3.13: Compilation of Noteworthy Interactions (new build ideas!)
Experiments - Does Deadeye's Ricochet increase single target?
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I was doing some testing with Sniper's Mark split projectiles + wall chains from Deadeye's new Ricochet node in conjunction with spectral shield throw.
Here's what I found:
- Projectiles CAN split off the primary target, then chain off the wall back to the same target; however, they deal no damage and don't seem to proc on-hit effects when they chain back. This seems to also prevent secondary skill effects like lightning arrow's lightning strikes or kinetic blast explosions (but needs more testing).
- Chaining off hydrosphere will proc secondary skill effects, including Spectral Shield Throw (SST)'s secondary shard projectiles. These shards can also hit the primary target in addition to the main projectile, resulting in 75% more damage.
- You can chain off hydrosphere placed at a distance to guarantee far shot bonus damage (60% more damage). Even if the enemy is close to you, far shot damage is based off of how far the projectile has actually traveled, not how close the enemy is. The Fledgling helmet is a good source of far shot if you don't want to pick it up in the Deadeye ascendancy.
- Forgot to mention in the video, your chains will never target the hydrosphere. It MUST be the first target hit, you can't chain back to it.
Other interactions:
- The Wandslinger notable allows you to scale SST (or shield charge) damage with spell damage if you're wielding a wand in your main hand.
- The new Sinistral Gloves base type gives up to 50% increased damage with offhand but 25% reduced damage with mainhand. The offhand damage works for SST (or shield charge) and you can ignore the downside since we don't attack with our mainhand.
For this build I wanted to explore ways to utilize minimum power and endurance charge stacking from the new Conviction of Power heirophant notable. Although heiro no longer has a way to generate new power and endurance charges, having minimum charges provides a lot of consistency and allows you to bypass the downsides of certain items by avoiding charge loss.
Noteworthy Interactions:
- Conviction of power grants +4 minimum endurance and power charges. Willclash helmet grants 5% spell block and 5% increased elemental damage per power charge, but causes you to lose all power charges on block. Stacking minimum charges allows us to bypass the downside of losing charges, and permanently cap our spellblock without needing Glancing Blows.
- Precursor's Emblem rings can roll the mod "You cannot be stunned while at maximum endurance charges". Since we have +4 minimum endurance charges from our ascendancy, we're always at maximum endurance charges and are thus stun immune with this ring. Very important on a MoM build.
- Since we're stacking up a few power charges, The Aylardex gives us +1 max power charges and 1% damage taken from mana before life per power charge, as well as some life, mana, and mana regen. Combined with Mind Over Matter, Cloak of Defiance, and Divine Guidance we have 57% of damage taken from mana before life.
- Inner Conviction from the Militant Faith timeless jewel fits nicely into the power charge stacking archmage theme, granting 3% more spell damage per power charge. Militant Faith jewels can also convert notables to grant extra minimum charges.
- This build use Storm Call, which had its damage buffed by 30% in 3.13 and has a very low base cast time. The new Nexus Gloves base grants us "30% chance when you pay a skill's mana cost to gain that much mana back", which helps sustain fast casting on an archmage build.
For this build I wanted to explore some of the new mechanics of the Deadeye ascendancy in 3.13 Ritual league. It has been a really fun league starter build (albeit, not the easiest to get off the ground). Rupture is a really interesting mechanic with a good balance of upsides and drawbacks.
Noteworthy Interactions:
- The new Rupturing notable on the Deadeye ascendancy gives more bleeding damage when you crit and stacks up to 3 times. We use Ungil's Harmony amulet with 350% crit chance and a fleshripper axe to achieve about 40% crit chance with no investment into crit on the tree.
- Since we're attacking relatively quickly to maintain Rupture stacks, we also use Crimson Dance to stack bleeds up to 8 times. Rupturing also shortens the duration of bleeds on the enemy, so we need to invest into increased bleeding duration in order to maintain all 8 stacks of Crimson Dance.
- We stack generic less damage effects on top of high dodge chance to become very tanky. Wind Ward (30% less), Wind Dancer (20% less), Focal Point (25% less), and Fortify with increased effect (24% less) makes us able to facetank a lot of endgame content. If you want, you can also add Kintsugi here, but it's a bit overkill and I went for a +1 curse hunter chest instead.
- Focal Point plus a Trigger Poacher's Mark ring is great for both offense and defense. Marks don't recieve the same curse effect penalty against bosses that hexes do, so 75% increased effect of poachers mark is incredibly strong. We also take 25% less damage when clearing packs, and our marks stay on the corpses of marked enemies to continue applying the less damage taken (though this doesn't work with corpse removal like haemophilia gloves).
