@@dreamcore_gg if this is not the best place to ask this question then sorry but - Can anyone in poe community before launch 100% say if Titan's Hulking Form node "50% increased effect of small passive skills" applies to traveling stat nodes? ei will i get 5str or 7str per point? (It doesn't, you get 5 answered in dev discord)
Man this was the first PoE 2 Concept I have watched and it got me so happy that we are finally making these videos! Great idea here man cant wait to hear about your experience with it
The Sacrifice support specifically mentions "Reviving Minions". When looking on poe2db at the minion skill gems, it also clearly says "Summons Reviving [Minion Type]". The Ancestral Spirit ascendancy skill gem doesn't mention "Reviving" at all. I really doubt this interaction will work. I really want it to though. That interaction sounds really cool. Beefy monkey go BOOM.
@@dreamcore_gg ya this could be very strong indeed. scale up whatever minions life as much as possible since the dmg is % scaled off their hp. this would be a very fun popcorn build all depends how normal minion skills resummon themselves or how many you can have etc. so long as you can keep a consistent uptime with however much spirit you can get, could be really strong
Dreamcore is killing it with the content. Good luck with your idea. I theorycrafted an internalist ignite build that will weapon swap and use Frostbolt/Ice Nova to chill and freeze hard rares/bosses and consume the freeze with Frostfire on either fireball or flameblast for 100% more ignite effect. Ideally, in the Bringer of Flame window. Defensives will be max fire res scaling with Altered Flesh, Loyal hellhound, chill/freeze, and hopefully decent recovery. Worst case it sucks and I reroll to minion instability.
alright the more i look through the list of poe skill gems the more im thinking armour breaking is going to be extremely strong. you have armour breaker, which is an attack (can be put on totems) to break a flat amount of armour per hit there are some attacks like sunder and leap slam which end armour broken state, when they hit, traded off with an effect (like guaranteed critical hit) but these seems very bad. there are so many effects which can take place when an enemies armour is broken. these seem extremely good. like armour explosion which converts phys dmg to fire and gives off an aoe explosion when enemy armour is broken. once its broken, if this goes off every hit, that would be very strong im sure. there is also Break Posture, which apply Daze when fully breaking an enemies armour. if you could get into a good loop of breaking the armour, dazing, consuming the broken armour, then breaking it again for another daze, this would be extremely strong. the daze effect lasts for 6 seconds. massive there is also Corrosion, which allows poison applied by supported skill to also break armour based off 3500% of the poison damage. to break the armour into negative values, this is most likely going to be extremely powerful. poison does apply via physical damage as well, so this will work. and poison damage is based on hit damage, which will take into account armour values as well. so its essentially a scaling effect on its own. hit, poison, lower armour, hit for more damage based on lower armour, stronger poison because of lower armour, which lowers armour even faster/harder/stronger uhhh yeah. warbringer it is. i'll have to test around a lot with what works best, but im 100% going the breaking armour route
Negative armour might just be completely busted, but just having the ability to break armour with your normal hits without a specialised attack or support gem is very good I think
im either going to use totems to break armour, and use a skill which consumes the broken armour for a big effect (guaranteed crit, stack crit dmg, type of thing) or i'll stack negative broken armour by attacking myself, and letting the totems utilize the extra damage, using totems as main damage not sure which will work out best yet, but should be good either way
I wonder if the minion on totem will add a minion tag on totem skills allowing you to scale them with minion gems and nodes and also buff them with warcries
You can armor break whit Seismic Cry. I was even thinking droping whole strenght staching if corrupting blood turns out bad. And do hit base Seismic Cry spam. Slaping extra adds into the build will be nice and free damage. I compared Seismic Cry damage it dosent look bad. If there is way to scale it it might be its own think even without corrupting cry. To add up it has sinergy whit stun aswell
Ill be doing something similar. I was pretty invested into titan but when i saw these block nodes, i immediately knew i wanted this ascendancy running the two handers in one hand node and a shield. Hopefully some of the slam skills can break armor and then huge aftershocks can take advantage of the shredded armor.
