A note on the resistance inverting mastery: if you have no exposure or curses on bosses, it's effectively a 50% damage multiplier (if your base damage is D, instead of doing 2D over 4 hits, you do 3D on average). But it's even stronger for ailment application, because on a fast hitting build, you effectively triple the damage the goes into ailment calculations. This leads to powerful shocks, and also lets you freeze more bosses for the heatshiver bonus.
My favourite new masteries have been 10% of armour applies to chaos damage taken from hits, +1% max ele res if body,helm,glove,boots have an armour roll, and +1% max ele res if you reserve life and mana. These new masteries turned my juggernaut near immortal. I can't believe it's now pretty easy to get 90% all ele res without using melding of the flesh. Crazy times..
Yeah for sure, these are some of the new masteries that I've used the most too, they are really strong, but I do think the left side of the tree was partly lacking prior to those additions, it always felt like right side had more with easy access to suppression, ghost dance + lethe etc. but now with those new masteries and new items like fourth vow, I'm not so sure anymore
@@dreamcore_ggi think its no longer a clear advantage for right side tree. Now its like 60-40 for right and left respectively. Suppression and evasion as a whole are better for mappers, and armor and es better for bossing.
One thing I didn't see people talk about was the fact that the % of mana cost as life mod also applies to auras with blessing support. With lvl 1 divine blessing support, the breakpoint in max mana for it to be more mana efficient to run an aura with divine blessing and this mastery (assuming low or very little reservation efficiency) is actually quite low. I used it at league start to fit an extra aura in before I got access to reservation efficiency Very useful tech at league start.
Though it is also worth keeping in mind that the converted life cost is calculated before any reductions to mana cost, so if you are using divine blessing mainly by stacking reduced mana cost then it might not do you that much good. It in particular works weirdly with inspiration since you only get the reduced cost for the mana cost, but the cost multiplier still increases the life cost.
Yeah that plus darkscorn is gross this league. Im on an ascendant and only take 24 of phys as phys. And thats running no conversion on armor. It really would not be hard to hit 100%.
incandescent heart is one of my comfort uniques, combo'd with CI it just cuts through so much stuff and really lightens the mental load of making a build.
Part of the reason I prefer the new reservation mastery over the old specific ones is simply that it gives more incentive to pick up other auras than Determination or Grace. Also aside for the more obviously strong new masteries, I really like the "you count as low life at 55%" mastery, as it pretty much means having 10% more life for a build using Petrified Blood. Unless you use life flasks anyway.
One interaction i see no one talking about(maybe you should make a video about it) is the semi-permenant adrenaline on a self caster It uses three components and i don't think it's worth it without all three First is the new stun recovery cluster between Templar and Witch with the master " gain adrenaline when stunned " Second is to use the brine king pantheon which gives 2 sec stun immunity if you've been stunned recently Third is to get the ES cluster mastery which makes stun threshold based on 60% of ES Pair those with the new caster mastery that gives 25% MORE spell damage if you've been stunned while casting recently and you get a stun "immune" caster with adrenaline up almost all the time and an almost extra gem link
I was pretty upset when GGG made the decision to move suppression from primarily being on gear to primarily being on the tree, because the left side was at such a disadvantage. But they’ve done a good job of balancing things out
flask mod. recover 4% life. it was before on the raider. know you can make crazy recoverys with a little charges gain on crit etc and used when reached full charges
to be honest, Dual weilding mastery needs a buff. Today meta is either you are a bow build or holding a shield due to being either kill them first before you get killed or be tanky af to survive and kill them. Haven't seen much builds dual wielding since the nerf of this archetype and it needs more love from GGG.
10% of armour applies to Chaos damage. That should be a keystone...not a mastery. Huge fan of inverted mastery. Now can run Asenaths gentle touch, get more clear and not miss out on that much ele damage.
A note on the resistance inverting mastery: if you have no exposure or curses on bosses, it's effectively a 50% damage multiplier (if your base damage is D, instead of doing 2D over 4 hits, you do 3D on average). But it's even stronger for ailment application, because on a fast hitting build, you effectively triple the damage the goes into ailment calculations. This leads to powerful shocks, and also lets you freeze more bosses for the heatshiver bonus.
My favourite new masteries have been 10% of armour applies to chaos damage taken from hits, +1% max ele res if body,helm,glove,boots have an armour roll, and +1% max ele res if you reserve life and mana. These new masteries turned my juggernaut near immortal. I can't believe it's now pretty easy to get 90% all ele res without using melding of the flesh. Crazy times..
Yeah for sure, these are some of the new masteries that I've used the most too, they are really strong, but I do think the left side of the tree was partly lacking prior to those additions, it always felt like right side had more with easy access to suppression, ghost dance + lethe etc. but now with those new masteries and new items like fourth vow, I'm not so sure anymore
@@dreamcore_ggi think its no longer a clear advantage for right side tree. Now its like 60-40 for right and left respectively. Suppression and evasion as a whole are better for mappers, and armor and es better for bossing.
