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" Someone have quoted on me regarding the range, and it is roughly a distance of lvl 15 dash, but best is to test it out by ourselves Other stuff includes : How long mirage archer can last (depends on your SFD [skill effect duration]) MA's target range, how far it can target monsters But for sure it will have weaker burst, but maybe better sustainability. But also back to the main problem of mana sustain issues, which also limits your gear versatility. For sure after conducting test it would be better than just conspiracy theories about it. I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
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Btw, do we really need both mana and hybrid flasks? (yeah i know about the fortify node) Its just that its kinda strange playing a PF build without even 1 unique flask ;p
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" Depends if your hybrid can sustain your mana consumption, but to me it's kinda difficult so I just stick with that. If you are able to sustain from hybrid alone, you are open to more options such as Dying sun offensively Taste of hate defensively I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
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" 100% this. Last 2/3 leagues I killed Sirus A8 with about 4k hp and had decent damage week 1-2. With an endless mana flask mana is never the issue. I would imagine with Deadeye and the high dps uptime of mirage archers mana would be even less of an issue. People always underestimate the effectiveness of persistent damage effects/abilities as in 1m damage dot builds often boss better on longer fights than 5-10m melee damage builds. That 10 seconds dodging abilities with 0 dps loss is amazing. |
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Hey guys,
I'm planning to run this as my league starter for the upcoming league. What I asked myself are if the recommended Ascendancys for PF are still finde in 3.13. Nature's Reprisal is fine because the 30% inc. AoE, but Master Toxicist should now be worthless for us because we deal no poison damage, right ? |
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" Master Toxicist is worthless |
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Question, on Nature's Reprisal, they removed the "30% increased chaos damage" why doesn't that affect the build as much? It seems huge compared to 15% more chaos damage to attack skills, so why is it still an overall buff than a nerf?
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" It comes down to how the game calculated the damage together. All sources of INCREASED damage pool together so you might have 500% increased damage so adding 30% to that is only 530% which is less than 1% more damage. MORE damage is pooled into a different pool which usually is a smaller pool and then multiplied into the other numbers so let’s say you have 200% more damage and you add 5 to that. That 5% is actually the same damage increase as the 30% or just under 1%. The reason you see people call increased damage a noob trap is your leveling tree plus gear might have 500-800% INCREASED damage and very few sources of MORE damage. This means every point of MORE damage may be worth 5-10 points of INCREASED damage. Sorry for the capitalization but I wanted to highlight what to look at to understand this situation that comes up so often. |
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Small clarification:
More Multipliers are not added together. They all work multiplicative. So whatever your damage was before, with that 15% more chaos damage node you'll do exactly 15% more damage than before you took that. (i.e. 100k dps to 115k dps) |
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" Hybrid flask cant fully sustain me mana-wise at max cast speed, so best to have a mana flask to give mana Australian Summoner-Main
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