, whereas the starting armour and energy shield passives are typically around 30 - 50%. This means timely selection of the shield passives and acquiring a good shield can make for a more optimal defensive strategy, but, with one noticeable caveat and that would be forgoing the use of the new unique Stormheart staff which is very impressive for early levels. Otherwise I would probably transition from Catalyst (the notable increasing weapon element) to the Templar's shield skills at an early level.

anyway, the main concern is the use of skills and their mana costs but primarily how this can be inhibited whenever something or rather multiple things take successive attacks, so let's say about 150 or more mana being reduced, this can easily lead to a lack of mana. To those ends I am focusing on mana augmentation and mana regeneration, so that relatively low cost mana skills, at least by comparison will remain useable.

as to an armour converting to energy shield jewel, I might be mistaken, it dawned on my earlier I really have not taken the time to investigate possible skill costs for use of early jewel socket but I'm also of the opinion I have just such a jewel in my inventory. It's entirely possible, as always, I've misread the description but I think it gives 12% energy shield and converts all armour nodes in the radius to energy shield at 50% cost. For overall skill comparisons this is not necessarily cost effective, but for limited skill point investment, and for designing around natural limitations of how many skills can be used and branched into at any one time, it may be worthwhile to reduce armour levels and increase energy shield - especially in conjunction with Mind over Matter and other Templar defensive abilities and specialisations (i.e. gradually reach the additional armour clusters, Fortify on Leap etc)
 

TOME

Cuckmaster General
Joined
May 25, 2012
Messages
1,820
Softcore needs some kind of penalty for dying. Currency amount or something.

If you think 10% exp penalty on merc is low, go ahead and level to lvl 90+, then die a couple of times and post again.

I have leveled to 88, 87 and 85 so far. It really doesn't matter in the grand scheme of things if you are 85 or 90lvl. At those levels your build should have all the necessarily things in order and the rest points are just icing on the cake. But my point is, if you die once or twice and you exp gets reduced to 0, then you can go experiment with cast on death gem and you will not suffer any penalty.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,025
So I'm thinking I'm gonna pick this up again now that the new shit is out. I'm thinking something like Herald of Ash with Infernal Blow and as much as I can cram on to increase the damage per hit and resulting ignite damage from overkill. Not sure how survivable that would be later on though.

I was also thinking of doing a block oriented build with tempest shield and reckoning. I'm not sure what I'd use for an active skill in this case.

Either of these sound like a good plan?
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
So I'm thinking I'm gonna pick this up again now that the new shit is out. I'm thinking something like Herald of Ash with Infernal Blow and as much as I can cram on to increase the damage per hit and resulting ignite damage from overkill. Not sure how survivable that would be later on though.

I was also thinking of doing a block oriented build with tempest shield and reckoning. I'm not sure what I'd use for an active skill in this case.

Either of these sound like a good plan?
I believe infernal blow has been done to good results, and should be viable even after the introduction of this new expansion. It probably wont be the absolute best skill, but still pretty good, and you can go Facebreaker gloves with it, to just punch fools until they explode.

As for the block builds, I have no idea, never played any block build, but I heard that max block builds are still a thing, so you should manage. As for active skill, maybe the reave after the changes? People say its great.
 

T. Reich

Arcane
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Apr 15, 2013
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not even close
So I'm thinking I'm gonna pick this up again now that the new shit is out. I'm thinking something like Herald of Ash with Infernal Blow and as much as I can cram on to increase the damage per hit and resulting ignite damage from overkill. Not sure how survivable that would be later on though.

I was also thinking of doing a block oriented build with tempest shield and reckoning. I'm not sure what I'd use for an active skill in this case.

Either of these sound like a good plan?

Thinking of using proliferation? It's now got an inbuilt "30% less damage with linked skill" and a much smaller aoe. That's a huge nerf, so few people are playing ignite now.

Maxblock builds are a thing. Between duelist-mara-templar areas you can easily put together a build that will have a lot of generic phys melee damage and +30%-ish extra block. And it will be compatible with pretty much any 1h melee weapon/skill.
I'll try that one out once I'm done leveling other chars.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,025
I wasn't going to use that actually. I figure Herald of Ash will give me plenty of burn for free, provided I link up my skill for huge single hits instead of splash or multistrike or any of that shit.
 
