[QUOTE=Big Dumb American;39835496]You can still match wand spell damage with a scepter adding elemental damage as an innate modifier, assuming you're using an elemental damage spell, though. Course, scepters have a higher number of allowable mods, so finding just the right ones can be a little big harder.[/QUOTE]
The best wand innate is +20% spell damage, the best sceptre is +20% elemental damage. So which one you want to use depends on whether you're doing damage with spells or with spells and your weapon which has elemental damage mods. It's also worth nothing sceptres also require strength so if you're a caster there's no reason to use one and you likely cannot use any but the most basic. I'm not sure what you mean by "higher number of allowable mods" by the way, but I'm fairly sure you're wrong no matter what you mean. A magic always has one prefix and one suffix, a rare can have 3 prefixes and 3 suffixes. Doesn't matter if it's a wand or sceptre.
[QUOTE=Elspin;39836138] I'm not sure what you mean by "higher number of allowable mods" by the way, but I'm fairly sure you're wrong no matter what you mean. A magic always has one prefix and one suffix, a rare can have 3 prefixes and 3 suffixes. Doesn't matter if it's a wand or sceptre.[/QUOTE]
It's pretty rare, but they can spawn with more mods than that occasionally.
[img]http://i.imgur.com/Hy2w7u3.png[/img][img]http://i.imgur.com/M6LDiQb.png[/img][img]http://i.imgur.com/FLxhxHU.png[/img]
[img]http://i.imgur.com/Fp5ijPg.png[/img]
[QUOTE=HeroicPillow;39836957]It's pretty rare, but they can spawn with more mods than that occasionally.
[img]http://i.imgur.com/Fp5ijPg.png[/img][/QUOTE]
Some affixes grant multiple stats.
[IMG]http://gyazo.com/52095167e1d6686346b01ff217802286.png?1362701990[/IMG]
The wiki doesn't list "Conjuror's" prefix, so it probably has been renamed to "Magician's", or vice-versa.
The limit of 2/6 isn't for stats, but for the affixes. Magic items can't have more than one prefix and more than one suffix: Item cannot be something like [I]Crab's Carapaced Corroded Ringmail Coif[/I], or [I]Driftwood Wand of Darting of Restoration[/I]. Rares have 3 affixes and 3 prefixes.
[URL="http://en.pathofexilewiki.com/wiki/Item_affix"]List of all affixes[/URL]
New patch out, notable things;
[quote]Content:
Added a new Intelligence Skill - Incinerate: Launches a torrent of fire from your hand. The longer you repeatedly cast the spell from the same location, the larger and more damaging the flames become.
Added a new flamethrower ability to Snakes in the Dark Forest.
Monster packs in end-game Map areas have had their size variance increased.
Added a new 3v3 PvP arena. One of the other arenas has been disabled temporarily while we fix a problem.
Improved the gem icons to be slightly better from a colour blindness point of view.
Continued to incrementally improve the art, effects and environments.
Features:
The passive skill tree now requires confirmation before changes are applied. This prevents accidental misclicks. If you want to skip this confirmation, ctrl+click the passive and no window will be displayed.
We've added a "Lost Password" button to the main menu.
Pressing Ctrl+up in chat allows you to cycle through previous players you've talked to via whisper in this session.
Chat messages that are more than one line long now indent subsequent lines so that it's harder to confuse other players with fake messages.
There's now a /clear_ignore_list command that will remove all entries from the list of accounts you are ignoring chat messages from. Better management of ignore lists is coming in the future.
Players in an area are now always granted the quest status of having killed a boss regardless of who killed it.
The performance statistics overlay (F1) can now be bound to other keys.
Item Balance Changes:
A set of vendor recipes related to handing in complete sets of rare gear have been changed. The rewards are now based on the item levels of the gear and can range from one Orb of Chance to three Regal Orbs under certain conditions.
Itemlevel 78 and 79 mods are now available on items.
Active Skill Balance Changes:
Glacial Hammer's physical damage now increases by 4% per level rather than 3%.
Cleave's physical damage now increases by 4% per level rather than 3%.
Double Strike's physical damage now increases by 4% per level rather than 3%.
Infernal Blow's physical damage now increases by 4% per level rather than 3%.
Heavy Strike's physical damage now increases by 5% per level rather than 4%.
The Portal gem is now treated as a spell, so it is affected by things like cast speed and can exist on a Spell Totem.
Early levels of Fire Trap have had their damage reduced by around 35%.
Early levels of Poison Arrow have had their damage reduced by around 35%.
The mana cost of Detonate Dead has been reduced at early levels so that it's around 40% cheaper. It ramps up to the same mana cost as before for high levels.
Passive Skill Balance Changes:
Duelist area got overhauled
An additional group of mana passives has been added near to the Ranger area.
The Mana Flows group has been moved within the Duelist area. Regeneration was increased from +20% to +40%, +10 intelligence was added and the maximum mana granted was reduced from +20% to +16%.
Dual-wield-specific damage and attack speed passives have been improved.
