ThatsRealNeatoThe 3.17 expansion brought huge buffs to self-cast spells, including one of my personal favorites: Tornado. This skill is designed to work as a way for projectile users to get some extra single-target damage, however after the ~50% more damage buff the skill can definitely stand on its own as a primary damage source for both clear and single-target.
0:00 Explaining Tornado 1:40 Explaining Ashes of the Stars 5:31 Explaining tree and gear 11:40 Explaining Divine Blessing + Lifetap, Punishment + Herald of Ash 13:39 Mapping 20:13 Boss 20:36 Outro
Noteworthy Interactions: - Ashes of the Stars amulet grants +30% quality to all skill gems. We use this alongside Anomalous Tornado to reduce the initial duration of the tornado by 100%, causing it to start moving immediately instead of waiting to be hit by projectiles. - The extra quality provided by Ashes of the Stars also enables Anomalous Arctic Armour to freeze enemies that hit us 50% of the time. This can be linked to elemental proliferation support (or use the new freeze prolif glove implicit) to freeze entire packs of enemies whenever one hits you. This also works on most bosses. - We also use Divergent Righteous Fire for an easy 50% increased spell damage from quality (on top of 40% more spell dmg from the buff). - Linking a 50% aura to Divine Blessing + Lifetap support allows you to pay the cost, which is based on 50% of your maximum mana, using life. The result is only about 1300 life to cast Anger. - Punishment curse causes enemies to explode based on the overkill damage they take. These explosions deal physical damage and get fully converted to fire damage in our build. Herald of ash also scales off overkill damage and adds additional phys as extra fire to the explosions, making for a great clearing tool that doesn't require the use of any specific items. - Melding of the Flesh jewel allows us to cap our elemental resistances at 90% by capping just one resistance. In our case we cap fire resistance with extra maximum res on the tree, purity of fire, new body armour implicits and a Circle of Anguish ring. - Forbidden Flesh/Flame allow us to get super tanky with the Juggernaut's Unbreakable node. This has great synergy with Chieftain's Tasalio, Cleansing Water, which grants life recovery rate and phys taken as fire to scale regen from Unbreakable. - We get ignite immunity from our ascendancy, freeze immunity from Arctic Armour, and shock immunity by using two 28-30% chance to avoid shock jewels in a Darkness Enthroned belt.
Noteworthy Interactions | Episode #15 - Fire Tornado Chieftain ft. Ashes of the StarsThatsRealNeato2022-02-11 | The 3.17 expansion brought huge buffs to self-cast spells, including one of my personal favorites: Tornado. This skill is designed to work as a way for projectile users to get some extra single-target damage, however after the ~50% more damage buff the skill can definitely stand on its own as a primary damage source for both clear and single-target.
0:00 Explaining Tornado 1:40 Explaining Ashes of the Stars 5:31 Explaining tree and gear 11:40 Explaining Divine Blessing + Lifetap, Punishment + Herald of Ash 13:39 Mapping 20:13 Boss 20:36 Outro
Noteworthy Interactions: - Ashes of the Stars amulet grants +30% quality to all skill gems. We use this alongside Anomalous Tornado to reduce the initial duration of the tornado by 100%, causing it to start moving immediately instead of waiting to be hit by projectiles. - The extra quality provided by Ashes of the Stars also enables Anomalous Arctic Armour to freeze enemies that hit us 50% of the time. This can be linked to elemental proliferation support (or use the new freeze prolif glove implicit) to freeze entire packs of enemies whenever one hits you. This also works on most bosses. - We also use Divergent Righteous Fire for an easy 50% increased spell damage from quality (on top of 40% more spell dmg from the buff). - Linking a 50% aura to Divine Blessing + Lifetap support allows you to pay the cost, which is based on 50% of your maximum mana, using life. The result is only about 1300 life to cast Anger. - Punishment curse causes enemies to explode based on the overkill damage they take. These explosions deal physical damage and get fully converted to fire damage in our build. Herald of ash also scales off overkill damage and adds additional phys as extra fire to the explosions, making for a great clearing tool that doesn't require the use of any specific items. - Melding of the Flesh jewel allows us to cap our elemental resistances at 90% by capping just one resistance. In our case we cap fire resistance with extra maximum res on the tree, purity of fire, new body armour implicits and a Circle of Anguish ring. - Forbidden Flesh/Flame allow us to get super tanky with the Juggernaut's Unbreakable node. This has great synergy with Chieftain's Tasalio, Cleansing Water, which grants life recovery rate and phys taken as fire to scale regen from Unbreakable. - We get ignite immunity from our ascendancy, freeze immunity from Arctic Armour, and shock immunity by using two 28-30% chance to avoid shock jewels in a Darkness Enthroned belt.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.24 | Seismic Trap of Swells ft. Crest of Desire | Noteworthy InteractionsThatsRealNeato2024-04-13 | 0:00 Explaining Seismic Trap of Swells 1:23 Quality Scaling 2:40 Other Gear 4:08 Mapping 6:30 Explosive Trap and other trap options 12:54 The Dark Seer 14:42 Profane Proxy 16:57 The Perandus Pact 22:19 Passive Tree
PoB for this character: https://pobb.in/x9uuUjfnDJuf
Join the Noteworthy Interactions Discord: discord.com/invite/ArNA9U4R4P3.24 | Fire Tornado Go BRRRR - Day 6 Leaguestart UpdateThatsRealNeato2024-04-04 | 0:00 Intro 0:37 Atlas Tree 2:25 Mapping 7:26 Gear & Tree 18:40 Outro
PoB for this character: https://pobb.in/7J8FRnMhSb8r
Join the Noteworthy Interactions Discord: discord.com/invite/ArNA9U4R4P3.24 | Fire Tornado Cheiftain - Leaguestart, 24 Hour UpdateThatsRealNeato2024-03-30 | PoB for the character in this video: https://pobb.in/XoCUu56A9oV7
0:00 Skill Tree 9:45 Gear 14:25 Nightmare Dungeon (T50) 21:29 Paragon BoardD4 | Frozen Flurry Rogue - Level 77, Tier 42 gameplayThatsRealNeato2023-06-12 | My take on Flurry Rogue, using cold imbuement to insta-freeze mobs (since flurry hits 4 times and cold imbuement at lvl 1 chills for 28% each hit, so we'll always freeze). Note that these mobs are +19 levels higher than me.3.21 | Warcry Spamming ft. The Redblade | Noteworthy InteractionsThatsRealNeato2023-04-25 | This isn't a complete build, just an idea. The "100% more cooldown recovery" mods get added together in game (and PoB) to a single 200% more cooldown recovery rate mod (confirmed by LocalIdentity, developer of PoB).