Thanks for the high quality content. Do you think Sunder is a good choice for this ascendancy since it consumes broken armour? How do you reckon this interaction would work? Would Sunder make it so that you consume broken armour and prevent you from taking advantage of the negative armour node?
I'm surprised you're not still going seismic cry with strength stacking and the new armor break nodes. We know armor is for both DoT as well as hits now, and the seismic cry would still break it I believe as it initially hits. Either way, nice to see your build!
I dont think sacrifice will work as the node is a passive skill and the warcry doesnt target a corpse. You could maybe have something like cast on minion death into a totem? Cast on minion death normally says cant trigger minion skills but totem doesnt tag as minion and the minion summoned is triggered separately. Could work. Some like infernal legion trigggering totems triggering ancestral spirits
@dreamcore_gg I just watched your Blood mage blood magic interaction video. Do you still think after we have more info about the ascendancies that blood magic keystone will just remove the mana cost part from skill completely, instead of making you pay x2 the skill cost in life?
Warbringer looks like a cool starting option, and it has so many good nodes I can see myself doing different builds on this one. But Im not sure what to pick for my starter, I am still leaning more towards Titan I think. It would be fun if we could swap and try different versions on the same toon like in PoE 1 depending on what items you find and how the build works out during the way. Have they confirmed if we can respec points taken in the ascendancy, and if we can swap ascendancies between warbringer and titan for example in PoE 2?
You know, that's a good question, I'm not sure if it was asked if you can change ascendancy points - I'd assume you can. However, as of right now you cannot swap from one ascendancy to another fe. Titan to Warbringer but that will likely be changed during EA
@@dreamcore_gg Coming from PoE 1 I would also assume you can respec different nodes. But its good to know you cant swap between Titan and Warbringer for example. Will be interesting to find out! Ty for answer, and for the great content :)
You think the "skip" channeling will work for Supercharged Slam on Totems. I am thinking a warcry focused build with Ancestral Warrior totems doing Supercharged Slam with no channeling due to spamming Warcrys with no cooldown. Do you think this could work or will the Totems not be impacted by the warcry circumventing channeling time?
@dreamcore_gg Sad, could have been fun. Then it is probably going to be a build somewhat similar to yours. Can you elaborate a bit on why you prioritize Jagged ground?
So for my understanding (never played Poe) let’s say I cap block at 75 . There is a chance to block the telegraph attack that one shot you from bosses. But is a chance and I can play a map once ? And I don’t block it , I’m dead and can’t play the map ?
If you die in a map yes, you can't re-enter the map, but block isn't the only defensive mechanic in the game - you can build a very tanky character if you want to.
@@UlfMTG on poe2db says Sunder consumes fully broken armor to guarantee a critical hit. So if your crit can do enough damage to fully break the enemies armor you could just crit again.
@@de_sherwin im only talking about anvil’s weight the break 10% of damage dealt, crits doing extra damage, break more armor potentially fully breaking it in a single slam allowing you to crit again
@@SweebyMignonne yeah i gotcha it sounds like a good idea, just wondering myself if taking the node after it is worthless as sunder might cancel it out
I'll stick to corrupting cry :) now probably paired with totems, as the Ancestral Spirits are minions which can be exploded by my warcries with the support gem you showed here. Getting more excited by the day.
Wouldn't a rapid firing crossbow work very well for breaking armor on warbringer? I'm thinking a two hander + shield with some big slams and defensive abilities and a crossbow for fast armor breaking at range.
Man, I wish I knew what the skills are for axes... I want to do the closest thing to a Frenzy Barbarian from Diablo 3, but with lots of armor break/bleed damage/life leech. Neither of the ascendancies seem like a good fit, but the better choice seems to be Warbringer for the imploding impacts.
Breaking Armour is only a good thing for Phys Melee builds maybe? So if you want to mess with Elemental builds, you dont get as much out of it as Armour doesnt mitigate Ele dmg?
idc i'm going blood mage. I think sustain is going to be a hidden king in EA boss fights are going to be balanced around letting you tank a handful of small hits or maybe one big hit if you invest defensively, but recovering life is not going to be anywhere near as easy as PoE1. I think GGG really hates the "corpse-piling" we do in campaigns, and mandatory battles of attrition are the best way to handle that while still being good design.