Don't forget that Timeless jewels exist, people don't necessarily pick mana nodes if they can convert them to something more useful to them.
One thing I didn't see people talk about was the fact that the % of mana cost as life mod also applies to auras with blessing support. With lvl 1 divine blessing support, the breakpoint in max mana for it to be more mana efficient to run an aura with divine blessing and this mastery (assuming low or very little reservation efficiency) is actually quite low. I used it at league start to fit an extra aura in before I got access to reservation efficiency Very useful tech at league start.
Though it is also worth keeping in mind that the converted life cost is calculated before any reductions to mana cost, so if you are using divine blessing mainly by stacking reduced mana cost then it might not do you that much good.
It in particular works weirdly with inspiration since you only get the reduced cost for the mana cost, but the cost multiplier still increases the life cost.
My favourite probably was 10% physical damage taken as chaos. Yes, I'm Chaos Innoculation fan
Yeah that plus darkscorn is gross this league. Im on an ascendant and only take 24 of phys as phys. And thats running no conversion on armor. It really would not be hard to hit 100%.
incandescent heart is one of my comfort uniques, combo'd with CI it just cuts through so much stuff and really lightens the mental load of making a build.
@@youradhere3476 of course, even now I'm messing with that chest once more. 25% less ele damage taken is just huge
Part of the reason I prefer the new reservation mastery over the old specific ones is simply that it gives more incentive to pick up other auras than Determination or Grace.
Also aside for the more obviously strong new masteries, I really like the "you count as low life at 55%" mastery, as it pretty much means having 10% more life for a build using Petrified Blood.
Unless you use life flasks anyway.
The life recoup effects occur over 3s vs 4s is seriously under rated imo with the extra recoup options we have these days.
I miss the spell suppression adds to critical strike mastery 😔
So do I, but at the same time I can understand why it was removed, it was pretty much just a straight up 100% increased crit chance mastery. lol
One interaction i see no one talking about(maybe you should make a video about it) is the semi-permenant adrenaline on a self caster
It uses three components and i don't think it's worth it without all three
First is the new stun recovery cluster between Templar and Witch with the master " gain adrenaline when stunned "
Second is to use the brine king pantheon which gives 2 sec stun immunity if you've been stunned recently
Third is to get the ES cluster mastery which makes stun threshold based on 60% of ES
Pair those with the new caster mastery that gives 25% MORE spell damage if you've been stunned while casting recently and you get a stun "immune" caster with adrenaline up almost all the time and an almost extra gem link
Honorable mention: spells have a chance to open nearby chests 😊
That thing just needs to be changed to something more generic, or preferably just made into a default gameplay mechanic.
I was pretty upset when GGG made the decision to move suppression from primarily being on gear to primarily being on the tree, because the left side was at such a disadvantage. But they’ve done a good job of balancing things out
Man that cortex music is so epic
Yeah the synthesis OST remains my favourite, 'venarius' and 'memory nexus' in particular are so good!
flask mod. recover 4% life. it was before on the raider. know you can make crazy recoverys with a little charges gain on crit etc and used when reached full charges
to be honest, Dual weilding mastery needs a buff. Today meta is either you are a bow build or holding a shield due to being either kill them first before you get killed or be tanky af to survive and kill them. Haven't seen much builds dual wielding since the nerf of this archetype and it needs more love from GGG.
10% of armour applies to Chaos damage. That should be a keystone...not a mastery. Huge fan of inverted mastery. Now can run Asenaths gentle touch, get more clear and not miss out on that much ele damage.
I think it would need to have a bit more of something to be a keystone, also would need a trade-off
Ur videos have been consistently great. Keep it up man!
most new ones feel like ruthless masteries💤 but these 4 are pretty good I guess
im more of a 20% chance to double stun duration staff mastery guy personally
Love the content, great work mate!
I'm embarrassed, I thought I was subscribed to you this whole time. Just hit the button👍
Working hard. I wish You brigth future!
I need them to rework the Staff and Dual Wield masteries.
Yep, they are both in need!
Want the STAFF mastery btw
🚨STAFF MASTERY REQUIRES AID 🚨
Wait, leech counts as “recovery” in regards to Kaom’s Spirit??
No, those builds can no longer use regeneration for life recovery, so they make use of leech instead
@@dreamcore_gg right, okay, guess I misunderstood what you said in the video
Plz rework axe, sword and mace masteries.
Isn't axe mastery very good?
@@joelcuerrier4833 The problem lies on being interesting rather than good.
Really nice videos but the intro triggers me because thats not how filmstrips work. It moves along perforations not vertical to that.
🤣
Love your content
Appreciate that!