Preview of Rebalanced Unique Items in Path of Exile: Harvest

"
doub1e wrote:
Rigwald's Savagery & Rigwald's Command
Thats not Varunastra, for trying to build with, you must spend points for axe+sword+dual wield+bleed work only if you have like 300 skill points but we don't.

I need to fix thats, actually i thought some more and realize Rigwald's Savagery probabaly have nice buff. How i mention early "thats not varunastra" and "you need points to axe+sword" BUT if we take Varunastra + Rigwald's Savagery we actually can see GOOD synergy to berserker with 75 rage and must spend points only on axes.
Last edited by doub1e on Jun 9, 2020, 12:13:06 PM
POG
Biggest buff to uniques would make em give more alch shards on vendoring :D
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TheTrueNoob wrote:
Biggest buff to uniques would make em give more alch shards on vendoring :D

that sums up theyr "rebalance" same alc shards. wont bother to read stats before vendoring.

+1 from me
fk archnemesis.
Hot take:
I think, I really like the changes to Molten Strike and Wildfire.


So let´s do some math:


How does a current MS setup look like?

You try to hit the boss with as many of your 9 projectiles (base, jewel, helmet, dying sun) as possible.
Often only half of them will, but 5 times 70% weapon damage is still very good.
---> 350% weapon damage (not counting the 140% melee hit)
Whether or not you want to scale the damage with base phys (Nebu), fire (Lead) or lightning (HOWA) is up to you.
To improve the clear, you can use AC, Tribal Fury etc.

What makes MS so good, is that it hits one target so often, even more often that Blade Storm or Cyclone.
That makes it great for ESoH or LoH.



What changes with the patch?

"Molten Strike’s damage has been buffed to compensate for the loss of old Wildfire."
I expect them to raise the damage of projectiles to "40% less Damage"
So now you have 7 projectiles total (making AGMP more attractive).
They each now deal 84% weapon damage and about 4 will hit one target.
---> 336% weapon damage (not counting the 140% melee hit)

But now MS hits less often, which makes it worse for ESoH or LoH.
That could very well be compensated by the next change they make:

"The distance travelled by its projectiles also properly scales with projectile speed now, letting you control their spread as much as you like."

So now you can use Slower Projectile Support and even Awakened Chain Support to boost your total number of hits in a small area.


We dont know the changes to the dead zone, base projectile speed, base aoe etc. yet.
But this could very well turn into a huge buff to the total number of hits on a single target.

------------------------------------------------------

The new wildfire jewel seems very strange, though.
It is supposed to "encourage different playstyles", but I can´t think of one yet.
Maybe if also gave 200% More AOE and 100% More Projectile Speed.
That would truely be a new "mode" for the skill, but we`ll see how it will be used.

------------------------------------------------------

P.S: I have bought some Supporter Packs over the years, so my street credibility is real.
A quick look at POE.NINJA shows that a whopping 0.7% of players over 90 used Molten Strike. So it's not that popular right now.

In response to people saying it's nerfed others are saying it needed to be in order for it to not be used as often. Odd thinking that.

Cyclone, a deadly boring skill IMO is used 16% of of the time in 5+ Links. That strikes me as a problem. What NINJA doesn't count is the builds where Cyclone is used in a 4 link for its Channeling attribute. This is a massively overused skill.

Molten Strike may be getting a buff with this, or it may be getting a Nerf (probably). It will probably be a great clearing skill now but rubbish bosser now. It very likely won't have the sustain on Bosses now and I think that was the goal. Its possible that Ancestral Warcry makes this a buff.

As for the uniques, most were just side grades and who cares. Harvest looks to be a crafting league anyway. Uniques are just alchemy shards for the most part.
"
Assywalker wrote:
Hot take:
I think, I really like the changes to Molten Strike and Wildfire.


So let´s do some math:


How does a current MS setup look like?

You try to hit the boss with as many of your 9 projectiles (base, jewel, helmet, dying sun) as possible.
Often only half of them will, but 5 times 70% weapon damage is still very good.
---> 350% weapon damage (not counting the 140% melee hit)
Whether or not you want to scale the damage with base phys (Nebu), fire (Lead) or lightning (HOWA) is up to you.
To improve the clear, you can use AC, Tribal Fury etc.

