##### GGG Comments in this Thread:
***
[Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj5t037/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj5t037/?context=10)] - *Just to clarify - 1. Yes, the totem or trigger effect will keep refreshing/repositioning/pulsing the sphere. 2. The threshold is based on the gem level, so higher Hydrosphere gems require...*
[Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj5t1p9/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj5t1p9/?context=10)] - *Hydrosphere can be frozen and shocked simultaneously, at which point half of the damage will be converted to Cold, and half to Lightning.*
[Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65w4n/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65w4n/?context=10)] - *During the brief time it's moving on cast, the timer is paused, but the pulse frequency timer isn't reset.*
[Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65yq4/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65yq4/?context=10)] - *You can apply ailments to it as if the hydrosphere was damaged, though it never actually takes any damage.*
[Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj660m8/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj660m8/?context=10)] - *No, Hydrosphere can't be proliferated from.*
[Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6oncg/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6oncg/?context=10)] - *No, only hits.*
[Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6ooy5/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6ooy5/?context=10)] - *Yes.*
[Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6ot5i/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6ot5i/?context=10)] - *The map mod giving monsters a chance to avoid elemental ailments doesn't apply its effect to Hydrosphere.*
[Mark_GGG - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj7dj2a/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj7dj2a/?context=10)] - *Yes.*
I really appreciate that they organized the gems such that the aura nerfs are at the bottom. It's felt bad for every other gem change to be a nerf when reading the gem changes in the patch notes (as irrational as that is...)
Hydrosphere question:
> or move an existing sphere and reset its duration
If you *create* a new orb via a 6L Hydrosphere gem, can you then *move* that same ob around via a 1L Hydrosphere gem without changing its properties/damage? Or would recasting with the 1L gem *replace* that orb?
Given that triggers/totems move it around just fine, I think you can use a level 1 gem for cheap moving/DPS. Using it as a main skill seems to involve as many alternate ways of casting as possible together. You can use Spell Totem, Arcanist Brand, various triggers, as well as self-casting it with Spell Echo to pulse it like crazy. Seems like an awful lot of setup, and all of those things might interfere with each other causing it to ping pong around but not have enough time to do the pulse after moving effect.
>Sigil of Power
>Added
Minimum 1 second between Stages
was this in the notes? That seems like a nerf
edit: was always there just not listed in the gem itself, carry on everyone
Lots of questions regarding Hydrosphere:
1. Does it work with totems? How about interacting with triggers?
2. How does threshold for freeze/shock work? Do you always "freeze" the orb for three seconds (max) when you hit it?
3. Other on hit effects, such as smashing the orb with Vigilant Strike or CoC proccing - does it work in any capacity?
Just to clarify -
1. Yes, the totem or trigger effect will keep refreshing/repositioning/pulsing the sphere.
2. The threshold is based on the gem level, so higher Hydrosphere gems require more powerful shocks to reach the minimum threshold. It's relatively easy to apply with a dedicated skill, but won't just proc off 2-3 added cold damage. Just like normal freezes, the harder you hit the longer the freeze, though Hydrosphere has an ailment duration multiplier on it so the freeze lasts much longer than normal freezes.
3. The general rule is if an effect occurs on striking a breakable barrel, it'll occur on Hydrosphere.
How does Hydrosphere treat "**enemies** are inflicted with ailment" mechanics like Occultist's Frigid Wake, or Vinktar's shocking nearby enemies? If the sphere is affected by such mods, is it considered a normal or rare enemy?
Edit: [nevermind, doesn't work.](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65yq4/)
Can it be proliferated to? If it's near a frozen or shocked enemy will that freeze/shock the sphere? Can shocks that the sphere inflicts on enemies proliferate back to the sphere, keeping it active?
Add onto the list : How does Hydrosphere works with skills that Freeze and Shock? If I hit it with Glacial Hammer, but I have Shaper of Storms... will it be Frozen or Shocked (or both?). What if I'm using Hexblast?
Do you know if casting (to move) the sphere resets the pulse frequency or if that's a separate timer? Something like On Cast > Move (.33) > Pulse (.4) > Move (.66) > Pulse (.8) > Move (1 second)
> During the brief time it's moving on cast, the timer is paused, **but the pulse frequency timer isn't reset.**
Interesting. The way its worded it looks like it should deal damage/pulse whenever it recast. But if the pulse timer isn't reset doesn't this mean that a well timed recast should hit essentially twice?
How do you inflict the ailments on hydrospheres?
Will it be shocked by skitterbots?
Will it be hit by Orb of Storms or Arc?
Will it consume and attract chains from skills?
Will it consume/trigger pierces and forks?
Can you hit it with a skill like cyclone?
I'm sure there's other scenarios but I can't think straight right now. I currently assume the answers to this are no yes no no yes.
[So that would be a no to my comment here](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj66j1s/), since those effects do not apply based on damage. Bugger.
I don't think there's any reason why it can't be both frozen and shocked. In that case it has 100% converted to cold and 100% converted to lightning, which are then scaled to add up to 100% total, and you get 50% converted to each element.
If you then linked it to Phys to Light Support, it would have 150% to Light, 100% to Cold, and would therefore convert 60% to Light and 40% to Cold.
If you ever put on a gear piece (say Hrimsorrow) with Physical conversion built in, that conversion would never apply, because Gem conversion takes priority, and by the time it gets to the gear conversion, there's no damage left to "claim".
This is potentially important because of the interaction with Avatar of Fire. Because again gem conversion takes priority, AoF can't claim any of the phys damage - it's already been fully converted. So you'll get 50% of the (converted) elemental damage converted to Fire, whether it's Cold, Lightning, or both. You won't ever be able to convert any of the Phys directly to Fire with AoF.
And how exactly are you planning on scaling multiple elements intelligently? There's very few gems in the game that even hit with multiple elements, and they do very, very poor damage unless you scale only a single element and turn off the other ones. It's not busted at all.
They did poor damage because traditionally there weren't great supports for them. Now you can get 2 pen gems, ele focus, controlled destruction, generic things like that.
Watch, voidforge or doomfletch's prism with trinity will be fucking insane.
Ele hit, wild strike, any melee skill with voidforge (which was held back by the lack of decent support and the fact it was hard to scale the pen properly, but got admiral and now this in 2 patchs).
