In Path of Exile: Affliction, as you venture through Viridian Wildwood, you can find a new Unique Shield: Flawed Refuge.
This new item seems to be overlooked by many. This guide aims to break down the usefulness of this new unique item versus existing mechanics to mitigate the impact of upcoming penetrating hits.
So let’s see what this new Unique Shield does: it adds Armor and Evasion. This is a very poor base type, so it doesn’t have much effect even after increasing it. And there are a lot of extra attack block opportunities here too.
Then we have two big modifiers on this shield. You take 100% elemental damage from hits that block and 40% elemental damage from hits that take physical damage. Both statistics immediately exist in the game in other forms.
What we have access to in the game is dedicated to transferring physical damage to another damage type, such as Lightning Coil, which is very popular now. It converts 50% of physical damage taken on hit as lightning damage.
But this modifier on this Flawed Refuge Shield is to transfer 40% of all elemental damage you take into physical damage, with Fire, Cold, Lightning damage coming from hits.
So the reason there isn’t a lot of discussion about this shield is mainly because it’s quite niche meta. The focus now is on shifting as much physical damage as possible into other damage types so you can mitigate the damage through resistance. But that doesn’t mean there’s no use for Flawed Refuge.
So let’s first look at a basic example of Flawed Refuge.
Let’s say a character has 75% elemental resistance and 20,000 points of armor. It takes 3,000 lightning damage without a shield, which is mitigated by 75% resistance.
However, when equipped with a shield, it will take 750 lightning damage, 40% of which is treated as physical damage. Therefore, 1,800 points of damage are considered lightning damage and 1,200 points of damage are considered physical damage.
It can mitigate lightning damage by reducing resistance to 450, and armor can mitigate physical damage. In this case, it reduced physical damage by 77%, bringing it down to 276 for a total of 726 damage taken.
So you can see that the damage taken is very similar in both calculations, but in this case, Flawed Refuge setting is slightly more effective at mitigating the damage taken.
How about more damage? Let’s say the character takes 10,000 lightning damage. Without a shield, lightning damage is mitigated purely by 75% resistance.
Taking 2,500 points of spiritual damage when equipped with a shield, 6,000 of which are treated as lightning. Resisted by 75% of resistance, bringing it down to 1,500 damage. The remaining 4,000 points of damage are treated as physical damage.
In this case, armor provides much less relief. Because it does more damage, the armor reduces physical damage by 50%, bringing this down to 2,000 for a total of 3,500 damage taken.
You can see that due to the nature of the armor application, Flawed Refuge setup is much weaker when taking larger hits.
There is one very important thing to note here, however, and that is the type of damage taken after the mitigation occurred in the second example. The unshielded setup takes 2,500 lightning damage, while Flawed Refuge setup ends up taking 1,500 lightning damage and 2,000 physical damage. This is important for damage type properties.
Let’s talk about Non-Damaging Ailments first. These Ailments are based on damage taken from specific elements.
The severity of Non-Damaging Ailments is measured based on the amount of damage taken relative to Ailment Threshold of a specific type.
So if we take the previous example. Assuming 10,000 points of lightning damage are a critical hit, this means it has the inherent property of causing shock.
In this example, Flawed Refuge setting reduced lightning damage by 40% compared to the normal setting after mitigation. Although it takes overall more damage, the portion of damage taken as physical damage does not cause shock by default. As such, Flawed Refuge setups may suffer from weaker shocks, so this isn’t limited to Non-Damaging Ailments either.
So now let’s talk about Elemental Penetration. I believe this will be the main use case parameter for this shield damage type, another property related to that specific damage type.
Let’s look at another example. A character with 80% elemental resistance and 25,000 armor with 3 Endurance Charges. The character takes about 13,000 points of cold damage and has 25% Cold Penetration without a shield, with damage mitigated purely by resistance. In this case, penetration provided 55% relief.
A character equipped with a shield takes 5,850 points of cold damage. 7,800 points of damage are treated as cold damage, which is mitigated by resistance reduced to 3,510. Then the remaining 40% is considered physical damage. Combined, this will provide a 61% physical damage reduction, bringing this down to 2,028 for a total of 5,538 damage.
Flawed Refuge setting in this example does less damage. Because it avoids Cold Penetration which takes 40% damage. And it’s also worth noting here that characters may also take weaker cold damage due to taking much less cold damage.
Note that Overwhelm has a damage type attribute related to physical damage, allowing damage to bypass a specified amount of physical damage reduction.
For example, in Expedition, you can explode a wreckage, causing all monsters to overwhelm 100% physical damage reduction. But if you’re using this shield normally, you probably don’t want to do that.
Next, let’s talk about some synergies you can take advantage of with a Flawed Refuge.
Starting with the most obvious one, that’s Divine Flesh. You can get this Keystone from Glorious Vanity Timeless Jewel, and it causes 50% of all elemental damage to be treated as chaos damage.
When used with Flawed Refuge, a total of 90% of elemental hit damage will be diverted to other damage types. This combination of mechanisms is therefore powerful in mitigating the effects of elemental penetration.
Keep in mind that you still need to limit elemental resistances, as 50% of elemental damage will still be calculated as normal over time.
If you have enough POE Currency budget, you can also add Doppelganger Guise to this synergy to make it even more powerful. This is a unique Body Armor dropped from Uber Maven. This reduces physical and chaos damage by 40%, and combines perfectly with Divine Flesh and Flawed Refuge.
