Cast-on-'x' - Energy Based on Cast Time

Before the update I was using incinerate combod with cast-on-ignite + bone cage + astral projection. It was a great way to CC groups of mobs as a burned them down and I felt super smart for thinking of it. I agree it needed a change as the amount of bone cage's was excessive.

After the update I feel like an idiot for continuing to use this combo as bone cages triggers maybe once for every 3-4 packs of enemies. So I swapped to cast on ignite + comet and once again feel super smart because when comet procs it just destroys everything- no need for silly CC.

bone cage and comet both have a 1 second cast time so both require the same amount of energy to be triggered. Given how drasticly different the effects are I dont feel cast time should be the only metric used to determine trigger energy.

"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
Last bumped on Jan 20, 2025, 9:14:46 AM
Just went up against my first map boss since the change and can confirm this mechanic still needs balancing.

When clearing a pack of 10-15 mobs, i might get 1 comet trigger. maybe 2 if there's some magic enemies in them.

On the boss just now- it was a rapid fire machine gun of endless comets until the brute died.
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."
I would love to see some information on this from the devs. Is this going to be rebalanced soon or not? Currently I have build that should function with cast on crit, but it doesn't... unless it's a boss and then in functions a "little bit" too well.

The difference between cast on crit against white mobs and bosses is somewhere between 1-2 ORDERS OF MAGNITUDE! Surely this isn't intended? Right now the build is dead against normal mobs so it is effectively dead for the entire endgame since most enemies in endgame are regular mobs.

Eventhough I have focused on crit instead of freezing things my trigger rate for cast on crit is way way worse than cast on freeze that was already nerfed to the ground. On bosses however I can get multiple triggers per second with cast on crit making it overpowered. The math is just crazy here. I have to keep swapping between different meta gems depending on what I do and none of it makes any sense. One of the most important thing In any ARPG is the consistency of it's rules. The current state of cast on crit is that it doesn't seem to follow any logic or rules.

It sounds ludicrous, but right now I feel like Cast on crit should be 10 times stronger against normal enemies and 10 times weaker against bosses to be even close to something ballanced. This is kinda absurd.

Here is a quick video showcasing this issue.
https://www.youtube.com/watch?v=q1wKmM_wnDo
Personaly I run cast on crit AND cast on freeze with comet on one and a curse on the other. When clearing the mobs, the comet is on cast on freeze and for bosses I switch, put comet on cast on crit and curse on cast on freeze, then KABOOM the boss ;)
"
Personaly I run cast on crit AND cast on freeze with comet on one and a curse on the other. When clearing the mobs, the comet is on cast on freeze and for bosses I switch, put comet on cast on crit and curse on cast on freeze, then KABOOM the boss ;)


nice, I'm having so much fun with the meta-gems. 1 character using cast-on-ignite with incinerate, another with cast-on-freeze + spark + three dargons helm.

So many fun combos to socket in them, even if they aren't the best for damage:
-Frostbolt + ice nova is like a free astral project, with spell cascade its even better.
-Lightning orb means I have teleport escape options that leave shocked ground
-Lightning orb + lightning warp socketed crashes the instance, never been so proud to find a dumb combo.
-Impending doom + curse + boots that remove curse delay and its like poe1 vixen's entrapment build

i'm looking forward to crashing more instances with druid/templar spells
"Beidat honored the pact, though Mancy wouldn't take off Doryani’s prototype."

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