https://www.reddit.com/r/pathofexile/comments/7i2a8h/-/dqvlunv/?context=3
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Does this mean that even if you have multiple Tukohama's Vanguards Spectres, they will all together only be able to summon one totem
No
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does it mean that each Spectre can summon a maximum of one totem
Also technically no, but closer.
They were incorrectly given a stat that made it so they would try to summon multiple totems in the same skill use, despite the fact they can only actually have one totem - this meany when they used the skill they tried to summon multiple totems, and all but one of the totems immediately died and failed to emerge, sue to their totem limit. Because of this, if you gave them +1 to max totems, they'd then summon both totems in one cast, rather than summoning each seperately. This has been fixed. If you give them +1 max totems, they can still summon both totems, but have to do so seperately, not both at once with the same action.
The second part of the patch note is just that their AI is changed to make them less likely to re-summon their totem when they already have one (replacing the existing one), since they were doing that too often.
TL;DR TV Spectres are exactly the same unless you have the Tukohama's Fortress, in which case the 2nd totem summon per spectre will be slightly delayed compared to live
Last edited by Balefirex#4456 on Dec 6, 2017, 7:32:56 PM
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Posted byBalefirex#4456on Dec 6, 2017, 7:28:25 PM
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Balefirex wrote:
https://www.reddit.com/r/pathofexile/comments/7i2a8h/-/dqvlunv/?context=3
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Does this mean that even if you have multiple Tukohama's Vanguards Spectres, they will all together only be able to summon one totem
No
"
does it mean that each Spectre can summon a maximum of one totem
Also technically no, but closer.
They were incorrectly given a stat that made it so they would try to summon multiple totems in the same skill use, despite the fact they can only actually have one totem - this meany when they used the skill they tried to summon multiple totems, and all but one of the totems immediately died and failed to emerge, sue to their totem limit. Because of this, if you gave them +1 to max totems, they'd then summon both totems in one cast, rather than summoning each seperately. This has been fixed. If you give them +1 max totems, they can still summon both totems, but have to do so seperately, not both at once with the same action.
The second part of the patch note is just that their AI is changed to make them less likely to re-summon their totem when they already have one (replacing the existing one), since they were doing that too often.
TL;DR TV Spectres are exactly the same unless you have the Tukohama's Fortress, in which case the 2nd totem summon per spectre will be slightly delayed compared to live
Good to know, so tv still viable. But we have no aoe there with this setup, or u think shorter totemduration can handle with better aoe?
Last edited by NyRalph0#7864 on Dec 6, 2017, 7:39:17 PM
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Posted byNyRalph0#7864on Dec 6, 2017, 7:38:52 PM
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Balefirex wrote:
https://www.reddit.com/r/pathofexile/comments/7i2a8h/-/dqvlunv/?context=3
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"
Does this mean that even if you have multiple Tukohama's Vanguards Spectres, they will all together only be able to summon one totem
No
"
does it mean that each Spectre can summon a maximum of one totem
Also technically no, but closer.
They were incorrectly given a stat that made it so they would try to summon multiple totems in the same skill use, despite the fact they can only actually have one totem - this meany when they used the skill they tried to summon multiple totems, and all but one of the totems immediately died and failed to emerge, sue to their totem limit. Because of this, if you gave them +1 to max totems, they'd then summon both totems in one cast, rather than summoning each seperately. This has been fixed. If you give them +1 max totems, they can still summon both totems, but have to do so seperately, not both at once with the same action.
The second part of the patch note is just that their AI is changed to make them less likely to re-summon their totem when they already have one (replacing the existing one), since they were doing that too often.
TL;DR TV Spectres are exactly the same unless you have the Tukohama's Fortress, in which case the 2nd totem summon per spectre will be slightly delayed compared to live
God bless
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Posted byNatt#5761on Dec 6, 2017, 7:39:04 PM
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That seems like the best possible outcome!
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Posted bysnowman41#7740on Dec 6, 2017, 7:55:02 PM
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Guys... Sorry to be that guy.... But where is that hater now? Damn...
Nway, long live to this guide!
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Posted byDarkkaos#6160on Dec 6, 2017, 9:14:05 PM
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Darkkaos wrote:
Guys... Sorry to be that guy.... But where is that hater now? Damn...
Nway, long live to this guide!