In this case, no matter what type of original damage you took, just using modifiers will mitigate most of the damage.
Then there’s Fourth Vow, another unique Body Armour. It applies full armor calculations to chaos damage taken on hit and when combined with Divine Flesh. This one is powerful at negating the effects of large amounts of elemental damage.
However, when combined with Flawed Refuge, it creates an interesting setup. You’ll be motivated to stack a lot of armor to mitigate all incoming damage types from hits.
Remember that armor is applied to each damage type individually, which is why split damage types are very effective for the application of armor to mitigate damage.
As such, Flawed Refuge has some synergy with Juggernaut’s Unbreakable Notable and its natural ability to mitigate physical damage through armor stacking and Endurance Charge generation.
In this case, Juggernaut will transfer a portion of elemental damage into physical damage. This will allow him to provide more mitigating late resistance against the resulting smaller hits.
Damaging Ailments work differently than Non-Damaging Ailments. Damaging Ailments are Poison, Bleed and Ignite, whose application is based on the damage of the original attack rather than the damage taken.
Therefore, transferring damage to another type has no effect on whether the hit causes Damaging Ailment or the severity of Damaging Ailment caused.
For example, there’s a chance that Ignite’s fire damage hits will still deal Ignite based on the full fire damage of the hit, even if you have Flawed Refuge equipped.
Meanwhile, this also means that the transferred physical damage you take using Flawed Refuge will never cause Poison or Bleed to you by default, even though you also have a chance to suffer from these diseases due to vulnerability and so on.
Finally, let’s talk briefly about this modifier on the shield: You take 100% elemental damage from blocked hits. Be very careful here as these modifiers will stack and end up making you take more damage than your initial attack.
For example, if you use this shield for Glancing Blows, which causes you to take 65% of the damage from blocked hits, you’ll end up taking 165% of the elemental damage from blocked hits. That’s 65% more damage than if you didn’t block it here, so be aware of that.
That’s it for this guide. I hope you all enjoyed Affliction League and I’ll see you in the next one.
I will explore the inner workings of Frostblink of Wintry Blast CoC Occultist build, which is my favorite of many new emerging cold CoC builds in Path of Exile 3.23. It offers superb mobility, as it teleports the character just like the regular Frostblink does. However, due to the lack of cooldown, you can hook it up to a well-established Cast on Critical Strike and Cyclone gem combo.
The additional upside of this alternate Frostblink is more damage per chill effect on the enemy, which should be capped at 30%. The chill is removed on hit with this spell, so to apply it once again, you will use the basic Frostblink, as it is one of the very few instant cold spells that will not disrupt the channeling.
The greatest benefit of using a mobility spell is the main damage source, as Bronze body armor, with its unmatched local increases to gem level for ascendency, we’ve selected occultist due to the obvious synergy with cold damage and critical strikes from forbidden power stacking maximum power charges normally yields tons of crit chance.
However, in this situation, it also provides a larger area of effect and area damage. The unique items that have to be used are also heavily tied to charges of all kinds, especially Ralakesh's Impatience boots, which treat you as if you’re fully charged. You’re dealing damage with your Frostblink cast on Cyclone that has 100% Critical Strike Chance with a high crit multiplier. You will benefit from Inner Conviction and Pain Attunement. Void Beacon and Frigid Wake are excellent additions.
Enemies will take magnified cold damage. The build has a high spell suppression chance, spell block chance, Elemental damage recoup, and a sizable hybrid life pool. It cannot withstand big physical damage hits unless you’re willing to tweak the build to make it tankier at the cost of damage. Clear speed resembles that of a Flicker Strike, but you can also use a regular Frostblink to close the gaps. It’s really fast. Single-target damage is also more than enough, tens of millions of DPS.
The build uses many cheap Uniques with rares to cap resistances. You will harness the power of charges with Ralakesh's Impatience, Willclash, Malachai’s Loop, and Graven's Secret. With this combination, the character is treated as though it had all its basic charges.
You will also benefit from the absorption charges, which result in a lot of life, life recoup, and spell block chance. Other unique POE Items to implement are Badge of the Brotherhood amulet and Bronze live body armor for more damage. Willclash is an enormous bonus to spell block chance. When combined with other items, characters are treated as if they had all 10 or more power charges, and they do not lose these charges when blocking.
The damage and defense stats are also generous. Malachai’s Loop increases spell damage and grants 2 extra maximum power charges. The extra 5 levels to the Frostblink spell socketed in Bronze live will result in much more damage. Corrupt it for an extra 2 gem levels AOE gems if you can afford it, double corrupted if you like to gamble.
It could potentially increase the level of Frostblink by up to 8. Ralakesh's Impatience boots cause you to be treated as on maximum power, frenzy, and endurance charges. Conjuring these in any other way would be too inefficient and difficult. You can still benefit from Inner Conviction Keystone or absorption charges. The build is not very tanky, so using the Graven's Secret belt is quite a good idea. It grants you an extra maximum power charge and tons of life recoup from the elemental damage you take.
Use Badge of the Brotherhood to benefit from an additional 7 or more frenzy charges. These make you deal more damage and increase the cooldown recovery rate for Frostblink.
You may struggle with capping your Elemental resistances if you put Polaric Devastation on, but if that’s not an issue, consider it for extra damage, crit chance, and to cover enemies in Frost. They will take increased cold damage, and their crit chance gets reduced by 50%. A good Precursor's Emblem with +1 to max power charges is immensely powerful in this build.
