
Spirit Walker Ascendancy Showcase
>In this video, we’re featuring the Spirit Walker, a new Huntress Ascendancy coming in Return of the Ancients on May 29th.

>In this video, we’re featuring the Spirit Walker, a new Huntress Ascendancy coming in Return of the Ancients on May 29th.
When I saw live what this wand was doing to the monsters I gasped.
Do you guys see this being so OP or do you think it has some buts and ifs here and there?
It's probably going to be really rare and pricy, right?
With two tier 1 supports, from as early as level 4, we can get EQ's miserable 4 second delay down to 1.4s, which makes it perfectly viable as a 1 button clearing and bossing skill. The skill has no '+total to attack time' so using a faster 1 handed mace and taking skill speed on the tree is actually rewarding. As long as you keep hitting different spots of ground on rotation the time between ground patches detonating becomes the same as your attack time with the skill.
On another practice run I'm up to act 3 killing everything with just EQ and the occasional boneshatter with a 1 hander. As long as you keep your weapon upgraded (current league mechanic always helps a lot with this) it's smooth sailing. What's more, the 1 handed nodes on the passive tree even have increased attack speed, not reduced! Taking a handful of reduced skill effect duration on the tree also lowers the delay from 1.4s to 1s.
Don't dual wield though, it lowers your speed and your damage for some reason.
There are two nodes we don't know anything about unless I missed something.
I need help before my brain melts from ascendancy indecision in 0.5
What I want:
What I liked so far:
The most fun I had was honestly aftershock Titan with life leech. Big bonk, simple gameplay, felt immortal half the time. Brain happy.
Now my problem:
I LOVE the purple aesthetic from Chayula Monk and Lich, but I also love not dying and not needing a PhD in gearing
Can Chayula Monk do comfy life leech tank gameplay too or is Titan better pick?
Also is Blood Mage actually fun/safe ? Are there even proper red blood - style skills yet? Because thematically it sounds amazing :l
Help me pick an ascendancy for 0.5 before I spend few days staring at the character select screen when league start :C
I am a big fan of molten fissures, even if they aren't the played that often. I just love covering the floor in a sea of pulsating lava. This here is all I know about molten fissures for anyone who actually wants to play them.
Also I'm going to refer to molten fissures as MFs so I don't need to keep typing that.
MFs are lines of lava on the ground. Everytime you use a slam skill on them, they create an aftershock that spreads to all other connected fissures. It doesn't matter where the slam is, as long as it hits one fissure that aftershock will spread to the entire web of connected MFs. This is an aftershock so it does function with aftershock related interactions. There is a hard cooldown to how often MFs can get an aftershock which is 0.2 sec. This cooldown is not modifiable by any method.
Something most people don't realize is that MFs can NOT SHOTGUN. This true for multiple fissures from the same cast, different casts of the same skill, or different skills. When you trigger an aftershock it will travel through the web of MFs and hit the enemies on it once. For the purpose of single target it doesn't matter if the enemy is standing on a 100 fissures or just one. Increasing the number of fissures just helps with coverage of the arena and clearing. For single target, what matters is the base damage and the rate of aftershocks. So you want to get as close to the 0.2s trigger cooldown as you can.
At this time I am unclear how different sources of MFs interact damage wise. The best I can guess is that the fissure a boss is directly standing on is what will damage it with all others ignored.
Since MFs have a small width, you will want to get additional fissures. Kaom's Madness is basically mandatory for clearing, though you can get away with Upheaval I.
Area of effect seems to only affect the length of the fissures.
Although MFs can be triggered by any slam skill most slams are not good options as they are too slow. Often slower than the skill that created fissures in the first place meaning you would be better off just spamming that. Of the skills here are the better options.
Note that if a trigger slam gets its own aftershock, those aftershocks can also proc the MF aftershocks.
MFs have a duration so the skills which create them will snapshot the weapon set you use them in. So you can use a high damage 2-hander for to set down the fissures, then switch to a faster 1-handed weapon to trigger them, and they will still retain the damage of the 2-hander. You can also optimize your weapon set passive points for the different weapons.
As MFs are created by slam skills, bonuses to the slam itself will benefit every aftershock of the MF. Ancestral boost will give its damage bonus to all the aftershock. Infernal cry is also good. The added fire damage will apply to every pulse.
