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

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Verdale#4745 เขียน:
After some research, I have a new concern about the radius of effect from Gravebind. Apparently it's only 40 units, or 4 meters. For reference, the base radius of Banners are 4.6m, and most auras are 3.6m at level 1 and 5.5m at level 20. Half the horizontal distance of your screen in 16:9 aspect ratio is 8.5m. So at 4m, we're talking about less than a quarter of your screen, widthwise.

So if the merc ends up behind while we're spinning head first into packs, then there's a chance the effect won't reach, and even if it does reach some, it may not cover the whole pack, potentially slowing the chain reaction you'd normally get, unless dying straight up to Obliteration's effect alone.

I also have no idea what kind of skills the Scion mercs will have either, so that may play a bigger part into it. Might need to find one with, say, lightning tendrils or something along those lines, so it constantly tries to stay close to enemies and not attack from a distance.

4m is a medium sized aura. It should be about the size of the screen vertically and about half-screen horizontally.

The merc will need to be close enough to cause the first explosion in the chain. Anything killed by the explosion will be counted as killed by the merc without needing to be inside the Gravebind aura.

So the only question is about the behavior of the merc. Whether or not it will make an effort to stay near you, and how fast it can move. No way to know that before the league start. But if the mercs keep lagging behind, I imagine a lot of people will be unhappy and post feedback which should force GGG to fix that issue.
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AngelOfPassion#3443 เขียน:
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Verdale#4745 เขียน:
After some research, I have a new concern about the radius of effect from Gravebind. Apparently it's only 40 units, or 4 meters. For reference, the base radius of Banners are 4.6m, and most auras are 3.6m at level 1 and 5.5m at level 20. Half the horizontal distance of your screen in 16:9 aspect ratio is 8.5m. So at 4m, we're talking about less than a quarter of your screen, widthwise.


Does this mean Witch is back on the menu?

Not yet. A heavy sacrifice in damage and defense is only worth it if there is really no good way to make explosions work on Trickster.

Occultist explosions are not 100% perfect either. "CURSED enemies you or your minions kill have a 50% chance to explode". It requires them to be cursed to explode.

That will definitely include anything that hits you and gets cursed by CWDT BL - a wide, long-reaching beam in that direction. But most of the mobs in maps will die from your damage before hitting you. That's why Occultists uses Blasphemy Frostbite. But Blasphemy aura doesn't cover the whole screen either. Its radius (with 20/20 gems) is either 4.3m or 6.2m according to different sources. MOST of the screen in a good scenario.
Well, actually...

Distance Visualizer

Which means that 20/20 Blasphemy is about 6m radius (based on my memory of playing the Occultist). And the Gravebind radius is smaller than I thought because PoE uses "perspective".

I guess a lot will depend on how well that merc can follow you.
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Kelvynn#6607 เขียน:

I guess a lot will depend on how well that merc can follow you.

Yep, pretty much. You raise a good point though that if the merc behavior is subpar, then a lot of people will probably raise a fuss besides just us.
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sumienie#4758 เขียน:
This is one reason I considered Asenath's Gentle Touch, but ultimately it depends on the merc's behavior and skills — something we can only see in-game.



is merc curse limit different than yours? maybe applying 2 (your limit) + 2 (merc limit) 4 curses is better than just exploding....


EDIT: nevermind, limit is on the monster...not the caster of curse.
แก้ไขล่าสุดโดย gruumine#5054 เมื่อ 12 มิ.ย. 2025 13:25:47
Still waiting on PoB to get updated... Dunno why they are taking so long. They could update the tree and skills without adding mercs, if that's the big issue.
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Kelvynn#6607 เขียน:
Still waiting on PoB to get updated... Dunno why they are taking so long. They could update the tree and skills without adding mercs, if that's the big issue.


Theres beta opt in for 3.26 if you want to use it for now.
update pob is ready
Speaking of the Runegrafts... I forgot that the Godly PoB uses the Charge Mastery cluster at the top which becomes better than Doom Cast when you have Ambush & Assassinate. So, there is a mastery that's clearly worse than 60% Increased Damage.

However, what you actually get is about 2.5% higher avg hit value, according to PoB. That's how little Increased Damage mods matter for this build.

Another potential candidate is the Reservation Mastery at Sovereignty. It's useful to cap the resists, and it adds a little more damage via Zalotry.

About half of the Runegrafts have not been revealed yet. Maybe there is something good there after all. We'll see.
BTW, I forgot that they buffed Intensify from 14% to 16% MORE damage per stage. So we gain 8% MORE from that mod. That already cancels out half of the Polymath nerf for single target.

The buff to Arcane Surge damage should make it better than Inspiration by 10%+ MORE (Arcane surge will take 6 casts to trigger; Inspiration stacks charges, loses them and stacks them again). But at a price of some mana. PoB still uses the old Arcane Surge, so I can't say for sure that we'll be able to sustain that mana. Most likely it will work.

That means our mapping damage will be slightly lower, but the single target damage will be slightly higher.

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