The Might notable passive has been changed to Master of the Arena (+20 strength, +2 melee range, +8% melee damage).
The Agility notable passive has been changed to Acceleration (+20 dexterity, +12% attack speed).
The Armour Master notable passive has been removed, with its power added to the Leather and Steel nodes.[/quote]
That new Incinerate spell looks perfect for my Fire Trap Templar PvP Character, let's just hope it's not only usable from Lv31+
[QUOTE=Elspin;39836138]The best wand innate is +20% spell damage, the best sceptre is +20% elemental damage. So which one you want to use depends on whether you're doing damage with spells or with spells and your weapon which has elemental damage mods. It's also worth nothing sceptres also require strength so if you're a caster there's no reason to use one and you likely cannot use any but the most basic. I'm not sure what you mean by "higher number of allowable mods" by the way, but I'm fairly sure you're wrong no matter what you mean. A magic always has one prefix and one suffix, a rare can have 3 prefixes and 3 suffixes. Doesn't matter if it's a wand or sceptre.[/QUOTE]
What I mean is that Scepters have a larger pool of prefixes and suffixes to pull from than wands do, is all. The pool includes things that might not be useful for a pure caster. However, a scepter can still roll all the same things that a wand can, and the +20% elemental damage is global, which includes spells.
While a good wand can be easier to find than a good scepter, since wands have a smaller pool of affixes to roll from, scepters can still be every bit as good!
[editline]7th March 2013[/editline]
[QUOTE=MrFlashcat;39837722]That new Incinerate spell looks perfect for my Fire Trap Templar PvP Character, let's just hope it's not only usable from Lv31+[/QUOTE]
It's useable at level 10, but it will absolutely wreck your mana pool unless you have extremely high regen. It starts at a base of 4 mana per cast, with about five casts per second, and only gets worse from there. A fully linked incinerate would cost hundreds of mana per second. Right now, unless you're very specifically geared towards that style, it's probably best used on a totem.
[QUOTE=Big Dumb American;39838866]
It's useable at level 10, but it will absolutely wreck your mana pool unless you have extremely high regen. It starts at a base of 4 mana per cast, with about five casts per second, and only gets worse from there. A fully linked incinerate would cost hundreds of mana per second. Right now, unless you're very specifically geared towards that style, it's probably best used on a totem.[/QUOTE]
Just did a quick speedrun with a witch to Brutus to get the gem and I tested it on my Fire Trap Templar, I run Clarity and I can pretty much channel the spell for a good 12 seconds before my entire mana pool is drained, and that is without a mana flask. Seeing as that's my PvP Character and the fact that I probably won't stand still for 12 seconds straight in PvP it'll work out perfectly.
Since the patch wiped my skilltree, I got the perfect opportunity to actually plan out my bow duelist build. I used to need 3 mana potions & Warlord's Mark curse (manaleech on attack, doubled flask recharge rate on kill) to keep my mana up, now I took a bunch of Mana on Kill passives and I get 40 mana per kill. Since my Fork+LMP Lightning Arrow takes 24 mana to cast and kills most grouped enemies in 1-2 attacks, this works out so well that I can toss the mana potions and replace them with health and hybrid flasks. I deal somewhat less single target physical damage, but killing monsters doesn't seem slower than usual.
Only bad thing with the patch was that the Lightning Arrows now have significantly tamer boom when they hit enemies. They exploded in such a pretty and loud fashion before, *sniff*
[QUOTE=Big Dumb American;39838866]What I mean is that Scepters have a larger pool of prefixes and suffixes to pull from than wands do, is all. The pool includes things that might not be useful for a pure caster. However, a scepter can still roll all the same things that a wand can, and the +20% elemental damage is global, which includes spells.
While a good wand can be easier to find than a good scepter, since wands have a smaller pool of affixes to roll from, scepters can still be every bit as good![/QUOTE]
Where are you trying to get this from? I do not believe this is correct. What prefixes/suffixes do you think can be on a sceptre but not a wand? Obviously elemental damage includes spells, so like I said, the elemental damage being better will depend on whether or not you also care about elemental damage done by weapons - because if you do the +elemental will be nicer as it'll apply to your elemental damage spells and attacks. If you're not doing elemental damage with weapons though, +spell damage will be better because it won't just apply to elemental damage spells. There isn't really any exception to this rule.
EDIT: The wiki does appear to state that sceptres can have certain "fighter" mods that include things like accuracy and attack speed etc, but I'm fairly sure I've found wands with those stats so I'm not sure what the deal is. Either way - my point still stands even if that's true - whether or not you want to use a wand or a sceptre depends entirely on whether or not you fight with your weapon and care about it's elemental damage. No caster will ever use a sceptre which requires a fair amount of strength and is actually less effective as it will only increase the damage of elemental spells.
