Path of Exile 2
Does a full critical damage build work well?
I’m going for a fireball critical damage build, it’s not deleting the map at lvl52 but can it work? Or should I spec into something else?
< >
Εμφάνιση 16-28 από 28 σχόλια
Αναρτήθηκε αρχικά από Dwane Dibbley:
Αναρτήθηκε αρχικά από Lu2:
not sure how crits work in this game . i got like 90% chance wia nodes but it fells like only portion of atacks deal tremendous damage . can someone explain

plasma blast scatter shot can deal very varried damage .sometimes 60k sometimes 150k+ . i think monsters have some sort of critical resists

Wording "increased" is multiplier of the base. And its additive. It works across the board, not just for crit chance.

So 90% increased crit chance means base-crit-chance x 1.9.
that kinda suck so pure crit nodes are kinda not that important . i should still boost raw damage(even if its only 10% node ) instead before crit ones?
Τελευταία επεξεργασία από Lu2; 14 Ιαν, 5:03
Crits are not very good on fire spells, you want crit on cold spells.

Fireball has 7% base crit, a 100% increased critical hit chance would make that 14%.
Comet has 13% base crit I think ? a 100% increased critical hit chance would make that 26%. It makes much more sense on Comet.

Hope this explains the crit logic on spells.
Τελευταία επεξεργασία από This PC; 14 Ιαν, 5:07
Αναρτήθηκε αρχικά από This PC:
Crits are not very good on fire spells, you want crit on cold spells.

Fireball has 7% base crit, a 100% increased critical hit chance would make that 14%.
Comet has 13% base crit I think ? a 100% increased critical hit chance would make that 26%. It makes much more sense on Comet.

Hope this explains the crit logic on spells.

Is anyone actualy using comet as main spell? It had like 1+1 seconds cast time, so pretty much impossible for hardcasting. And as i said, blood mage can boost base crit for all spells to 15%.
Αναρτήθηκε αρχικά από Dwane Dibbley:
Αναρτήθηκε αρχικά από This PC:
Crits are not very good on fire spells, you want crit on cold spells.

Fireball has 7% base crit, a 100% increased critical hit chance would make that 14%.
Comet has 13% base crit I think ? a 100% increased critical hit chance would make that 26%. It makes much more sense on Comet.

Hope this explains the crit logic on spells.

Is anyone actualy using comet as main spell? It had like 1+1 seconds cast time, so pretty much impossible for hardcasting. And as i said, blood mage can boost base crit for all spells to 15%.
i do, and it's a mixed experience. it's good against bosses, particularly slower ones (especially in stacked demon form), and when minions bodyblock and funnel mobs it oneshots packs of whites nicely, but there are always some shîtty monster types that ignore the minions and rush to you, trying to stab you repeatedly, and they are a nuisance. i use frost wall/ice nova against them (since i invested in cold), and it works to an extent, but clear can be be kind of slow, depending on the map/monster type. and i guess minions are a must. still pretty early though, t2 maps.
Αναρτήθηκε αρχικά από rumpelstiltskin:
Αναρτήθηκε αρχικά από Dwane Dibbley:

Is anyone actualy using comet as main spell? It had like 1+1 seconds cast time, so pretty much impossible for hardcasting. And as i said, blood mage can boost base crit for all spells to 15%.
i do, and it's a mixed experience. it's good against bosses, particularly slower ones (especially in stacked demon form), and when minions bodyblock and funnel mobs it oneshots packs of whites nicely, but there are always some shîtty monster types that ignore the minions and rush to you, trying to stab you repeatedly, and they are a nuisance. i use frost wall/ice nova against them (since i invested in cold), and it works to an extent, but clear can be be kind of slow, depending on the map/monster type. and i guess minions are a must. still pretty early though, t2 maps.

If you're using Comet because you want the crit chance; fair. If you're using comet because you can't find another cold spell you like -- there is damage conversion on uniques from fire, lightning, and chaos into cold damage (chaos on a ring, lightning on a different ring, and fire on a glove)... you pretty much give up your slot, but you get 100% conversion so you can use other spells and still get full reward from your investment in +cold or +freeze/chill.

