New Chase Belt FYI

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Hornsent#1110 wrote:

Silver FLask = 40% ms, aspd, cspd
Quicksilver Flask = another 100% ms
Accel Shrine = 50% ms, aspd, cspd


Accel shrine is 50% increased action speed. It is multiplicative with all specific inc speed modifiers (ms, as, cs, even trap throwing, warcry and totem placement speed) on your build. That is much, much more than any flask setup can provide, even with Mageblood. In fact, I can't think of any single mechanic in the game that can provide anything that gets even close to this level of speed increase. Even reverse chill tops out at 30% unless I'm missing something. And that is without considering 75% shrine effect from Gull or Blunderbore.

So, tldr, I think you're massively underestimating the potential of this belt.
Last edited by twostroketom#5281 on Mar 4, 2026, 7:38:46 AM
They'll probably reveal the nerfs to acceleration and echoing today. I'm predicting acceleration will be nerfed to 20% action speed + 50% projectile speed and echoing will be 50% more attack/cast speed + repeat. Diamond might be nerfed to disallow heralds from working with it. Gloom might be nerfed to a smaller chaos explode%. Resistance might even be nerfed to avoid transcendence giving +25% max res.

Even with a nerf down to 20% action speed it would still be 50% more action speed with gull + blunderbore. With resistance shrine it's still on par with Mageblood and would likely still be best in slot for speed runners.

If gloom and diamond are left alone and bannerman champion is left alone in the next few days both of those belts are best in slot and completely warp the meta around the bannerman. Gloom for bloodsoaked banner and diamond for slams. The defensive doesn't even matter but resistance or massive would be rightfully worth a mirror. Your movement speed doesn't really matter when Defiance Banner gives you 180%+ movement speed by itself.
Nerfing shrines because of A BELT would be pretty stupid, don't expect that to happen. Rather nerf the belt "at 50% of its value" or something like that
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They'll probably reveal the nerfs to acceleration and echoing today. I'm predicting acceleration will be nerfed to 20% action speed + 50% projectile speed and echoing will be 50% more attack/cast speed + repeat. Diamond might be nerfed to disallow heralds from working with it. Gloom might be nerfed to a smaller chaos explode%. Resistance might even be nerfed to avoid transcendence giving +25% max res.


Probably. Acceleration and Echoing shrines are the only ones I would consider busted for a single item slot (and no way it's going live like that), all the others are just fairly "meh" to a degree.

Resistance shrine and Diamond shrine are within the same tier here: Either really good or completely pointless. If you are going tank with max res and achieve this via flasks with perma uptime (even without Mageblood, I have done this), it adds basically nothing/the opportunity cost would be too high. If you are going crit, most - if not all - of the crit multi nodes you need will have crit chance baked in. Either way, you are trading stats, and the belt with the appropriate rolls will be rare and priced accordingly.

Gloom, while good, isn't all that crazy, tbh. I agree it's still very strong, but hardly game breaking. I'd say you rarely need explosions, and if you do, it's mainly for HP scaling content. And there are quite a few ways to do this. This will be one of the super expensive rolls, though, as it should be. Otherwise what would be the point of this belt.

Blunderbore already gives (lesser) Knockback and (lesser) Massive shrine. Knockback is also easily achieved with tattoos, so no biggie.

Charge shrine is another really good one, though. Will also be expensive.

Only one I haven't seen talked about yet is the Skeleton shrine. I wonder if that is even enabled for this, would be funny.

Bottom line being, it's insanely busted if Acceleration and Echoing are not nerfed for this, which is what I assumed would happen in the first place when I made my initial reply, but it's an otherwise pretty strong, yet still "okay" belt. I don't play ES builds, maybe that's why I don't see it as crazy. Belt slot gives a shit ton of HP with the right mods.

And there's no way in hell GGG will let that go live with it being allowed to roll Acceleration or Echoing. Look at the Ziz gloves they added that gives Soul Eater stacks. Huge ramp-up time. No way they would allow something like this.
[3.28] Poor Man's Ward Loop: https://youtu.be/-tBxtkoQSiw
[3.27] Poor Man's Ward Loop: https://youtu.be/p5NA_Rf2TJU
[0.4] Pyro Ward: https://youtu.be/E-8P4XfDHJw
[0.4] Caltrops Build: https://youtu.be/TlKk95y57hk
[0.4] Candle Runner: https://youtu.be/h0F-0EgS5J8
I dub thee "Replica Tides of Mageblood".

Seriously though, I need a build to farm my first The Apothecary.
Still; sane: l'éxil.
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Rikku#7536 wrote:
Nerfing shrines because of A BELT would be pretty stupid, don't expect that to happen. Rather nerf the belt "at 50% of its value" or something like that


and nerfing a belt that hasn't even been enabled yet is not stupid?
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Rikku#7536 wrote:
Nerfing shrines because of A BELT would be pretty stupid, don't expect that to happen. Rather nerf the belt "at 50% of its value" or something like that


and nerfing a belt that hasn't even been enabled yet is not stupid?


Why nerf. They picked the belt slot, which is very smart. HH is stil BiS in certain situations, mageblood is still BiS in a lot of situations and this belt is potentially the msot powerful option if you additionally use your helm slot and your body armour slot for shrine buff scaling. It balances itself while being pretty pretty op. If it would be an amulet and you could use it on top of mageblood, that would be a different story.
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Rikku#7536 wrote:
Nerfing shrines because of A BELT would be pretty stupid, don't expect that to happen. Rather nerf the belt "at 50% of its value" or something like that


and nerfing a belt that hasn't even been enabled yet is not stupid?


Correct. Shrines are currently fine, no? If a single item, which only a very small minority will be able to use, causes a fun corepart of the game to become boring and underwhelming (when not using that belt), then F that belt really.

I'm not asking for a belt nerf here, but if they nerf shrines because of it then there's just something wrong with that item
Last edited by Rikku#7536 on Mar 4, 2026, 2:21:12 PM
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Accel shrine is 50% increased action speed. It is multiplicative with all specific inc speed modifiers (ms, as, cs, even trap throwing, warcry and totem placement speed) on your build. That is much, much more than any flask setup can provide, even with Mageblood. In fact, I can't think of any single mechanic in the game that can provide anything that gets even close to this level of speed increase. Even reverse chill tops out at 30% unless I'm missing something. And that is without considering 75% shrine effect from Gull or Blunderbore.

So, tldr, I think you're massively underestimating the potential of this belt.


50% more movement speed vs 144% increased movement speed (Quicksilver + Silver 95% effect)
Remember you have no flasks
So you have what? 35 ms from boots?

50% more is 52% ms.
Most of player ms comes from flasks, and regular Accel Shrine is strong because of that.

It maybe will be good (Heist builds that stack ms?), but for most builds mb is still best.
Last edited by Hornsent#1110 on Mar 4, 2026, 2:21:40 PM
To much ms is bad aswell. People burn out faster, people lose control over what they are doing(not significant for some builds and a certain degen lvl, ok) But it is counterproductive for the majority of normal palyers, that maybe can afford such a belt after 4 weeks of playing.

I would not compare with ms only. The belt can give the gloom shrine, hello. A gloom shrine alone is better than a MB, it is very close to an autobomber item.

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