EDIT #2: In this thread there are links to an example - a wand with mods that the wiki appears to claim cannot be on wands, which I figured was incorrect. Look at the weapons listed in the first spoiler box - one has an accuracy mod and the other has attack speed. Clearly not restricted from wands:
[url]https://www.pathofexile.com/forum/view-thread/163433[/url]
Right, dude, that's basically what I've been saying. Scepters make good caster weapons too, because they also benefit from caster mods and have an implicit mod that effects the damage of elemental spells. Obviously don't use them if they're not going to work for your build, but that kind of goes without saying.
[QUOTE=Big Dumb American;39839690]Right, dude, that's basically what I've been saying. Scepters make good caster weapons too, because they also benefit from caster mods and have an implicit mod that effects the damage of elemental spells. Obviously don't use them if they're not going to work for your build, but that kind of goes without saying.[/QUOTE]
That's not the part I'm correcting. The part I'm correcting is this:
[QUOTE=Big Dumb American;39838866]What I mean is that Scepters have a larger pool of prefixes and suffixes to pull from than wands do, is all. [/QUOTE]
which appears to not be correct. See the items I linked in my last post as examples that a wand can have mods like attack speed, accuracy, etc.
Okay, just got some bad info from the wiki I guess.
Nice, put a single point into Duelist tree before the patch on my Ranger and got a full respec of 93 points. Now it's so much better.
Think there is anyway to get enough mana regen to keep whirlwind or that flamethrower thing active forever?
well blood magic with life leech and lgoh maybe
Is there a new Chaos Orb recipe since the new patch that I'm not aware of? Full unidentified set gives 2 chance orbs now...
[IMG]http://puu.sh/2e4jr[/IMG]
The recipe scales by item level now. Maximum reward is now three regals, and the lowest reward is (I believe) two chances.
So what would the item level range be for 2 chaos orbs? I really liked that recipe, was easy to farm up
[QUOTE=MrFlashcat;39842580]So what would the item level range be for 2 chaos orbs? I really liked that recipe, was easy to farm up[/QUOTE]
Try out different things, try to get two or three of the same type rares, maybe a rare set, maybe unique, rare, magic item etc.
I guess that now it is just a matter of exploration to see how it all goes.
I just started playing this game, and love how much freedom you get to make builds.
Are there any other games that do that? I love making builds. :dance:
i believe ilevel 60 or above = chaos
So y'all know the evil lightning skeletons in chamber of sins act 2, right? Well I'm playing hardcore with my friend and I warn him not to stand in closed rooms with them due to their bouncy sparks, after some fighting he runs alone into a room with fucking ten of them and gets instantly electrocuted to another dimension, hardcore failed.
I've actually not had much trouble with my Firestorm build so far. I was expecting to have a very rough go once I got past normal, considering that it's a bit unreliable for hitting small and fast targets, but it's all going quite smoothly!
I do still have some trouble hitting small, skittery things. Spiderlings and monkeys are a proper pain in the butt! But I didn't take a single AOE boosting passive, and with concentrated effect I can wreck normal sized dudes. And this dude kills bosses faster than any other build I've tried so far. As soon as they stop moving, that is.
I wish I weren't so far off the dual curse node, because being able to sport both flammability [I]and[/I] temporal chains would make this build pretty awesome.
So in the new path we have a spell that is essentially a Flamethrower, and now there are snakes that can cast Flamethrower?! Holy shit, what was that ancient empire DOING on Wraeclast? What eldritch science experiments caused their civilisation to collapse and snakes to gain the ability to breathe fire?
i can't wait for cyclone
gonna either run dual wield sword duelist or dual claw dagger, i made trees for both of them, but it's hard to decide.
while the duelist has more accuracy and hp, the dual claw has lots of lifeleech and crit
goddammit
[QUOTE=ironman17;39853501]So in the new path we have a spell that is essentially a Flamethrower, and now there are snakes that can cast Flamethrower?! Holy shit, what was that [I]eternal[/I] empire DOING on Wraeclast? What eldritch science experiments caused their civilization to collapse and snakes to gain the ability to breathe fire?[/QUOTE]
What if the snakes are actually dragons?
Is anyone else getting occasional disconnects? I've been disconnected and unable to log in for about five minutes twice today.
[QUOTE=Big Dumb American;39853254]I've actually not had much trouble with my Firestorm build so far. I was expecting to have a very rough go once I got past normal, considering that it's a bit unreliable for hitting small and fast targets, but it's all going quite smoothly!
I do still have some trouble hitting small, skittery things. Spiderlings and monkeys are a proper pain in the butt! But I didn't take a single AOE boosting passive, and with concentrated effect I can wreck normal sized dudes. And this dude kills bosses faster than any other build I've tried so far. As soon as they stop moving, that is.
I wish I weren't so far off the dual curse node, because being able to sport both flammability [I]and[/I] temporal chains would make this build pretty awesome.[/QUOTE]
I've got a +16% firestorm gem if you're interested.
Does anyone have Really good boots lvl 50-64 good armor health and regen?
So yeah; Merveil is tough as nails. My guess is that I should have more cold resist, since she throws those ice spikes and cold hands at you like no-one's business.
Are there any other uniques besides The Covenant and Malachai's Simula that have the Blood Magic mod?
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