Desecrated ground
-Desecrated ground -(50-75%) reduced recovery
-Defense for DoT -Curse reduction apply for DoT/Ground effect? -Consecrated ground apply reduction for DoT +/ Ground effect -Consecrated ground clense ground effect <- -Consecrated ground provide immunity effect ->Persistend ground Support gem? ground effect is hard to see, especially in juiced map |
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" Personally I do use disengage w/ a slotted consecrated ground to run away from them, when they blink in. So yeah make disengage amazing! |
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" Not saying this is the optimal strategy, but I've had success speccing into life flasks and wearing an instant recovery life flask. I hit the rare until my life is at 1/3, then dodge roll out, activate the flask, and hit the rare some more. SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.
https://poe.ninja/poe2/pob/ba84 |
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Every single League there is always some mechanic that just ruins the game for everyone. Who thought it was a good idea to cut health regen ? Even from the flask and on top of it the mobs roll with teleport and temporal bubble sometimes. Are you guys kidding me ? There has to be someone at GGG that looks at these mod combinations and say this makes no sense. Please remove this fin mod from the game what is wrong with you all ?
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" I get what you are saying and its a good use of a skill but non spear players need something too. Specifically the mace users... already ungodly slow. I am dead before I can even do one rolling slam most of the time in this situation. Ice attacks/chill, teleport, temporal bubble, desecrated ground is 100% death no matter what for mace users. There needs to be options for all weapon types since class means nothing in this game. An no, not just respecing 1/3 of the tree to deal with this single type of situation. There are several mod combos that should just not be allowed to combine together and like OP said, desecrated ground needs changed. Even if you remove the prevent regen/healing. I personally don't think any of them should ever stop healing as long as they run twice as fast as you (unless you have 65% move speed which isn't realistic for the vast majority of players), can have slow bubble, ice strikes/chill, etc... Play 2 hand mace like rolling slam with one of these and tell me it seems fair. Of course all the LA/LS players will be in here saying its fine get good but will be the first to complain about the reflect range knights which is beyond ironic. The only anti range mechanic in the game gets more complaints than the vast sea of anti melee. |
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