What did Elemental Hit do to deserve this upcoming nerf?

You tell us to use at least 2 elements

Let's say you buff your fire 1000% and your ice 100%
then you use jewel to remove lighting

now you use EE

1500%+150%
vs
1000%+1000%

So yeah to use mono is actually the only way to make high dps build with it if you can not figure out some broken build that will not use on hit dmg but the element spread.


Choice of stuff that would boost both elements as good is very limited so really EE is not that great for this.
Just how many items be like +300 fire dmg + 300% fire dmg +300 cold dmg +300% cold dmg

On other side we have many that can do 600lighting+600% lighting etc




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teksuoPOE wrote:
not sure if it'll be that good once you consider that you pretty much have to lock up 2 jewel slots without stats just for it.


Using two Combat Focus jewels is actually one of the worst things you can do for the skill, given that doing so negates its ability to play with Elemental Equilibrium and benefit from guaranteed significant resistance reduction. You will only ever, at most, want ONE Combat Focus (likely 'cannot choose Fire', given the existence of Hrimsorrow/Hrimburn), to make added Cold/Lightning flat damage more overall effective.

Using two Combat Focus jewels just turns E-Hit into a crappy version of whatever elemental attack you could otherwise have been using. The entire point of this rebuild of the skill is to break Equilibrium like a domme working over a new boytoy.
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1453R wrote:
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teksuoPOE wrote:
not sure if it'll be that good once you consider that you pretty much have to lock up 2 jewel slots without stats just for it.


Using two Combat Focus jewels is actually one of the worst things you can do for the skill, given that doing so negates its ability to play with Elemental Equilibrium and benefit from guaranteed significant resistance reduction. You will only ever, at most, want ONE Combat Focus (likely 'cannot choose Fire', given the existence of Hrimsorrow/Hrimburn), to make added Cold/Lightning flat damage more overall effective.

Using two Combat Focus jewels just turns E-Hit into a crappy version of whatever elemental attack you could otherwise have been using. The entire point of this rebuild of the skill is to break Equilibrium like a domme working over a new boytoy.


ahh i see yeah. Only one jewel locked up is on par with many other skills then. cool.
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teksuoPOE wrote:
not sure if it'll be that good once you consider that you pretty much have to lock up 2 jewel slots without stats just for it.


If you use two of the jewels you screw yourself out of easy ele equilibrium


[edit] yeah shoulda hit post before making a sammich
Last edited by awright on May 25, 2018, 12:35:00 PM
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teksuoPOE wrote:
"
1453R wrote:
"
teksuoPOE wrote:
not sure if it'll be that good once you consider that you pretty much have to lock up 2 jewel slots without stats just for it.


Using two Combat Focus jewels is actually one of the worst things you can do for the skill, given that doing so negates its ability to play with Elemental Equilibrium and benefit from guaranteed significant resistance reduction. You will only ever, at most, want ONE Combat Focus (likely 'cannot choose Fire', given the existence of Hrimsorrow/Hrimburn), to make added Cold/Lightning flat damage more overall effective.

Using two Combat Focus jewels just turns E-Hit into a crappy version of whatever elemental attack you could otherwise have been using. The entire point of this rebuild of the skill is to break Equilibrium like a domme working over a new boytoy.


ahh i see yeah. Only one jewel locked up is on par with many other skills then. cool.


1) EE isn't a must with it and it's often a 5 - 10 point path to it which DPS can be picked up easily from other places as well.

2) You can still convert other damage to X element on items and gain from it.

3) I don't know a single ATTACKING skill that could give me that much flat elemental damage for any of these elements.

I will most likely make an Elemental Hit build myself with only 1 element in 3.3 as I already have a very good build template set for it from another build I will be doing.
Uploaded an awesome Exsanguinate Freeze Explosion build on the forums - https://www.pathofexile.com/forum/view-thread/3508506
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1453R wrote:
Let's be methodical here, people.

First of all: no, 3.2.0 Elemental Hit did not deal all three damage types. Stop being dense.

Second of all: Elemental Fucking Hit Reveal Announcement. Keep a tab open here, to reference the actual skill gem text. Y'know, that thing that describes what the skill does? Let's have that on hand here.

Third of all: What does this rebuild do?

Clearly, the skill is being tailor-made to abuse the hell out of Elemental Equilibrium. Elemental Hit cannot repeat elements, and it cannot ever deal damage of more than one element. The skillgem may as well read "Take Elemental Equilibrium or you cannot use this gem." The guaranteed rotation of elemental damage does not require you to take one of those Combat Focus jewels, as Grinding Gear suggested, to benefit from EE. Regular three-element cycling Elemental Hit will do just fine for triggering EE on every attack, especially given the 'More' multiplier for attacking targets struck by elemental ailments.