I'm having a lot of fun converting fire to cold with Flameblast. :) I'm playing +freeze, freezing with Freezing Shards and then nuking with Flameblast. It's a little slow, but very safe and also fun. :) No +crit for me, though, can't fit it since I need +stats for other skills I'm running. If you're running +freeze or +cold with Freezing Shards and Blueflame Bracers (for the fire > cold), I suggest setting up your cast on freeze with Fire Wall, or handcast, it for the added damage to projectiles. :)
Τελευταία επεξεργασία από Tertiary; 14 Ιαν, 8:55
Αναρτήθηκε αρχικά από Tertiary:
Αναρτήθηκε αρχικά από rumpelstiltskin:
i do, and it's a mixed experience. it's good against bosses, particularly slower ones (especially in stacked demon form), and when minions bodyblock and funnel mobs it oneshots packs of whites nicely, but there are always some shîtty monster types that ignore the minions and rush to you, trying to stab you repeatedly, and they are a nuisance. i use frost wall/ice nova against them (since i invested in cold), and it works to an extent, but clear can be be kind of slow, depending on the map/monster type. and i guess minions are a must. still pretty early though, t2 maps.

If you're using Comet because you want the crit chance; fair. If you're using comet because you can't find another cold spell you like -- there is damage conversion on uniques from fire, lightning, and chaos into cold damage (chaos on a ring, lightning on a different ring, and fire on a glove)... you pretty much give up your slot, but you get 100% conversion so you can use other spells and still get full reward from your investment in +cold or +freeze/chill.

I'm having a lot of fun converting fire to cold with Flameblast. :) I'm playing +freeze, freezing with Freezing Shards and then nuking with Flameblast. It's a little slow, but very safe and also fun. :) No +crit for me, though, can't fit it since I need +stats for other skills I'm running. If you're running +freeze or +cold with Freezing Shards and Blueflame Bracers (for the fire > cold), I suggest setting up your cast on freeze with Fire Wall, or handcast, it for the added damage to projectiles. :)
i do like its crit yes; it's at 45% now. the only thing better than a massive orbital strike nuke is a massive orbital strike nuke that crits.
i did think about freezing shards as a rapidfire option, but seems they only come with a staff? so i'd have to give up a scepter, and thus a lot of spirit, which i'm not ready to do.
as for cast-on, they seem very lackluster now (i think they were heavily nerfed at some point?). they trigger very rarely, and can only cast a vanilla unbuffed version of the spell. hardly worth reservation costs. as a technical question btw, the description says that cast-ons are modified by the "percentage of the ailment threshold the hit constituted", so does it mean if i invest in "freeze buildup" (which i did), it should trigger cast-ons quicker?
Αναρτήθηκε αρχικά από rumpelstiltskin:
Αναρτήθηκε αρχικά από Tertiary:

If you're using Comet because you want the crit chance; fair. If you're using comet because you can't find another cold spell you like -- there is damage conversion on uniques from fire, lightning, and chaos into cold damage (chaos on a ring, lightning on a different ring, and fire on a glove)... you pretty much give up your slot, but you get 100% conversion so you can use other spells and still get full reward from your investment in +cold or +freeze/chill.

I'm having a lot of fun converting fire to cold with Flameblast. :) I'm playing +freeze, freezing with Freezing Shards and then nuking with Flameblast. It's a little slow, but very safe and also fun. :) No +crit for me, though, can't fit it since I need +stats for other skills I'm running. If you're running +freeze or +cold with Freezing Shards and Blueflame Bracers (for the fire > cold), I suggest setting up your cast on freeze with Fire Wall, or handcast, it for the added damage to projectiles. :)
i do like its crit yes; it's at 45% now. the only thing better than a massive orbital strike nuke is a massive orbital strike nuke that crits.
i did think about freezing shards as a rapidfire option, but seems they only come with a staff? so i'd have to give up a scepter, and thus a lot of spirit, which i'm not ready to do.
as for cast-on, they seem very lackluster now (i think they were heavily nerfed at some point?). they trigger very rarely, and can only cast a vanilla unbuffed version of the spell. hardly worth reservation costs. as a technical question btw, the description says that cast-ons are modified by the "percentage of the ailment threshold the hit constituted", so does it mean if i invest in "freeze buildup" (which i did), it should trigger cast-ons quicker?

