[3.26] Ice Dancing God - Icestorm/Cyclone/CI - Viable For Everything

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AHDPE9IH#7666 escribió:
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Nekronihil#2266 escribió:
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AHDPE9IH#7666 escribió:
tell me how to search for Forbidden Flame
Crimson Gem, what to register the necessary mod in the search. I searched but still didn't understand where to register.


you search for
Allocates # if you have matching modifier on Forbidden Flesh
and the second one is
Allocates # if you have matching modifier on Forbidden Flame

and then have to choose
Heartstopper
or
Ambush and Assassinate

Thanks, I switched to the English version and everything is shown as search, but in my native Russian there is no such function, no matter how much I tried to write... it's like searching for a cluster gem.

Russian version
Editado por útlima vez por Kelvynn#6607 en 24 jun. 2025 14:24:52
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Tithonia#4676 escribió:
Possible update to the Victoria's Charity tech: I misread one of the shields. The regular one is 5% Frenzy charge on hit, while the Replica is 10% on kill. Since charges have a 10-second lifetime and any new charge resets the counter, that's pretty much 100% uptime on Frenzy charges while mapping.

Yes. Especially the version that shoots multiple Kinetic Blasts. I still haven't seen it again to test. IIRC one of the problems with it was that it liked to attack from range and I had to constantly summon it into packs for explosions. Sanguimancer using Bodyswap is so good.

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Replica for mapping, Regular for bossing? With a point spent to get 4 max Frenzy charges, that's 20% more damage vs. the boss having 100% more health. That might make taking a merc to boss fights for the loot bonus a little less bad of an investment?

It's 50% more life for the boss (not 100%). Still, obviously not worth it for uber bosses that don't reside inside maps.
Editado por útlima vez por Kelvynn#6607 en 24 jun. 2025 14:32:24
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Kelvynn#6607 escribió:
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mysticturtle12#5997 escribió:
His damage is enough that it still procs a fair amount of explosions in testing even in juiced maps.

In my testing, the 'fair amount' of explosions caused by the Reverend was nowhere near the Sanguimancer. Maybe I'm missing something. Or maybe it's because I do massive damage myself and have culling, and the merc cannot compete with me at all when it comes to killing things. As I said, he can only carry you so far.
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mysticturtle12#5997 escribió:
Without polymath and the ES/Hit watchers eye there's 0 way i could live through things like the super juiced expeditions/beyond in testing them out.

That should be not a problem at all. You have your basic ES leech and plenty of defenses.


Reverend can get a fair amount of kill creddit if you give him culling as well because his aoe is good so he steals some of your culls and then the explosions trigger more kills etc. It's definitely not as much as sangiumancer can do but if you give him cull as well he will absolutely blow up a fair amount of packs still.

When you're basically forced to always have the lose 5% on hit from the super juice Expy scarab adding 3x the amount of negatives you have to take you'd have to ignore altar mods completely in order to not drop in seconds.

The loss of polymath with gravebine AND the loss of ES/Hit from disc is extremely noticable as a night and day difference between living through those or not.

Especially with ES leech being nerfed this patch as well.

Overall my take was to say fuck planning for spider aspect and just use the enlighten/res nodes for Clarity/Disc/Purity/Zeal and take the sanguimancer. It will lose damage vs slotting in spider, but the increase in defense can actually tank the 5% on hit reasonably well which also opens up a new T17/16.5 mod to not reroll as well.

I care way more about being able to literally not care what I run/click than anything. More recovery lets me just not read altars or anything and just go. Not care if I add crit and 3 phys as extra to maps and click -res/-max altars etc.
Editado por útlima vez por mysticturtle12#5997 en 24 jun. 2025 15:55:12
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mysticturtle12#5997 escribió:
Reverend can get a fair amount of kill creddit if you give him culling as well because his aoe is good so he steals some of your culls and then the explosions trigger more kills etc.

Every time I try him now, he gets almost no kills and I get almost no explosions from him. Almost everything dies to my damage. I must be missing something.

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When you're basically forced to always have the lose 5% on hit from the super juice Expy scarab adding 3x the amount of negatives you have to take you'd have to ignore altar mods completely in order to not drop in seconds.

The loss of polymath with gravebine AND the loss of ES/Hit from disc is extremely noticable as a night and day difference between living through those or not.