Keystone of inner faith is available in the Dominus variant of Militant Faith and deals with more damage per power charge. The devotion mod shall increase your damage, grant you some Elemental resistances, Mana regeneration, or reduce the Mana cost of your skills. Shaper of Storms, Shaper of Winter, Mastermind of Discord, and Heart of Destruction are suitable keystones if you need more damage.
Shaper of Winter is particularly good to upgrade your chill and freeze for improved durability. Look for Bastion of Elements or Nine Lives, Elemental Penetration, and extra Critical Strike chance can be found as Hatred or Zealotry mods on a Watcher’s Eye. Grace offers more evasion and blind on hit. The abundance of unique items leaves you with very few rare items that will be mainly used to fix the missing resistances and attributes.
You can craft the prefix to never miss with Cyclone on your weapon. Reduce the mana cost of skills and gain Spell Suppression, Chaos Resistance, and Blocking. You need some sort of melee weapon to use with Cyclone. We recommend a claw with its instant life and mana on hit, but most weapons will do.
Craft a prefix to make your hits unavoidable and seek modifiers for Critical Strike chance and global crit multiplier with spell damage. Acquire some maximum life, resistances, and spell suppression on the gloves. Other mods are of lesser importance.
Cold Exposure and Unnerve can be gained as eldritch implicit modifiers. Rare rings are where the bulk of your resistances and attributes reside. For prefixes, get maximum life and reduce the Mana cost of your skills. You’ll probably still need a bit more resistances and attributes, so try to gain them on your rare Jewels.
If that’s already covered, go for suitable Critical Strike modifiers. You can use 1 or 2 of the cold themed Large Cluster Jewels. To proliferate freeze, you need to look for Elemental resistances, Elemental damage, cold penetration, and Blast Freeze. Medium Cluster Jewel here you may find additional Critical Strike Chance with crit damage or AOE for better clear speed. We recommend one vast power for around 30% increased area of effect.
Bottled Faith increases your Critical Strike Chance and damage as long as its consecrated ground affects you and your foes. Your block chance is high but not capped. Use room’s concoction flask for more spell and attack block chance. For magic flasks, you can pick up diamond, quartz, jade, and life flasks. Their suffixes shall increase your crit chance, evasion rating, and reduce the mana cost of skills. Life flask shall stop bleeding.
Frostblink of Wintry Blast is more suited for a trigger build, as it has no cooldown but cast time instead. Although it cannot be chilled, it deals more damage to chilled enemies and removes the chilling effect at the same time. Cyclone is used to trigger Frostblink. You can easily move and attack at a high rate. Link these 2 with cast on Critical Strike, Empower, Inspiration, and Power Charge on Critical Support gems.
A regular Frostblink is the mobility spell, which is also used to chill and freeze. Link it with Bonechill and Unbound Ailments for a more powerful chill effect, which translates into more damage. Zealotry guarantees you to have more spell damage and more Critical Strike Chance. Hits against tough enemies will create consecrated ground.
Use Grace for more evasion, which is excellent with Ghost Dance. You can swap it for determination if you prefer to take less physical damage from hits. Instead, Hatred simply grants more cold damage. If you feel like your damage is enough, use Tempest Shield or Arctic AR armor instead of it, maybe even both if you can fit them in. Link 3 skills with Enlightened to reserve less mana.
Numerous incoming hit damage is taken as dot instead of petrified blood on. It can provide you with a high life regeneration. Affects the bottom half of your life pool. Link it with Arrogance and Enlightened support gems to be just below half of your life pool permanently.
You will take less physical and Elemental damage by Immortal Call in a few moments. Frost Shield drains your energy shield to form a protective stationary sphere inside of which you take less damage and have an increased Critical Strike chance. Link both with cast when damage is taken to save your character from dangerous situations.
Enemy marked with Assassin’s Mark takes increased damage from critical strikes and is more likely to be hit with such strikes. Link it with Mark on Hit to apply it automatically against rare enemies. Activate VRF for a brief but potent bonus to your spell damage. Use Shield Charge to move around faster if there are no enemies nearby. Frostbite lowers cold resistance.
Manually kill all the bandits. It’s probably the best option. Alternatively, help Alira. This would get you extra Elemental resistances, Global Critical Strike multiplier, and 5 mana a second. It is a good option for starters.
For a major god, pick Arakaali. We don’t expect to cap chaos resistance anyway, and too much damage over time may be dangerous. As we went heavily into hit damage mitigation with block chance, petrified blood, and recoup. Minor God is less important. Abberath seems like the best pick. It reduces ignite duration for you.
The passive skill tree follows the outermost ring on the top. It’s the most efficient way to allocate all the maximum power charges and grab 2 large jewel sockets for cluster Jewels. The rest of the points are spent on maximum life, Critical Strike nodes, cold damage, reservation efficiency, and spell suppression.
For keystones, get Pain Attunement, Ghost Dance, and something to turn into Inner Conviction. Allocate 50 extra life and 15% increased life if there are no life mods on your body armor.
As life masteries, reservation efficiency as a mastery life reservation efficiency is reservation mastery crit multiplier against unique enemies and extra gem level to Critical Strike gems. As critical masteries, increased damage per charge as charge mastery, and maybe lucky spell suppression if you have any points left and low suppression chance.
