Didn't see this. Pretty cool. Opportunity cost though is the extra strike targets implicits and rage gen, etc. from glove modifiers (not sure if that was mentioned in video, sorry if im repeating). That's a hefty cost imo, but still worth considering.
This is a good point, it wasn't mentioned you'll need to get those from other sources like rage from the axe mastery, strikes from attack mastery etc. I think these gloves won't be a great option unless you fully invest into maximum fortification, at which point they're starting to become quite powerful
No denying Fortify would be a nice thing to stack. I just want a super tanky character that cannot die, can clear reasonably well, and can take down bosses. The trifecta ... probably does not exist (at reasonable play time and cost). I feel like one of those dogs from the movie Up where every time I see some "tank tech" I immediately get distracted and chase after it! These gloves look sweet.
@2:47 small note, I don't think the rampart notable gives fortification duration, I believe it only makes fortification easier to obtain if your hit damage is low.
Hmm, that combo of new gloves with replica badge actually looks good as upgrades for my potential league starter And probably any melee, tons of defense and attack speed
With my brief calculations i think its possible to obtain reliable 68 fortification stacks with 20 base stacks, 12 max frenzy and endurance charges with replica botb, 7 stacks lethal pride, 15 stacks from Beacon of Madness boots on armour/evasion base, and 8 from new gloves and 6 stacks from steadfast notable
Interesting take Dreamcore. If I remember correctly, fortify has an ailment threshold to trigger right? I remember playing boneshatter a few leagues ago and the fortify count was not generating against bosses like searing exarch because the damage I was doing was not high enough to trigger fortify. This is my main concern for relying on melee fortify builds. Considering we now have T17 maps, I feel as if the higher levels I go and the harder bosses I encounter, the damage output wont be high enough and triggering fortification stacks seems to be a hard thing to achieve. I always felt melee damage output was subpar in comparison to other builds; like an elemental type build.
I did tried make something with it. It's a bit tough to keep the endurance charges though. if you hit 4 times per second (really low) you will be losing 1 endurance charge per second. But most gems and builds hit way more than that. So... it's plenty per second. A bit too much. The solution would be ralakesh boots. The way it is, the amulet is a bit annoying to use. You need to sacrifice boots and the bonus of the endurance charges. There's no modifier that gives endurance charge on hit. Just when hit. And they don't keep up with the demand. The only thing that could make it work is replica oro sacrifice. That gives 1 endurance charge when you freeze an enemy. But then it makes you take 10% mroe damage x.x counterproductive. Another solution is Arn' s anguish (maven belt) when using the boots. To gain brutal charges instead of endurance charges. Just it alone is useless, since you won't get the fortification bonus. The best solution for me was just drop the amulet, get an angry loop and an AG and give a kingmaker to it. It gives you 10 fortification. Minion life, meat shield and elemental army supports. By getting the wheel where spiritual aid it+a medium cluster (or the wheel where spiritual command is) it just never dies, when equiped with gruthkul pelt. I think it can be done without the medium cluster, but is way, way more risky. Having an AG gets quite a lot of other buffs too, including culling strike, +1 curse, increased damage, 50% crit multi, exposure on hit (elemental army support). So it's a really good trade. Depending on the gear you give to the AG is possible change the elemental army for minion speed. But AG is fast enough for most builds.
they need to buff base duration of fortify stacks. 6s aint it. even 10s with the nodes is not enough for bossfights and tougher mobs, where getting stacks is hard(delve)
Enjoyer adjacent, thanks to the totem fuckery. Question tho, is a champion always on max fortification stacks, or just at 20 and has to generate the rest of the stacks via skills?
I'm a newbie. Please help explain about Rampart notable node, "Fortifying Hits against Unique Enemies grant 100% increased Fortification". From the text, look like it would increase 100% effect but because no one mention about it so I don't know if it's useful or not.