I mean I would like to see them, but not with 0s cd Want to be mobile? Get 3 movement skills and chain them, probably lose some damage. However I think having to measure speed in blood aqueduct/second is not the goal I thing
Kinda crazy that they removed mana reservation and put it onto spirit, yet im constantly hearing people say "mana might be an issue". Really weird that from what we've seen so far anyway, mana leech is really hard to find.
Seems like you would need 188% increase block chance in the tree for 75% block with Turtle Charm assuming 40% base block. If that is the case I am out 😆 Maybe I am not calculating this right.
in passive tree,poe2 doesn't have"chance to block attack damage"、"chance to block spell damage",only have “chance to block”,so in poe2 “chance to block”means “chance to block attack and spell damage” or “chance to block attack damage ”? im confuse
Enemy skills no longer have a distinction between attacks and spells. To ensure visual clarity, players won't have to guess what is a spell and what is an attack. As a result, all monster skills are affected by evasion and accuracy, and spell suppression no longer exists.
Those nerfs to Renly's Training and Turtle Charm has me sad. I hope we can still max block chance without it costing us everything else. 😢 Also, if you have a PoE 2 Mechanics primer on Block, please send link (I've looked, but haven't found one yet)!
Yeah I don't mind the less modifier on Turtle, but the Renly's one kinda sucked. I only have one on active block atm ua-cam.com/video/JezvBElIWXo/v-deo.html
All the block nodes show "x% increased Chance to Block", not "+x% increased Chance to Block" like they did in PoE 1. This probably mean it's just a multiplier for your base block chance. In this case you would need 44% increased block chance to hit 75% block with Rendly's Training, Turtle Charm and Glancing Blows (40*1.44*2*0.65=74.88%). Without Glancing Blows you would need 188% increased block (40*2.88*0.65=74.88%).
Increased is additive, where as more I multiplicative, so you add all the increases together then multiply where as more you multiply each instance of more individually
@@HolyDawntaker I know that ... what I wanted to express is: In PoE 1 block chance on the tree is additive to the block chance on your shield, so 40% base block and 25% block chance on the tree is 40+25=65% block. As the "+" is missing in the description for the block nodes in PoE 2, I think that this is different, so 40% base block and 25% block chance on the tree is 40*1.25=50% block instead.
ya you're right. its 12% increased chance to block, meaning it would be 40+12% = 44.8% and all the % increased chance to block would be additive throughout the tree. so if you can get 100% increased chance to block (probably LOTS of investment) that would equal 80% chance to block
so...totems are still going to have their own stats like in poe1, right? thus totems wouldn't benefit from the armour break ascendancy nodes, correct? i think right now, however, i still want to do attack totems, and im thinking since i'll still be able to attack, i want to focus on breaking the enemies armor for my attack totems to do majority damage after armor is broken thats my plan for a start right now
I was talking about limit support in this video, but there are two notables that I saw on the tree for +1 attack totem, one in STR area and one in STR/DEX
@@dreamcore_gg oh thats pretty good. so already you can have 4 totems with the passives and support gem. of course that support gem has a terrible downside still could be worth
Personally I'm skipping the block and Jade nodes while learning the game. It will create bad habits for future characters that don't have those kinds of defense. Armour Breaking + Rolling Slam ancestral totems baby!
what makes you think turtle charm causes you to be able to block "large aoe abilities"? raising your shield normally doesnt even accomplish this. I think this node effectively raises your block cap to 100% as if you were raising your shield at all times but you have a 35% less block chance modifier
🚨2 DAYS🚨
Hype!!! I'm gonna try stormcaller and gat massive cast speed to hopefully instant cast lightning warp and have a caster flicker build
I have a off topic question about Gemling Legionnaire. Does the less cost of skills affects spirit reservations?
@@gameross369 It shouldn't no
@@dreamcore_gg Ok. Thanks. That's very unfortunate tho.