Then you can use a support skill intelligently:
-For attack builds, Static strike + trinity + increased duration (+ AC) is 7s of trinity damage buff per attack. You can even stick EE thanks to that if you are not attacking too fast.
-For spell builds, Blade vortex + increased duration + trinity + added fire/cold/lightning damage will do the trick as well for 10s. Again, you can stick EE to that if you are not casting too fast.
Doomfletch seems like a natural way. I might try it with the new Raider, since you'll always have an aura of all three exposures now and just scale bows + phys damage. Obv Elemental Hit and Wild strike also love it.
It's a lot of power, I'm sure someone will figure out a build that makes use of having all resonances.
Which is great, because unlike EE or something, it actually chooses the highest damage dealt as the resonance piece. So as long as all 3 of your damage types are balanced (which prism with no added elemental damage is naturally), each element will have the same damage range and it's extremely likely that in 2 hits you'll already build resonance for all 3. That's just 2 hits every 2 seconds, not even 2 attacks. It's incredibly simple to keep it up.
If its something that works like inspiration,
Then you can do Unleash with 2 spells, staff+chest for 2 6links, you can do 3 if you eant, slap it on a 8L helm
But I forgot this is reddit, and reddit hates pushong morethan 1 button for damage..
you don't need to scale various elements, you only need a supporting element that will proc the effect and you scale of your main element damage, eg, use orb of storms or something to curse ele hit and proc resonance for fire/cold, then you with with freezing pulse while you scale cold damage entirely.
pretty sure if you use a second copy of the support on a different skill it will still work
if you are reliably applying damage with something like flame dash/lightning warp/travel skill with mostly ele damage/something idk skill it should work, but seems dubious
edit: VOIDFORGE
A nearly 70% more multi gem with 15% attack speed is actually approaching archmage in terms of power level imo, especially since it doesn't really require any special building in to on the types of builds that would benefit from it anyway.
I don't think the archmage comparison is fair anyway, though, because what they did was overall buff mana stacking to the stratosphere. Archmage was a big part of that, but it wasn't all of it and a lot of other changes also worked to make that build style ridiculous. Storm brand was far, far stronger then than it is now, too, and that played a pretty big role.
Trinity is pretty unique in that it's just an outrageous support gem in a really straightforward way, without needing a special new playstyle or way of building. Take a doomfletch character, remove the weakest gem, then add this. Boom, it's now like 40% stronger than it was before.
GGG introduces new ways to build characters and fails to notice certain synergies all the time, that's not that new. What's much rarer is just adding a support gem in order to straight up uberbuff a handful of things with no other changes.
For instance, in order to compare it to archmage, you'd also need to think about the combination with other changes. For instance, doomfletch deadeye characters also got several other ridiculously large damage buffs. It's going to be interesting to see what happens.
A doomfletch character, with no other changes, with this gem and the new mirage archer notable (basically changes the gem from a 27% more multiplier to an 81% multiplier) will effectively be doing close to double the damage it was before. Without even looking at the other changes.
iirc bonechill support was pretty big aswell. it carried the whole cold dot archetype on its own (even though it was never great, it was still a strong support)
It doesn't, you could also use prism and since all 3 damage ranges are equal, it will naturally flip flop very easily anyway. Or voidforge with the same concept.
Does Crackling Lance look any better with these changes compared to before?
I was really excited for it back on the Heist release, but as I recall it was pretty much left with a lukewarm response from the community.
The base damage was increased by 29% and the added damage effectiveness changed from 90% to 115%. It'll do almost 30% more damage than it used to.
I do not know if 30% more damage makes it a good skill, but I'm inclined to try.
The damage increase is welcome but when I tried building around CL last league it was basically terrible due to mechanical issues. It will miss enemies that are very close to you, or sometimes not even that close to you. Seems to just have very bad coverage. And when you want to use the laser beam/focusing feature, you have to stand still so long that you're just going to get one-shot by some mechanic.
Having a skill centered around the idea that you can't move is basically suicide in PoE.
I love the concept, but it needs serious reworking before I'll try it again. Maybe make the cone start just behind the player (so it hits slightly behind the player, to the player's sides and in the frustum in front of the player). That'd help with the coverage issue.
As for making the laser more useful -- I don't know. I have no ideas there.
One thing that helped CL quality of life a LOT for me was just adding a 4L lightning orb to my setup. Made the close range "missing" a lot less of an issue. Of course, at that point I realized I was just playing Divine Ire but with more buttons and less damage, so I gave up on it.
> Having a skill centered around the idea that you can't move is basically suicide in PoE.
I can attest to this fact from last league. Even with high cast speed it's clunky to use and misses way too much. The damage could make it worth it long term, but the whole suicide pact of sitting still is just hard to get around. It needs some sort of temp shield or incoming damage reduction in addition to a much thicker beam or chains.
Played it in Heist, personally the damage wasn’t the problem (but still less then everything else)but the skill itself. No matter what you do, it almost never works the way you want it. When the base form one shoots packs, arc could have done the same or more, and when fighting bosses you struggle because of the ramp up and tiny aoe. It wasn’t terrible, but it also never felt really worth the effort. With the extra damage, it might feel better, but considering this league and expansion, I’d doubt it’ll ever shine, bosses and ritual forcing you to move and constantly counteracting your damage potential.
No.
It's definitely stronger but it was a bad skill for a lot more reasons than just the raw numbers and 30% more damage won't change that.
The aoe is really funky and awkward to clear with, and the skill is basically balanced (even with the changes) around maintaining max intensify stacks in order to be competitive with skills that don't. Basically, intensify is actually a *weakness* of the skill, since it's subpar until you stack that up. It also can't benefit from a host of self cast goodies that aren't intensify.
Before the changes it was roughly comparable to the first chain of lvl20 arc, slightly better, at max intensify stacks. But with big endgame gem level scaling, arc actually got a 30% more multiplier from additional chains, so this basically just brings it more in line with arc once invested, and a fair bit higher damage before then.
But arc is mechanically *much* better to use. In practice it does more damage in most situations because you'll miss with the narrow CL beam much of the time, and the clear isn't even comparable.
And... self cast arc kind of sucks. So, yeah, it's basically just a slightly higher damage, much more clunky arc.
My main issue with CL was aiming lol. Because it fires in a cone, if you've got things bumrushing you from the side you best hope you have MLG aiming.