Here's an example PoB showing maximum possible cdr. https://pobb.in/6G3L7tMoOaxu3.21 | League start showcase - Storm Rain Deadeye ft. Occupying ForceThatsRealNeato2023-04-11 | There's no PoB for this one because I'm lazy. Figure it out :)3.19 | BPL Build Showcase - Toxic Rain Saboteur ft. SunblastThatsRealNeato2022-09-27 | Traps can't target enemies? Easy, just hit the whole screen at once.
0:00 Explaining Sunblast 3:35 Gear 4:44 Tree 8:21 Mapping Showcase
PoB for this character: https://pobb.in/DLyPeAn0n6tX
Follow me on twitch: twitch.tv/thatsrealneatoNoteworthy Interactions | Episode #18 - Cast While Channeling Lightning Conduit ft. CorpsewalkersThatsRealNeato2022-08-29 | 3.19 introduced a new skill to the game: Lightning Conduit. This skill zaps all shocked enemies in a large area around the target with a bolt of lightning, removing the shock in the process and dealing damage based on how large the effect of the shock was.
0:00 Intro 1:05 Mapping showcase 3:45 Explaining the build 8:16 Cast when stunned 9:44 Scaling ailment effect 16:43 Gear 18:58 Outro
Noteworthy Interactions: - Necromancer's Corpse Pact ascendancy notable shocks and chills enemies near corpses you summon. We use the corpsewalker boots to continually spawn corpses while moving, thus repeatedly shocking (and chilling) all enemies in a large area. Since we can spawn corpses while cycloning, we can use cast while channeling support to trigger lightning conduit while repeatedly shocking enemies with our corpses. - In order to get the 15% base shock effect from our corpses up to 65%, we use a variety of non-damaging ailment and lightning ailment effect scaling, including: Algor Mortis gloves, Militant Faith timeless jewel, helmet eater implicit, and amulet craft and annoint. - Algor Mortis causes enemis in our chilling areas to take increased lightning damage and allows them to be sapped. Chill from our corpses does NOT count as a chilling area, so we use vortex, an instant skill, to create chilling areas while we cyclone. Sap from the gloves is scaled to max effect. - Inner Conviction keystone from the Militant Faith timeless jewel gives us more spell damage per power charge. We use the Stormrider cluster notable to generate power charges when shocking chilled enemies. - Awakened Cast While Channeling support allows us to avoid interruptions from stuns while channeling. This allows us to be unaffected by stuns while still technically getting stunned from hits, and enables the use of Cast when Stunned support to trigger a variety of support abilities.
PoB for this character: https://pobb.in/1sUBKPdGMGmN
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.19 | League start update - Galvanic Field Archmage Elementalist was a failureThatsRealNeato2022-08-25 | The new lightning skill Galvanic Field has too many quality of life issues to be useful as a main clearing skill. Would not recommend.
PoB (if you decide to try it anyways): https://pobb.in/TdTOUVFe6T-pBrainstorming Noteworthy Interactions from 3.19 patch notesThatsRealNeato2022-08-13 | Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz
Check out my twitch: twitch.tv/thatsrealneatoNoteworthy Interactions | Episode #17 - 10k Life Dark Pact ft. Dissolution of the FleshThatsRealNeato2022-03-19 | Dissoultion of the Flesh is a new jewel added in 3.17 with some very interesting effects. For starters it gives 30% MORE life! However, it makes you reserve life instead of losing life when you take damage, and it stays that way until you haven't taken any damage for 2 seconds. This means that normal life recovery methods are useless, and avoidance is king.
I decided to do a Dark Pact build around this jewel because it fit perfectly. Dark Pact sacrifices some of your life to deal extra damage based on the amount sacrificed. That means 30% more life is a huge damage boost. We also completely ignore the downside of sacrificing life because we only care about how much of our life is reserved, not our actual life value.
NOTE: Forgot to mention that life reservation from Dissolution of the Flesh is NOT affected by any sources of reservation efficiency.