@@dreamcore_gg if this is not the best place to ask this question then sorry but - Can anyone in poe community before launch 100% say if Titan's Hulking Form node "50% increased effect of small passive skills" applies to traveling stat nodes? ei will i get 5str or 7str per point? (It doesn't, you get 5 answered in dev discord)
Man this was the first PoE 2 Concept I have watched and it got me so happy that we are finally making these videos! Great idea here man cant wait to hear about your experience with it
Yoooo what are you logging in Sylver?
A video a day keeps the insanity at bay!
SO CLOSE NOW!
Its been a blast theory crafting this class
Great vid, thanks!
Note that you can use shield charge with weapon swap to use it as a mobility even early on!
Very true, the weapon swapping system will take some getting used to for me
The Sacrifice support specifically mentions "Reviving Minions". When looking on poe2db at the minion skill gems, it also clearly says "Summons Reviving [Minion Type]". The Ancestral Spirit ascendancy skill gem doesn't mention "Reviving" at all. I really doubt this interaction will work. I really want it to though. That interaction sounds really cool. Beefy monkey go BOOM.
summon skelly will work fine you can use any thing you want so you can have 14 of them i think.
Yeah I don't believe it will work with ancestral spirits, but running around with a group of skeletal brutes and exploding them?
@@dreamcore_gg ya this could be very strong indeed. scale up whatever minions life as much as possible since the dmg is % scaled off their hp. this would be a very fun popcorn build
all depends how normal minion skills resummon themselves or how many you can have etc. so long as you can keep a consistent uptime with however much spirit you can get, could be really strong
Just found you through Ziz and Grimro recommendations! Good stuff, and subbed!
Awesome, welcome aboard!
Dreamcore is killing it with the content. Good luck with your idea.
I theorycrafted an internalist ignite build that will weapon swap and use Frostbolt/Ice Nova to chill and freeze hard rares/bosses and consume the freeze with Frostfire on either fireball or flameblast for 100% more ignite effect. Ideally, in the Bringer of Flame window. Defensives will be max fire res scaling with Altered Flesh, Loyal hellhound, chill/freeze, and hopefully decent recovery.
Worst case it sucks and I reroll to minion instability.
I think frostfire is gonna be really strong, good luck
Will probably start it too. It feels really similar but with some very nice twists and space to experimental builds
Yeah there are just so many options in this ascendancy, easily the most diverse of the ones we have so far
Hey man, thanks for all the videos in last few weeks. Made it easier to make a few build concepts of my own, seems like a lot has changed from poe1.
A lot has changed indeed, gonna be a fun new game to dive into
alright the more i look through the list of poe skill gems the more im thinking armour breaking is going to be extremely strong.
you have armour breaker, which is an attack (can be put on totems) to break a flat amount of armour per hit
there are some attacks like sunder and leap slam which end armour broken state, when they hit, traded off with an effect (like guaranteed critical hit) but these seems very bad.
there are so many effects which can take place when an enemies armour is broken. these seem extremely good. like armour explosion which converts phys dmg to fire and gives off an aoe explosion when enemy armour is broken. once its broken, if this goes off every hit, that would be very strong im sure.
there is also Break Posture, which apply Daze when fully breaking an enemies armour. if you could get into a good loop of breaking the armour, dazing, consuming the broken armour, then breaking it again for another daze, this would be extremely strong. the daze effect lasts for 6 seconds. massive
there is also Corrosion, which allows poison applied by supported skill to also break armour based off 3500% of the poison damage. to break the armour into negative values, this is most likely going to be extremely powerful. poison does apply via physical damage as well, so this will work. and poison damage is based on hit damage, which will take into account armour values as well. so its essentially a scaling effect on its own. hit, poison, lower armour, hit for more damage based on lower armour, stronger poison because of lower armour, which lowers armour even faster/harder/stronger
uhhh yeah. warbringer it is. i'll have to test around a lot with what works best, but im 100% going the breaking armour route
Negative armour might just be completely busted, but just having the ability to break armour with your normal hits without a specialised attack or support gem is very good I think
Do you know if Anvil's Weight and Imploding Impacts work for my totems or do I have to hit the enemies myself ?