This one started out as an experiment and quickly turned into one of the strongest budget builds I've ever played. The idea was to use Corpsewalker boots as a source of corpses for cyclone cast while channeling Detonate Dead (DD) without requiring desecrate. This lets you use additional damage supports and doesn't cut your trigger rate in half (since normally CwC and CoC linked to multiple spells will alternate which spell gets triggered).
Noteworthy Interactions:
- Corpsewalker boots enables cast while channeling Detonate Dead by continually spawning high level corpses around you.
- 23% quality Anomalous Detonate Dead combined with The Consuming Dark dagger converts 99% of your fire damage to chaos damage. We have 100% chance to poison from the dagger and Divergent Herald of Agony.
- Replica Innsbury Edge allows our cyclone to apply withered on hit, and grants us some chaos leech. A fortify on hit corruption gives us nearly permanent fortify up time while we cyclone.
- Replica Innsbury Edge causes us to take 10% physical damage as chaos damage and Incandescent Heart causes us to take 25% elemental damage as chaos damage. As a CI build, this essentially means we take 10% less physical and 25% less elemental damage.
- We use Yoke of Suffering and apply 5 different ailments to cause enemies to take 25% increased damage. Chill and shock are applied by Corpse Pact from the corpses we spawn, the 1% of DD fire damage we aren't converting to chaos applies ignite, our chaos damage applies poison, and our cyclone has a small chance to apply bleed from jewels.
- All of our damage scaling is generic elemental, chaos, or minion damage (with Spiritual Aid), and thus applies to both the spell portion and explosion portion of Detonate Dead's damage. This, combined with increased corpse life from Corpse Pact and Undertaker wheel on the tree gives us very large corpse explosion damage. It also scales poisons from the explosions without needing to invest in poison-specific scaling.
This build utilizes the new Corpsewalker unique boots, which passively summons corpses as you move around. Since General's Cry requires nearby corpses to function, this is a match made in heaven as it assures you always have corpses nearby.
Noteworthy Interactions:
- Corpsewalker boots ensure corpses are always availabe for General's Cry without having to manually summon them or use a cast while channeling cyclone setup.
- Since we always have corpses nearby, we can use the Disciple of Kitava keystone (from Kitava's Teachings unique cluster jewel) to recover 5% life and mana every second without the downside.
- Divergent Shield Charge gains up to 120% more damage at max travel distance. Since corpses are spawned behind us by the boots, General's Cry warriors will almost always travel far enough to gain the full benefit of this damage.
- Divergent Pulverize grants an additional 20% more damage (on top of the base ~60% more damage) at the cost of less attackspeed. The attack speed modifier is mostly irrelevant since warriors only attack once anyways, so it's all upside.
- Wielding The Dark Seer scepter in our main hand gives us up to 100 life/mana, 60% increased damage, blind on hit and malediction on hit while we are blinded. Shield Charge uses your shield as a weapon so The Dark Seer's low attack damage is irrelevant.
- Using the Second Sight timeless keystone (from Brutal Restraint, Nasima) we blind ourselves and gain 25% more melee crit chance. The Dark Seer makes blind not affect our accuracy, negating the downsides and enabling malediction on hit (enemies take 10% increased damage and deal 10% reduced damage). This also enables crit builds using a pure armor shield.
- General's Cry counts as an exerted attack, giving us 50% more damage from War Bringer and allowing damage scaling from warcry medium cluster jewels' small nodes. Since we're warcrying so frequently, we also get to utilize the other power benefits of warcry notables such as healing, armor, and charge generation.
This interaction centers around using the new Call of Steel skill (which comes as part of the Shattering, Splitting, or Lancing Steel gems) combined with The Impaler keystone to clear very effectively on low impale chance skills (such as spells).
Noteworthy Interactions:
- Replica Heartbreaker grants 20% chance to impale on spell hit. Using two of these alongside Divergent Ethereal Knives or Divergent Blade Blast will grant up to 50% chance to impale.
- However, because it's not possible to reach 100% impale chance or to use the Impale Support gem, it's recommended to only use one Replica Heartbreaker and combine it with The Impaler keystone instead. Even with a low impale chance, The Impaler gives us max impale stacks on an entire pack as soon as any one enemy gets impaled.
- Once an entire pack has been impaled by The Impaler, Call of Steel can be used to detonate the impales on all the enemies (and corpses) at once, easily clearing the pack. This works regardless of what skill you used to apply the initial impale.
- (Not mentioned in the video) You can also utilize the new Lord of Steel gems to improve your Call of Steel, making it near-instant cast time and giving it increased damage or AoE.
This interaction centers around using the updated Numbing Elixir cluster notable (found on flask duration or flask life/mana recovery medium cluster jewels) to achieve 100% reduced effect of curses, allowing you to ignore the downside of the Soul Mantle unique body armour.