This is only relevant for maces. Most mace skills have the property when dual wielding to combine the damage of both weapons in a single hit with some downside. Volcanic Fissure will use the full damage of both weapons but with 30% less attack speed. Forge Hammer instead has 30% less damage. This will of course always be more damage than using a single weapon. If you are using 2 one-handed maces, this can get the damage more comparable to a 2-hander, but ideally you would be using 2 two-handers to snapshot a lot of extra damage in your fissure. This would of course require Giant's Blood which has its well known downsides.
For a mace build focused around MFs you would want to use both volcanic fissure and forge hammer. Volcanic fissure is your clear skill since it has no cooldown. You put Kaom's Madness on it and cover most of the screen with fissures. Build it for ease and speed. Forge hammer is your single target with its higher base damage. It creates multiple fissures by default so you don't need to reduce its damage with upheaval support. Instead you try to snapshot as much damage as you can. Dual wielding again an be useful. I also recommend Rageforged and Fist of War III supports. Get some skill effect duration so the forge hammer fissures lasts 14 seconds. This way you can get 100% uptime on the Fist of War III double ancestral boost during bossfights.
Craters support is useless. No damage and tiny fissures. This is basically there if you want to play stampede or leap slam with the flavor of MFs.
Fury of the Mountain being a channeled skill is clunkier to use. Again you would want Kaom's Madness to use it for clearing. Mostly the same advice as for volcanic fissure. Bear skills often consume rage and this skill is a great way to generate it especially with Rage III support.
Molten Crash comes from the unique Fury of the King talisman. Honestly the fissure component of this skill isn't that meaningful since the jump has high base damage and there's no cooldown. It's more effective to just spam the jump, but you could invest into triggering the aftershocks for additional damage. Also the jump itself is a slam and will trigger an aftershock on the previously created fissures.
Some more information on using shockwave totems as your trigger. Totem placement speed is very important because it controls how far apart your totems attack when you summon a bunch at once. You want enough placement speed to get that gap close to 0.2 sec, so the next totem attacks right when the MF is off cooldown. On the other hand you can't have too much, because then the totems will attack before the cooldown ends, and you will miss triggers reducing dps. Shockwave totems have 0.6 sec base placement time. Thus I recommend getting a little under 200% increased placement speed, easily satisfied with Urgent Totems III support and some passive nodes. Do not go over this value.
Attack speed is of course also important. We want enough attack speed so that when our multiple totems have each slammed, the first one is ready to attack again when the MF goes off cooldown, so we don't miss our triggers. The amount of attack speed to achieve this depends on how many totems you have. With 4 totems, I recommend getting down to about 0.8 sec attack time, or 1.25 aps. If it was 3 totems, you would want like 0.6 sec attack time.
One important note is to avoid all conditional modifiers to attack speed like "increased attack speed if you summoned a totem" or "increased attack speed per totem". You see totems, being duration skills, snapshot your stats when summoned. So totems summoned earlier will not benefit from these conditional modifiers. What ends up happening is that your first totem has is stuck with x% increased attack speed but your last one has say x+14% increased attack speed. Since the later totems are faster, then will eventually "catch up" with the first totems, eventually they will fire almost simultaneously, which is awful as you miss triggers and your dps goes into the trash. Make sure your totems always have a constant attack speed.
I recommend casting fissures in your set 1 and the devoting your 2nd set to the totems, taking totem specific stats on the passive tree. If you don't care about the totem damage or don't want to kill your fps with jagged ground, you can use a fast weapon like a quarterstaff or a one handed mace for that 2nd set. This saves a lot of investment for attack speed and maximum totems. Fortified hammers are a great option since they will make your totems daze enemies for added stun buildup. One handed maces aloso have a desecrated mod for an additional totem.
This comes from Dreamcore. You tend to cast fissure skills more often than other slams wtih their limited area and warcries are of course meant for single big slams with their cooldown and limited exerts. However we can greatly increased the number of exerted attacks.
You put echoing cry support on your warcry. This makes it repeat twice allowing for more exerts per cast but it counts half power. On the passive tree you take the nodes Roaring Cries and Vocal Empowerment. This gives us minimum power for warcries so we can use it without any enemies nearby, and the minimum power is not affected by the echoing cry power penalty. Vocal empowerment will grant an additional exerted attack and this triggers with every repeat from echoing cry. Thus for one single cast you can get 6 exerts without any enemies nearby. It's very useful for skills like volcanic fissure.
Echoing cry does have the additional downside that you have to move 8 metres before you can use it again, but it's unlikely you will use up all 6 exerts without moving that far.
Jagged Ground II support creates jagged ground when the supported slam does an aftershocks. This works great with MF skills as everytime you trigger them it will also create jagged ground. This opens up some combos.