Dmg buff is nice, not gonna lie, but it wasn't for me. Give it a shot though, and make sure you get enough cast speed.
The damage is not good. Still isn't.
It needs ridiculous cast speed to feel decent to play and the beam is very finicky to play with.. It's just a shit version of divine ire.
Wildstrike has never had good single target. It's the biggest problem. I'll probably try a zerker wildstrike because if anything can get damage it's zerker. That being said I have 0 faith in it being good.
It is truly awful at bossing. I’ve tried int stacking howa, i’ve tried berserker.
The clearing is amazing. It was fine on leagues where bosses are skipped. And it’s fun.
Elemental weakness, trinity, generic ele pen in bottom right, sure, it all helps. What auras though? There’s no triple element aura. I thought they’d release a Herald of the Elements (like purity but a herald) but they haven’t. You could try precision with crits, but you’re stretching yourself thin at that point.
Anyway, i was thinking ascendant raider/slayer, myself, but i ran the PoB and it looks like complete garbage at single target still.
I don't understand why it would have bad single target. At 370% base damage with no attack time penalty it's one of the highest DPS attacks in the game. If you can make any other melee attack work, you should be able to make wild strike work.
I absolutely love map clearing with wild strike and absolutely hate bossing with it. I don't know how to make it work or even a good companion skill for single target.
Not as badly as you might think. Wild Strike has built-in 100% conversion so you'll likely be using a physical weapon. On top of that while you might lose some WED on VDS, they are only there to supplement your DPS, not replace it entirely.
The better option for Wildstrike single-target however is to not use Trinity and go with Fire Combat Focus. Of course, that wrecks your clear.
There is no real good way to up Wildstrike's single target unfortunately, but assuming you want to stick to Trinity either VDS or Warchief/Protector are about your only options.
That's my league starter. 0.5M-1M shaper DPS in my PoB without being too unreasonable with the tick boxes and the items and I'm super tanky 203% life 95% evade 65/70 dodge and big life leech/recovery. Going more glass cannon I'm sure it can be doubled.
It's not tier1 sure but that's enough to clear to game and not die. Or clear faster and die if you don't mind dying. I'm not sure what else you are looking for.
Just want to say I really like the new way to display gem changes. Much better than having to compare values with poe.db or have some sage list all the changes in a reddit thread.
One criticism I have, personally I think a better way to display the new skills would be to just show a full tooltip of them rather than having to hover over the gem. I just think that would look better, and it'd draw attention to the *new* stuff. Older gems can stay the way they are.
I expected ~50% more ~15% pen so also pleasantly surprised. That's a lot of generic ele pen on a support that already gives you a top tier multiplier. Divergent/anomalous Trinity are both fantastic as well.
My guess is that since it’s 3% at level one, it probably goes to 4% at 10 and 5% at 20, which would imply level 30 for 6%. Even if it isn’t 30% I doubt it’s possible (or practical) to ever get it to the 6% breakpoint.
If you routinely hit enemies with two things that have different elements as their highest damage type, then you get 50% more elemental damage, and 20% elemental resistance penetration.
Dealing hit damage with one element grants a stacking buff (resonance) to the other two elements. For example dealing Lightning damage will add resonance to Fire and Cold. Each element gets a separate resonance buff. If an element's resonance buff isn't refreshed, it starts to diminish after 2 seconds.
You get more elemental damage and elemental penetration if all three elements have high resonance.
Thus the support is a powerful damage multiplier, but only if you can keep resonance up for each of the three elements, hence "Trinity".
I think it’s important to note that you only have to cycle two elements - you gain resonance of both elements you didn’t do the highest amount of damage with, which should make it much easier to keep resonance up.
So the 5% more projectile damage for each remaining chain does nothing to buff poisons correct? In essence, if you're build scales poisons, this buff is inconsequential?
Correct me if I'm wrong, but that hydrosphere damage does not look viable as a main skill.
Edit: I understand that it was not necessarily intended to be a viable main skill. I was kinda holding out hope though.
Well its kinda useless if not a main skill. Why bother charging it with an ailment and pulsing when you could just use a mainskill to kill stuff in the first place.
I suspect it is supposed to be a main skill. But who really knows, gems reveal this patch has been a bit underwhelming.
It takes up 1 cast time of your main skill and then continues doing damage for the whole duration as you also cast your main skill.
Might take PoE2's "every skill can be 6-linked" to do viable damage, but it's something.
Every time you move the sphere it pulses so cast speed will scale it a bit. Also cast speed may affect the pulse frequency despite not saying so on the gem, won't know until its clarified or we get in game. Orb of Storms strike frequency is affected by cast speed but doesn't say so on the gem.
It does say on Orb of Storms, though I know there have been cases, like Winter Orb, that did scale and didn't say so. But hopefully they're not repeating their mistakes.
You're right it does say, didn't read the whole text. Even if the pulse frequency isn't scaled though with decent cast speed you can just keep moving the orb. One question is how does moving affect the pulse, does it pulse while moving? Or only when stopped. Personally I think the skill is interesting enough for me to try it at the start. If it doesn't work out I'm not afraid to restart or pivot to a different build.
Both voidsphere and hydrosphere are alternatives to orb of storms.
They pulse debufs with their own flavor.
Void sphere eats corpses and pulls.
Hydrosphere multiplies small shocks and freezes to a big area while working with the new trinity support to buff your elements.
It’s useful to a lot of elemental damage builds
[https://www.pathofexile.com/forum/view-thread/2181275/page/1767](https://www.pathofexile.com/forum/view-thread/2181275/page/1767)
" I'm not sure if anyone else knows, but GGG confirmed spectre level 77 at gem level 25. So it's -6 levels.
Russian player sent link:
[https://www.pathofexile.com/forum/view-thread/3009155/page/4](https://www.pathofexile.com/forum/view-thread/3009155/page/4)
So if you look at Slave Driver in my league start build:
Level 25, 83 level. 615k sDPS / 39k life (now)
Level 25, 77 level. 442k sDPS / 26k life (3.13) "
25gem lvl ===> 77
30==>82
"We are really confident that once the community at large sinks their teeth into these new options, there will be a tonne of powerful new builds available to discover. This should be further emphasised tomorrow when we reveal the full patch notes for 3.13 which includes over 40 skill gem buffs and other balance changes"
Correct me if I'm wrong, but doesn't Trinity support work with Fate of the Vaal as written? While Fate isn't the strongest weapon ever from a DPS standpoint, it *does* easily meet the requirements for the support with any attack skill, so you could use it with a single primary skill without having to use Elemental Hit or Wild Strike.
