Periodically I dump old remove-only tabs on standard into my "dump" folder where i forget about them mostly (after taking the few things i want to actually store out). It sucks, though, and is a big reason I don't play standard. Just the thought of going back through multiple leagues worth of gear (especially since a ton are older bases before the most recent high tier ones were added, so functionally garbage between low defenses and low life rolls) is horrifying...I did it once and it scarred me.
In other news I am a madman and cannot stop cooking the dumbest longneck builds. It must be my general love of the paladin archetype...
Anyways, the boosted Consecrated Ground nodes have interested in Inquisitor. 75% should be what - around 8.75% life/ES regen? So we'll call it 9% flat life/ES regen you carry around with you everywhere - solves a lot of sustain problems for non-leech builds! On top of that Inquisitor has the 15% increased damage taken by enemies on it, which is around 26% increased damage taken for enemies (not insignificant!). Ok, but what to play, though? Needs to be attack-based to really benefit from new wheel's 50% increased effect, but doesn't have to be.
I've so far landed on Galvanic Arrow of Energy traps - I like the higher scaling and the build is already pulled in multiple directions so not needing to fuck around with projectiles and +arrows is going to free up slots and make getting a good bow much cheaper (I'm leaning towards trade very much at this point) - +arrow is arguably the most valuable affix on bow/quiver and without needing that slow we just generally have more suffix flexibility (AS/crit/crit multi generally likely being ideal).
Cluster traps should allow each trap attack to hit a single target during bossing, making sure the less damage modifier is canceled out while also making clear nicer. Charged traps (with 6 frenzy/power charges) + passives should make for super fast throwing, then phys to lightning / crit dmg since we should be able to crit cap as Inquisitor without too much work. Plenty of crit on the tree plus trap damage nodes for scaling. Defensively can get quite a bit of %life and ES (I'm looking at around 150% and 75% on my sketch tree), likely go evasion with suppress (Inveterate wheel on the right side of the tree gives lots + lucky, and another 15% from all evasion gear will make getting to 95%+ fairly easy).
I might spend a bit more time tinkering around with this. It's very, very, very, very dumb...but at the same time I wonder...
I continue to be that meme of the South Park clip where the kids are all just spouting off random build ideas/combinations in the time between reveal and launch. Just going after all the dumb/basic ideas.
Edit: https://www.reddit.com/r/PathOfExile...to_exceed_the/
>.>In PoE 2 this randomization is a 0.78x to 1.22x multiplier on all numerical values of a unique item - This allows those values to exceed the lower and upper bounds of the modifiers roll ranges."Well you know how in PoE 2 you have the corruption outcome where it divines the ranges of unique values outside of their normal ranges - I think there's a mirage currency that's going to be doing that"

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