0:00 The Formed showcase 1:32 Explaining life mechanics 8:00 Explaining rest of gear and tree 17:45 Mapping showcase
Noteworthy Interactions: - Dissolution of the Flesh causes us to reserve life instead of losing it when taking damage. Petrified blood causes us to only lose (or in this case reserve) 60% of life from damage dealt to us with hits. The other 40% of the damage is lost over the next 4 seconds. The two work great together, since the life loss over time is not a direct result of damage (it comes from the PB buff, not the damaging hit) and thus doesn't cause us to reserve life. It can mostly be ignored, though you probably want about 30% life recoup to counteract it on this build. This effectively means we only take 60% of damage from hits against our entire health pool. - Dissolution of the Flesh also grants 30% MORE maximum life. This allows us to scale our life total to over 10,000. Perfect for a skill that scales damage off of life, like Dark Pact and the Rathpith Globe shield. - Dark Pact and Rathpith Globe both sacrifice life when casting. In total we sacrifice 14% of our maximum life every cast. We can safely ignore this downside, since sacrificing life does not cause us to reserve life. - We still want some life recovery so that we always have life to sacrifice, otherwise Dark Pact won't gain additional damage. For this, we use Eternal Youth to make energy shield recharge apply to life instead. Because we never take direct damage to our life pool, the life recharge is never interrupted. - We scale % increased armour and use the armour/es mastery that causes increases to armour to also apply to ES recharge rate at 20% of their value. This increases our life recharge rate to keep up with the cost of Dark Pact. - Since we don't care about life recovery apart from recharge, we use Strength of Blood timeless keystone to convert life leech into damage reduction. Combined with Vaal Pact from Atziri's Acuity and Eternal Youth on tree it grants 10% less damage taken. - In order to avoid taking damage for long enough to reset our life reservation, we go for max block/spell block. Red Nightmare gives us 10% block chance from the Sanctuary cluster and Watcher's Eye gives us 8% block chance while affected by Determination.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Interactions | Episode #16 - Deadeye Summon Reaper ft. RuptureThatsRealNeato2022-02-17 | I've been wanting to mess around with a Deadeye Reaper summoner utilizing rupture since Summon Reaper was first released. With the new Ashes of the Stars amulet enabling shorter cooldown on Reaper's slash ability and very cheap explody bow bases, I decided 3.17 was the league to do it. Overall I'm pleasantly surprised with how smooth the build feels to play, especially for bossing, though I do wish the clearspeed was better.
0:00 Intro 0:17 Explaining ascendancy 1:56 Explaining bow and how to craft 3:43 Explaining triggering Summon Reaper 6:37 Explaining other abilities and gear 11:45 Explaining tree 18:00 Mapping 21:04 Bossing
Noteworthy Interactions: - Summon Reaper has a 50% chance to bleed and deals up to 100% more bleed damage based on level. We use Deadeye's Rupturing notable to apply stacks of rupture when we crit an enemy with an attack that also applies bleeding. Rupture causes enemies to take 25% more bleeding damage and causes bleeds to expire 25% faster, and can stack up to 3 times. We ignore our own bleed damage in favor of buffing the reaper's. Marks and tailwind also improve our reaper's damage so nothing in the deadeye ascendancy is wasted. - Divergent Summon Reaper gets 1% increased cooldown recovery rate per 1% quality. With an extra 30% quality from Ashes of the Stars amulet and some additional cooldown recovery on gear and/or helmet enchant, we can bring the cooldown on Reaper's slash ability down to ~2 seconds, potentially even less. By using a weapon with the unveiled 4 second trigger mod, the cooldown recovery from the reaper gem will apply to the trigger cooldown as well, allowing us to automate our reaper's slashes while we attack with our bow. - We use Ensnaring arrow to cause the enemy to count as "moving". Moving enemies take triple damage from bleeding. - We use Maloney's Mechanism to trigger Rain of Arrows, which hits very frequently. This allows us to easily stack up rupture with frequent crits and to utilize life gain on hit. - We use Phantasmal Blink Arrow as our movement skill since it counts a minion skill and thus triggers "if you've used a minion skill recently" effects (triggering reaper does not count as using a minion skill). It also creates minions for our reaper to consume for a buff and grants us the feeding frenzy buff. - Kineticism keystone from The Siege cluster jewel gives us 100% chance to bleed, maim, and knockback on hit. This means we don't need any other investment into bleed chance to apply rupture. We can easily ignore the downside (no pierce/chain/fork) since neither Rain of Arrows nor Ensnaring Arrow benefits from these modifiers. - Gravebind gloves allow our minion kills to count as our own. This lets us use an explody bow to improve clear speed.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.17 Leaguestarter | Deadeye Trinity Burning ArrowThatsRealNeato2022-02-03 | Hey everyone, wanted to share my league start plans for 3.17 Archnemesis league. Decided to go with a tanky hit-based burning arrow deadeye.
Some noteworthy interactions: - Burning Arrow damage was buffed by ~10% this patch, and damage effectiveness was increased to 300%. We try to stack as much flat damage as possible using Immolate support and gear so we don't need a bow with high base damage. - Quill Rain got a stealth buff with the new bow mastery which converts increases to projectile speed into bow damage. Since Quill Rain can roll up to 100% increased projectile speed this is great extra damage. - The new keystone Precise Techniques requires your accuracy to be greater than your maximum life. In order to enable this, I'm using Presence of Chayula to convert 20% of my maximum life into energy shield. This has the added benefit of granting us a nice chunk of ES to use with Ghost Dance. - Hyrri's Ire and Blizzard Crown add a ton of flat cold damage to bow attacks. We can take advantage of this by using trinity. - Because we have a ton of evasion, we can utilize the Armour/Evasion mastery that grants 5% of our evasion as extra armour. When running grace, determination, and defiance banner this results in a respectable amount of armour (about 16k) for an evasion-focused character. - Focal Point got buffed and now transfers marks to another enemy when the marked enemy dies. Combined with a juiced up Sniper's mark we can use this to enable a barrage skill to clear well.
PoB for the character in the video: pastebin.com/b9rkKkhZ (Requires opting into beta builds in PoB options) Update: Added lvl 81 tree with day 2-3 gear, 5-link, no thread of hope, no uber lab https://pobb.in/JJ2gOw9i5iza (sorry, got rate limited by pastebin)
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Interactions | Episode #14 - Impale Spells (Again!) ft. Eternal YouthThatsRealNeato2021-11-18 | 3.16 Scourge League added new masteries to the passive tree. One of the new Physical Masteries grants "20% chance to impale on hit". Notice that it doesn't specify "with attacks", meaning we now have a brand new source of impale chance for spells!