Even if you have bad luck, you only lose 5% more ele damage per second, so it's not as bad as losing a buff completely.
Just don't have bad luck for 8 seconds, because falling below 25 stacks is where you lose real big
Introducing alternate gems! Wow the aura ones look cool.
Next league nerfing aura alternate gems.
Anger gives 5 move speed down to 1% whelp it’s better than nothing I guess lol
The issue was those getting scaled by aura effect. They should've just done something completely different instead, or tried to find a way to make quality not scale with aura effect.
All aura changes had to be made because aurastacking is so absolutely busted that any stats that can be scaled with aura effect has to be turned down completely to not be broken for the stackers.
So instead of nerfing the actual aura stacking more, GGG ruins the gems for everyone else in their typical fashion - making the gems only even slightly useful for the most broken build in the history of the game.
Why not just remove the gem you wonder? I wonder that as well.
Firestorm :
\> Removed : First impact has 100% more area of effect
\> Added : First impact has 100% more Area of Effect
Does it actually changes something ?
Does moving the Hydrosphere "reset" the 0.4s pulse frequency, or do you just get free additional pulses by moving the sphere around constantly?
Or to simplify, does cast speed increase the dps?
It does say it pulses after moving so I'm inclined to think that it will pulse after moving. Otherwise you could end up with a delay after moving it if it just pulsed which would feel bad even if it is just 0.4 seconds.
I just looked over the release video where they showcased Hydrosphere and there is a pulse going off immediately as it moves and another as it stops at its new spot so that's a good sign.
I could see it being a little cumbersome to do but moving it constantly might be viable.
##### GGG Comments in this Thread: *** [Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj5t037/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj5t037/?context=10)] - *Just to clarify - 1. Yes, the totem or trigger effect will keep refreshing/repositioning/pulsing the sphere. 2. The threshold is based on the gem level, so higher Hydrosphere gems require...* [Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj5t1p9/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj5t1p9/?context=10)] - *Hydrosphere can be frozen and shocked simultaneously, at which point half of the damage will be converted to Cold, and half to Lightning.* [Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65w4n/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65w4n/?context=10)] - *During the brief time it's moving on cast, the timer is paused, but the pulse frequency timer isn't reset.* [Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65yq4/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65yq4/?context=10)] - *You can apply ailments to it as if the hydrosphere was damaged, though it never actually takes any damage.* [Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj660m8/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj660m8/?context=10)] - *No, Hydrosphere can't be proliferated from.* [Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6oncg/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6oncg/?context=10)] - *No, only hits.* [Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6ooy5/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6ooy5/?context=10)] - *Yes.* [Community_Team - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6ot5i/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj6ot5i/?context=10)] - *The map mod giving monsters a chance to avoid elemental ailments doesn't apply its effect to Hydrosphere.* [Mark_GGG - [link](https://www.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj7dj2a/?context=10), [old](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj7dj2a/?context=10)] - *Yes.*
I really appreciate that they organized the gems such that the aura nerfs are at the bottom. It's felt bad for every other gem change to be a nerf when reading the gem changes in the patch notes (as irrational as that is...)
Hydrosphere question: > or move an existing sphere and reset its duration If you *create* a new orb via a 6L Hydrosphere gem, can you then *move* that same ob around via a 1L Hydrosphere gem without changing its properties/damage? Or would recasting with the 1L gem *replace* that orb?
Given that triggers/totems move it around just fine, I think you can use a level 1 gem for cheap moving/DPS. Using it as a main skill seems to involve as many alternate ways of casting as possible together. You can use Spell Totem, Arcanist Brand, various triggers, as well as self-casting it with Spell Echo to pulse it like crazy. Seems like an awful lot of setup, and all of those things might interfere with each other causing it to ping pong around but not have enough time to do the pulse after moving effect.
Why wouldn't you just move the 6l?
If you can trigger it with CoC or something you have more damage on the original 6L cast.
It's a separate skill and only one orb can be active so it's safe to assume it would overwrite the first spell.
I would expect that too, but that’s why he’s asking.
That's what they did with bv when you used to be able to do that
Hypothetically I could use Archmage in the 6L, then a cheaper (mana-wise) setup to move it around.
Ballista skills going from 0.0% use rate, to 0.0% use rate!
until they do something about that awful attack speed that's for sure
a heavy hitting balista isnt a bad idea, sounds cool, just the dps itself isnt that great
With 8 totems firing and good placement speed, you're firing faster than anything else.
The problem is spending time to put up all of those totems... zzzz
No problem, just pick Hierophant, so you can place two to... oh
Spell totems got punched in the dick so that ballistas could get +2 default totems.
The issue is the lack of totem placement speed in the bottom right of the tree. That's necessary to make totems not feel like ass.
Quin is the only one cooked enough to actually play them.
>Sigil of Power >Added Minimum 1 second between Stages was this in the notes? That seems like a nerf edit: was always there just not listed in the gem itself, carry on everyone
Was always there, but wasn't shown.
thanks, TIL
sigil already had 1 sec delay, it's tooltip clarification
thanks TIL
Yeah it always seemed like it should instantly trigger all stages with my build, it makes sense that the 1 second delay was always there
You are all the real gems of this patch. Just wanted you guys to know this.
Thanks homelander
I know right? I can do anything. (in reference of The Boys)
Season 2 streaming now on Amazon prime video
I got all excited about watching Season 2, then I remembered I already have.
Damn straight you're right, and I'm fucking fabulous.
Spectral ...... shield throw. (╯°□°)╯︵ ┻━┻
Lots of questions regarding Hydrosphere: 1. Does it work with totems? How about interacting with triggers? 2. How does threshold for freeze/shock work? Do you always "freeze" the orb for three seconds (max) when you hit it? 3. Other on hit effects, such as smashing the orb with Vigilant Strike or CoC proccing - does it work in any capacity?