You must be doing some very special content. I have never been in any danger of 'dropping in seconds' in this league. Especially not since getting over 2k Int. After getting to 2.5k Int, I've been running 8-mod T16's, corrupted T16.5's, T17's - and everything just explodes (with Sanguimancer). You can see many hours of me mapping on the recorded streams on youtube. I don't completely ignore eldritch altars - I read them and pick what's good for my farm.

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Overall my take was to say fuck planning for spider aspect and just use the enlighten/res nodes for Clarity/Disc/Purity/Zeal and take the sanguimancer.

Aspect of the Spider is amazing and is totally worth dropping Discipline for. Among other things, you get hit by trash mobs a whole lot less often.

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I care way more about being able to literally not care what I run/click than anything. More recovery lets me just not read altars or anything and just go. Not care if I add crit and 3 phys as extra to maps and click -res/-max altars etc.

Not reading altars isn't very good for farming. You randomly miss out on a lot of good things.
Editado por útlima vez por Kelvynn#6607 en 24 jun. 2025 19:58:34
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Kelvynn#6607 escribió:

Every time I try him now, he gets almost no kills and I get almost no explosions from him. Almost everything dies to my damage. I must be missing something.


With the ambush and assinate in its far more mixed because you both have cull. The ideal would be if I could remove cull from Ambush i 100% would because giving him cull but not myself was what made it effortless. Now its kinda of split.

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You must be doing some very special content. I have never been in any danger of 'dropping in seconds' in this league. Especially not since getting over 2k Int. After getting to 2.5k Int, I've been running 8-mod T16's, corrupted T16.5's, T17's - and everything just explodes (with Sanguimancer). You can see many hours of me mapping on the recorded streams on youtube. I don't completely ignore eldritch altars - I read them and pick what's good for my farm.


The biggest culprit is Expedition which is the main thing I like to farm in maps. The difference between using the +2 suffix/prefix scarab is like 3-4x the loot/returns on expedition. The scarab is cheap as shit however because its difficulty increase is astronomical. With the scarab its near impossible to do an expedition without the "Remove 5% of ES on hit" mod which will just drop you in second when you now have 200+ expedition mobs from a big boom on you.

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Aspect of the Spider is amazing and is totally worth dropping Discipline for. Among other things, you get hit by trash mobs a whole lot less often.


Things die fast enough in regular mapping I don't really see this at all. Dropping disc means losing 2k ES and losing the strongest recovery thing the build has since Gravebind is eating the actual strongest. I tried a day or two without it and I was dying 5-10x more often.

I do read the altars but the point is I want to not care what the downside says. The more recovery I can manage the more rippy mods I can stack. If I remove disc/ES-hit watchers then running triple phys as extra, -max, 5% removal, clicking 8 "Take more damage" altars just gets less consistent.

Last league It felt fine to drop disc by this point and still be kind of safe. But losing Polymath is just a wild difference in survivability in super rippy things where I watch my ES just rocket up and down multiple times a second.

And actually the reason I'd never drop Disc at this point is the amount of times per map Vaal Disc saves me from dying is in the hundreds at this point.

Yes I could just not click altars that put me back at -10 fire res or make me take a total of like 500% phys as extra with 90 crit multi on the map...but if I can just tank through it and not have to care what enemies do I'll take that every time.
Editado por útlima vez por mysticturtle12#5997 en 25 jun. 2025 1:19:33
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Kelvynn#6607 escribió:
Yes. Especially the version that shoots multiple Kinetic Blasts. I still haven't seen it again to test. IIRC one of the problems with it was that it liked to attack from range and I had to constantly summon it into packs for explosions. Sanguimancer using Bodyswap is so good.


Yeah, I’ve kind of given up on Kineticist with the Victarios. Three free Frenzy charges is really nice, but it's clunky. I really wish I could put shields on my Sanguimancer. Both poedb and the wiki claim that she should be able to use them.

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It's 50% more life for the boss (not 100%). Still, obviously not worth it for uber bosses that don't reside inside maps.


Would you believe that I originally wrote 50% to account for the merc only counting as half a party member, and then went and looked at the data again and thought, “Wait, this says uniques are +100%” and changed the post to 100%, completely forgetting that I’d just adjusted it?

In other me-being-stupid news, giving the merc a Cassock to create Consecrated Ground on block and a Worship the Blightheart anoint to convert the CG to Fungal Ground is a no-go, even if effects are triggerable while skills aren't. I realized that Fungal Ground is not what causes the explosions, but that a completely separate mod on Sporeguard is what causes enemies killed on Fungal Ground to chaos-explode. So no wandless explosions. (Also, to equip both a Cassock and a Gravebind, they need to be a Str/Dex/Int merc anyhow, whose only weapon option is wands.)

