Not supported anymore
" now im lvl 48 have all gems all items (cheap build) and wanna fast take lvl 65 and try play it =) |
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Is there a limit for the "increased area of effect" gem? Or a limit in general?
Because my area of my RF (lv. 19) gem is quite big but I dont see any difference of changing 2 increased AoE gems in my chestplate. For example: I put a lv. 5 AoE gem --> Area is getting a little bit bigger I put a lv. 19 AoE gem instead of the lv. 5 one --> area stays the same. In theory it should getting bigger but it isnt. I have only played 300 hours so I dont have so much experience as other. I mean, I am not new to this game but I am still learning, so it could be that I am doing something wrong there :) |
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Hi, there is no maximum limit of increased area of effect.
However, AoE had "recently" a complete overhaul how the calculations are working. https://www.pathofexile.com/forum/view-thread/1838713 Since then it is way easier to reach quickly a big area, but if you continue further to stack it, the difference will become only marginal, meaning that if you recognize almost no more change you can for instance respecc a few AoE passiv skillpoints to something more effective or swap the gem if there is an alternative available. Lonewolf
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How to get charges?
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Frenzy Charges with Blood Dance Boots
Endurance Charges with Red Dream/Nightmare Jewel Edit: added now to the Guide at Mechanics section Lonewolf Twinks#7280 님이 2017. 7. 21. 오전 3:59:44에 마지막으로 편집
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" Oh, really thank you for this information :) |
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Really enjoying this build!
I'm sorry if it's been mentioned before, but how would you change the build with the assumption that you can't get the Red Dream jewel for endurance charges? Like in the upcoming 3.0 league, for example. Thanks for putting so much work into this. |
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" Hi, the red dream/nightmare jewel is a nice quality of life item, providing additional physical damage mitigation, a longer immortal call duration + additional blockchance if it is the nightmare version. All three of them are not necessary though, we have alrdy a nice amount of phys dmg mitigation due us stacking armour. The immortal calls main function is to counter single high dmg hits/bursts and for that you don´t need a longer duration. The blockchance is nice to have. With 3.0 the jewel will most likely become a luxus instead of a QOL item due them planning to implement breaches only at every ~10th map. If you think now how rare Chayulas are and how badly they do provide splinters most of the time... yeah enough said. To get to an answer, I do already provide edngame skilltrees with and without the Jewel for 2.6 at the passivtree section and I will do the same when I release the 3.0 trees, which will be around 1st of August due it still being subject to change and beta wave 4 still not being released. (Release date of 3.0 is currently the 4th of August) Lonewolf
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No more Frenzy xD
GGG QoL Feature of the Year! SKILLTREE AND FRIENDS SEARCH!
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" Enlightn me if I missed something, but the only change towards Frenzy Chargs was that it does not count anymore for all damage sources it is now for attack skills only right? So yeah we lose up to ~15% Damage, but the priority is and always has been the life regeneration combined with the Blood Dance Boots. Thanks for your contribution though "no more Frenzy xD" is a really helpful, detailed and mature post, mkay. Lonewolf
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