This guide is about the new Righteous Fire skill for a Hierophant in Path of Exile 3.23. The build uses Righteous Fire of Arcane Devotion skill, in contrast to regular RF, not only sources its damage from maximum mana instead of maximum Life but is also affected by all modifiers to spell damage, including increased spell damage from the Indigon helmet. It’s one of the most potent sources of damage that’s rarely explored in dot builds, as the dot damage doesn’t scale with it unless it’s specifically stated.
To get more damage from Indigon, get a lot of maximum unreserved mana and then spend it very quickly with Arcane Cloak to recover all this mana back. Use Armageddon Brand of Volatility with Brand Mastery that recovers 10% of your maximum mana after the brand expires, which happens after merely one activation. When mapping, there's no need to do it since you'll also gain mana on killing with Thrill Killer and/or Mind Drinker.
Hierophant is the ascendancy that specializes in mana, with passives such as Divine Guidance and Sanctuary of Thought. These nodes grant mana damage, reservation efficiency, area of effect, and energy shield, which the build heavily relies on. The damage is sourced entirely from the Indigon. It has a damage cap that you’re able to reach with enough mana, which is sourced from items and passives.
The fire damage over time can be improved with burning damage or dot multiplier modifiers on a weapon. It’s a durable build with over 10k energy shield, a lot of evasion, and reduced Elemental damage taken. It has a low block chance and almost no armor, but the high ES pool combined with Arcane Cloak guard spell will protect you from getting killed in one hit.
Clear speed is great and restricted only by your movement speed. To reach meaningful single-target damage, you will need to spend some POE Currency. The price is high, as expected from an intelligent stacking build, but it can be assembled on a moderate budget.
The build requires a lot of unique POE Items. Your focus is on mana and intelligence. Intelligence grants mana and energy shield, making it important with Shaper’s Touch gloves. It grants Evasion. mana will affect your damage with the Indigon helmet. Transfiguration of Mind adds AOE due to the Sanctuary of Thought. Strength grants mana and energy shield. Indigon increases energy shield and your spell damage alongside mana spent recently, which is the main reason to stack mana and use Arcane Cloak.
All spell damage modifiers affect the damage over time of Righteous Fire of Arcane Devotion. You can’t reserve mana, but you can reserve life, and the Prism Guardian Shield is the most efficient way to do so. Socket your most expensive and important auras here. The Ivory Tower protects you from chaos damage and grants tons of energy shield regeneration, intelligence, and mana.
There is no replacement for this armor. Legacy of Fury boots will significantly improve your damage with powerful Scorch and Explosions on killing. If you can't find any resistances, mana, or intelligence, consider replacing them with rare boots. Use Shaper’s Touch gloves to gain tons of mana with energy shield from strength and evasion from intelligence. Cyclopean Coil is a reasonably priced belt with a lot of maximum mana, attributes, and freeze immunity. Use it before you’re able to afford a better one.
Astramentis is the amulet with a lot of attributes that we recommend using in this build. Eyes of the Greatwolf with suitable rolls will undoubtedly be very expensive. You’re looking for increased intelligence, strength, or all attributes with life regeneration, global defenses, fire damage, or maximum mana. Put Shavronn's Revelation on your right finger to gain tons of maximum mana and energy shield regeneration. Since you don't regenerate mana, the downside won't be a problem. Socket Healthy Mind Jewel near Cruel Preparation to gain much more mana, intelligence, and mana on Split Personality.
A rare amulet can be an excellent option. Look for maximum mana, attributes, and resistances. The best ones will have a synthesized implicit or shaper suffix for increased attributes. On a ring, you shall get the usual mana and attributes, especially intelligence. You will probably need some dexterity too for the Grace skill gem. You can obtain mana, energy shield, attributes, chaos resistance, and Elemental spell damage from Jewels. Use large cluster Jewels to create a suitable environment for 2 of your Split Personality jewels. There are quite a few notables to look for. Most importantly, Scintillating Idea from a lightning cluster Jewel for a 20% increased maximum mana.
Mana and intelligence from Clarity are the best modifier to get on a Watcher’s Eye. Another great one is the Malevolence dot multiplier. Excellent additions may manifest as Clarity, Discipline, Grace, and even Purity of Fire. It may be hard to cap your resistances after you put most of your resources into intelligence, strength, and mana. It can be done with Ruby, Topaz, and Sapphire flasks if you’ve opted for the Traitor Keystone. While searching for burning damage modifiers on your items is an option, prioritize mana and intelligence instead.
Life regeneration will affect your ES with Zealot's Oath and is very important. You need a weapon with a lot of maximum mana and various types of fire damage over time modifiers, attributes, and dot multipliers are too very valuable. We can craft some of these modifiers. Look for boots that offer attributes like movement speed, mana, and resistances. For Eldritch mods, seek life regeneration per endurance charge and maximum fire resistance. On a belt, you can increase your attributes via Hunter or Elder suffix. Try to get some intelligence from the crafting bench. energy shield, maximum mana, and resistances are good too.
Ivory Tower protects you from chaos damage until you have no mana. Use Coruscating Elixir flask to shift incoming chaos damage to affect energy shield if your mana has been depleted and to take less fire damage. You may also use a regular Ruby flask if your chaos resistance is high and you don’t run out of mana. For other flasks, get a Topaz flask with bleed immunity and a Sapphire flask with increased movement speed if you’re using the Trader Keystone for permanent flasks. These are your 3 flasks. If not, you should also get a Forbidding mana flask with a crafted mod for life regeneration during flask effect and a Quicksilver flask with increased movement speed.
