Path of Exile: Mirage Teasers

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Legionz#3835 wrote:
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Does 'ritual of awakening' from hierophant damage per totem work for the damage of the detonating totems from new searing bond???


I don't see why it wouldn't.


i'm not a big nut on game mechanics, i'm just wondering since damage buff is per active totem, and the damage debuff applies when detonating the totems. so do you count as max totems for that or zero since you just detonated them..? i would hope it counts as max totems but i never assume for poe..
After nerfing every aspect of RF, you give them a new gem to play with, how generous:)
Can we get 'the endless darkness' divination card moved to an atlas map since it was tied to beachhead and would be functionally removed with the going away of harbingers?
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zsirfoka#3193 wrote:
After nerfing every aspect of RF, you give them a new gem to play with, how generous:)


Are you talking about the new searing bond? If that's the case, sounds cool, but it doesn't really scale from life and it's kind of clunky, and RF is suppossed to not feel clunky.
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zsirfoka#3193 wrote:
After nerfing every aspect of RF, you give them a new gem to play with, how generous:)


Are you talking about the new searing bond? If that's the case, sounds cool, but it doesn't really scale from life and it's kind of clunky, and RF is suppossed to not feel clunky.


Pohx explaind it pretty good in his video about the gem. It basically can replace fire trap. It is obvisouly not for mapping but for bossing or very tanky rares that need a bit of extra damage and here I think the new gem actually can feel less clunky than fire trap.
Hi Grinding Gear Games

I recently saw ZiggyD's video about 'Holy Strike' and was very disappointed..

Reason is i figured it would play like 'Static Strike' and even 'Righteous Fire'! Some form of hit and run play style, in such a way, that the holy armaments would continue to strike nearby enemies.

All you've made is another strike ability, sure the scaling is different, since it's a minion skill, but why didn't you make em self sufficient, so they would attack on their own??

I think this is a missed opportunity and a concept failure. They're a minion, so why wouldn't they attack on their own?
I'm still gonna try it don't get me wrong, but all i have to say is that I'm very disappointed.

Transfigured version should make em self-sufficient, so that they would attack on their own. Then balance with lower dmg or whatever, if needed.


Many regards Eut.
Last edited by Ferablekeft#0586 on Mar 5, 2026, 12:39:28 PM
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Hi Grinding Gear Games

I recently saw ZiggyD's video about 'Holy Strike' and was very disappointed..

Reason is i figured it would play like 'Static Strike' and even 'Righteous Fire'! Some form of hit and run play style, in such a way, that the holy armaments would continue to strike nearby enemies.

All you've made is another strike ability, sure the scaling is different, since it's a minion skill, but why didn't you make em self sufficient, so they would attack on their own??

I think this is a missed opportunity and a concept failure. They're a minion, so why wouldn't they attack on their own?
I'm still gonna try it don't get me wrong, but all i have to say is that I'm very disappointed.

Transfigured version should make em self-sufficient, so that they would attack on their own. Then balance with lower dmg or whatever, if needed.


Many regards Eut.


I think what you intended to say was: Aggressive.

A lot of minions are absolute idiots - and GGG refuses to adjust their behavior. Not a single minion or other self-targeting proxy uses target prioritization except when the predator support is used. That is unnecessary - minions should focus on threats by power first, then proximity (this would actually make for much more risky minion play if minions rush off to chase an evasive rare and the caster gets mobbed before they can convocate).
Predator should simply make them aggressive toward the target with a modest damage buff.
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
Last edited by BlaqWolf#1151 on Mar 5, 2026, 1:19:58 PM

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