@@23528233 It will work with your totems
@@23528233 it will, palsteron is starting as warbringer with totems, i think i will too
im either going to use totems to break armour, and use a skill which consumes the broken armour for a big effect (guaranteed crit, stack crit dmg, type of thing)
or i'll stack negative broken armour by attacking myself, and letting the totems utilize the extra damage, using totems as main damage
not sure which will work out best yet, but should be good either way
"not a build guide btw" :D
I wonder if the minion on totem will add a minion tag on totem skills allowing you to scale them with minion gems and nodes and also buff them with warcries
Awesome! Would love to see a basic outline of a Titan build from you on Mobalytics
big thanks for this theorycrafting thats exactly what I was aiming for
You can armor break whit Seismic Cry. I was even thinking droping whole strenght staching if corrupting blood turns out bad. And do hit base Seismic Cry spam. Slaping extra adds into the build will be nice and free damage. I compared Seismic Cry damage it dosent look bad. If there is way to scale it it might be its own think even without corrupting cry. To add up it has sinergy whit stun aswell
Ill be doing something similar. I was pretty invested into titan but when i saw these block nodes, i immediately knew i wanted this ascendancy running the two handers in one hand node and a shield. Hopefully some of the slam skills can break armor and then huge aftershocks can take advantage of the shredded armor.
Thanks for the high quality content. Do you think Sunder is a good choice for this ascendancy since it consumes broken armour? How do you reckon this interaction would work? Would Sunder make it so that you consume broken armour and prevent you from taking advantage of the negative armour node?
I actually wasn't sold on anything you've said until you mentioned 'beef'
B E E F
I'm surprised you're not still going seismic cry with strength stacking and the new armor break nodes. We know armor is for both DoT as well as hits now, and the seismic cry would still break it I believe as it initially hits. Either way, nice to see your build!
I dont think sacrifice will work as the node is a passive skill and the warcry doesnt target a corpse. You could maybe have something like cast on minion death into a totem? Cast on minion death normally says cant trigger minion skills but totem doesnt tag as minion and the minion summoned is triggered separately. Could work. Some like infernal legion trigggering totems triggering ancestral spirits
Do you know if Anvil's Weight and Imploding Impacts work for my totems or do I have to hit the enemies myself ?
it will, palsteron is starting as warbringer with totems, i think i will too.
@dreamcore_gg I just watched your Blood mage blood magic interaction video. Do you still think after we have more info about the ascendancies that blood magic keystone will just remove the mana cost part from skill completely, instead of making you pay x2 the skill cost in life?
Warbringer looks like a cool starting option, and it has so many good nodes I can see myself doing different builds on this one. But Im not sure what to pick for my starter, I am still leaning more towards Titan I think. It would be fun if we could swap and try different versions on the same toon like in PoE 1 depending on what items you find and how the build works out during the way.
Have they confirmed if we can respec points taken in the ascendancy, and if we can swap ascendancies between warbringer and titan for example in PoE 2?
You know, that's a good question, I'm not sure if it was asked if you can change ascendancy points - I'd assume you can. However, as of right now you cannot swap from one ascendancy to another fe. Titan to Warbringer but that will likely be changed during EA
@@dreamcore_gg Coming from PoE 1 I would also assume you can respec different nodes. But its good to know you cant swap between Titan and Warbringer for example. Will be interesting to find out! Ty for answer, and for the great content :)
You think the "skip" channeling will work for Supercharged Slam on Totems. I am thinking a warcry focused build with Ancestral Warrior totems doing Supercharged Slam with no channeling due to spamming Warcrys with no cooldown.
Do you think this could work or will the Totems not be impacted by the warcry circumventing channeling time?
I don't think they'd be affected by warcrys, they only empower attacks you use yourself
@dreamcore_gg Sad, could have been fun. Then it is probably going to be a build somewhat similar to yours. Can you elaborate a bit on why you prioritize Jagged ground?