Joined
Mar 10, 2011
Messages
1,160
I'm too new/inexperienced at this game to really talk about builds but I'm pretty happy with what I'm doing right now. Raging Spirit spam (as many faster casting nodes as I can grab + jewels + equipment + spell echo and improved duration/minion damage nodes) with Flesh Offering (also rocking Desecrate so I can fire it up even if there aren't any bodies around), I also have Chaos Golem and some skeletons as extras for blocking or in case I can prepare for fight in advance, might as well drop a few. I'm also using wrath with generosity. Damage is pretty good, normal mobs just disappear, rares/uniqes take couple of seconds at most (cruel act 3 so far, I think I'm also few levels above content to be entirely fair). Biggest problem I can see is that it kind of requires bit of wind up time to really get it going with flesh offering and everything. If boss wipes out all your blockers and you are too busy just running around dodging shit your damage output stops begin quite as impressive. That's act 4 only issue though (more precisely corrupted Piety/Malachai issue, Maligaro and co were complete pushovers). Old bosses I encountered in cruel so far got killed very quickly. Considering Raging spirit is on 4 link there still quite a bit room for improvements here. Well 5-6 links chests are hard to get.
 

Veelq

Augur
Joined
Jul 13, 2012
Messages
191
With SRS you are looking for a +2/+3 to fire ( +3 is +2 to fire and +1 to all ) staff with casting speed ( you can add cspeed with master crafting ) because its a fire gem and it gets big boost in dmg from gem levels. Spirits are super strong end game, dont know about wrath as a support aura, last time i played i was using hatred for cold dmg because freezing/chilling stuff creates safety. Also as you invest in minion nodes you can run zombies in your helmet with +2 minion mod for some protection aka meat shields.
 

Severian Silk

Guest
tl;dr this thread

What are the multiplayer components in this game? Does it matter which server/gateway I choose? Can I co-op with other players?
 

T. Reich

Arcane
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The major (one could claim - "only", given how PvP is structured and how much it is supported atm) multiplayer mode is co-op.

In PoE, you can:
* play solo forever. It's a bit more dangerous (less bodies to absorb the damage), but it's viable otherwise.
* play in parties of size up to 6 ppl. Party play results in more loot overall (but less per player), generally better quality loot (IIR bonuses per extra players), safer experience (only monster life scales with extra players, damage does not).
Some extra advanced nice things can only be done in parties (master rotations, very high speed boss MF runs).
* join guilds. It's very basic, and doesn't provide any real added features other than a dedicated chat, a bit more stash space for the guild, and a sense of cameraderie.
* do PvP. It's done strictly on a mutual consent basis, in separate locations. There is no PKing in the game other than VERY creative abuse of certain loopholes that only really work on noobs.

Choice of server/gateway impacts your ping (you can see that in the server choice menu, it's a new and very nice qol feature). You can play with people from any servers/gateways anyway, but do expect large lag if you do so with people from the other side of the world.
 

Severian Silk

Guest
I am duelist SeverianSilk in the game. Drop me a line if you will.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,025
I'd consider the ladders and races to be competitive multiplayer elements as well.

Oh, and there's trading, of course.
 

T. Reich

Arcane
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Well, temp leagues aren't exactly "competitive", unless you are one of uber-no-lifers racing to be the first 50 completists (out of 100k+ players) to get a t-shirt.

Races are competitive allright, but their popular appeal is quite limited, so I kinda forgot about them (also, I forgot about them because this season's lower-iter rewards are crap:mad:).
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,854
Can someone help me with dual wielding duelist build ideas? Is dual wielding bad nowadays?
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
Reasons to party: It boosts item quantity and item rarity by huge amounts. One of the biggest reasons people don't solo maps is because they need that extra quant for more map drops.
 
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Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,854
Yeah, heard nowadays high level players do maps in full team, for maps drop to be sustainable. Its gonna take me a while to get there tho, i feel my character isnt bad, but that it isnt good either, the struggle is real.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
Dualwielding is still strong but the problem with dualwield builds is typically that you need two strong weapons instead of one, you don't get a second 5L for that DPS, and your attacks are mainly limited to Dual Strike and Cleave. DW also gives 20% more phys and 10% more attack speed along with 15% block, so it has its perks. The main trick to playing a dual-wield character is that you stack flat elemental damage and phys on everything other than your weapon so that both your weapons get the bonus damage and that way when you attack with both weapons at once you get double that damage.

But by and large it seems like there are stronger builds than DW which are also less painful to gear.
 
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Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,854
Well im using dual strike and cleave, but ive seen people saying that cyclone is where its at, because you get to hit while you move and because you get some protection against status effects, also using slam+fortify as someone suggested before in this thread and its working well. Was thinking of keeping it to swords only but im starting to not give a shit, fashion went out the window when i started wearing a metal fishbowl anyway.
Im using poachers mark because i honestly cannot survive on leech from warlords mark, poachers seems a lot more effective at keeping me up, and so does life on hit on my cleave than the leech gem.

Just looking for something effective gear wise mostly, like what i should try to get. skill tree is fairly intuitive if i go for the dwblock/survival nodes. running with iron reflexes and wondering if i should go full crit or no crit too.
 
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