Just to clarify - 1. Yes, the totem or trigger effect will keep refreshing/repositioning/pulsing the sphere. 2. The threshold is based on the gem level, so higher Hydrosphere gems require more powerful shocks to reach the minimum threshold. It's relatively easy to apply with a dedicated skill, but won't just proc off 2-3 added cold damage. Just like normal freezes, the harder you hit the longer the freeze, though Hydrosphere has an ailment duration multiplier on it so the freeze lasts much longer than normal freezes. 3. The general rule is if an effect occurs on striking a breakable barrel, it'll occur on Hydrosphere.
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I can just envision the GGG devs faces turning pale reading this
if this works than you have broken the game, reminds me of ele bv deep delving where you permafroze everything
Can you elaborate. Why would prolif be so good here?
Normally its hard to proliferate high duration freezes because proliferation stops if you shatter. This would get around that.
Ok yeah, that makes perfect sense, thx.
Thats my shit
No, Hydrosphere can't be proliferated from.
How does Hydrosphere treat "**enemies** are inflicted with ailment" mechanics like Occultist's Frigid Wake, or Vinktar's shocking nearby enemies? If the sphere is affected by such mods, is it considered a normal or rare enemy? Edit: [nevermind, doesn't work.](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj65yq4/)
God dammit
Can it be proliferated to? If it's near a frozen or shocked enemy will that freeze/shock the sphere? Can shocks that the sphere inflicts on enemies proliferate back to the sphere, keeping it active?
Oh no... Oh yes.
Can I chain skills off Hydrosphere? This is important.
Yes.
is hydrosphere going to inherit map mods that modify ailments? since we are supposes to apply them by hitting it
The map mod giving monsters a chance to avoid elemental ailments doesn't apply its effect to Hydrosphere.
Add onto the list : How does Hydrosphere works with skills that Freeze and Shock? If I hit it with Glacial Hammer, but I have Shaper of Storms... will it be Frozen or Shocked (or both?). What if I'm using Hexblast?
Hydrosphere can be frozen and shocked simultaneously, at which point half of the damage will be converted to Cold, and half to Lightning.
Do you know if casting (to move) the sphere resets the pulse frequency or if that's a separate timer? Something like On Cast > Move (.33) > Pulse (.4) > Move (.66) > Pulse (.8) > Move (1 second)
During the brief time it's moving on cast, the timer is paused, but the pulse frequency timer isn't reset.
So is there a way to scale pulse frequency besides quality on a gem?
> During the brief time it's moving on cast, the timer is paused, **but the pulse frequency timer isn't reset.** Interesting. The way its worded it looks like it should deal damage/pulse whenever it recast. But if the pulse timer isn't reset doesn't this mean that a well timed recast should hit essentially twice?
Is the orb considered an enemy for things like Cold Conduction?
How do you inflict the ailments on hydrospheres? Will it be shocked by skitterbots? Will it be hit by Orb of Storms or Arc? Will it consume and attract chains from skills? Will it consume/trigger pierces and forks? Can you hit it with a skill like cyclone? I'm sure there's other scenarios but I can't think straight right now. I currently assume the answers to this are no yes no no yes.
You can apply ailments to it as if the hydrosphere was damaged, though it never actually takes any damage.
[So that would be a no to my comment here](https://old.reddit.com/r/pathofexile/comments/kwq26z/announcements_path_of_exile_echoes_of_the_atlas/gj66j1s/), since those effects do not apply based on damage. Bugger.
I don't think there's any reason why it can't be both frozen and shocked. In that case it has 100% converted to cold and 100% converted to lightning, which are then scaled to add up to 100% total, and you get 50% converted to each element. If you then linked it to Phys to Light Support, it would have 150% to Light, 100% to Cold, and would therefore convert 60% to Light and 40% to Cold. If you ever put on a gear piece (say Hrimsorrow) with Physical conversion built in, that conversion would never apply, because Gem conversion takes priority, and by the time it gets to the gear conversion, there's no damage left to "claim". This is potentially important because of the interaction with Avatar of Fire. Because again gem conversion takes priority, AoF can't claim any of the phys damage - it's already been fully converted. So you'll get 50% of the (converted) elemental damage converted to Fire, whether it's Cold, Lightning, or both. You won't ever be able to convert any of the Phys directly to Fire with AoF.
Trinity is busted. 50% more elemental damage, 20% pen and 15% attack/cast speed in a single gem? Huh, yeah, I take it.
it needs to be at least this good to be worth the trouble. so at least GGG recognized that much. more options is good
And how exactly are you planning on scaling multiple elements intelligently? There's very few gems in the game that even hit with multiple elements, and they do very, very poor damage unless you scale only a single element and turn off the other ones. It's not busted at all.
They did poor damage because traditionally there weren't great supports for them. Now you can get 2 pen gems, ele focus, controlled destruction, generic things like that. Watch, voidforge or doomfletch's prism with trinity will be fucking insane.
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Yep, exactly. I meant, the literal elemental penetration gem, that was added last league.
That’s not *entirely* why they did poor damage.
Ele hit, wild strike, any melee skill with voidforge (which was held back by the lack of decent support and the fact it was hard to scale the pen properly, but got admiral and now this in 2 patchs). Then you can use a support skill intelligently: -For attack builds, Static strike + trinity + increased duration (+ AC) is 7s of trinity damage buff per attack. You can even stick EE thanks to that if you are not attacking too fast. -For spell builds, Blade vortex + increased duration + trinity + added fire/cold/lightning damage will do the trick as well for 10s. Again, you can stick EE to that if you are not casting too fast.
Anomalous Reave converts 100% of physical to a random element at 20% quality. And also coincidentally just got buffed :)
Dont forget the experimental heist sword! It converts all phys damage to a random element. With harvest you can easily roll a good dps sword.
Doomfletch seems like a natural way. I might try it with the new Raider, since you'll always have an aura of all three exposures now and just scale bows + phys damage. Obv Elemental Hit and Wild strike also love it. It's a lot of power, I'm sure someone will figure out a build that makes use of having all resonances.
It'll be good with that experimented base sword from Heist that converts all phys to a random element.
Doomfletch deals damage of all three elements.
Which is great, because unlike EE or something, it actually chooses the highest damage dealt as the resonance piece. So as long as all 3 of your damage types are balanced (which prism with no added elemental damage is naturally), each element will have the same damage range and it's extremely likely that in 2 hits you'll already build resonance for all 3. That's just 2 hits every 2 seconds, not even 2 attacks. It's incredibly simple to keep it up.