Noteworthy Interactions:
- 2x Numbing Elixir + Sanctum of Thought = 100% reduced effect of curses on you, allowing you to ignore downsides of Soul Mantle and utilize the self-flagellation jewel, while freeing up ring slots for unique rings like Astral Projector.
- 2x Numbing Elixir + Annointed Flesh cluster or Ash, Frost, and Storm notable = 100% reduced effect of non-damaging ailments on you, allowing you to ignore shock and chill (and freeze?).
- Apep's Rage now grants +40 to flat mana cost of skills, allowing you to quickly spend a ton of mana for Indigon while channeling or summoning totems.
- Enduring mana flask allows us to always have our 100% curse and ailment effect reduction while also recovering tons of mana and life. This works well in conjunction with Mind Over Matter and The Agnostic keystones to keep us very healthy.
- Dark Pact, when cast by totems, deals 6% of the totem's life pool as chaos damage. This gives us high flat damage to scale with Indigon, since our totems have a very large life pool (much larger than our own), while still getting the 80% more damage bonus by not casting Dark Pact on skeletons.
This build centers around the new keystone Secrets of Suffering, which disables the normal elemental ailments and allows you to apply 3 new ailments on crit: Scorch, Brittle, and Sapped.
Noteworthy Interactions:
- We use Elemental Hit (without threshold jewels) to apply all 3 new ailments from Secrets of Suffering, as well as Elemental Equilibrium.
- The new ailments count towards Elemental Hit's "10% more damage per elemental ailment on the enemy". We use minions to apply the normal ailments since we cannot apply them ourselves. Summon Skitterbots applies chill and shock, while flame golem linked to combustion support applies ignite.Together with the Scorch, Brittle, and Sapped we apply ourselves that's 60% more damage!
- Wandslinger allows us to take advantage of Void Battery's spell damage per power charge scaling for attacks. Ele hit's high base damage lets us ignore Void Battery's otherwise very low attack damage, and mines allow us to ignore its low attack speed.
- Badge of Brotherhood makes our maximum frenzy charges equal to our maximum power charges. We use Charged Mines Support to generate frenzies and get a ton of mine throwing speed and crit chance.
- We stack additional power charges on Void Battery, helmet corruption, and Perepiteia shield. We annoint an extra power charge on our amulet for 9 charges total. Auxium belt grants up to 30% increased damage per power charge for a total of 270% increased damage.
- Machina Mitts grant leech from mines and up to 25% increased recovery rate of life and ES from our additional power charges. Alternatively, you can use Painseeker gloves to make it 3x easier to inflict maximum values of Scorch, Brittle and Sapped.
When Decay Support was first added to PoE in the 3.0 beta, it was incredibly overpowered and quickly got nerfed to nearly unplayable levels. Now, 10 leagues later, it's finally a viable option for endgame content! No ED/contagion for clearing or blight for single target, just straight up decay, baby. This build uses Arc/Vaal Arc + Decay for clearing, and Storm Burst + Decay for single target.
Noteworthy Interactions:
- Storm Burst's "75% of skill damage for each 0.4 seconds of remaining duration" on release scales decay's damage when linked with decay support. New cluster notables like Wicked Pall and Circling Oblivion allow for huge skill effect duration scaling, and are easy to stack, resulting in big Storm Burst damage scaling and decays with a duration of over a minute.
- Arc's "15% more damage per remaining chain" also scales decay damage. We utilize chain support to further scale Arc's clearing potential and decay damage while ignoring the "less damage with hits" downside, as decay is not a hit.
- Life-based Occultist is a perfect fit for the Divine Flesh keystone, as Withering Presence provides 60% chaos resistance and easily maintains wither stacks on enemies, which increase chaos damage taken.
- Hands of the High Templar gloves can have multiple corrupted implicits, including multiple on-hit curses. This makes it easy to apply 3 relevant curses without reserving mana for blasphemy.
- Aspect of the Spider hinders nearby enemies, allowing us to take advantage of the Touch of Cruelty cluster notable without actually hitting enemies with a chaos skill.
Welcome to the second episode of Noteworthy Interactions!
In this video I cover a neat interaction between the Supreme Decadence timeless keystone and "Panicked" instant life flasks.
Noteworthy Interactions:
- Supreme Decadence makes life recovery from flasks apply to energy shield, but flask effects stop when you reach full life. We avoid this by using an instant flask.
- For low-life builds that reserve their life pool, the "Panicked" flask mod gives good instant recovery on low life, which is always active. We can further boost this recovery on low life by using the upgraded Ryslatha pantheon.