0:00 Explaining Spell Impale 5:06 Explaining the character 6:45 Explaining Armour/ES Masteries and Eternal Youth 14:20 Explaining Darkness Enthroned and other gear 18:42 Mapping showcase 19:11 Explaining The Impaler 23:22 Map Boss
Noteworthy Interactions: - New Physical mastery grants 20% chance to impale on hit (which works with attacks or spells). Previously this was only available while using Replica Heartbreaker daggers or certain alt quality gems. You can now get 60% impale chance for spells while dual wielding Replica Heartbreaker, 70% with a 20% quality divergent blade blast or divergent ethereal knives, and 80% with phantasmal bear trap. - Since you no longer need to use Replica Heartbreaker, you can now utilize The Impaler keystone with the 20% impale chance from tree for an easy damage boost to most pure physical spell builds without sacrificing your weapon slot (usually dual wielding Cold Iron Points). This also lets you use Great Old One's Tentacles for extra clearspeed. - The new Armour/ES mastery that grants "Increases and reductions to armour also apply to energy shield recharge rate at 20% of their value" can be combined with Eternal Youth as a solid form of recover for most armour stacking life builds. Energized Armour jewel in the templar area converts both Armour/ES clusters to provide large increases to pure armour. - By allocating the Agnostic with the combo above, your maximum ES is set to 0. When this happens you are NEVER considered to be on low ES or full ES. This allows you to always take advantage of the Armour/ES mastery that grants "Defend with 120% of armour while not on low Energy Shield". It also enables the use of Brittle Barrier with no downside. - You can become fully immune to any 2 ailments (including stun!) by using the Darkness Enthroned belt with two jewels that have a total of at least 58% chance to avoid that ailment between them. The belt increases the effect of socketed jewels by 75% and 58% * 1.75 is greater than 100%. - You can use Vaal Discipline to force life recharge to start with Eternal Youth.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.16 | Build Showcase - Brain Rattler Battlemage Shocknado InquisitorThatsRealNeato2021-11-08 | This is my second character of Scourge League, a Brain Rattler Battlemage Inquisitor running blade vortex and tornado with full physical to lightning conversion.
Tornado is a new skill added in 3.16 that deals physical damage hits every 0.25 seconds, and can also be hit with projectiles to power it up. However, the projectile mechanic is a bit clunky to use and I decided I wanted to just build around the base physical damage. Since Tornado scales almost identically to blade vortex, they were a great fit to use together.
Brain Rattler gives us 50% phys to lightning conversion, some lightning penetration, and huge shocks, as well as slowing enemies (which stacks with Tornado's slowing effect). Combined with phys to lightning support we have full lightning conversion and are able to take full advantage of elemental overload and the new lucky non-crit lightning damage mastery.
We use Doryani's Prototype body armour to set enemy lightning resistance equal to our own, then use scourged items to make our lightning resistance as low as possible (up to the limit of -200%). Items like malachai's artifice ring, immortal flesh belt, and thread of hope are all great ways to achieve negative lightning resistance.
0:00 Explaining Tornado 2:08 Explaining tree and gear 14:00 Mapping 18:35 Bossing
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.15 | Gauntlet Showcase - Poison Caustic Arrow Ballista... YEP (Rank 1 Pathfinder btw)ThatsRealNeato2021-09-18 | Poison caustic arrow is... actually not a meme!? Turns out the AoE hits from multiple projectiles can overlap and shotgun, making this skill scale extremely well with Greater Volley and poison.
Currently level 87 in Gauntlet league and still alive. I'm the highest ranked Pathfinder at the moment.
0:00 Explaining the build 6:52 Mapping 9:47 Expedition 13:18 Boss3.15 | Experiments - Shattering Steel DeadeyeThatsRealNeato2021-08-24 | Testing out shattering steel as a potential starter character for BPL5.
Scion PoB: pastebin.com/p8JrheQJNoteworthy Interactions | Episode #13 - Ngamahus Flame Rage Vortex ft. AutoflasksThatsRealNeato2021-08-18 | For this build I wanted to experiment with some of the new flask mechanics as well as try out the new skill Rage Vortex. Turns out you can completely cap all your elemental resistances as well as get over 30% less elemental damage taken with permantent uptime as a scion or pathfinder!
0:00 Explaining tree and autoflask mechanics 5:30 Explaining rage vortex mechanics 8:25 Mapping showcase 9:55 Boss 10:10 Mapping and wrapup
Noteworthy Interactions: - Rage Vortex sacrifices 20% of your rage when used, so it requires good rage generation. Chains of Emancipation belt grants maximum rage when you lose temporal chains and curse immunity while you have over 25 rage. Rotblood Promise ring allows us to curse ourselves with temporal chains + blasphemy. Toggling temp chains off will grant instant max rage.
- Scion's Berserker ascendancy node grants rage generation on hit and stun immunity when over 25 rage. This rage generation on hit will trigger instant maximum rage when we go from under 25 to over 25 rage, effectively always keeping us over 25 rage for stun and curse immunity.
- Scion's Pathfinder ascendancy grants all flasks 3 charges every 3 seconds. This can be scaled with increases to flask charges gained. By picking up both new flask clusters in the ranger area of the tree you can get more or less permanent uptime on certain flasks with zero gear investment.
- By using "Reused at the end of the flask effect" or "Used when charges reach full" flask enchantments from Instilling Orbs on a Ruby, Saphire, and Topaz flask, we can completely cap all our resistances AND get over 30% less elemental damage taken.
