3.14 KING OF ALL SUMMONERS. Zombies & Skeletons & Spectres on STEROIDS! | League-Start to End-Game
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Delirium nerf patch just pushed! ;p
Delirium modifiers are now applied on a per-pack basis. This means that a given pack of monsters will only have a single Delirium modifier, rather than potentially having a variety of different modifiers. Reduced the difficulty of Delirium monsters at each mist depth. Increased the drop rate of Simulacrum Splinters. Significantly reduced the chance of Delirium modifiers appearing on monsters. Disgust's mortars no longer deal damage on impact. Reduced the damage of the stationary volatiles created by Digust's mortar skill by 30%. Reduced the damage that Rage monsters deal by 20%. Reduced the damage of the projectile skill that Spite monsters use by 50%. Additionally, this projectile skill is longer affected by additional projectile modifiers. The explosion damage is unchanged. Increased the range at which Delirium objects that spawn monsters are triggered. Increased the number of monster packs that spawn when you are far into the Delirium. Improved the visibility of Shavronne's Books when under the effects of Delirium. Fixed a bug where Delirium objects which spawn monsters weren't spawning in maps affected by Delirium Orbs. Fixed a bug where the Assailum unique helmet wasn't restricted to only drop from Delirium bosses. Fixed a bug where capturing Bestiary beasts didn't give credit towards reward kill counters for Delirium encounters. Fixed a bug where corrupting a Unique Jewel into a different Unique Jewel didn't give credit towards the Curious Corruption challenge. Part 1 anyway... Last edited by Elorathiel#6930 on Mar 19, 2020, 12:37:51 AM
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" OK, ty! I also theory crafted the ideal small cluster jewel, and it would go something like: adds 3 passive skills (in this case it better to have more) added small passives grant: 4% inc life +13-14 to strenght on small passives +6 to all attributes on small passives small passives skills have 35% inc effect wall of muscle (6% life, 5%inc strengh) those 4 affixes would be insane for stacking strenght Last edited by Akisailent#5635 on Mar 19, 2020, 12:41:44 AM
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can someone explain what the blood magic is good for in the spectre link??
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" Instead of using mana, your spectres use life to cast abilities which is a more abundant resource which means more casts. |
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In the 3.10 starter build guide, in the top jewel socket is a "Thread of Hope". I don't understand this as there doesn't seem anything not linked that is also allocated. Am I missing something?
Seems to be doing OK, but I think people with limited playtime expecting to follow a guide and clear the game in the first week have slightly unrealistic expectations. |
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" POB doesn't really support them, its to get ravenous horde and the hp notable to the left, add them to neck like anointments if you want to sim them, the shared pob links are only for gear author doesn't set them up for dps scenarios reasking this and thread is flying: Why do any of the setups use 2 gems for vuln (+blas) when mervails retainer blankets vuln curse? Last edited by Nchi#1907 on Mar 19, 2020, 1:27:22 AM
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" Use Mervail's Retainer and instead use another aura of your choice in chest. |
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" Only personal preference. Some people use aura curse, some use shaper's gloves with curse on hit. I use the Merveil's Retainer because the vulnerability is super strong, covers a large area, and it is casted often. The vulnerability I believe is level 50 on the mob. It also frees up a gem socket or two (blasphemy) and with these being a precious commodity, especially post nerf, I see the Merveil Retainer as a no-brainer. |
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Something I cannot figure out in your new 3.10 budget starter setup.
Why are the elemental resistances so overcapped ? Is bone offering better considering that point and in order to add a more defensive layer to the build ? Anyway, thanks for your investment. |
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Picked that up for now. I don't really need the 2 jewels as I don't have the points for it anyway. We'll see if it adds more DPS. |
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