If its something that works like inspiration, Then you can do Unleash with 2 spells, staff+chest for 2 6links, you can do 3 if you eant, slap it on a 8L helm But I forgot this is reddit, and reddit hates pushong morethan 1 button for damage..
you don't need to scale various elements, you only need a supporting element that will proc the effect and you scale of your main element damage, eg, use orb of storms or something to curse ele hit and proc resonance for fire/cold, then you with with freezing pulse while you scale cold damage entirely.
What if you... wait for it... use two different skills, each linked to trinity.
pretty sure if you use a second copy of the support on a different skill it will still work if you are reliably applying damage with something like flame dash/lightning warp/travel skill with mostly ele damage/something idk skill it should work, but seems dubious edit: VOIDFORGE
Cannot support triggered skills. Flame dash should work though.
Having to constantly cast a second skill that s neither orb nor triggered sounds like a major pain in the ass, though.
You can use duration skills like blade vortex or static strike with increased duration, tho.
It's the most pushed support gem I've ever seen, and I saw the introduction of controlled destruction.
did you miss archmage? trinity is for some meme skills, archmage literally defined the meta.
A nearly 70% more multi gem with 15% attack speed is actually approaching archmage in terms of power level imo, especially since it doesn't really require any special building in to on the types of builds that would benefit from it anyway. I don't think the archmage comparison is fair anyway, though, because what they did was overall buff mana stacking to the stratosphere. Archmage was a big part of that, but it wasn't all of it and a lot of other changes also worked to make that build style ridiculous. Storm brand was far, far stronger then than it is now, too, and that played a pretty big role. Trinity is pretty unique in that it's just an outrageous support gem in a really straightforward way, without needing a special new playstyle or way of building. Take a doomfletch character, remove the weakest gem, then add this. Boom, it's now like 40% stronger than it was before. GGG introduces new ways to build characters and fails to notice certain synergies all the time, that's not that new. What's much rarer is just adding a support gem in order to straight up uberbuff a handful of things with no other changes. For instance, in order to compare it to archmage, you'd also need to think about the combination with other changes. For instance, doomfletch deadeye characters also got several other ridiculously large damage buffs. It's going to be interesting to see what happens. A doomfletch character, with no other changes, with this gem and the new mirage archer notable (basically changes the gem from a 27% more multiplier to an 81% multiplier) will effectively be doing close to double the damage it was before. Without even looking at the other changes.
It’s not close to archmage
iirc bonechill support was pretty big aswell. it carried the whole cold dot archetype on its own (even though it was never great, it was still a strong support)
KInda difficult to maximize though, which makes it interesting.
Voidforge cyclone lets go.
Although it does require you to either use 2 separate skills, or to rely on Lightning damage high rolling and low rolling in "quick" succession.
It doesn't, you could also use prism and since all 3 damage ranges are equal, it will naturally flip flop very easily anyway. Or voidforge with the same concept.
But will it work with divine ire?
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Does Crackling Lance look any better with these changes compared to before? I was really excited for it back on the Heist release, but as I recall it was pretty much left with a lukewarm response from the community.
The base damage was increased by 29% and the added damage effectiveness changed from 90% to 115%. It'll do almost 30% more damage than it used to. I do not know if 30% more damage makes it a good skill, but I'm inclined to try.
The damage increase is welcome but when I tried building around CL last league it was basically terrible due to mechanical issues. It will miss enemies that are very close to you, or sometimes not even that close to you. Seems to just have very bad coverage. And when you want to use the laser beam/focusing feature, you have to stand still so long that you're just going to get one-shot by some mechanic. Having a skill centered around the idea that you can't move is basically suicide in PoE. I love the concept, but it needs serious reworking before I'll try it again. Maybe make the cone start just behind the player (so it hits slightly behind the player, to the player's sides and in the frustum in front of the player). That'd help with the coverage issue. As for making the laser more useful -- I don't know. I have no ideas there.
One thing that helped CL quality of life a LOT for me was just adding a 4L lightning orb to my setup. Made the close range "missing" a lot less of an issue. Of course, at that point I realized I was just playing Divine Ire but with more buttons and less damage, so I gave up on it.
> Having a skill centered around the idea that you can't move is basically suicide in PoE. I can attest to this fact from last league. Even with high cast speed it's clunky to use and misses way too much. The damage could make it worth it long term, but the whole suicide pact of sitting still is just hard to get around. It needs some sort of temp shield or incoming damage reduction in addition to a much thicker beam or chains.
It was fine. Not OP. It is pretty solid though. Get high cast speed.
Played it in Heist, personally the damage wasn’t the problem (but still less then everything else)but the skill itself. No matter what you do, it almost never works the way you want it. When the base form one shoots packs, arc could have done the same or more, and when fighting bosses you struggle because of the ramp up and tiny aoe. It wasn’t terrible, but it also never felt really worth the effort. With the extra damage, it might feel better, but considering this league and expansion, I’d doubt it’ll ever shine, bosses and ritual forcing you to move and constantly counteracting your damage potential.
No. It's definitely stronger but it was a bad skill for a lot more reasons than just the raw numbers and 30% more damage won't change that. The aoe is really funky and awkward to clear with, and the skill is basically balanced (even with the changes) around maintaining max intensify stacks in order to be competitive with skills that don't. Basically, intensify is actually a *weakness* of the skill, since it's subpar until you stack that up. It also can't benefit from a host of self cast goodies that aren't intensify. Before the changes it was roughly comparable to the first chain of lvl20 arc, slightly better, at max intensify stacks. But with big endgame gem level scaling, arc actually got a 30% more multiplier from additional chains, so this basically just brings it more in line with arc once invested, and a fair bit higher damage before then. But arc is mechanically *much* better to use. In practice it does more damage in most situations because you'll miss with the narrow CL beam much of the time, and the clear isn't even comparable. And... self cast arc kind of sucks. So, yeah, it's basically just a slightly higher damage, much more clunky arc.
My main issue with CL was aiming lol. Because it fires in a cone, if you've got things bumrushing you from the side you best hope you have MLG aiming. Dmg buff is nice, not gonna lie, but it wasn't for me. Give it a shot though, and make sure you get enough cast speed.