I misread that node, it doesn't grant inc fortification duration. Instead, it makes it so that you can gain fortification 'easier' against unique monsters by granting double the amount of fortification you'd usually get(this is useful because big bosses have high ailment thresholds and fortification is based on damage/ailment threshold and monster rarity)
Losing +strike probably effects flicker strike the most. Most strike builds really hurt losing that and I dont know if you can justify losing that + other mods like pierce, rage, frenzy, etc is way too high opportunity cost. Maybe a non strike melee skill would use gloves like these, but I dont play those builds enough to know
@@ahmadashraf9448 for early sure but you would get more value replacing those 5 skill points if you get strike+frenzy gloves if we’re talking flicker. Especially if you use Farruls, you can craft a pretty strong pair of gloves pretty easily with strike , frenzy, aspect, and conversion. Even fractured gloves plus eldritch implicits are much stronger for a strike build than these gloves will be. That much fortification won’t do much more than regular mapping for strike builds until really high investment cause you can’t keep that high fortification on bosses
Would the downside of rep badge of the brotherhood be negated by playing champion? If you always have fortify, you don't "gain" fortify. So you don't lose endu charges then.
Champion's node is you have 20 fortification. Not even sure if it allows you to gain past that or is always set at 20, but if it isn't, you'd still gain them. I think best use is Boneshatter where you allocate the node "Inexorable" to have the 25% chance to gain a charge every attack.
I suppose the best skill to use if you want to make the gloves work most likely would be smite. The rest of strike skills really want you to get those extra strike attacks. Do you know how fortificattion intereacts with doppelganger guise? Is it addtive or multiplicative? Could be fun trying to make some kind of build shifting all damage you can with Tempered by War + Mahuxotl's Machination for divine flesh + Doppelganger Guise + fortificatyion stacking + arctic armour. Then badge of the brotherhood + ralakesh + frenzy stacker slayer + Conqueror forbidden flesh/flame (only other nodes that seem fun could be Outmatch and Outlast, if you don't go ralakesh route, or Arena Challenger). I don't really know how much damage you could reallistically expect tbf, but at least you should be tanky XD.
this is so close to being very good however Opportunity cost is maybe too high for going from 20% to 41% which is around 26% less damage over the 20%. maybe at 45 forti is worth since at that point your getting around 32% less damage and it isnt that much harder to reach. does any body know of something that grants 25 to 33% less damage and is used so we can compare the Opportunity cost
If I was doing this kinda build I'd go all in on the replica badge charges with ralakesh so you can get a bunch of extra power out of the amulet, gonna be very tanky
im still super torn on the item. ye, 40% attack speed is nice, but nothing to write home about. and 10 more fortification is also nice, i like fortification. but you are still not save from spells and dot. if you want capped resistances for elements and chaos, nice life and armour, then all the fortification, then 100% spell suppression against spells, dont even know what to take against dot, a bunch of leech i guess, and then you also wanna go into endurance charge stacking? how will there be any points left to actually deal some damage?
i think u read rampart out wrong or maybe im understanding it wrong, thought it gives 100% more fortification power from hits, which would be relevant if u do small hits like maybe a cyclone coc build edit: might also be relevant once u actually stack maximum fortification up quite high
Yep my bad, haven't used that node in a long while, though I think the small nodes on either will net you enough fort duration to feel comfortable (10s+)
Im going to play Mjolner archmage hierophant with buffed Manastorm shield. I think it will be funny since i will try to stack reduce mana cost of skills since new archmage support doent require to lose a bunch of mana now it require only to have a lot of max mana. Im only wandering about playing with aura reserve life or just Wrath and chaos inoculation. The only sad thing is that arc of surging was "Fixed" So oneshoting ubers will not be as simple as it was
@@dreamcore_gg Only for flask and jewels. Still i got 50% from ascendencary + 30 or 40% from tree i dont include any other source like cluster timeless jewels items. This will allow me to cast my skills for pretty low cost so the mana i got will be used mainly by shield manastorm and dmg taken before life as mana. This my goal last league i tried archmage arc ignite from mbxtheme and i was dissapointed. But as i use to say mana builds is like communism if it doesnt work it means it was not true mana build/communism xd
I think those gloves have a cool concept but I don't think they'll be that great. On Boneshatter Jugernaut they compete with Tanu Ahi. There we have 53 to 57% attack speed, 100% damage and 10 PDR vs 41% attack speed and 20% less damage taken from hits while also requiring your amulet and further investment into maximum FRENZY Charges, which are just too far away on the skilltree. On builds that invest into Frenzy Charges anyway they compete with potentially additional strikes, max frenzy charges, spell supression and Life. I believe you'd have to make them give 1% more attack speed per fortification to make them worthwhile since your regular Boneshatter build can reach about 250% attack speed.
