which gem is the most useless gem ?

"
Breach (corrupted portal). No loot, no exp. Unless you can use it with GG breach rings somehow, but I doubt it.


Actually, the Breach portal can be quite useful. First, yes, Breach Rings work inside them. Additionally, they basically provide adds so you can fill flask charges quickly, and can provide lots of bleed explosions for characters that have that. Very helpful in boss fights!
1. Have not used reduced mana support since it ceased working with auras.

Honorable mention to ignite/elemental proliferation support.

2. Dominating blow. Have not used it since the big nerf in 2.0
Also it does not work on breach and harbinger monsters to my knowledge perhaps other monsters too. Not very useful for the past leagues.

Honorable mention goes to detonate dead. Have not used it since the ignite prolif nerf. It used to be so good.

Same thread from 2014: https://www.pathofexile.com/forum/view-thread/1055316
Last edited by kompaniet on Nov 23, 2017, 2:03:07 PM
I can see what people mean now with Chance to Flee. I started watching it more closely and as I was fighting Izaro I think I saw one skeleton run away. Maybe this was designed for a single target skill. I am using Sunder so all the weaker monsters pretty much dissolve giving them no time to flee. But what if you had a skill like Heavy Strike or Double Strike then used a Shockwave Totem with Chance to Flee to keep the smaller monsters distracted as you attack the big ones?
Builds
https://www.pathofexile.com/forum/view-thread/2149153
https://www.pathofexile.com/forum/view-thread/2245701
https://www.pathofexile.com/forum/view-thread/2664371
Shaper Guide: https://www.pathofexile.com/forum/view-thread/2252008
The idea behind chance to flee is good. Use on a group of monsters with a unique/rare and they will all flee leaving you to deal with the boss/rare undisturbed.

Much like old style hack and slash when you used doors and similar choke points to deal with one enemy at a time to prevent being swarmed.

Chance to flee needs to have a more multiplier like pierce. And stuns not cancelling the flee effect will have to be fixed if that is actually happening. I seem to recall reading somewhere that this was incorrect.
Last edited by kompaniet on Nov 24, 2017, 3:29:59 AM
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suszterpatt wrote:
This thread needs more Vigilant Strike.

Because, you know, Vigilant Strike.


I use Vigilant Strike on most of my melee builds, it takes just a single slot like Fortify but lasts up to 12 seconds, I can't see how it could be considered useless (unless you consider fortify useless).
"
kompaniet wrote:
The idea behind chance to flee is good. Use on a group of monsters with a unique/rare and they will all flee leaving you to deal with the boss/rare undisturbed.

Much like old style hack and slash when you used doors and similar choke points to deal with one enemy at a time to prevent being swarmed.

Chance to flee needs to have a more multiplier like pierce. And stuns not cancelling the flee effect will have to be fixed if that is actually happening. I seem to recall reading somewhere that this was incorrect.


Chance to Flee doing this would be good...if the general expectation wasn't that any build worth calling a build would be able to obliterate all the white trash surrounding the sturdy rare/unique critter you're having issues with inside a click or two anyways.

For Chance to Flee to be useful in its current form, enemies would need to last long enough for the breather provided by them fleeing to be useful. Currently, I can't think of any situation but maybe a double Beyond Breach that can produce enough density of enemies to make Chance to Flee even theoretically useful, and in those situations the Chance To part ruins it. On the other hand, being able to guarantee the panicked, null-damage flight of any monster you like turns the game into Infinite Easymode and prevents anything in it from being threatening ever again. Causing creatures to flee in terror is actually extremely powerful; it's simply that Chance to Flee only works on critters that don't matter.

It's just...bad. It's a bad gem and it should feel bad. Slapping a flat 'More' multiplier on it is lazy design, though. Let's see if we can do something about it that makes it satisfying to use, because theorycrafting is as fun as ripping on bad items.

"Terror Support"
Supports any skill that hits enemies
Supported skills cause enemies to flee in terror when hit. Enemies fleeing in terror take (10-20%) increased damage from hits. Enemies can only flee in terror once every (15-7) seconds. More powerful enemies are more resistant to fleeing in terror."

This way we have an excellent utility gem for something like a CWDT Blade Vortex. Since the flight is guaranteed, it reduces initial pressure from a sudden huge crush of enemies (i.e. it does the job one might actually want a 'Chance to Flee' effect to do), but you can't permanently lock enemies into fleeing in terror. Additionally, enemies that show you their backs take a bunch of extra backstab damage from your attacks, which lets you feel like an evil overlord mowing down the terrified cattle. That's a much more awesome feeling. Stronger enemies are more resistant to the gem's effects, but outside of specific bosses like the ones Mark mentioned in the one Mechanics thread answer I can't be assed to dig up right now, they're not necessarily immune.

I could see some use cases for Terror Support, anyways. As for Elemental Hit, the other 'Worst Gem' candidate?

"Elemental Hit"
Attack, Dissapointment
"100% chance on attack to equip the nearest Wild Strike gem in this gem's place. When Wild Strike is equipped, Elemental Hit disappears."
I don't think they should cancel the stun effect with Chance to Flee. That would make it too easy, kind of defeats the purpose of finding builds that synergize. as I said combing it with a bleed build is potentially useful. I'm guessing the 50% magic monster resist and 100% rare resist is to make it so it's not too powerful. Maybe they should lower the magic monster resist to only 25%.

Has anyone tried a Glacial Hammer build with an Orb of Storms linked to Chance to Flee? You can single target and freeze the big ones while the white monsters run. Or an Ancestral Totem with Chance to Flee and Chance to Bleed in there so they run away and die?
Builds
https://www.pathofexile.com/forum/view-thread/2149153
https://www.pathofexile.com/forum/view-thread/2245701
https://www.pathofexile.com/forum/view-thread/2664371
Shaper Guide: https://www.pathofexile.com/forum/view-thread/2252008
"
wde97 wrote:
"
Breach (corrupted portal). No loot, no exp. Unless you can use it with GG breach rings somehow, but I doubt it.


Actually, the Breach portal can be quite useful. First, yes, Breach Rings work inside them. Additionally, they basically provide adds so you can fill flask charges quickly, and can provide lots of bleed explosions for characters that have that. Very helpful in boss fights!
also can be a very good way of proccing on-kill effects

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