Righteous Fire of Arcane Devotion deals damage based on your maximum mana to your character and enemies around you in the form of fire damage over time. Link it with Burning Damage, Swift Affliction, Controlled Destruction, Elemental Focus, and Arcane Surge support gems.
It’s important to use some kind of channeling skill with Armageddon Brand of Volatility. Scorching Ray is the top choice because of its powerful fire exposure. Armageddon Brand of Volatility is supposed to recover 10% of your maximum mana when it expires, which it does after activating once. Allocate the specific Brand Mastery to achieve it. It’s a substantial source of mana recovery during boss fights. Link these 2 with Cast While Channeling and Infused Channeling support gems.
The following 3 auras shall be socketed in the Prism Guardian Shield:
Malevolence makes you deal more damage over time and increases your skill effect duration if you have no mana reserved. Eternal Blessing support allows you to have one permanently blessed aura of charge with an increased aura effect. Link Malevolence to it. Clarity does nothing with Shavronn's Revelation, but it unlocks some of the best mods on a Watcher’s Eye. If you don’t have it, use Vitality instead or alongside it if you have enough life. Link it with Arrogant support.
Your entire mana pool has to remain unreserved. Activate Arcane Cloak to spend 64% of your current mana and gain up to 2,000% increased spell damage from Indigon. Spending a minimum of 16,000 mana in just 4 seconds is necessary to reach this aspirational cap, but it's not practical to attempt with any other skill. Link it with Less Duration and Swift Affliction to use it again sooner. Flame Dash's ability is the curse that lowers the fire resistance of your enemies. If you don’t want to cast it, get a slightly worse Elemental Weakness on hit as a corrupted glove implicit, as we did. You can link your curse gem to Hextouch support to proliferate the Hex.
Shield Charge is simply used to travel faster. Spending mana within Sigil of Power enhances its strength, leading to reduced damage from enemies.
Kill all the bandits in Act 2. You will need the two extra passive skill points the most. For a major God, we recommend the Soul of Arakaali to take less damage over time and less chaos damage over time after an upgrade, which is good if your chaos resistance is not yet capped. The selection of minor Gods offers a variety of bonuses. We recommend something to take less physical damage or less damage over time against the type of damage you struggle with the most. We have picked Shakari for better protection against poison.
The passive skill tree resembles an S shape to squeeze out more mana and intelligence from forbidden jewels. So if you don’t have them, opt for a more optimized shape. Aim mostly for maximum mana, some energy shield, and intelligence. Fire damage and damage over time are less important. Eternal Youth will be transformed into the Traitor Keystone. Allocate also Zealot Oath, Iron Will, Pain Attunement, and a single brand cluster. Get passive energy shield regeneration and shift the stun threshold to ES. Two energy shield masteries lessen damage taken. As for mana recovery after using Guard skill, as mana Mastery, increased attributes as attribute Mastery, and mana recovery when brand expires as Brand Mastery.
Path of Exile 2 has revealed new gameplay, a boss fight, and a new class called the Mercenary.
Additionally, new features of the game include changes and new additions to the combat. This is really looking like a straight-up improvement to the isometric genre.
Let's go through the cool new things coming in Path of Exile 2.
Firstly, let's go over the confirmation of the new changes to how you can control your character and this applies to any class and any weapon type.
You can now use WASD movement to control and move your character, allowing you to move separately while aiming. You can still use traditional click-to-move if you want to.
On top of this, there are changes to many character skills whereby you can move while casting, increasing the pace and intensity of combat.
Honestly, these changes together are great news to me, and it really does impact how the game will feel to play.
Regarding the Mercenary class, then we got a really good look at the new Mercenary class, which is a new crossbow-wielding character.
This class comes with unique crossbow options, mimicking a variety of different firearm types but in crossbow form.
They wanted this class to feel both responsive and snappy when firing the crossbow, similar to how shooting in first-person shooter games feels. So, they've gone deep into making different crossbows that function kind of like a sniper rifle, a shotgun, and even assault rifles.
These crossbows are layered on top with different elemental ammo types and even attachments that all synergize together in different ways.
For your character's equipment, you can only equip 2 crossbows at a time, and there are 3 different types to pick from:
There are also ammo skills, which add another layer of depth on top of how these different types of crossbows function. There are slight differences in how they work across the different types, so let's go through them all.
Ammo abilities include Armor-Piercing Ammo, which makes your hits pierce through enemies, good for taking on a group at once.
However, for the Rapid Shot crossbow, each hit will erode an enemy's armor, eventually breaking it, negating the Burst Shot crossbows' drawback against armored enemies.
Meanwhile, for the Power Shot crossbow, if an enemy's armor is broken, you can then pull out your power crossbow to shoot them, triggering a special weak spot hit dealing massive extra damage and high stun on the enemy.
Then, you have Incendiary Ammo. This is good against single targets as it ignites them. With the Burst Shot crossbow, the more projectiles that connect to a target, the more damage it deals per hit, making it great for super close-range situations.
For the Rapid Shot crossbow, the incendiary ammo charges up before firing. As you continue to shoot, it heats up, dealing more damage per shot. Moreover, it boosts the fire damage of any grenades you launch and automatically ignites oil grenades.
Moving on to the Power Shot crossbow, this ammo transforms into a pseudo-rocket launcher, creating an explosive blast on impact for AOE damage. It synergizes with grenades, causing any fired on the ground to instantly explode.