- Ngamahu's Flame procs Molten Burst on melee hit. Rage Vortex counts as a melee hit, despite effectively behaving as a ranged attack. This allows us to use Rage Vortex as a utility setup with fortify and life gain on hit supports and proc Molten Burst for our main damaging setup.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.15 Leaguestarter | Boneshatter Jugg - Day 2 UpdateThatsRealNeato2021-08-02 | I recorded this last minute on day 2 of the league but was traveling and didn't have time to upload til now.
0:00 Explaining the build 1:32 Mapping 4:48 Bossing 7:06 Passive skill tree
This is a quick look at Boneshatter Jugg. Note that this is in a group-found private league so the gear is pretty much all self-found or crafted. It's a very fun build to play once it gets going. Investing into stun duration is definitely worth it, as the AoE explosions will chain through packs. It seems that stunning a new enemy with the AoE creates a new explosion until there are no enemies left to stun.
Sorry, audio at the end got cut off as I was explaining the tree, but I was pretty much just pointing out all the stun duration nodes you get from going 2h maces.Three Noteworthy Interactions from the 3.15 patch notesThatsRealNeato2021-07-22 | Hey all, wanted to share a few neat interactions I've been thinking about after reading the 3.15 patch notes:
00:00 Intro 00:25 Manabond + Mjolner + Manastorm 05:16 Blade Trap + Replica Tempestuous Steel + The Effigon + Coated Shrapnel 09:03 Relic of the Pact + New support gem cost multipliers
Discover loads more interactions in the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Interactions | Episode #12 - Kitavas Thirst ft. VoidbringerThatsRealNeato2021-06-04 | In BPL4 I played a Low-life, Petrified Blood, MoM, Righteous Fire + Flamewall Trickster. The main idea was to use Kitava's Thirst helmet to trigger Soulrend (with the cat mtx of course) in order to spread flamewall's DoT debuff automatically.
Noteworthy Interactions: - Kitava's Thirst has a 50% chance to trigger ALL socketed spells at once whenever you spend at least 100 mana using an ability. We can easily increase our mana cost above this threshold by using the Voidbringer gloves, which give a flat +40-80 mana cost to skills.
- Soulrend is the perfect ability to spread flamewall's debuff, since it pierces all enemies and actively changes trajectory to seek out targets. Plus, it only hits once (unlike other piercing AoE projectiles like ball lightning), which makes applying elemental equilibrium from storm brand much more consistent.
- In order to sustain Righteous Fire, we run MoM with both clarity and vitality auras. Trickster's Patient Reaper node grants 70% increased recovery rate of both life and mana, and Prolonged Pain grants 10% reduced damage over time taken. Lastly, we use a small fire cluster jewel with Molten One's Mark to get some extra max fire res.
- While not necessary to sustain RF, we also run The Agnostic keystone to recover additional life. This causes us to constantly degen mana while on low-life with Petrified Blood, but can be sustained with enough mana regeneration and mana recovery rate, and easily counteracts the life loss over time effect from Petrified Blood.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.14 | Experiments: So uhh, Relic of the Pact is pretty goodThatsRealNeato2021-04-19 | LOL
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.13 | Bingo League - The Formed vs. EA Trinity DeadeyeThatsRealNeato2021-04-04 | I'm now streaming on twitch! Follow me at twitch.tv/thatsrealneato3.13 | Bingo League - The Hidden vs. EA Trinity DeadeyeThatsRealNeato2021-04-04 | I'm now streaming on twitch! Follow me at twitch.tv/thatsrealneato3.13 | Bingo League - The Twisted vs. EA Trinity DeadeyeThatsRealNeato2021-04-04 | I'm now streaming on twitch! Follow me at twitch.tv/thatsrealneatoNoteworthy Interactions | Episode #11 - Explosive Arrow ft. Trinity SupportThatsRealNeato2021-04-04 | Quick announcement, I'm now streaming on Twitch! Come say hi and share any cool interactions you've been messing around with, or just get an early look at what I'm playing. Follow me at twitch.tv/thatsrealneato
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Hello Exiles! This is a showcase of the build I've been playing in Brittleknee's Bingo League, which required the use of Trinity Support for the center square of the bingo card. Explosive Arrow ended up being a perfect fit for trinity support.
Noteworthy Interactions:
- In order to take advantage of Trinity support, you must alternate hitting with higher damage of one element, and then another element. Explosive Arrow has two portions, the arrow and the explosion. Since the explosion deals big added fire damage, as long as the arrow portion hits with higher cold or lightning you will always maintain resonance for trinity.
- If your arrow doesn't hit with any fire damage at all (no flat added fire on gear), you also can take advantage of Elemental Equilibrium to lower enemy fire resistance before the explosion (which is the vast majority of our damage, arrow hit damage is negligible).
- Explosive arrow doesn't leave charges if it pierces, chains, forks, or splits from an enemy. This means it doesn't work well with Sniper's Mark (which causes arrows to split off the target). However, you can actually stick EA fuses into hydrosphere. If hydrosphere is next to a target marked with Sniper's Mark, a good amount of the arrows will split off the target and stick into the hydrosphere, and the explosion will hit the marked target.
- We use Asenath's Chant helmet to trigger both hydrosphere and sniper's mark, as well as wave of conviction with combustion support to further reduce enemy resistance.
- Deadeye's Far Shot notable eliminates all projectile spread from our barrage, making it easy to always hit our target/hydrosphere from far away.
- Far Shot grants 60% more damage at range, but 20% less damage close up. By combining it with Point Blank (30% more damage up close, lowering as enemies get further away) we improve the worst case (close up) and average case (medium range) while only slightly worsening the best case scenario (far away).
It's an Elementalist using Animate Weapon and stacking golem buff effect and physical spell levels. This causes our carrion golems to buff the crap out of our animated weapons with huge flat physical damage.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzThe most tilting thing youll watch today - The Feared vs. Animate Weapon GolementalistThatsRealNeato2021-03-04 | Sigh... GGG fix your game plz.