Stampede - The final slam of stampede will detonate all jagged ground patches in the area. So if you stampede over a MF, each step will trigger it and create jagged ground and then the final slam will blow all of them what in a continuous chain of explosions lasting seconds. The explosions have low based damage but it adds up with how many you can create.
Shockwave totems - Most of the damage from shockwave totems comes from it detonating jagged ground. MFs are the easiest way to take advantage of this. Just place your totems on a fissure, and every slam will trigger it creating jagged ground for itself which the next slam can hit. Unlike the fissures these detonations can shotgun doing lots of single target damage, but not as much as the damage to your fps. Even if you don't want to make a fissure build this is the easiest way to play with shockwave totems.
Would it work ?
Hey everyone, I've been a big fan of Monk since 0.1. Now that he's getting a new ascendancy (which seems awesome btw) I'm definitely going for it.
I'm very appealed to go for those Bells nodes, then go for the runic tattoos and for the iron gloves (or the mountain node, maybe). I'm still going for quarterstaves since i've never been a big fan of Hollow Palm Technique.
Please let me know how are you planning to approach this new ascendancy and which build are you going to play with it!
I didn't manage to find an image recap of the spirit walker tree so I made one.
Hello everyone,
Shortly before the start of this league the league launched there was a post regarding Mobalytics, specifically that we'd been allowing posts with Mobalytics links to stand in for POBs under rule 3.
Here is that post: www.reddit.com/r/PathOfExileBuilds/comments/1rm0sw9/sub_meta_can_mods_start_enforcing_rule_3_please/
For the sake of good faith discussion u/Uthgar did respond on behalf of Mobalytics' behalf but after the post had already left the front page so it went largely unseen addressing the criticism in the above post: https://www.reddit.com/r/PathOfExileBuilds/comments/1rm0sw9/sub_meta_can_mods_start_enforcing_rule_3_please/o92ik7p/
Rule 3 for reference: > > Build posts must include a PoB - > If you are posting a build you must include, either in the post or the comments, a PoB for the build as well as (at the very least) a short explanation of the build. If the build is speculative (i.e. about an unreleased skill) then requirements for a PoB may be waived.
With the looming release of poe2 0.5 we want to have a firm ruling in place now to give content creators and posters a warning about the proposed changes so that they don't get caught out and know what is expected going forward. The purpose of this post is to outline what our proposed plan is going forward to address the concerns about Mobalytics.
The updated POB rule:
> Build posts must include a PoB - > If you are posting a build you must include, either in the post or the comments, a direct PoB link as well as (at the very least) a short explanation of the build. If the build is speculative (i.e. about an unreleased skill) then requirements for a PoB may be waived.
The small changed section in bold. The purpose of this clarification is that it must be a link to a PoB build sharing page, the allowed sites for this will be the ones that PoB supports for exporting to (poedb, Maxroll, pobb.in and poe.ninja). Of note here PoB supports exporting to Maxroll, this rule still requires the direct Maxroll link as opposed to the build guide link. An example of a build guide link and here is an example of the direct PoB output link
Edit: We'll also allow the tool made by /u/ww_crimson https://pob.codes/
If PoB updates in the future to support other websites those too will be allowed, we will follow their lead on this.
FAQ
Just like with Youtube posts the poster will be required to include a direct PoB link in either the post or comments. If it's a link post we expect it will be in the comments, if it's a text post the expectation is that it's in the body of the text post.
No we aren't banning them, creators are more than welcome to link to these locations as their primary build guides, we just require that a PoB link is also shared at the same time by whoever posts the guide here.
No, this enforcement change would begin from the announced date (likely in a few days if the feedback is in favour of this change) and wouldn't be back dated.
No this isn't a requirement. We only require the PoB that is posted to be the one from the build at the time it was posted. As always if users want updates or more info they can seek that out through the external build guide links, youtube videos, twitch streams, etc.
With the loadout system in POB a lot of creators just have a single POB but if that isn't the case we would expect the baseline version of the POB (for example if it was League Starter and Mirror Tier you'd likely post the League Starter version). Though most people who have multiple POBs just post all their POBs. As always though it's about engaging in good faith. Though who intentionally engage in bad faith actions to get around this are dealt with on a case by case basis.
These aren't laws, and we aren't beholden to follow enforce these rules to the letter. We'll make judgement calls as situations come up like we do for all of our rules. As always if people engage in bad faith we'll deal with it as it comes up. But as we've been enforcing this rule for most other platforms for years we've had only a few people try this so I don't expect it to be a problem.