Permafrost Ammo slows enemies by chilling them and has a chance to freeze them in place. Frozen enemies are vulnerable to a special effect of the armor-piercing ammo, making them explode for huge AOE damage nearby.
The rapid-fire crossbow can also shoot the ground with this ammo type to create ice crystals. These crystals act like mines, exploding when enemies touch them and applying chilling to slow them down. It helps set traps and establish a safe area before engaging in a fight.
The Power Shot crossbow creates ice walls on impact, blocking off areas in corridors and alleys to control enemies. These walls explode when broken by enemies, synergizing with Burst Shot crossbows' armor-piercing ammo for extra damage on Frozen targets.
Additionally, there are new grenade gear slots and types.
The attachment slot in your crossbow is where grenades come from. It functions as a grenade launcher. It allows you to fire different grenade types with varied effects upon explosion.
These attachments function as skill gems, providing extra skill slots for your character and can be augmented with support gems. Grenades are fired separately from your crossbow's primary shooting and explode after a short delay, based on the type chosen.
There are 3 known types of grenades:
These combinations allow for interesting build potentials. The different crossbow types, ammo types, and grenade varieties synergize in unique ways. Witnessing a character utilizing these synergies against a boss was impressive. The boss fight showcased these strategies in action.
Toxic Rain Pathfinder was my starter build for League and it didn’t disappoint me at all. You can easily scale into the late game while remaining tanky. You can also easily farm tier 16 empowered Legion and Expedition. Without further ado, let’s get started.
Our skill choice is Toxic Rain. Fire a projectile with your bow, which will spawn Spore Pods where it lands. Over time, this will start to cause chaos damage in an area, and they can overlap each other.
We’ve gained huge buffs in this league, but we’ve lost gems that increase area quality. Therefore, we need a new method to reach the area threshold of 39% increase.
I’ve seen others use Searing Exarch Helmet Implicit, which increases the area. But I think giving up 15% or more of Despair Curse effect is bad.
So I came up with a simple solution, which is to exchange for a Medium Cluster Jewel. In this way, only 1% of damage is lost in exchange for 10% Area of effect and 8% life.
To increase the speed of clearing, we use Caustic Arrow. When you fire a projectile, it creates Caustic Ground where the projectile lands. Over time, this can cause chaotic damage.
But it is difficult to pass the level using this skill alone. Therefore, we added Arrow Nova Support. With this combination, our clearing speed will be much faster.
Our biggest and best multipliers come from secondary sources using Ballista. We can have 5 of these and they will help stack Wither on the boss. By default increases Chaos damage by 90%.
In addition, we also get an Ascendancy node, which will increase the Wither effect and give us the chance to cause a Wither.
The other really big damage increase is skill effect duration. Because Pods will stay in the fight longer and deal damage for longer.
We can keep all the mana because we use Eldritch Battery for the build. We’ll spend our Energy Shield just like we have mana, but we can use our skills more freely because we don’t have to worry about mana.
You need at least 400 Energy Shield as I think that’s a good breakpoint for Divine Blessing to set. Even after you use Divine Blessing, you have enough Energy Shield to send Toxic Rain and still not deplete Energy Shield.
We can use Charm because we selected Wildwood Primalist as our secondary Ascendancy. I also used 2 Spell Suppression Charm and a Mana Reservation Charm, so we didn’t have to use Enlighten.
Also, because I’m using a clear setup rather than a single target setup, this means the damage we take will be much higher. And POE currency cost of running the map is very high. Therefore, this build will need to continue to be updated. Of course, you can adjust it to suit your play style.
On the defensive side, we convert 63% of physical damage into elemental damage. Of these, 50% were achieved just by using Lightning Coil. The rest comes from the helmet.
Because we treat so much damage as elemental damage, we can use all elemental damage reduction flasks to reduce converted elemental damage, such as Ruby, Sapphire, and Topaz Flasks.
In addition, we can also use Grace Aura to increase the evasion rating, so that we will almost never die from the monster’s normal attacks or projectiles.
Now that we are almost untouchable by physical attacks, the remaining danger is spell damage. Skill Tree, Gear and Charm can achieve 100% Spell Suppression.
Since we’re using Eldritch Battery, you’ll need Energy Shield and Evasion Bases and the pure Energy Base Helmet.
So the flasks we use are Ruby, Sapphire, Topaz, Quicksilver and Divine Life flask. All flasks require this mod: increased effect and reduced duration.
Be careful when you roll your flask, as there are many mod combinations of the two, but it will reduce the duration even more. So your flask won’t have 100% uptime.
The sub-mod reduces mana cost, chance to avoid being frozen, and all elemental resistances. When you get into a boss fight, change your Quicksilver flask to a Silver flask with attack speed.
That’s it for my Toxic Rain Pathfinder build guide. Ready to dive into Affliction League with Toxic Rain Pathfinder build? Looking forward to seeing you in the game!
It is league start time, and that means that you need a good league start build. Because Path of Exile 3.23 Affliction League has some of the largest changes to the meta game that we have ever seen.
You’ll want to make sure that your first build is real solid so that you can bring it into the Wildwood. Within the Wildwood, you will be collecting Wisps as well as fighting off enemies in the darkness.
And once you’ve collected all these Wisps, they’ll come with you and buff all of the enemies on the map that you came from. These buffed enemies will drop tons of additional loot and get some additional difficulty.
