Buff RF pls
" Ye cheap so you need like 40 ex. With this budget you can make build with 20m dps and same survi or better. I dont know. If some one think rf is on good state he is wrong. Look how many people play this skill. I dont want BIG buff, but somethink should change. |
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There are 100 skill gems in poe like this that need buff
meta become smaller and smaller every nerf update that ggg make soon this game will be like diablo 3 mainstream Last edited by real_name_hidden69#7257 on Aug 11, 2021, 6:31:33 AM
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I am RF player since years, playing nearly every league RF and for sure this league as well (not much time to play yet, only lvl 92 so far).
I fully agree that the overall change (flask changes, gem changes, mob changes) are heavily adding up and RF is not that powerfull as before. But this is nearly the same for all other builds. Since Delirium League (RF was very powerfull with cluster jewels back than) RF was hit with a lot of nerfs (nerfs which didnt specific focus on RF but had an impact on RF). For example the nerf of this Soul xxx Flask, however its called, nerfs of cluster jewels, nerf of harvest crafting (as it was pretty easy to get a horror craft + burning + conc helmet) and so on. But i still like RF and think it is still scalable to do all available content. I like builds where your very BIS gear has some epxensive pieces, as you have still goal to work towards too. Some things which i figured out this league: - Chieftain + Incinerate is a good RF build to start the league (nearly no gear requirement, you can start with RF at ~lvl 36), but for late game i still prefer Jugg - some gear is very cheap, e.g. corrupted Kaoms with +1 max res i bought for 100c (with 20% quality, 33% fire dmg) ... lol - 21/20 Vaal RF is damn expensive --> go guys farm your temples and flood the market please - Helmets are very expensive (essences are 20c each), as there is no easy way by Harvest craft anymore (Edit: if you hit burning dmg you can still harvest craft "reroll prefix, keep suffix" until yout hit conc effect --> might be cheaper compared to essence spam) - some Expedition mods are very dangerous, read and understand the mods to decide which you pick Best regards Bernhart Last edited by Bernhart#7703 on Aug 11, 2021, 6:38:26 AM
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" true sadge, my 1ex totem forbidden rite make more dmg that 40 ex rf and is almost same survi or better (dont need to even see mobs), GGG shoud start fixing old gems than adding more news in every league im happy some folks wanna talk about it |
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" Mby make horror essence easier to get. Or add this mod without essence. 75% or more is about this helmet. And thanks for advices. What maps tier are you doing right now? And how do you feel about this build with your gear? Apothecarys gloves looks good, but influace base cost some ex too. Last edited by Vasetal#6287 on Aug 11, 2021, 7:50:36 AM
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rf drops off around t10 maps and becomes painfully slow clearing, but it still holds its own given enough investment.
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I've been playing SSF RF for about three years now and I can definitely say that this league slowed things down dramatically. Some thoughts, as I push through white maps and levels in the 80s:
1. Vaal RF seems *way* too dangerous to use reliably right now. 60% of life is a lot to drop on a skill activation, especially given how spiky enemy damage can be. 2. Gearing is a pain because RF needs a lot of blue sockets for supports and secondary skills, and blue socket gear tends to have ES as its defense. RF depletes ES on activation, so there goes that defensive layer. 3. GGG killed ailment immunity on Inquisitor, which made a hybrid life/ES build work in previous leagues. There's not enough damage support on Inquisitor otherwise to support RF. 4. Chieftain and Juggernaut work well enough (I've used both), but now I have to add Arctic Armour and Unwavering Stance in order to avoid being frozen and stunned if I pick Chief. If I pick Jugg, I need to find more damage. Which brings me to... 5. Every gem slot on my gear and skill node on the tree feels like it has to directly enable basic functionality of the build. I need Flammability, fire exposure, Combustion support for reduced fire resistance, Elemental Equilibrium, Elemental Overload for damage. I need Purity of Fire, Vitality, fortify, freeze/stun immunity, and movement skills to stay alive. Ultimately I am reserving 91% of my mana on Purity of Fire, Vitality, Defiance Banner, and Arctic Armour - none of which improve damage. It feels like I have to run even more defensively that I did in the past because of the damage reduction, which effectively shadow nerfs RF damage even further. I'm sure that I'm not the only one experiencing this effect. |
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" I am doing T13 / T14 maps at the moment and just achieved a very lucky essence craft which i could "keep suffx reroll prefix" roll as mentioned in my post above. Helm has 30% more ele, burning dmg, 45% fire res (will change to another res with harvest later on), T1 life, +1 level AoE gems (crafted) with still an open prefix. Best regards Bernhart |
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