I've been wanting to start a video series detailing some of the more obscure interactions I've explored while messing around in Path of Exile. I figured I'd start it off by showcasing my latest build in Delirium league, a CI/low-life non-crit incinerate inquisitor using Nature's Patience and Aegis Aurora.
Noteworthy interactions of this build:
- Ignores the downside of Nature's Patience by using The Stampede boots.
- Uses Stalwart Commander notable combined with Iron Reflexes on Skin of the Lords to achieve very high armor and decent ES.
- Utilizes the Overlord notable with counter-attacks to gain fortify on a spell build without needing to shield charge or leap slam.
- Combines Aegis Aurora with Cerberus Limb to gain lots of extra armor and ES. More armor means more recovery on block from Aegis.
- Caps attack and spell block on a non-block focused ascendancy by using Glancing Blows and The Blue Nightmare jewel.
- Combines Pain Attunement with Chaos Innoculation by using the The Coward's Legacy belt. We're completely immune to chaos damage and get 30% more spell damage.
- Overcomes the downside of The Coward's Legacy by using Determination Watcher's Eye mod and reduced effect of curses rings.
- Annoints the Charging Offensive notable to generate frenzy and endurance charges when hit while channeling.
waste 30 passives to get impaler on ek build or play a shattering steel build which is the same exact skill only for attacks, and you get to naturally path to the keystone
the arc+decay interaction was already known by most i'd say. it isn't used because it isn't great.
i didn't know about it with storm burst, but i can't imagine it would be good either. standing still channeling for 4 seconds straight just to get a half decent decay DoT that lasts a long time but is probably outdone by basic caustic arrow or something.....yeah
the arc+decay interaction was already known by most i'd say. it isn't used because it isn't great.
i didn't know about it with storm burst, but i can't imagine it would be good either. standing still channeling for 4 seconds straight just to get a half decent decay DoT that lasts a long time but is probably outdone by basic caustic arrow or something.....yeah
He kills Uber Elder in the second half of that video..and it's not a long video.
Last edited by Exile009#1139 on Sep 29, 2020, 10:43:36 AM
This is cool. And the fact that I think it's cool means it's almost certainly not.
Neato Interactions (I decided to go the best two words to describe what's going on here -- I don't think this stuff is very noteworthy to the Path of Exile Least Resistance community) are likely destined to reach peak exposure as 'meme builds' or whatever the kids call doing your own thing these days, but cool. Dad-cool maybe. If that's even a thing.
Kind of dig the usage of 'ft.' as well, like it's some sort of attempt at an all-star collaboration effort, but I suppose as with a lot of those, the sum of the parts might be less than the whole, given the responses so far.
Every ARPG since but not including Diablo 1 has had room for Neato Interactions, but I can't recall one that managed to make them as viable as the Cookie Cutters. I suspect it's almost impossible given a viable Neato Interaction becomes cookie cutter with sufficient popularity. If anything, I often wondered if GGG's original intent with shaking up the meta on a regular basis might have been partially born of a desire to encourage players to find Neato Interactions, make them Cookie Cutter, and then be forced to do the same thing over and again as the conditions change. I can imagine that as some sort of design ideal...or at the least, a nice side-effect.
I've found my share of Neato Interactions over time but almost never shared them because they couldn't kill Shaper/Elder/Sirus/BaddieOfTheMonth. They were just a lot of fun to play, but fun is subjective in POE; kill/clear speed is not. I applaud this person just for having the temerity to make their Neato Interactions public, and even illustrate they share some efficacious ground with Cookie Cutters. NEATO.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.
Which downside of "Nature's Patience" is ignored by stampede boots? You don't lose Grasping Vines when moving?
I tried last league a similar build, as guardian, but was using RS spectres. Stacked mana with Memory Vault, used skin of the loyal and Aegis aurora, it was next to immortal, decent clear speed for maps, but bossing was terrible. Burial Chambers boss was taking like 3 minutes to kill.
He kills Uber Elder in the second half of that video..and it's not a long video.
oh okay i see.
ya i see what he's doing. so he only needs to tap (place and immediately remove) storm burst, for its max duration. since decay doesn't stack you don't actually need to channel it at all.
that is pretty decent
but before anyone goes out and does this, you really need to keep in mind what it takes. first off he is dependent on wicked pall which got a pretty good nerf after delirium. also he has to have CDoTM on every possible piece of gear and just in general really good gear in order to get a cap of 5m dps.
not sure what he's rolling in the video, but he said he doesn't have it that high yet, so that is essentially the max you can get is 5m dps.
that isn't too bad for DoT actually, but given some nerfs im sure it would be cut down to about 3.5m dps at its max.
that is pretty on par with CA. lower than TR. lower than cold DoT and much lower than some ignite/bleed builds with that type of investment.
cool concept, just don't see anyone doing it for anything but the lulz