On top of that, every single class has got 3 brand new ascendancies that you can have on top of your original. There are tons of powerful options here and a lot to look forward to.
And 100 + new gems have been added to the game. These are Transfigured Gems. Essentially, they’ve made alternate versions of almost every single main skill gem in the game and just tossed well over a hundred of them at us at this point.
There are tons to do in POE 3.23 Affliction League, so let’s talk about some builds. If you're going to make these builds, be prepared with plenty of POE Currency!
Starting off here, I would say that this is probably the best build for newer players and most likely Righteous Fire refugees.
Righteous Fire did get some pretty heavy changes and nerfs. But it’s not looking great early on for RF. So, why don’t you just get a big giant minion that has its own RF that covers 3/4 of the screen?
On top of that, you can have a bunch of little minions that’ll do single target damage for you. It is super easy, SSF friendly, and extremely tanky build. It does pretty well all the way up through the campaign into early maps and can handle a lot of the early Pinnacle Bosses.
One of the biggest bonuses about this build is the fact that once you get the Sentinel of Radiance, you essentially don’t have to do anything anymore through the entirety of the campaign. This skill will carry you all the way through and you don’t even have to worry about anything except shield charging through zones and picking up loot.
I highly suggest that you give this build a shot.
Next on the list, for anybody who’s interested in playing a melee build, we have the Boneshatter Slayer by Carn.
Now, Boneshatter has gotten a pretty decent amount of changes this league. And whether or not it’s a very slight nerf or potentially a pretty large buff is yet to be seen.
However, what we do know is that the build is still absolutely excellent.
In previous leagues, I had put on a Boneshattered Juggernaut guide. However, the super highend of the Juggernaut might potentially be pretty nerfed and it looks like this layer is a just kind of ending up being the better build.
So, I highly suggest that you follow Carn for this. He is the Boneshatter guy. So much that one of the new alt qualities literally got named after him.
And the Boneshatter Slayer uses a bunch of really super interesting mechanics. Make sure that you go follow Carn, so you can see any updates that he makes to this build as we get information on the new Transfigure Gems and he does some more testing with all that kind of stuff.
If there’s anybody that’s going to figure it out, it’s Carn.
Third on the list, we have Vaal Flameblast Ignite Elementalist from Jungroan.
Now, you might know about Jungroan from all of his like speed running and racing content, where he basically goes through the entirety of the game getting the first 2 Watchstones in as little time as possible.
He’s posted like 8 or 9 of those this league so far in a whole bunch of different builds, but the one that stood out to me was this Flameblast Ignite build.
This uses a pretty interesting mechanic on the tree that allows you to essentially just extend the duration of ignites infinitely, meaning that you can use just a somewhat clunky skill that does a huge amount of damage and then just extend that ignite essentially forever.
This is an extremely well-rounded build. It might be slightly clunky for some people if you’re not very good at timing, because of the way that Vaal Flameblast works and it does use Wave of Conviction early, which some people are not a huge fan of.
But this build is exceptionally strong. And once you do learn how to pilot it, it is very good for bossing, clearing, and all kinds of other good stuff.
Next on the list, we have Caustic Arrow Poison Ballista by Palsteron.
Now, it’s no surprise that Palsteron has made another Ballista/Totem league starter, but this one has gotten a pretty decent update this league with the addition of Tinctures and the ability to have all sources of damage poison.
It is going to be significantly easier to make a bow for this build, meaning that it is going to be way stronger for way less gear.
Ballistas are a super safe play style. You can essentially just drop them down and run away and let them do the damage for you. However, if you are someone who likes doing the damage yourself or likes being upfront in their business, this may not be the play style for you.
That said, this is an extremely powerful build, way easier to gear this league and something that I can highly recommend.
Lastly, we’ve got the Splitting Steel Champion by Ruetoo.
I have played Splitting Steel a lot in the past and Splitting Steel this league has gotten some pretty significant changes. Call of Steel is gone from the normal version of this gem and it works essentially the same exact way it did previously.
You’re still going to be able to overlap all of your projectiles. You’re still going to have excellent clear and excellent damage. And Ruetoo has made a pretty early league friendly build that uses a ton of very easy to get uniques.
So, I do highly recommend this build as well. This version should be perfectly fine and it should get you through pretty much all content in the game.
POE 3.23 Affliction Challenge League will be launched soon. In this guide, I want to go over what we know so far about Affliction’s league mechanics and rewards, potential farming strategies, and the implications of this league mechanic on what builds and Atlas strategies you should be playing. This way you can enter the league armed with everything you need!
First, let’s review everything we know about league mechanics.
Affliction is mechanically similar to Delirium. Near the entrance to each area, you’ll find a Sacred Wisp that will lead you to Wildwood.
This is an area shrouded in darkness. As you explore the darkness, the power of Sacred Wisp will be drained. You need to explore a limited area before running out of energy. Your goal in Wildwood is mainly to collect Wisp while keeping an eye out for Azmeri Wanderers and Bosses.
Wisps are automatically collected by walking through them or killing enemies in Wildwood.
When you leave Wildwood, it released these Wisps into your map to enhance monster abilities. Monsters that are empowered are more powerful - similar to Delirium and Tormented Spirit.
The way empowerment works is that after you leave Wildwood, every monster on the map has a percentage chance of being possessed by each Wisp independently. The more wisps of that type you collect, the higher your chances.
Monsters can have more than one type of Wisps. This makes them more deadly, but also increases the bonuses given by Wisps.
