Content Update 3.12.0 -- Path of Exile: Heist

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Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Settlers veiled crafting all service all crafts mods
Settlers SC master craft service Settlers SC craft mod!
Veiled crafting Service Settlers craft PM: TreeOfDead
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Yahira wrote:
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dragonpowi wrote:
16c for delirium is actually... cheap. I make 30 to 100 splinter per map, now add delirium orb to that and all the other stuff that come with it. I would pay 30c for delirum lol

for blight personally i will probably just not run it. waiting for the monster to spawn while i could almost do 2 entire map... that a nop for me, its worth tho.


Maybe for you, I continuously have bad luck with splinters. Last league I ran full malformation maps with incursion, beyond, 8 awakening, 4 sextants and the usual 100%+ and with full clear got between 1-4 splinter. Yeah LoL

Running similar mods on Promenade yield 20-30 splinters, but its not a map I like to run.

It is heavily map related and RnG and it has been abysmal for me and 16c is high.

In comparison, during Delirium I finished the Endgame Grind challenge, in Harvest I got 1 Simulacrum, that's all. Selffound of course.

And I ended the league with about 40c, not really using any Zana mods (used the free ones from Harvest). 16c is a lot. Everything over 6 is and I won't use it.


If you're a casual, why do you assume you should run delirium every map?

You're not deserved to do that.

Anyway, you can always run fortune favour the brave x 5 maps and you might get lucky and got delirium, but not every map.

Delirium is huge profit on end game build that's for sure, that's why it's 16c.

In previous league you might only run into delirium every 20 maps, and you can't control when it'd pop (meaning you can't juice up the map as much as possible before you run delirium) up unless you use overpriced delirium orb, so it's a big improvement this league.

ps: Why do you think Malformation is a good map for delirium?
There's only a couple good maps for Delirium.
Promenade is one of them, and an easy one to full clear too, often resulting in 50+ splinter on a juiced map.
Last edited by mic01851165#0058 on Sep 16, 2020, 7:18:33 PM
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mic01851165 wrote:
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TheQoogle wrote:
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mic01851165 wrote:


What research are you talking about?
Assassin 30% usage at league 3.11
Trickster 6%.

Since 90% of necro meta is dead now, all the necro population will go into Assassin population this league.



i dont look at sc played numbers, bc they dont reflect actual overall builds strength very well. They overvalue speed and damage and undervalue stuff like defense and recovery. If you look at HC numbers or numbers in HC races you have a way better picture of actual power, bc those builds cant afford to die 5 times per map, but still need speed and damage to compete. Trickster has triple the usage in every HC league then Assasin, and the latest HC gauntlet race had 32 Tricksters and 1 Assasin in the top 100. Even SC SSF Trickster is played more then Assassin, showing that Tricksters power is way more inherent to the actual class and not to the gear it uses. Assassin received all the nerfs it needed with the removal of Harvest gear.


Your theory kinda make no sense since 95% of the population is in sc trade league.

Also for a build to be popular on ninja, you need lv98+ characters to even be on the list, which means that the meta build on ninja leaderboard are those classes that don't die often.



Population is irrelevant for this argument. Its no theory its simple fact. Assassin is strong in the 2 points sc people care about. But If you want to know the actual strength of a build you need to look at all aspects of the build. How do you do that ? You look at the place were a well rounded build matters most. The upcoming Awakener race will be dominated by ED Tricksters again. Because Necro and Trickster were simply the best classes in the game and probably still are, with Trickster now being clear number 1 because it was completely ignored. Even the Glancing Blows nerf hits Trickster the least, because Tricksters are always high ES pool builds and thus get the most power out of the still broken GB + recovery shield combo.
Adults are saying pog? Why?
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Аstyanax wrote:
"Enemies afflicted with Assassin's Mark will always grant a power charge"

then...

"Now causes cursed enemies to have a 1% chance to grant a power charge when hit per 4% gem quality ..."

WHAT??????

Am I not reading this correctly? If AM marked enemies grant a power charge 100% of time, what the hell is the point for that skill's gem quality bonus?


Also seems like AM is complete waste of time trash now for map clearing, even its useless pseudo increase in survivability. Sure its more of use for bosses, but who the hell will switch half their gems in gear every time they run a boss?


In the notes it says: Monster grant 100% chance for a power charge WHEN SLAIN
so that the percentage also gives a chance to gain one on hit :)
I like that life regen was boosted 'by as much as 100%' but it seems kinda misleading since its like... previously was 10 now its 20! =D
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jjb1214 wrote:
I like that life regen was boosted 'by as much as 100%' but it seems kinda misleading since its like... previously was 10 now its 20! =D


It's 25 -> 50.
Ik is still low but get your stat right before you laugh :)
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Iznuts wrote:
"you'll need to make a mad dash to the extraction point or you'll lose everything you stole along the way."

am i reading this right as forced speed meta league? i guess all the complaints about forced speed shit isnt liked much. didnt even get past the first paragraph and already disappointed.


If I'm recalling Chris brooching this topic correctly. You have all the time in the world to leave the area, but an incrementally increasing number of mobs are going to swarm you the longer you take, the number of which also being affected by how many side areas you have opened. So, I believe when they say "mad dash", they mean making sure to leave before you get overwhelmed as opposed to a in-stone time limit.
If Crackling Lance is paired with Spell Totem Support, will the innate "intensify" on Crackling Lance work with totem? I'm aware that the support gem itself is only for spell casting.
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Permanent minions such as Golems, Zombies and Animated Guardians are now saved when you log out, and are automatically resummoned when you log in.


100% increased in Necromancer and Elementalist power!~

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Projectiles have been reworked to allow for more player-friendly behaviour. Previously, if a projectile could not perform a step in its behaviour sequence, it would skip that behaviour, attempt the next, and never attempt to perform the skipped behaviour again...


Does this mean some returning mechanics(specifically Vengeful Cascade) can effectively work on a pure piercing shot?

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Crusader-influenced items can no longer roll a Physical Damage conversion modifier if the item already has one.


My crafted pairs of gloves have become legacy items(though I never play Standard)...

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Raised Spectre versions of Redemption Sentries and Redemption Knights now have approximately 33% less Life and Damage than before.


This is not a good balancing style, instead, the original Redemption Sentries should do 33% less damage.

Two-handed - Mop
Dual Wield - Slippers
One-handed & Shield (close combat) - Brush & Basin
One-handed & Shield (ranged) - Hair Dryer & Mirror
Main-hand & Off-hand (evil witch) - Sponge & Soap

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