XD
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Posted byNyRalph0#7864on Dec 6, 2017, 9:19:53 PM
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One thing I noticed Theuberelite doing for his spectre characters - instead of rushing soul weaver before the uber lab, he goes for mistress, commander of darkness and spirit eater, respeccing from spirit eater to soul weaver right after the uber lab. In my opinion, this is a much better idea than going soul weaver + mistress (hc)/commander (sc) before uber lab. This is especially relevant for races and the very beginning of the league (as well as SSF realities), when it might take quite some time before uber lab.
That being said, I have no goddamn clue about the rest of theuberelite's build. Can anyone explain to me in layman's terms why does he take all those eva/armour/attack speed nodes in the duelist area instead of going for life/armour nodes in the templar/mara area?
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Posted byLaplaceNoMa#3989on Dec 6, 2017, 9:21:03 PM
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Natt wrote:
Please change the 'Cloak' to 'Vis Mortis' in the link for Chayula clear. :C
P.S. I am almost certain HoGM would still be doable even with the WM nerf. This is one thing I didn't cover in my earlier post about tips&tricks for HoGM, but I probably should have.
I noticed something very weird while killing the more irritating guys in HoGM - even if I managed to kite one of those 'one-shotting anything with one stare' in a way that he ran towards me while my WM ran alongside him, continuously burning him, it didn't always give enough damage.
WMs also try to melee enemies, but their wind-up is very slow, and they miss 80% of the time; however, when they do actually hit, their damage is simply absurd - specifically in HoGM. They one-shot literally any champion, even the ones at the stairs near the caches in any of the 4 wings. When it takes like ~6-8 seconds of steady uninterrupted burn for the tanky ones (ES mostly), those same guys would be evaporated simply by being melee'd once by WMs.
I have no idea why it happens. Could it be that their melee somehow has a portion of chaos damage? Is it somehow related to the weird scaling spectres receive in the PvP-scenarios?
Anyway, my point is - I found WMs to be absurdly powerful for HoGM after doing ~10 maps in quick succession, and it was mostly due to their melee attack, not their RF; this kinda implies that our HoGM-ability shouldn't be touched in 3.1.
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Posted byLaplaceNoMa#3989on Dec 6, 2017, 9:58:59 PM
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kolyaboo wrote:
Timex, what did you support your SG's with? I would like to play something similar in this coming league but am unsure about high content viability of TV's and WG's now.
Thanks in advance!
Solar guards are easy.
Raise Spectre : Fire Penetration : GMP/Slower Projectiles : Elemental Focus : Spell Echo.
Swap your curse to Flammability. Add Elemental Weakness if you get a second curse.
Current league IGN: Teldra_Anc_LAD
Feel free to message me in game if I'm on.
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Posted bygrimjack68#6087on Dec 6, 2017, 10:29:57 PM
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LaplaceNoMa wrote:
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Natt wrote:
Please change the 'Cloak' to 'Vis Mortis' in the link for Chayula clear. :C
P.S. I am almost certain HoGM would still be doable even with the WM nerf. This is one thing I didn't cover in my earlier post about tips&tricks for HoGM, but I probably should have.
I noticed something very weird while killing the more irritating guys in HoGM - even if I managed to kite one of those 'one-shotting anything with one stare' in a way that he ran towards me while my WM ran alongside him, continuously burning him, it didn't always give enough damage.
WMs also try to melee enemies, but their wind-up is very slow, and they miss 80% of the time; however, when they do actually hit, their damage is simply absurd - specifically in HoGM. They one-shot literally any champion, even the ones at the stairs near the caches in any of the 4 wings. When it takes like ~6-8 seconds of steady uninterrupted burn for the tanky ones (ES mostly), those same guys would be evaporated simply by being melee'd once by WMs.
I have no idea why it happens. Could it be that their melee somehow has a portion of chaos damage? Is it somehow related to the weird scaling spectres receive in the PvP-scenarios?
Anyway, my point is - I found WMs to be absurdly powerful for HoGM after doing ~10 maps in quick succession, and it was mostly due to their melee attack, not their RF; this kinda implies that our HoGM-ability shouldn't be touched in 3.1.
Wickermen should be even better in HoGM then, because Raise Specter gem now gives accuracy based on level.
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Posted byGrahff#0609on Dec 6, 2017, 10:31:47 PM
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