The criticism we got about this is totally fair. It largely came about because our team looks after both build subs and these build sites became very common in the POE2 space as the prominent tool creators were using as in the early days PoB wasn't quite there for POE2. That slowly bled over into how we enforced the rule in the POE1 sub as well. Even once PoB was up and running properly for POE2 we allowed the status quo to continue. This has been a good chance for us to really look at how we were enforcing this rule and also a few other rules.
Also to just put this here: There were a handful of comments on the original thread insinuating we get kickbacks from these sorts of sites and that's why we allowed them, we don't. All of us are here looking after the subs because we love POE. I know, I know, volunteer internet jannie xdd, etc etc but we just care about having a decent place for people to actually discuss the game with other people who want to engage with them about the game and not get bogged down in the negative shit. If you want to help out feel free to flick a message through to the modmail, we could probably use a couple more mods to help out in both subs.
We're interested in any feedback before we go ahead with this. If we do go ahead with this it will apply to both build subs going forward (/r/PathOfExileBuilds and /r/pathofexile2builds) and will likely come into effect in a few days (just to give time for any feedback to come in).
No doubt we are getting new idols so hopefully hella defenses from sockets idk how to exactly solve living but we'll figure it out. Strength stacking is prob mandatory to accommodate for giants blood. Will update post patch notes prob
EDIT looking at roughly 40 spirit min from invictus + 100 from campaign + 140(+) from scepter with 24% + 53% from tree +16% from idol of ralakesh in darkness enthroned reservation efficiency so hopefully Ill have hella companions
EDIT 2 if not obvious (my fault) using either marohi or hammer of faith with scepter not both
So I noted a couple things in the reveal and figured I'd share for build theory purposes
can i make companions build ? like full on minion ?
With GGG saying they are manually creating upgraded versions for all unique's explicits with the exception of skills, are Painters Gloves going to rocket up in value if the new explicits are as broken as I expect them to be? First impression is this will be a mandatory slot if you plan on running Trinity in any martial artist builds.
What's everyones best guess for what these will upgrade into?
Painters Gloves
Gain (5—10)% of Elemental Damage as Extra Cold Damage
Gain (5—10)% of Elemental Damage as Extra Fire Damage
Gain (5—10)% of Elemental Damage as Extra Lightning Damage
33% of Elemental Damage Converted to Cold Damage
33% of Elemental Damage Converted to Fire Damage
33% of Elemental Damage Converted to Lightning Damage
I've scoured our subreddit for thunderous leap builds because its all I want to play. Most examples and theory are from over 1y ago. I am looking to play Titan, take advantage of all the melee and slam upgrades, and AOE clear with big thunder jumps.
I am doing some leveling practice/ campaign runs currently and trying to make the skill work, but the damage output feels so low. Combine that with 7 minute boss fights with abyssmal Single target and I just feel confused looking at my options.
Taking from some example builds, shocked ground from leap into primal strikes seems to be a single target option, but even then at act 3 this feels impossible to pick up and play with.
Anyone have a build suggestion/tree they have experimented with thunderous leap with in 0.4?
This is not intended as a complaint post, but more asking how others get through act 1 on a fresh start. I have multiple thousands of hours, but have not leaguestarted a monk since 0.1, and all my other monks have been twink-leveled later.
I've tried multiple avenues of setups in act 1, and nothing is clicking too well except off-classing either maces or elemental spells (Spark+Flame Wall+Frost Bomb).
Frozen Locus has great aoe and freeze potential, but is really clunky because it's mainly gated behind either hitting it multiple times with default attack, or having to back up about 10 feet to land the final spike of Glacial Cascade every time you use it.
Similarly Killing Palm + Falling Thunder is effective, but requires very annoying micromanagement of mob hp to get culls before you can have basically any clear at all, and just flat out doesn't work on bosses without adds.
Staggering Palm is great, but only really shines once you get either Ice Strike or Tempest Flurry because you can't trigger it quick enough to do anything meaningful with it before that, and default attack locks you in place too much. Tempest Bell exists in the same space as well, only really shining once you get the fast aoe strikes of either of the 2 spammy T5 skills.
Once again this is not intended as a complaint post, I'm just genuinely confused if I'm missing some skill combo or support setup that can make act 1 easier on a fresh start. The rest of the campaign is largely fine.
Anyone have any good setups to help early on?
Massive STR stacking Oracle, scaling STR into projectile damage, spell damage (into attack damage) accuracy (into attack speed), and ES.
Haven't been able to test any of this in game because the unique doesn't exist yet, and I don't have a leveled oracle. Did I cook or is it cooked?