As for these rewards, each Wisp has a different effect. Primal Wisps give monsters an Item Rarity bonus, Wild Wisps give monsters an Item Quantity bonus, and Vivid Wisps are a little different and cause monsters to drop currency items.
It’s very important to note that empowerment doesn’t just affect the monsters on the map when you complete Wildwood. Afterwards, each monster spawned in your map will also gain a rolling percentage of empowerment.
Now let’s move on to Wildwood Ascendancies. Affliction Leaguer adds 3 new Ascendancies that you can unlock through Affliction content. In addition to the regular Ascendancy class, you can also choose one of Ascendancy classes to get.
You can unlock these benefits by finding relevant Azmeri Wanderers in Wildwood. If you choose to occupy their Ascendancy, you will immediately gain the first 2 points and start a quest line to get the remaining 6 points.
Warden of the Maji gives you access to a new item called Tinctures. Warlock of the Mists has Curse and life-related passives. Wildwood Primalist has Sockets that can be inserted into Charms. Wildwood Primalist also has a notable skill that allows your Warcries to open chests and cause corpses to drop additional loot.
Each of these Ascendancies has small nodes that add some type of Wisps collected in Wildwood.
Next, let’s talk about Tinctures, Charms, and Corpses. Likewise, Azmeri Wanderers NPC lets you ascend double as a vendor, allowing you to trade Wisps you collect in Wildwood for Tinctures, Charms, and Corpses. These are unmodifiable but can be traded.
Tinctures go into the flask slot, but not the flask. They provide passive bonuses to your equipped weapons, and you can activate one Tincture at a time.
Charms have 1-2 affixes and are miniature versions of the existing class Ascendance passives. I predict that certain combinations of affixes on Charms will be powerful, sought after by many players, and valuable.
Finally, Corpses are consumable items that spawn specific Corpses on the ground. We can use these Corpses with minion skills like Raise Specter, or with Warlock’s Ravenous skill.
Unfortunately, these Specters will not spawn additional Corpses once revived with Desecrate. So if your Specter dies, you will need to spend POE Currency to purchase additional Corpses to re-summon them. This sounds bad, but if they were powerful enough, I’m sure some players would use them, despite their clunky nature.
Now that we’ve had a quick look at how everything works in Affliction, I want to start discussing Affliction League strategy.
The first choice you have to make is what Ascendancy is to choose. I recommend that players first choose their first Ascendancy based on which force is most powerful at the start of the league. They can then transition to another Ascendancy later if they wish.
I think Warden is the right Ascendancy to choose first for almost every build. This is for two reasons.
First, Warden passive, Oath of the Maji, can provide many valuable rewards early in the league. Most notably, if you don’t have any gems embedded in your boots, you move 30% faster. This is a price you’ll be happy to pay in leveling up and ancient maps.
Another reason is that each vantage has small nodes that increase the specific type of Wisps collected. A type related to Warden is Vivid Wisp, which allows monsters to drop large amounts of POE currency.
If this turns out not to be the enormous boost to the currency that I was expecting, it would be cheap and easy to move to something else. The risk is tiny and the rewards are extremely high.
The next thing I want to talk about is the potential for Raw Currency farming with Vivid Wisps.
While many players have been focusing on Ascendancy, I believe the currency drops of these Vivid Wisps will become the focus of farming strategies.
There are two different paths you can take when farming currency is this way. The first is to fill your map with as many monsters as possible. The second is to gain triple-empowerment on powerful and unique monsters. Because these monsters inherently have top item counts and rarity bonuses.
The key thing to note about the first method is that monetary rewards from Vivid Wisps actually double-dip with pack size. This is because the monsters in Wildwood that drop Wisps scale according to the pack size, and there will be more monsters on your map for Wisps to empower.
So there are more monsters, and the probability of each monster dropping currency is also higher. If you go this route, you can target many league mechanics that will spawn large numbers of enemies.
On the other hand, the monsters that guarantee currency drops during the league are not the ones that cause huge currency explosions. This is a unique monster that has a tremendous bonus to item quantity and item rarity.
So, how do you extend these bonuses further? Mainly through Delirium, Tormented Spirit and Expedition. Tormented Spirit and Delirium can increase the rarity and quantity of items, and Expedition can add modifiers to farmed monsters, increasing the quantity and rarity of items even further.
Finally, there is something that absolutely everyone can relate to. Some Charms from Azmeri Wanderers Vendors will be highly sought after. This means they will be profitable if sold.
Therefore, you’ll want to focus on the prices of various accessories on Charms so you don’t miss out on items at the vendor that could be worth a lot of Divine Orbs.
For my last topic, I want to briefly talk about Affliction’s build options.
Unfortunately, it’s unclear which building is best for Affliction, as it can interact with many league mechanics, and we don’t yet know what the winning strategy will be.
If energetic bosses are going to end up dropping the best rewards, then you’re going to want a build with a strong single target. If the number of monsters is high, you’ll want a build with a high clearing speed.
Personally, I’m focusing on Explosive Arrow Ballista build. It takes advantage of Tinctures I can get through Warden Ascendancy, can take down the most active bosses in the game, and has a pretty good clearing speed if needed.
That’s all for this guide. What are your plans for how to use Affliction mechanism? Do you think it would be better to fill the map with as many monsters as possible? Or focus on creating the most exciting rare items and bosses? Hope to see you in Affliction League!