This happened in Badger's Private League.3.13 | Experiments - Does Deadeyes Ricochet increase single target? - Spectral Shield Throw DeadeyeThatsRealNeato2021-02-17 | I was doing some testing with Sniper's Mark split projectiles + wall chains from Deadeye's new Ricochet node in conjunction with spectral shield throw.
Here's what I found: - Projectiles CAN split off the primary target, then chain off the wall back to the same target; however, they deal no damage and don't seem to proc on-hit effects when they chain back. This seems to also prevent secondary skill effects like lightning arrow's lightning strikes or kinetic blast explosions (but needs more testing).
- Chaining off hydrosphere will proc secondary skill effects, including Spectral Shield Throw (SST)'s secondary shard projectiles. These shards can also hit the primary target in addition to the main projectile, resulting in 75% more damage.
- You can chain off hydrosphere placed at a distance to guarantee far shot bonus damage (60% more damage). Even if the enemy is close to you, far shot damage is based off of how far the projectile has actually traveled, not how close the enemy is. The Fledgling helmet is a good source of far shot if you don't want to pick it up in the Deadeye ascendancy.
- Forgot to mention in the video, your chains will never target the hydrosphere. It MUST be the first target hit, you can't chain back to it.
Other interactions: - The Wandslinger notable allows you to scale SST (or shield charge) damage with spell damage if you're wielding a wand in your main hand.
- The new Sinistral Gloves base type gives up to 50% increased damage with offhand but 25% reduced damage with mainhand. The offhand damage works for SST (or shield charge) and you can ignore the downside since we don't attack with our mainhand.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Interactions | Episode #10 - Conviction of Power ft. WillclashThatsRealNeato2021-02-04 | For this build I wanted to explore ways to utilize minimum power and endurance charge stacking from the new Conviction of Power heirophant notable. Although heiro no longer has a way to generate new power and endurance charges, having minimum charges provides a lot of consistency and allows you to bypass the downsides of certain items by avoiding charge loss.
Noteworthy Interactions: - Conviction of power grants +4 minimum endurance and power charges. Willclash helmet grants 5% spell block and 5% increased elemental damage per power charge, but causes you to lose all power charges on block. Stacking minimum charges allows us to bypass the downside of losing charges, and permanently cap our spellblock without needing Glancing Blows.
- Precursor's Emblem rings can roll the mod "You cannot be stunned while at maximum endurance charges". Since we have +4 minimum endurance charges from our ascendancy, we're always at maximum endurance charges and are thus stun immune with this ring. Very important on a MoM build.
- Since we're stacking up a few power charges, The Aylardex gives us +1 max power charges and 1% damage taken from mana before life per power charge, as well as some life, mana, and mana regen. Combined with Mind Over Matter, Cloak of Defiance, and Divine Guidance we have 57% of damage taken from mana before life.
- Inner Conviction from the Militant Faith timeless jewel fits nicely into the power charge stacking archmage theme, granting 3% more spell damage per power charge. Militant Faith jewels can also convert notables to grant extra minimum charges.
- This build use Storm Call, which had its damage buffed by 30% in 3.13 and has a very low base cast time. The new Nexus Gloves base grants us "30% chance when you pay a skill's mana cost to gain that much mana back", which helps sustain fast casting on an archmage build.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzz3.13 | Experiments: Is Whispering Ice still a good item? - Doedres Skin OccultistThatsRealNeato2021-01-26 | In 3.12, the skill Ice Storm (from the unique staff Whispering Ice) was changed significantly. It's now capped at 5 storms, hits half as many times per second, but deals more base damage with higher damage effectiveness, and most importantly is far more likely to land overlapping hits on a single enemy.
On paper, the numbers look pretty bad, but in practice it's still a solid skill capable of doing all content with the right setup and investment.
I also wanted to explore changes to the new Occultist ascendancy (15% more cold damage!) and the combination of Doedre's Skin, Doedre's Scorn, and Replica Doedre's Damning for some powerful curse scaling.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Interactions | Episode #9 - Rupture Sweep ft. Ungils Harmony (My 3.13 League Starter)ThatsRealNeato2021-01-21 | For this build I wanted to explore some of the new mechanics of the Deadeye ascendancy in 3.13 Ritual league. It has been a really fun league starter build (albeit, not the easiest to get off the ground). Rupture is a really interesting mechanic with a good balance of upsides and drawbacks.
Noteworthy Interactions: - The new Rupturing notable on the Deadeye ascendancy gives more bleeding damage when you crit and stacks up to 3 times. We use Ungil's Harmony amulet with 350% crit chance and a fleshripper axe to achieve about 40% crit chance with no investment into crit on the tree.
- Since we're attacking relatively quickly to maintain Rupture stacks, we also use Crimson Dance to stack bleeds up to 8 times. Rupturing also shortens the duration of bleeds on the enemy, so we need to invest into increased bleeding duration in order to maintain all 8 stacks of Crimson Dance.
- We stack generic less damage effects on top of high dodge chance to become very tanky. Wind Ward (30% less), Wind Dancer (20% less), Focal Point (25% less), and Fortify with increased effect (24% less) makes us able to facetank a lot of endgame content. If you want, you can also add Kintsugi here, but it's a bit overkill and I went for a +1 curse hunter chest instead.
- Focal Point plus a Trigger Poacher's Mark ring is great for both offense and defense. Marks don't recieve the same curse effect penalty against bosses that hexes do, so 75% increased effect of poachers mark is incredibly strong. We also take 25% less damage when clearing packs, and our marks stay on the corpses of marked enemies to continue applying the less damage taken (though this doesn't work with corpse removal like haemophilia gloves).