So for my understanding (never played Poe) let’s say I cap block at 75 . There is a chance to block the telegraph attack that one shot you from bosses. But is a chance and I can play a map once ? And I don’t block it , I’m dead and can’t play the map ?
If you die in a map yes, you can't re-enter the map, but block isn't the only defensive mechanic in the game - you can build a very tanky character if you want to.
@@dreamcore_gg hmm, so telegraph attacks don’t one shot you necessarily ?
Sunder +the armor break node may allow you to crit on every attack if your hit dmg is high enough compared to enemy armor.
what does crit chance have to do with the enemy armor? i thought it just increased phys dmg dealt to the mob
@@UlfMTG on poe2db says Sunder consumes fully broken armor to guarantee a critical hit. So if your crit can do enough damage to fully break the enemies armor you could just crit again.
it says sunder ends fully broken armour how does that affect the ascendancy node that let's you reduce armour below zero?
@@de_sherwin im only talking about anvil’s weight the break 10% of damage dealt, crits doing extra damage, break more armor potentially fully breaking it in a single slam allowing you to crit again
@@SweebyMignonne yeah i gotcha it sounds like a good idea, just wondering myself if taking the node after it is worthless as sunder might cancel it out
I'll stick to corrupting cry :) now probably paired with totems, as the Ancestral Spirits are minions which can be exploded by my warcries with the support gem you showed here.
Getting more excited by the day.
Have you checked out Stomping Ground support? I feel like that was literally made for Stampede and should probably be very good on it.
I'll definitely be trying that one out
I was going to try that with shield charge
thank you
Wouldn't a rapid firing crossbow work very well for breaking armor on warbringer? I'm thinking a two hander + shield with some big slams and defensive abilities and a crossbow for fast armor breaking at range.
Man, I wish I knew what the skills are for axes... I want to do the closest thing to a Frenzy Barbarian from Diablo 3, but with lots of armor break/bleed damage/life leech. Neither of the ascendancies seem like a good fit, but the better choice seems to be Warbringer for the imploding impacts.
Axes are not in the game right now man, sorry.
How does break armour work? Do you just remove enemy's armour rating? That seems insane for sure
Breaking Armour is only a good thing for Phys Melee builds maybe? So if you want to mess with Elemental builds, you dont get as much out of it as Armour doesnt mitigate Ele dmg?
what are the little nodes in between the big named ones?
We don't know
Small passives. The Titan has an Ascendancy skill that makes them 50% more powerful.
idc i'm going blood mage. I think sustain is going to be a hidden king in EA
boss fights are going to be balanced around letting you tank a handful of small hits or maybe one big hit if you invest defensively, but recovering life is not going to be anywhere near as easy as PoE1. I think GGG really hates the "corpse-piling" we do in campaigns, and mandatory battles of attrition are the best way to handle that while still being good design.
Could I play Warbringer as a sort of support with sceptre to buff allies and totem summons?
I really, really, really hope that we don't see a return of movement skills for map traversal. I hope that stays a uniquely PoE1 thing.
honestly, i agree
I mean I would like to see them, but not with 0s cd
Want to be mobile? Get 3 movement skills and chain them, probably lose some damage.
However I think having to measure speed in blood aqueduct/second is not the goal I thing
what will happen when you use a skill that consumes fully broken armour on an enemy with negative armour?
Huh I was planning the same ascendancy, but slams and totems are boring so anything that isnt those.
Kinda crazy that they removed mana reservation and put it onto spirit, yet im constantly hearing people say "mana might be an issue".
Really weird that from what we've seen so far anyway, mana leech is really hard to find.
Yep, full mana pool but recovery might be a big problem
Seems like you would need 188% increase block chance in the tree for 75% block with Turtle Charm assuming 40% base block. If that is the case I am out 😆 Maybe I am not calculating this right.
you calculated it right, lol
in passive tree,poe2 doesn't have"chance to block attack damage"、"chance to block spell damage",only have “chance to block”,so in poe2 “chance to block”means “chance to block attack and spell damage” or “chance to block attack damage ”? im confuse
Enemy skills no longer have a distinction between attacks and spells. To ensure visual clarity, players won't have to guess what is a spell and what is an attack. As a result, all monster skills are affected by evasion and accuracy, and spell suppression no longer exists.