What makes MS so good, is that it hits one target so often, even more often that Blade Storm or Cyclone.
That makes it great for ESoH or LoH.



What changes with the patch?

"Molten Strike’s damage has been buffed to compensate for the loss of old Wildfire."
I expect them to raise the damage of projectiles to "40% less Damage"
So now you have 7 projectiles total (making AGMP more attractive).
They each now deal 84% weapon damage and about 4 will hit one target.
---> 336% weapon damage (not counting the 140% melee hit)

But now MS hits less often, which makes it worse for ESoH or LoH.
That could very well be compensated by the next change they make:

"The distance travelled by its projectiles also properly scales with projectile speed now, letting you control their spread as much as you like."

So now you can use Slower Projectile Support and even Awakened Chain Support to boost your total number of hits in a small area.


We dont know the changes to the dead zone, base projectile speed, base aoe etc. yet.
But this could very well turn into a huge buff to the total number of hits on a single target.

------------------------------------------------------

The new wildfire jewel seems very strange, though.
It is supposed to "encourage different playstyles", but I can´t think of one yet.
Maybe if also gave 200% More AOE and 100% More Projectile Speed.
That would truely be a new "mode" for the skill, but we`ll see how it will be used.

------------------------------------------------------

P.S: I have bought some Supporter Packs over the years, so my street credibility is real.


i did not think of slower proj, thanks for the heads up
"
nanakiinu wrote:
I get the complaint on MS a bit, but why are people complaining about changes on items "no one uses" if... no one uses them? nothing really changed then, and there may be new items that synergize with them in new ways. So why not wait and see, and if that isnt the case, oh well, you werent using it to begin with.


Because there is a reason nobody uses those items and changing them from unused to unused isn't an improvement - now people always go overboard or don't realize an items potential and that is fairly normal but also problems are frequently highlighted early and they just waste effort changing an alch shard to an alch shard.

Some of the items will see good use they've shown so far, I'll certainly give them a spin nothings been too disappointing yet. I think most of them are still pretty bad once you really get going but i'll wait on judgement until i've actually used them in action
"
nanakiinu wrote:
I get the complaint on MS a bit, but why are people complaining about changes on items "no one uses" if... no one uses them? nothing really changed then, and there may be new items that synergize with them in new ways. So why not wait and see, and if that isnt the case, oh well, you werent using it to begin with.


I used Broken faith last league (actually dropped it in SSF, the first Chaos Warband I've EVER ENCOUNTERED (including in warbands league playing since early days here) I called it in 773 chat "okay Chris now would be a great time to give me my first ever chaos warband from this unique warband strongbox, and drop Broken Faith" and fuck sake I actually got it. Most in chat didn't even know WTF it was and Pogged over it when linked (because when you look at it you realize how good it actually is (was).

I used it on a chaos converted Skeleton summoner and took Necro Aegis to give Skels more phys to chaos and Unholy might. It was really really good... might still be but so long high block skels, and also so long Discipline aura or that notable that gives Summons ES.

Point is changing the niches around isn't really satisfying the desire to see Uniques get revamped to be more usable. Trading one niche use for another niche use is just change for changes sake.

And then there's Uul Netols axe... that is just GGG failing to understand 1. why no one used it (it's only real cool factor only procs sometimes) and 2. failing to understand that a SLOW AS FUCK axe shouldn't be the design space for a "2nd hit procs an effect" mod.
"only 10% of players care about melee" - Aesop's Fox if he was a GGG dev
"when you die in this game, typically you're getting one shot, you're dieing in one frame; almost always" -Ben_
Last edited by alhazred70 on Jun 9, 2020, 1:30:27 PM
Rigwald's Savagery & Rigwald's Command - as long as these weapons have low damage, low attack speed and low crit chance new mods seems to be meaningless anyway. Maybe the sword could be used as a stat stick for powerful bleed... but that's still quite disappointing.

Blood Dance - increased damage against enemies on low life is kind of meh mod. But I love the idea with bleeding frenzy charges visual effect. If I ever use these shoes it will be purely for that reason!

Otherwise I like all the changes and the Broken Faith is my personal winner. Now I'm itching to build some kind of dark knight. :)
Last edited by Langhun on Jun 9, 2020, 1:32:09 PM

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