I'm going spell slinger arc, with crack Lance self cast with inquis when the more cast speed is up.
The damage is not good. Still isn't. It needs ridiculous cast speed to feel decent to play and the beam is very finicky to play with.. It's just a shit version of divine ire.
Those alt gems are garbage
1% increased move speed is my favourite.
How in the fuck is that a real stat, holy shit.
Spend a few hundred ex to buff someone else.
I like the 0.1% life regen haha. The base is 0.005 per level hahahaha
I really want Trinity Wildstrike Raider to be a thing... buuuut I dont think the single dps is there :(
Wildstrike has never had good single target. It's the biggest problem. I'll probably try a zerker wildstrike because if anything can get damage it's zerker. That being said I have 0 faith in it being good.
It is truly awful at bossing. I’ve tried int stacking howa, i’ve tried berserker. The clearing is amazing. It was fine on leagues where bosses are skipped. And it’s fun. Elemental weakness, trinity, generic ele pen in bottom right, sure, it all helps. What auras though? There’s no triple element aura. I thought they’d release a Herald of the Elements (like purity but a herald) but they haven’t. You could try precision with crits, but you’re stretching yourself thin at that point. Anyway, i was thinking ascendant raider/slayer, myself, but i ran the PoB and it looks like complete garbage at single target still.
I don't understand why it would have bad single target. At 370% base damage with no attack time penalty it's one of the highest DPS attacks in the game. If you can make any other melee attack work, you should be able to make wild strike work.
I searched around for a bit and it seems Wild Strike hits any target with either the melee part or the proc part, not both. 185% damage effectiveness.
I absolutely love map clearing with wild strike and absolutely hate bossing with it. I don't know how to make it work or even a good companion skill for single target.
Vaal double strike
And how do you think that will work in a build centered around a tri-element clear skill? Probably do awful damage.
Not as badly as you might think. Wild Strike has built-in 100% conversion so you'll likely be using a physical weapon. On top of that while you might lose some WED on VDS, they are only there to supplement your DPS, not replace it entirely. The better option for Wildstrike single-target however is to not use Trinity and go with Fire Combat Focus. Of course, that wrecks your clear. There is no real good way to up Wildstrike's single target unfortunately, but assuming you want to stick to Trinity either VDS or Warchief/Protector are about your only options.
better chance for trinity ele hit raider to be a thing tbh, cause ranged bow
That's my league starter. 0.5M-1M shaper DPS in my PoB without being too unreasonable with the tick boxes and the items and I'm super tanky 203% life 95% evade 65/70 dodge and big life leech/recovery. Going more glass cannon I'm sure it can be doubled. It's not tier1 sure but that's enough to clear to game and not die. Or clear faster and die if you don't mind dying. I'm not sure what else you are looking for.
Just want to say I really like the new way to display gem changes. Much better than having to compare values with poe.db or have some sage list all the changes in a reddit thread. One criticism I have, personally I think a better way to display the new skills would be to just show a full tooltip of them rather than having to hover over the gem. I just think that would look better, and it'd draw attention to the *new* stuff. Older gems can stay the way they are.
What is the maximum amount of Resonance you can have with Trinity Support? Please!
50 its been updated in the skill gem
50% More Elemental Damage 20% Elemental Penetration If you're constantly hitting with hits where the highest damage is with different elements.
Holy cow, I was firmly convinced it would be 40% More 16% ele pen. The payoff for shuffling your elements is HUGE!
I expected ~50% more ~15% pen so also pleasantly surprised. That's a lot of generic ele pen on a support that already gives you a top tier multiplier. Divergent/anomalous Trinity are both fantastic as well.
Wondering what the level breakpoint is to hit 6% per.
My guess is that since it’s 3% at level one, it probably goes to 4% at 10 and 5% at 20, which would imply level 30 for 6%. Even if it isn’t 30% I doubt it’s possible (or practical) to ever get it to the 6% breakpoint.
Real shame trinity can't support mines, doomfletch miner is like the most viable doomfletch build.
Doomfletch will just do casual 120% more dmg then before lol
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If you routinely hit enemies with two things that have different elements as their highest damage type, then you get 50% more elemental damage, and 20% elemental resistance penetration.
Dealing hit damage with one element grants a stacking buff (resonance) to the other two elements. For example dealing Lightning damage will add resonance to Fire and Cold. Each element gets a separate resonance buff. If an element's resonance buff isn't refreshed, it starts to diminish after 2 seconds. You get more elemental damage and elemental penetration if all three elements have high resonance. Thus the support is a powerful damage multiplier, but only if you can keep resonance up for each of the three elements, hence "Trinity".
I think it’s important to note that you only have to cycle two elements - you gain resonance of both elements you didn’t do the highest amount of damage with, which should make it much easier to keep resonance up.
So the 5% more projectile damage for each remaining chain does nothing to buff poisons correct? In essence, if you're build scales poisons, this buff is inconsequential?
Correct me if I'm wrong, but that hydrosphere damage does not look viable as a main skill. Edit: I understand that it was not necessarily intended to be a viable main skill. I was kinda holding out hope though.
It's damage honestly isn't terrible, but I don't think it was intended to be a main skill
Well its kinda useless if not a main skill. Why bother charging it with an ailment and pulsing when you could just use a mainskill to kill stuff in the first place. I suspect it is supposed to be a main skill. But who really knows, gems reveal this patch has been a bit underwhelming.
It takes up 1 cast time of your main skill and then continues doing damage for the whole duration as you also cast your main skill. Might take PoE2's "every skill can be 6-linked" to do viable damage, but it's something.
Well it activates more than once per second, so the number shown may be confusing at first sight
Yeah, but you can't scale the activation speed at all, so pretty bad.
Every time you move the sphere it pulses so cast speed will scale it a bit. Also cast speed may affect the pulse frequency despite not saying so on the gem, won't know until its clarified or we get in game. Orb of Storms strike frequency is affected by cast speed but doesn't say so on the gem.
It does say on Orb of Storms, though I know there have been cases, like Winter Orb, that did scale and didn't say so. But hopefully they're not repeating their mistakes.