A lot of people are trying to use Blasphemy and have included Enfeeble and Temporal Chains, but they don't fit this build?
that should fit any build, so long as you can get two curse limit
@@junk3996 Too bad nerf got in.
60spirit+50% less curse effect
@@forget2207 60 spirit is fine, 50% less curse effect is insane (and not worth)
also we can't play, so no numbers are confirmed
Those nerfs to Renly's Training and Turtle Charm has me sad. I hope we can still max block chance without it costing us everything else. 😢
Also, if you have a PoE 2 Mechanics primer on Block, please send link (I've looked, but haven't found one yet)!
Yeah I don't mind the less modifier on Turtle, but the Renly's one kinda sucked. I only have one on active block atm ua-cam.com/video/JezvBElIWXo/v-deo.html
I’d love to know what the totem minions do
from some video clips, it looks like they take a whole hell of a long time to spawn, then just move around and attack like any other minion
Armour break boneshatter?
All the block nodes show "x% increased Chance to Block", not "+x% increased Chance to Block" like they did in PoE 1. This probably mean it's just a multiplier for your base block chance. In this case you would need 44% increased block chance to hit 75% block with Rendly's Training, Turtle Charm and Glancing Blows (40*1.44*2*0.65=74.88%). Without Glancing Blows you would need 188% increased block (40*2.88*0.65=74.88%).
Increased is additive, where as more I multiplicative, so you add all the increases together then multiply where as more you multiply each instance of more individually
@@HolyDawntaker I know that ... what I wanted to express is: In PoE 1 block chance on the tree is additive to the block chance on your shield, so 40% base block and 25% block chance on the tree is 40+25=65% block. As the "+" is missing in the description for the block nodes in PoE 2, I think that this is different, so 40% base block and 25% block chance on the tree is 40*1.25=50% block instead.
ya you're right. its 12% increased chance to block, meaning it would be 40+12% = 44.8%
and all the % increased chance to block would be additive throughout the tree. so if you can get 100% increased chance to block (probably LOTS of investment) that would equal 80% chance to block
How much armour do enemies have typically?
Endgame bosses in PoE1 had around 30k armour I believe
so...totems are still going to have their own stats like in poe1, right?
thus totems wouldn't benefit from the armour break ascendancy nodes, correct?
i think right now, however, i still want to do attack totems, and im thinking since i'll still be able to attack, i want to focus on breaking the enemies armor for my attack totems to do majority damage after armor is broken
thats my plan for a start right now
Totems take on your offensive stats, they'll apply the armour break and benefit from it too
I want my totem screaming warrior
i hear dreamcore talk about totem limit nodes but he never showed one
I was talking about limit support in this video, but there are two notables that I saw on the tree for +1 attack totem, one in STR area and one in STR/DEX
@@dreamcore_ggoh nice that's not been revealed yet then?
@@dreamcore_gg wow thats huge news for totem builds ... now I want a full skill tree reveal before launch even more
@@dreamcore_gg oh thats pretty good. so already you can have 4 totems with the passives and support gem. of course that support gem has a terrible downside
still could be worth
Personally I'm skipping the block and Jade nodes while learning the game. It will create bad habits for future characters that don't have those kinds of defense. Armour Breaking + Rolling Slam ancestral totems baby!
I want some advice for unga bunga titan!
gg
warbringer is sleept off
what makes you think turtle charm causes you to be able to block "large aoe abilities"? raising your shield normally doesnt even accomplish this. I think this node effectively raises your block cap to 100% as if you were raising your shield at all times but you have a 35% less block chance modifier
Can block damage from all hits > usually you can only block projectiles and strikes. Same wording as Acrobatics
if it raised block cap to 100% it would just say that
There's no way Turtle Charm means 100% max block chance. That would break the game
HEY ARE YOU SURE THIS ISNT A GUIDE
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can we respec nodes within our ascendancy?