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Interactions | Episode #8 - Anomalous Detonate Dead ft. Corpsewalker (Again)ThatsRealNeato2020-11-06 | This one started out as an experiment and quickly turned into one of the strongest budget builds I've ever played. The idea was to use Corpsewalker boots as a source of corpses for cyclone cast while channeling Detonate Dead (DD) without requiring desecrate. This lets you use additional damage supports and doesn't cut your trigger rate in half (since normally CwC and CoC linked to multiple spells will alternate which spell gets triggered).
Noteworthy Interactions: - Corpsewalker boots enables cast while channeling Detonate Dead by continually spawning high level corpses around you. - 23% quality Anomalous Detonate Dead combined with The Consuming Dark dagger converts 99% of your fire damage to chaos damage. We have 100% chance to poison from the dagger and Divergent Herald of Agony. - Replica Innsbury Edge allows our cyclone to apply withered on hit, and grants us some chaos leech. A fortify on hit corruption gives us nearly permanent fortify up time while we cyclone. - Replica Innsbury Edge causes us to take 10% physical damage as chaos damage and Incandescent Heart causes us to take 25% elemental damage as chaos damage. As a CI build, this essentially means we take 10% less physical and 25% less elemental damage. - We use Yoke of Suffering and apply 5 different ailments to cause enemies to take 25% increased damage. Chill and shock are applied by Corpse Pact from the corpses we spawn, the 1% of DD fire damage we aren't converting to chaos applies ignite, our chaos damage applies poison, and our cyclone has a small chance to apply bleed from jewels. - All of our damage scaling is generic elemental, chaos, or minion damage (with Spiritual Aid), and thus applies to both the spell portion and explosion portion of Detonate Dead's damage. This, combined with increased corpse life from Corpse Pact and Undertaker wheel on the tree gives us very large corpse explosion damage. It also scales poisons from the explosions without needing to invest in poison-specific scaling.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Interactions | Episode #7 - Generals Cry Shield Charge ft. CorpsewalkerThatsRealNeato2020-10-28 | This build utilizes the new Corpsewalker unique boots, which passively summons corpses as you move around. Since General's Cry requires nearby corpses to function, this is a match made in heaven as it assures you always have corpses nearby.
Noteworthy Interactions: - Corpsewalker boots ensure corpses are always availabe for General's Cry without having to manually summon them or use a cast while channeling cyclone setup. - Since we always have corpses nearby, we can use the Disciple of Kitava keystone (from Kitava's Teachings unique cluster jewel) to recover 5% life and mana every second without the downside. - Divergent Shield Charge gains up to 120% more damage at max travel distance. Since corpses are spawned behind us by the boots, General's Cry warriors will almost always travel far enough to gain the full benefit of this damage. - Divergent Pulverize grants an additional 20% more damage (on top of the base ~60% more damage) at the cost of less attackspeed. The attack speed modifier is mostly irrelevant since warriors only attack once anyways, so it's all upside. - Wielding The Dark Seer scepter in our main hand gives us up to 100 life/mana, 60% increased damage, blind on hit and malediction on hit while we are blinded. Shield Charge uses your shield as a weapon so The Dark Seer's low attack damage is irrelevant. - Using the Second Sight timeless keystone (from Brutal Restraint, Nasima) we blind ourselves and gain 25% more melee crit chance. The Dark Seer makes blind not affect our accuracy, negating the downsides and enabling malediction on hit (enemies take 10% increased damage and deal 10% reduced damage). This also enables crit builds using a pure armor shield. - General's Cry counts as an exerted attack, giving us 50% more damage from War Bringer and allowing damage scaling from warcry medium cluster jewels' small nodes. Since we're warcrying so frequently, we also get to utilize the other power benefits of warcry notables such as healing, armor, and charge generation.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Interactions | Episode #6 - Impale Spells ft. Call of Steel and The ImpalerThatsRealNeato2020-09-29 | This interaction centers around using the new Call of Steel skill (which comes as part of the Shattering, Splitting, or Lancing Steel gems) combined with The Impaler keystone to clear very effectively on low impale chance skills (such as spells).
Noteworthy Interactions: - Replica Heartbreaker grants 20% chance to impale on spell hit. Using two of these alongside Divergent Ethereal Knives or Divergent Blade Blast will grant up to 50% chance to impale. - However, because it's not possible to reach 100% impale chance or to use the Impale Support gem, it's recommended to only use one Replica Heartbreaker and combine it with The Impaler keystone instead. Even with a low impale chance, The Impaler gives us max impale stacks on an entire pack as soon as any one enemy gets impaled. - Once an entire pack has been impaled by The Impaler, Call of Steel can be used to detonate the impales on all the enemies (and corpses) at once, easily clearing the pack. This works regardless of what skill you used to apply the initial impale. - (Not mentioned in the video) You can also utilize the new Lord of Steel gems to improve your Call of Steel, making it near-instant cast time and giving it increased damage or AoE.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Hideout Showcase - Drowned City Docks (Iron Hideout Competition #2 Submission)ThatsRealNeato2020-09-15 | In the years following the great flood, mother nature reclaimed what land remained above the surface of the water. These small island oases have since become a haven for outcasts, tucked away amidst the rubble of the drowned city.
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This is my submission for the Iron Hideout Competition #2.
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Download available at hideoutshowcase.com/hideout/show/2083/title/Drowned%20City%20DocksNoteworthy Interactions | Episode #5 - Numbing Elixir ft. Soul MantleThatsRealNeato2020-07-10 | This interaction centers around using the updated Numbing Elixir cluster notable (found on flask duration or flask life/mana recovery medium cluster jewels) to achieve 100% reduced effect of curses, allowing you to ignore the downside of the Soul Mantle unique body armour.