The rebuild makes it somewhat harder to scale Elemental Fucking Hit (goddamnit I miss Yoji...), because any given flat damage you add only works 33% of the time at best unless you do Combat Focus weirdness. Even if you do, added elemental damage will only trigger every other hit, for a total of 94% effectiveness of your flat elemental damage. This includes things like Added Cold/Lightning gems, Ice Bite, Heralds, and the like, making most of those kinda bad for scaling the skill's damage. Generic elemental damage, a'la EDwA or Grand Spectrum, is the best route, followed by generic projectile damage if fired from a bow or wand (which it should be, since Wild Strike beats it hands down for melee weirdness). Scaling the skill is going to suck, BUT there are ways of making it work now.

One such way is "your [X] can Ignite/Freeze/Shock" modifiers. Hrimsorrow/Hirmburn's 'Cold Damage can Ignite' becomes potentially quite a valuable addition to a Nu Elemental Fucking Hit build, as do other similar off-element things. Three Dragons, surprisingly, is less so since that just rotates stuff and doesn't do anything for a multi-element specialist like this. Nevertheless. Stuff like Hrimburn can allow a build to cut off one of its elements via Combat Focus to try and get better added damage if it likes and still gain all three (four) elemental ailments given the gem's own innate giant chance to Ailment. Elemental Hit can inflict any ailment on its list with any hit, if your cold can Ignite as well as Freeze/Chill, E-Hit says it has a 49% chance to do so.

Side note: DO NOT use two different Combat Focus jewels to turn E-Hit into a mono-element skill. That eliminates the Elemental Equilibrium interaction and drastically reduces overall damage potential of the build, especially given that bosses do not benefit from reduced effect from Elemental Equilibrium, the way they do against curses.

An Elementalist Wander or Archer utilizing the new Elemental Hit and Beacon of Ruin for guaranteed shocks/chills against even the fattest bosses could conceivably do pretty well for itself, provided it can find ways to scale its damage. Most people will tromp to the rooftops with a megaphone and bellow "CRIIIIIIIIT!!!" at the tippiest-top of their lungs, and in this case they might actually be correct given the general lack of effectiveness for added damage. Given how much of a giant pain in the ass crit is for anything but Assassins I kinda frowny-face at it, but I can see where it'd be a natural* way to scale multiple otherwise exclusive damage types at once.

What your build does need to be able to do, though, is the following:

*Reliably inflict all elemental status ailments, for that large 'More' modifier. Elementalist will help immensely with this because Beacon of Ruin is busted as hell, and Shaper of Desolation might not actually be completely pointless for the first time since it was nerfed.

*Attack as rapidly as possible. E-Hit continues to not give a fat fuck about your weapon's damage, which will at least make it easier to gear for.

*Get to Elemental Equilibrium and hump it like the dirty ho it is.

Constant chills/freezes from the high innate ailment chance on top of the fast attack rate will help to protect the character, and scaling Shock/Ailment effect (not ailment damage, ailment effect) helps deal significant extra damage through shocks and further protect the character with enhanced Chills. Tombfist Intimidate/Maim gloves would be of especial use here as well, stacking Elementalist enhanced Chills with Maim means enemies are effectively paralyzed even when they're not frozen, a'la bosses.

I could actually see this providing an interesting take on Windripper builds, and kinda want to play with it during Incursion, honestly. Getting extra projectiles for it will suck donkey dick because you more or less have to just deal with LMP/GMP, but at least the explosions will provide good coverage. Been meaning to do something abusive enough to make Child Services wince with Beacon of Ruin anyways; this could well be it.






Those exact mechanics are already what I use on my elementalist for both bow and wand. Originally made this build last year and for the past 2 months I've been mixing it up since my tree isn't bound to specific weapons; therefore with ele hit being interchangeable with whatever I choose to use.
All of those are what she'd normally use …..at least for cold / chaos bow...……….now if I want speed then I simply switch to
which of course the speed from quill makes up for the lack of an additional arrow but also is NOT affected by damage due to ele hit not doing physical in the first place. She's at 100% chance to freeze and with call of the brotherhood 100% shock too. I focused on chance to freeze on the tree since as you said, crit is now a huge pain in the ass.



The last usage that I made using ele hit involves
Though rippling thoughts is obviously a melee weapon, for this particular char it works as good as a wand because she's focused on AoE and elemental damage and heavy with herald of ice; when you attack there is a giant discharge-like effect! As for piscator it was that or a poet pen ( which I haven't managed to get hold of or find just yet, been focused on SSF beastiary :=\ ) With using the wand or sword instead of voltaxic I switched out from Malachai helm (since I wouldn't be using chaos) to
for obvious reasons.

