temporal chains, curse effectiveness and knockback questions.
Hi all, I'm running temporal chains and projectile weakness as auras, and was wondering if curse effectiveness increases the chance to knock back for projectile weakness?
I'm also wandering if temporal chains would make the knock back expire slower, and hence they take longer to do the knock back animation, or possibly get knocked back further. The reason I ask is that I'm running a build that uses knockback as a defensive mechanic. It also spams projectiles as fast and often as possible. Here's the pie-in-the-sky PoB: https://pastebin.com/QtEnf3Hu I'm currently at level 80, and now that I have all the core items, the build is synergising really, really well. Knockback is not all the time, but is very regular, and is working wonders for survivability. I have the choice of socketing a knockback gem, or trying to improve curse effectiveness. If possible I'd like the gem slot free, and just use curse effectiveness nodes for more knockback chance, and more effecctive knockbacks. Any help appreciated :) Last bumped on Sep 30, 2018, 5:15:16 AM
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Hello there.
The following answers are assuming the concerned mechanics aren't suffering from any unintended bugs : question 1 > Yes, the KB chance is considered an effect of the curse, so the value would be boosted. question 2 > A target being knocked back is considered moving, so yes, it would take more time for it to reach its destination under the influence of TC. The distance would remain the same, though. PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY Last edited by xhul#1978 on Sep 28, 2018, 7:47:03 PM
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" Sweet, thanks a lot! This is great synergy with curse effectiveness then :) |
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More noticeable than being pushed away more slowly will be that they can't walk back faster than they are pushed through. I have had great experiences with PW + Wither and Ball Lightning (which conveniently has 6 chances to knock back per second per projectile).
Keep in mind that against less curse effectiveness (map mods / bosses) the increase of it does rather little, so you should check if you actually even need the additional effectiveness against regular mobs. |
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" I've found this to be true as well. Regular mobs are not touching me at the moment (T8 maps), so it's not needed vs them. Yet with shaper's 80% reduction, a bit of extra slow, less crit chance, and less damage is still worth it I think. I'll take the points, and when I get to harder content, spec out to see if I can notice a difference vs mobs. By the way, if you enjoyed ball lightning, you should try this minion build! I calculate that I have about 650 projectiles per second with this build I'm trying. The calculations/build are here: https://www.pathofexile.com/forum/view-thread/2228787 Once I got all the curses running, it has been insanely fun using this knockback mechanic! |
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Into red maps and still making the bosses dance. This interaction between temporal chains and projectile weakness is fantastic!
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Well currently I'm just using BL to apply poison and EE for my agony crawler^^
Full curse effectiveness (all nodes and Occultist) for Enfeeble and Temporal Chains on level 20 with 20 quality will give you the following: 4.55% reduced critical strike chance 6.11% reduced accuracy 4.15% less damage (this is the real multiplicative effect calculated as a separate value; in reality the value is 3.9% added to 6% for a full effect of 9.9% less, but I'm making a point about the direct benefits from curse effect, so I'm ignoring the base) -3.9% to critical strike multiplyer 5.5% slower Effects expire 5.75% slower. Overall I would say that Enfeeble is probably the most useful curse against Shaper / Elder, but the effect isn't tremendous either, and I can only recommend picking up the extra nodes if the build passes by anyway. |
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