Noteworthy Interactions: - 2x Numbing Elixir + Sanctum of Thought = 100% reduced effect of curses on you, allowing you to ignore downsides of Soul Mantle and utilize the self-flagellation jewel, while freeing up ring slots for unique rings like Astral Projector. - 2x Numbing Elixir + Annointed Flesh cluster or Ash, Frost, and Storm notable = 100% reduced effect of non-damaging ailments on you, allowing you to ignore shock and chill (and freeze?). - Apep's Rage now grants +40 to flat mana cost of skills, allowing you to quickly spend a ton of mana for Indigon while channeling or summoning totems. - Enduring mana flask allows us to always have our 100% curse and ailment effect reduction while also recovering tons of mana and life. This works well in conjunction with Mind Over Matter and The Agnostic keystones to keep us very healthy. - Dark Pact, when cast by totems, deals 6% of the totem's life pool as chaos damage. This gives us high flat damage to scale with Indigon, since our totems have a very large life pool (much larger than our own), while still getting the 80% more damage bonus by not casting Dark Pact on skeletons.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Showcase - Generals Cry Sweep Pillar Scion - 3.11 LeaguestarterThatsRealNeato2020-06-26 | Wanted to do a quick showcase of my leaguestarter character for 3.11 Harvest League, which is a Scion (Berserker/Necro) using the new General's Cry warcry with sweep and Pillar of the Caged God.
Sweep is a slow but hard-hitting ability with big flat added phys built in. General's Cry allows us to hit hard with sweep while still having all the utility of playing a fast-hitting, fast-moving cyclone character. Pillar of the Caged God scales extremely well with the flat added phys built into both sweep and cyclone.
Since we're always summoning corpses with cast while channeling + desecrate, but not consuming those corpses (as General's Cry does not actually consume corpses, just requires them to summon warriors), we can safely use CWDT Bone Offering to achieve max block and spell block when combined with the Glancing Blows keystone.
Here's the PoB for my current character, though it is far from optimal: pastebin.com/yw7gGPFqNoteworthy Interactions | Episode #4 - Secrets of Suffering ft. Elemental Hit MinesThatsRealNeato2020-05-17 | This build centers around the new keystone Secrets of Suffering, which disables the normal elemental ailments and allows you to apply 3 new ailments on crit: Scorch, Brittle, and Sapped.
Noteworthy Interactions: - We use Elemental Hit (without threshold jewels) to apply all 3 new ailments from Secrets of Suffering, as well as Elemental Equilibrium. - The new ailments count towards Elemental Hit's "10% more damage per elemental ailment on the enemy". We use minions to apply the normal ailments since we cannot apply them ourselves. Summon Skitterbots applies chill and shock, while flame golem linked to combustion support applies ignite.Together with the Scorch, Brittle, and Sapped we apply ourselves that's 60% more damage! - Wandslinger allows us to take advantage of Void Battery's spell damage per power charge scaling for attacks. Ele hit's high base damage lets us ignore Void Battery's otherwise very low attack damage, and mines allow us to ignore its low attack speed. - Badge of Brotherhood makes our maximum frenzy charges equal to our maximum power charges. We use Charged Mines Support to generate frenzies and get a ton of mine throwing speed and crit chance. - We stack additional power charges on Void Battery, helmet corruption, and Perepiteia shield. We annoint an extra power charge on our amulet for 9 charges total. Auxium belt grants up to 30% increased damage per power charge for a total of 270% increased damage. - Machina Mitts grant leech from mines and up to 25% increased recovery rate of life and ES from our additional power charges. Alternatively, you can use Painseeker gloves to make it 3x easier to inflict maximum values of Scorch, Brittle and Sapped.
Join the Noteworthy Interactions Discord: discord.gg/uZPvAuAFzzNoteworthy Showcase - Arc/Storm Burst Decay Occultist - T16 Phoenix, BeyondThatsRealNeato2020-05-02 | A quick mapping showcase of my Arc/Storm Burst Decay Occultist from Episode #3 (youtube.com/watch?v=JkxpbzelT-M).
Clears endgame maps without much trouble. Arc just needs to hit each enemy once to apply decay and everything dies. Vaal Arc is amazing for clearing dense areas like Legions. For single target, just tap Storm Burst and watch enemies melt.
--- Softcore Delirium League (3.10)Noteworthy Interactions | Episode #3 - Decay ft. Storm BurstThatsRealNeato2020-04-30 | When Decay Support was first added to PoE in the 3.0 beta, it was incredibly overpowered and quickly got nerfed to nearly unplayable levels. Now, 10 leagues later, it's finally a viable option for endgame content! No ED/contagion for clearing or blight for single target, just straight up decay, baby. This build uses Arc/Vaal Arc + Decay for clearing, and Storm Burst + Decay for single target.
Noteworthy Interactions: - Storm Burst's "75% of skill damage for each 0.4 seconds of remaining duration" on release scales decay's damage when linked with decay support. New cluster notables like Wicked Pall and Circling Oblivion allow for huge skill effect duration scaling, and are easy to stack, resulting in big Storm Burst damage scaling and decays with a duration of over a minute.
- Arc's "15% more damage per remaining chain" also scales decay damage. We utilize chain support to further scale Arc's clearing potential and decay damage while ignoring the "less damage with hits" downside, as decay is not a hit.
- Life-based Occultist is a perfect fit for the Divine Flesh keystone, as Withering Presence provides 60% chaos resistance and easily maintains wither stacks on enemies, which increase chaos damage taken.
- Hands of the High Templar gloves can have multiple corrupted implicits, including multiple on-hit curses. This makes it easy to apply 3 relevant curses without reserving mana for blasphemy.
- Aspect of the Spider hinders nearby enemies, allowing us to take advantage of the Touch of Cruelty cluster notable without actually hitting enemies with a chaos skill.