Although now that I’m writing that up…

Our Zealotry already creates Consecrated Ground. The merc can wear a Sporeguard for the 'splode-on-fungal-ground-death. And then we anoint Worship the Blightheart on ourself. (Yes, we’d lose one of our other anoints. Which, ew.) So a merc wearing Sporeguard and Gravebind gets 100% guaranteed 10%-life chaos explosions on everything that dies on our Fungal Ground, instead of 20% or 40% chance explosions for 25%-life.

Except that we only create Consecrated Ground when hitting a rare or unique enemy. And once we get a Rational Doctrine, it becomes Profane Ground. So, ugh. Back to the drawing board.
So far it looks like Obliteration, Gravebind, and Perquil's Toe is just about as useful as it can get. Crown of the Tyrant is way too expensive. Victario's adds damage but has a downside of a less optimal merc behavior and fewer explosions. Other items we've looked at are not really worth it.

That means you can do whatever you want with the rest of the slots on the merc. I gave mine 30% ms boots, but I'm not even sure they use ms. Considered giving her Kaom's Heart for more life, but she's already virtually immortal. Anathema + curse ring could be an option but that requires the merc hitting things before they die. Which is pretty much limited to map bosses.
Huh. Abyss jewels in abyss sockets work on mercs. You have to put the jewels into the item while they're not wearing it, because the sockets get hidden once they equip it, but they do indeed grant their effects. I just stuck a +Life jewel into a Stygian Vise and my merc's life went up.

A lot of Sanguimancer's spells seem to deal physical damage. And if she's stealing all of our kills, a Lightpoacher is effectively 5% of her physical damage dealt as extra damage of each element per Abyss jewel socketed anywhere.

2-socket Lightpoacher, Darkness Enthroned, Bubonic Trail, and a 6-socket Replica Shroud of the Lightless, and 12 random abyss jewels, is 180% of the merc's phys damage dealt as bonus elemental damage.

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Tithonia#4676 escribió:
Huh. Abyss jewels in abyss sockets work on mercs. You have to put the jewels into the item while they're not wearing it, because the sockets get hidden once they equip it, but they do indeed grant their effects. I just stuck a +Life jewel into a Stygian Vise and my merc's life went up.

A lot of Sanguimancer's spells seem to deal physical damage. And if she's stealing all of our kills, a Lightpoacher is effectively 5% of her physical damage dealt as extra damage of each element per Abyss jewel socketed anywhere.

2-socket Lightpoacher, Darkness Enthroned, Bubonic Trail, and a 6-socket Replica Shroud of the Lightless, and 12 random abyss jewels, is 180% of the merc's phys damage dealt as bonus elemental damage.

That's good to know!

Will need to test how much her damage actually matters. I mean, when your every icicle hits for 1 mil+ damage, will your merc doing 2.8x her regular spell damage make any difference?

It could probably be more interesting on the Fallen Reverend. If we add 180% random ele damage to his Absolution... Gotta test that some time.
Editado por útlima vez por Kelvynn#6607 en 25 jun. 2025 0:40:48
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Tithonia#4676 escribió:
Huh. Abyss jewels in abyss sockets work on mercs. You have to put the jewels into the item while they're not wearing it, because the sockets get hidden once they equip it, but they do indeed grant their effects. I just stuck a +Life jewel into a Stygian Vise and my merc's life went up.

A lot of Sanguimancer's spells seem to deal physical damage. And if she's stealing all of our kills, a Lightpoacher is effectively 5% of her physical damage dealt as extra damage of each element per Abyss jewel socketed anywhere.

2-socket Lightpoacher, Darkness Enthroned, Bubonic Trail, and a 6-socket Replica Shroud of the Lightless, and 12 random abyss jewels, is 180% of the merc's phys damage dealt as bonus elemental damage.



Abyss Jewel stacking is one of the ways people are creating carry mercs in general. You can add so much added flat to them that its absurd.

Though in general you have to be gearing around the mercs damage for it to be worth it. Though if you feel like doing that there are people doing T17/16.5 8mods purely by merc blasting at this point and abyss jewels are one of the avenues to do it.

Though most people seem to be getting it to work best with the KB ones or some of the bow builds.

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