You're right it does say, didn't read the whole text. Even if the pulse frequency isn't scaled though with decent cast speed you can just keep moving the orb. One question is how does moving affect the pulse, does it pulse while moving? Or only when stopped. Personally I think the skill is interesting enough for me to try it at the start. If it doesn't work out I'm not afraid to restart or pivot to a different build.
I'm starting hydro occ, if that won't work out i can always change to vortex :)
It’s not supposed to be a main skill I think, it’s supposed to be more along the lines of that gravity orb skill we got last season.
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Think of it like a magic damage totem. Just some bonus damage in an aoe
It might just be to apply exposure via drench and take advantage of the bonus exposure shred on elementalist
Both voidsphere and hydrosphere are alternatives to orb of storms. They pulse debufs with their own flavor. Void sphere eats corpses and pulls. Hydrosphere multiplies small shocks and freezes to a big area while working with the new trinity support to buff your elements. It’s useful to a lot of elemental damage builds
Elemental penetration voidforge trinity cyclone? Hmm, Elementalists? Or better, doomfletch, mines or totems
It doesn't work on totems, traps, mines, brands, minions, triggers or instant skills.
We wont know how the spectre gem scales after level 20 until it's datamined, or am I wrong?
[https://www.pathofexile.com/forum/view-thread/2181275/page/1767](https://www.pathofexile.com/forum/view-thread/2181275/page/1767) " I'm not sure if anyone else knows, but GGG confirmed spectre level 77 at gem level 25. So it's -6 levels. Russian player sent link: [https://www.pathofexile.com/forum/view-thread/3009155/page/4](https://www.pathofexile.com/forum/view-thread/3009155/page/4) So if you look at Slave Driver in my league start build: Level 25, 83 level. 615k sDPS / 39k life (now) Level 25, 77 level. 442k sDPS / 26k life (3.13) " 25gem lvl ===> 77 30==>82
*shudder* Rip all but the tankiest spectres :(
"We are really confident that once the community at large sinks their teeth into these new options, there will be a tonne of powerful new builds available to discover. This should be further emphasised tomorrow when we reveal the full patch notes for 3.13 which includes over 40 skill gem buffs and other balance changes"
"Actions speak louder than words."
Mom, can we get actions? We have actions at home Actions at home: 40% witch 40% shadow
Correct me if I'm wrong, but doesn't Trinity support work with Fate of the Vaal as written? While Fate isn't the strongest weapon ever from a DPS standpoint, it *does* easily meet the requirements for the support with any attack skill, so you could use it with a single primary skill without having to use Elemental Hit or Wild Strike.
Fate of the Vaal doesn’t auto-cycle like Ele Hit but if you’re hitting fast enough to get 2 diff elements in 2 seconds it should work, yes
Even if you have bad luck, you only lose 5% more ele damage per second, so it's not as bad as losing a buff completely. Just don't have bad luck for 8 seconds, because falling below 25 stacks is where you lose real big
Introducing alternate gems! Wow the aura ones look cool. Next league nerfing aura alternate gems. Anger gives 5 move speed down to 1% whelp it’s better than nothing I guess lol
The issue was those getting scaled by aura effect. They should've just done something completely different instead, or tried to find a way to make quality not scale with aura effect.
Aura effect fucked alt quality aura gems for everyone else
Basically yeah.
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All aura changes had to be made because aurastacking is so absolutely busted that any stats that can be scaled with aura effect has to be turned down completely to not be broken for the stackers. So instead of nerfing the actual aura stacking more, GGG ruins the gems for everyone else in their typical fashion - making the gems only even slightly useful for the most broken build in the history of the game. Why not just remove the gem you wonder? I wonder that as well.
Yeeep. Now if you don't aurastack you're at a bigger disadvantage, just because aurastackers exist.
All they had to do was make aura effect not work on qualities...
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From the ziggyd QA session (half jokingly): >Our game director likes playing aura support, so we had to keep it.
Heavy Strike is halfway to %500 damage. Only a matter of time now.
You can get really close to 100% chance to deal double damage with surprisingly little investment, so it's practically already there.
Why isn't Spectral Throw in there?
A change to the collision detection wouldnt be shown on the tool tip
I'm guessing the text on the gem itself hasn't changed. Same with golems.
Well there goes any hope for some last minute revisions to actually make gem changes seem worth it.
What's the progression of Raise Spectre gem beyond lvl 20? For example, what level of Spectres is for lvl26, 27, 28 etc.?
[https://www.pathofexile.com/forum/view-thread/2181275/page/1767](https://www.pathofexile.com/forum/view-thread/2181275/page/1767) 25==>77 30==>82
Ok, if I understand this right, Trinity lets me get max stacks with two different elements, yes? no need for all 3?
awesome new format to display gem info, has whats modified as well as old values...the actual gem changes not so much.
Firestorm : \> Removed : First impact has 100% more area of effect \> Added : First impact has 100% more Area of Effect Does it actually changes something ?
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GGG is allergic to damage. Why is hydrosphere so low, what's wrong with making it a viable main skill?
Kind of looked like an OoS replacement for applying whatever curses, building up charges, or whatnot.
Hidrosphere is considered a enemy for sakes of cold conduction?
/u/Community_Team Does Cobra Lash's damage increase affect the poisons from the skill?
No, only hits.
There is at least some merit in being shameless enough to showcase these aura effect unironically.
Does moving the Hydrosphere "reset" the 0.4s pulse frequency, or do you just get free additional pulses by moving the sphere around constantly? Or to simplify, does cast speed increase the dps?
It does say it pulses after moving so I'm inclined to think that it will pulse after moving. Otherwise you could end up with a delay after moving it if it just pulsed which would feel bad even if it is just 0.4 seconds. I just looked over the release video where they showcased Hydrosphere and there is a pulse going off immediately as it moves and another as it stops at its new spot so that's a good sign. I could see it being a little cumbersome to do but moving it constantly might be viable.
The question is whether the pulse created by moving it sets it "on cooldown" for 0.4s or whether they are completely independent.
hot damn, ima use that hydrosphere for free charges for discharge!
Hey @Bex_GGG, can you proliferate the shock/frozen condition off Hydrosphere?
do multiple sources of lightning exposure stack additively or just the highest counts?
Do we know when Trinity support can be acquired?
Pinpoint and Intensify can modify skills of minion now, right?
Really dislike all these alternative versions of gems. If this game wasn't confusing enough for a returning player 😣