Supposedly Catacombs is meant to be the "grind" area for Act 3, has anybody tried it?
Imo, energy shield works best on summoners and ranged attackers - when you don't spend too much time in the fray and/or when you can make some zombies for distraction.I may want to go CI for this, but not sure how viable energy shield is in hardcore- any bros that can share the experience?
Even when CI makes you chaos immune?Chaos damage hurts, puncture hurts, dot auras hurt too.
I haven't played in a while, and never used CI myself when I was playing. But for what it's worth, I've found instant use healing potions to be invaluable while playing in hardcore. Having a large lifepool you can instantly restore to full multiple times per second in a frenzied panic when shit goes sideways has saved my characters many, many times. You can't do that to an energy shield, you need to stop taking damage to replenish it (barring ghost reaver shenanigans.)So, my HC wand marauder experiment was a failure (build of the week #8 in youtube). Between boring shit skill tree, constant dex/int starvation and shitty damage and accuracy, there is really nothing that works or feels right about him.
I still like the idea of being a tanky ranged attacker with a shield, so I rolled a shadow- aptly named Avadakedabro. My plan is to make use of wand's innate higher crit chance and merry it with shadow's proximity to attack speed, crit multiplier and wand damage nodes, then spam frienzied Siphon Power for that sweet, sweet critical damage overkill. Evades, energy shield and block should keep me alive pretty well. I may want to go CI for this, but not sure how viable energy shield is in hardcore- any bros that can share the experience?
Edit:
Here's the skill progression I had in mind.
Yep, Blood Magic is so good that once you try it mana builds don't feel the same.
Clarity is the answer. I keep one at level 1-2 and cycle it between characters. However, on its own it doesn't do that much, you need to stack a few +mana regen effect on top of it for effect +mana rings may be necessary too.
Another solution is to use mana flasks with increased mana recovery time - this allows you to fire away for those 6-8 seconds.
I prolly should have put some spacing between these two sentences, or swap them around for clarity. Of course CI makes you immune to chaos damage, which is a good reason to get this, because it's annoying as fuck on energy shield, though I have to say without the +40% ES bonus, it lost quite a bit of its appeal. Being on level 30, I don't see my blood rage build performing any better than a regular frenzy and no CI one.dibens said:Even when CI makes you chaos immune?
Hold alt to compare, but the usefulness is limited as it doesn't show you the change in dps.made said:So is there a quick and easy way to figure out how a weapon will improve your skill damage without actually equipping it?
How many sockets were there? From my experience, getting more than 3 sockets with jeweller orbs requires lots and lots of orbs to burn, also you can't get more slots on an item than would be otherwise allowed by the item level this way. Long story short, be happy when you get 3 slots on a unique and just work the colors and max the quality. If you want more, you're better off with a nice, enchantable white item.Bought a lvl 27 unique mace for 1 alch. Turned out to be barely better than my old rare weapon. Wasted all my jeweler's orbs trying to at least improve the sockets but only managed to totally fuck them up in the process.
This. I like this approach very much, some rares are convenient, others are powerful for everyone, others are build enables, and others have significant drawbacks that beg to be turned into advantages.Grunker said:Remember that uniques in PoE aren't typically just better rares. Rather they offer unique effects to different builds. Like the gauntlets that enable you to do 867% extra damage when unarmed and shit like that. Sometimes uniques even have drawbacks next to their unique effects. So uniques are often only better if they fit into your build like a glove.
What traps/spells are rangers here using and svear by to keep mobs away?
What traps/spells are rangers here using and svear by to keep mobs away?
People seem to use either the Decoy Totem (if they're going STR+Iron Grip+Blood Magic) or Spell Totem + Summon Skeletons.
That one I have. /w Marzog ingame.also warlord's mark
I'm starting to get annoyed with this game around 1/4 through HC Act 2 of Cruel. I'm using a level 20 weapon and can't find a better one for the life of me. I can tell that if I join groups, I'm just leeching and being carried. I might have to just switch to a 2-handed weapon and kiss 1/3 of my armor and 9% all resistances away from my shield goodbye.
Yeah, you did unfortunately get ripped off. It's a quest reward for at least 2 quests in normal difficulty if you're a witch. Not a big deal, I guess.