Meta gems work like this:

Energy required to trigger is based on cast time (lower cast time/increased cast speed means more trigger)
Cast on (ailment) gains energy every time you inflict the ailment (more ailment means more trigger)
Several nodes on the passive tree, jewel enchants (for the passive tree), and a few items (among them a unique sceptre) modify energy gain or retention (more energy means more trigger)

So, yeah - you have to invest in them to get really good returns (just like every mechanic). I don't rely on Cast on () for anything I need... for example I use Solar Orb with my Flameblast because of the skill synergy -- I hand cast Solar Orb.

For running a staff - remember that you can set skills to use a specific weapon set... so, for example, if you have 'survival' reservations that you don't need when you're at range you can set them to the weapon set with the sceptre...

The staff option includes a +freeze enchant (up to +80%, or there is a unique that's cheap at +100% freeze), and obviously +spell damage and +cold damage (and +cast speed, and +int if you need it (sceptre only has option for +str)... just so many more enchant options than sceptre) so you can set that up to be used with your offensive spells.

Then, when you use the skill it automatically switches... you can also set your skill tree up to switch between passive nodes that are more relevant... so, all those +freeze nodes you don't need when you're running the defensive/sceptre half of your build? Bang, nix 'em for +ES or whatever on your defensive set... just an example. :)

Here's a simple example of using attack/buff paradigm in your weapon set setup: https://maxroll.gg/poe2/planner/1z422022
Τελευταία επεξεργασία από Tertiary; 14 Ιαν, 9:27
Forgot to say - I really recommend the staffs for any elemental build... especially if you have any nodes in +ailment for that element. All the elemental staffs have +ailment inherent in the skills they give and those skills cost 0 mana to use. Freezing shards is especially nice of the options, I think the lightning one sucks a little, I haven't used the fire staff yet.
Αναρτήθηκε αρχικά από Tertiary:
Αναρτήθηκε αρχικά από rumpelstiltskin:
i do like its crit yes; it's at 45% now. the only thing better than a massive orbital strike nuke is a massive orbital strike nuke that crits.
i did think about freezing shards as a rapidfire option, but seems they only come with a staff? so i'd have to give up a scepter, and thus a lot of spirit, which i'm not ready to do.
as for cast-on, they seem very lackluster now (i think they were heavily nerfed at some point?). they trigger very rarely, and can only cast a vanilla unbuffed version of the spell. hardly worth reservation costs. as a technical question btw, the description says that cast-ons are modified by the "percentage of the ailment threshold the hit constituted", so does it mean if i invest in "freeze buildup" (which i did), it should trigger cast-ons quicker?

Meta gems work like this:

Energy required to trigger is based on cast time (lower cast time/increased cast speed means more trigger)
Cast on (ailment) gains energy every time you inflict the ailment (more ailment means more trigger)
Several nodes on the passive tree, jewel enchants (for the passive tree), and a few items (among them a unique sceptre) modify energy gain or retention (more energy means more trigger)

So, yeah - you have to invest in them to get really good returns (just like every mechanic). I don't rely on Cast on () for anything I need... for example I use Solar Orb with my Flameblast because of the skill synergy -- I hand cast Solar Orb.

For running a staff - remember that you can set skills to use a specific weapon set... so, for example, if you have 'survival' reservations that you don't need when you're at range you can set them to the weapon set with the sceptre...

The staff option includes a +freeze enchant (up to +80%, or there is a unique that's cheap at +100% freeze), and obviously +spell damage and +cold damage (and +cast speed, and +int if you need it (sceptre only has option for +str)... just so many more enchant options than sceptre) so you can set that up to be used with your offensive spells.