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codetaku wrote:
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WoT_Seanchan wrote:
New elemental hit : Uses ONE random chosen element and deal no other damage..... Sound familiar?? It continues to not do physical damage but now has the nerf of not being able to do MULTIPLE elemental damage on top! Just a single one. Chance to shock, freeze, ignite goes up.. ok and?? It's not buffing any flat damage, so while yes it's useful to make adjustments to gear and tree stats for inflicting ailments; the fact still remains IT'S A NERF!!!


Old/ current elemental hit: Uses all 3 elements at the same time and deals no physical damage. Cold, lightning and fire damage is dealt out. Not very strong in itself vs other flavor of the month / streamer hyped skills. I currently use all 3 elements ( focused on one / two while having the last converted to another) That damage from the others is still there and stacks. If I do 3k cold, 3k fire and 5k light (11k total) now; that means in the future I'm going to lose out on 2 of those elements!


So ignoring all the other nonsense, you're also just going to be literally and completely wrong?

The new elemental hit has 188% effectiveness of added flat elemental damage. The old elemental hit doesn't have any of that and also only adds 1 damage type at once and doesn't even remove the physical damage (the physical damage from the weapon is still dealt normally with old elemental hit).

I really have no idea what you're smoking.



In short, that's my 3x ele hit builds / uses in a nutshell that I currently use and have been using. So to the few guys that disagree or just don't believe that this is a nerf that's fine BUT you can't tell me since it's what I use and haven't just suddenly started it. She clears mobs no problem but for bosses in T11 and up it becomes an issue, but who needs bosses to level? :=D As for ele hit supposedly not having any of that as is; yes, it does. You're telling me that it's not possible, when i'm clearly doing it and know what i'm seeing when it comes to my damage and the results. Take away an element or two even from my setup and my damage drastically goes down!
I rarely post, but when I do it's important. Fighting for the player, not monsters! https://www.pathofexile.com/forum/view-thread/880487

https://www.pathofexile.com/forum/view-thread/2300612
"
You tell us to use at least 2 elements

Let's say you buff your fire 1000% and your ice 100%
then you use jewel to remove lighting

now you use EE

1500%+150%
vs
1000%+1000%

So yeah to use mono is actually the only way to make high dps build with it if you can not figure out some broken build that will not use on hit dmg but the element spread.


Choice of stuff that would boost both elements as good is very limited so really EE is not that great for this.
Just how many items be like +300 fire dmg + 300% fire dmg +300 cold dmg +300% cold dmg

On other side we have many that can do 600lighting+600% lighting etc


*siiiiigh*

If you're building for Elemental Hit? DOn't go ham on single element specific buffs.

Use generic elemental damage (or projectile damage, if used as the ranged attack it damn well ought to be). Scale crit, if you have a few dozen exalts to spare. Scale attack speed instead of attack damage - E-Hit's DPS scales very well with attack speed since it's a giant mess of flat damage that gives not a single fat fork what your weapon DPS is.

Get even slightly creative, man. Seriously. You don't build this skill the same way you build Wild Strike, or Ice Crash, or Infernal Blow, or any of the game's other elemental melee stuff.
EH was buffed, not nerfed. Buff is insane actually.
retired from forum because of censorship and discrimination
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teksuoPOE wrote:
not sure if it'll be that good once you consider that you pretty much have to lock up 2 jewel slots without stats just for it.


(optionally) 1 jewel slot that has some generic elemental damage. #FTFY

P.S.: Don't fall for the trap of trying to make it a single-element skill. You'll regret it.
Holy shit I didn't even think of The Fish Stick.

Piscator's Vigil confirmed for best Elemental Hit weapon, methinks. Nu E-Hit doesn't give a snot if the weapon deals any damage, but 100+% generic elemental damage and some free generic penetration? Gabbering gods yes. Doesn't hurt that Fish Sticks are dirt cheap basically from the word go, nobody wants those things. Corrupt ALL the Fish Sticks and go fishing for that sweet Culling Strike!

Anyways. WoT: your linked gear is weird and makes no sense and most of the mechanics I mentioned only work well, if at all, with this new Elemental Hit. Also seriously. Read the gem. It's not Doomfletch's Prism: The Skill. Yes, current E-Hit does not actively prevent other damage types from being dealt, which means you get extra flat damage of all three elements at once. That's...not the same as E-Hit doing all three damage types directly. It's really, really not.
Last edited by 1453R on May 25, 2018, 12:46:09 PM

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