New and Changed Gems in Path of Exile: Settlers of Kalguur
" Yeah but as long as spells and other strange skills are not like D3/4 bad scaling it's still fine. |
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Whirling Blades
Modified New: Attack Damage 314.5% of base Old: Attack Damage 150% of base New: Effectiveness of Added Damage 314% Old: Effectiveness of Added Damage 150% Hide Differences New: Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords. Did you guys forget to add *cannot be supported by multistrike* or it can be supported now? Thanks | |
" The Banner Effects are still Auras, just as Smite provides an Aura which does not benefit you any longer once you use Sublime Vision. Nothing will change about those interactions just because they don't reserve Mana. Last edited by Ragganmore#3398 on Jul 24, 2024, 4:38:03 PM
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" Why do you expect transfigured gem to be better than regular in everything? It was never intended to be that way. If a new gem has more speed or convenience, then it is natural that it will have less damage. Transfigured is an alternative gem, not an improved one. |
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" By the numbers, yes, but it requires a specific weapon and shield. Ignite with Fulcrum has a clear advantage in its duration and mobility. It is enough to get a block at least once and extend the ignite until the next block or cooldown. You can't do that with bleeding. |
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" They moved the reminder to Multistrike. It now says "cannot support travel skills". | |
" off :/ would of been fun.. thanks! | |
Thanks!!
"All that fancy sword swinging when all you need is one good stab."
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" +1 on the theorycrafting part - it seems more like a meme dream to make an intended impale skill good for melee than just converting a non-impale one to simply a superior version. Also, I think they "nerfed" it just because the bleed version had some flat phys dmg which they took out while the impale version didn't have any to begin with. It's funny that they will not let impale gems that are not exploitable with some cheesy gimmick to live a little. The impale clusters are also bad - ok, Brutal Skewering as a node is nice, but everything else is just dumpster for the amount of skill points you have to use. Double Strike of Impaling itself feels horrible to play until you add +2/3 to strike targets & splash and even then the clear is odd since there's always a few mobs positioned perfectly to not get reflected impale damage. Gem swapping for bossing/mapping already shows a design flaw to the vanilla melee skills. The fact you are also forced to play a two hander to do decent damage with insane investment and close to no defense is also beyond me. There is no incentive to play this type of skill when the toll is so big. I don't even want to start ranting on the removal of impale from dread banner - it only makes me sad to see this. As much as I love theorycrafting unusable melee skills and impale specifically, again I feel forced to just stick in an impale support and just add some minimal investment to chance to impale and call it an "impale" build. This is so far the best game I've played as it just gives me so much freedom to think and expand my ideas on builds, but why the only good builds need to be those exploiting the heck out of specific broken interactions. Please, revisit impale as a mechanic, and make it work as it is intended for the skills that were designed to use it. |
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yippie?
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