Then, when you use the skill it automatically switches... you can also set your skill tree up to switch between passive nodes that are more relevant... so, all those +freeze nodes you don't need when you're running the defensive/sceptre half of your build? Bang, nix 'em for +ES or whatever on your defensive set... just an example. :)

Here's a simple example of using attack/buff paradigm in your weapon set setup: https://maxroll.gg/poe2/planner/1z422022
thanks that's useful. i probably will consider staff an an option.
regarding specialization points though, when i tried to use them, they used generic points as well, so it only makes sense to switch them off on nodes that have downsides, but something strictly positive like freeze buildup might as well be always on, since i spend a point anyway. i.e. i can't use the same point to have freeze buildup in one set and es in another. am i right?
and that "multiplied by the percentage of the ailment threshold" is for cast on crit apparently, not freeze. freeze is just modified by the "power" of the monster, with is 20 for uniques and 1 for whites. so at least for bossesevery freeze should trigger. it's also not clear what the comet's cast-on costs are, since it's casting time is "1 sec + 1 hardcoded sec that can't be reduced", so i guess it can be either 10 or 20.
There is a toggle when applying skill points - if you have an available skill point and hit the toggle then it will apply the skill point to only that weapon set... then, yes, you will be able to apply the same skill point to the other weapon set in another node... so, with one skill point you can Weapon (1) +freeze and Weapon (2) +ES.

So, the whole 'cast on' series of gems got nerfed the first patch after launch... and will probably keep being adjusted throughout EA. I'd say, without investment and only using skill gems, you can get 'Cast on Freeze' to trigger at least every other freeze on a boss... but, you have to use faster casting on it, and that 25% more cast speed is so valuable on your primary hand-cast along with the mobility gem to keep you from animating a skill in the middle of an unblockable..

I dunno... 'cast on' is a really fun mechanic to optimize for, but it tends to be expensive... I just use it for minor quality of life improvement.
Αναρτήθηκε αρχικά από Lu2:
not sure how crits work in this game . i got like 90% chance wia nodes but it fells like only portion of atacks deal tremendous damage . can someone explain

plasma blast scatter shot can deal very varried damage .sometimes 60k sometimes 150k+ . i think monsters have some sort of critical resists
Look at each skill for their crit chance. That 90% is only multiplying the base crit chance, which is usually around 5-7%.
Αναρτήθηκε αρχικά από Dwane Dibbley:
Αναρτήθηκε αρχικά από This PC:
Crits are not very good on fire spells, you want crit on cold spells.

Fireball has 7% base crit, a 100% increased critical hit chance would make that 14%.
Comet has 13% base crit I think ? a 100% increased critical hit chance would make that 26%. It makes much more sense on Comet.

Hope this explains the crit logic on spells.

Is anyone actualy using comet as main spell? It had like 1+1 seconds cast time, so pretty much impossible for hardcasting. And as i said, blood mage can boost base crit for all spells to 15%.


Pretty much what the guy below you said, its a mixed bag...I really like using it and it works pretty well in situations where you can crowd control with frost wall. Pretty much becomes useless when they start spawning never ending waves of monsters all around you in things like rituals and breeches, it becomes pretty much impossible to cast...it is also finicky to cast around pillars or through doorways sometimes. I honestly really think the skill needs to be more like meteor in D2, where you cast it quickly and after a delay it will impact in that location...just doesn't work well when the entire game seems to be designed around you never stopping moving.
Αναρτήθηκε αρχικά από Dwane Dibbley:
From all my experience, crit feels somehow good only on monks. The game lack ways to boost crit chance high enought to be it enjoyable. But i might be just spoiled with PoE1 100% crit.
Snipe, snipers mark, barrage
< >
Εμφάνιση 16-28 από 28 σχόλια
Ανά σελίδα: 1530 50

Ημ/νία ανάρτησης: 12 Ιαν, 22:29
Αναρτήσεις: 28