Adrenaline from Tanu Ahi is not even close to 100% uptime though, but I agree there's good competition for these gloves, and I don't think they'll be a great choice unless you go heavy into maximum fortification.
I think you forgot to mention Beacon of Madness. The strength/dexterity version gives +15 to maximum fortification while affected by Glorious Madness and while it comes with some massives drawbacks you also have to keep in mind that the closer you get to 100 maximum fortification the better it gets. The boots can also be used for the 90% reduced effects of flasks to greatly benefit Olroth's Resolve.
these boots are a joke no thanks i dont even think they are worth it even if they have half of the draw backs. this is not even look at the fact that ur losing boot slot
The debuffs from those boots are just far too impactful, to the point that they will outright undo the benefits of 15 maximum fortification and then some if you keep them active for a while.
well u can use those boots if you can bring your fortification stacks up to 60 without them. 60 base + 15 from boots will break even on damage taken with max 60% increased damage taken from 10 stacks of debuf. And u forced to play jugg or trickster to ignore action speed. Other debufs are kinda manageble. Sadly i dont even know if it possible to make up to 60 base stacks of fortification.
I find it really hard to justify uniques like this because they're so focused on the one gimmick. You're giving up so much to get it; it's like trading 6-8 mods when you throw in eldritch implicits in return for 1-2 mods you can't get elsewhere. Sure the mod is good, but is it worth that much? Maybe that makes sense for something like the totem boots that literally can give you 40% more damage or 40% more APS... but just for 8% more DR you can get in lots of other ways? Eh. Edit: Oh wow, I somehow missed that amulet in this league. That's actually really good. Should have used that on my Raider. I like the interaction with min endurance charges there. If you were willing to give up 3 jewel sockets, you can just run around with 7-9 endurance charges all the time. Only downside is the losing occasional frenzy charge from movement spam, but still pretty juicy. Umm... and well... losing out on stranglegasp... maybe not as amazing when I remember that.
I don't think the gloves are a slot in and forget type item, they're only really good if you invest heavily into maximum fortification, at which point I think they're quite strong
@@dreamcore_gg Yeah, to be fair I think uniques like this do have to be compared to other things of the same cost. I'm not sure what these willl cost; but except for really absurdly expensive uniques like mageblood, HH, and stranglegasp, it's perhaps unrealistic for me to compare them to yellows worth dozens or hundreds of divines... which, unfortunately, I do, since those are the items I'll be using when I'm at the point of perfecting a build in red maps.
I don't really see this as being any different from uber drops in previous leagues, like Nimis for example. Once we know about the t17 maps and how to overcome them it's pretty much the same. I'd much rather that specific boss drops be a thing rather than every powerful item in the game being a random drop like Mageblood, that would be far worse for ssf.
@@dreamcore_gg remember that after flask NERF Uber bossing is evern harder. If u have dedicated glasscanon Uber build then u must first do t17 map instead of t14. You have to have a good map build now to even unlock uber
Didn't see this. Pretty cool. Opportunity cost though is the extra strike targets implicits and rage gen, etc. from glove modifiers (not sure if that was mentioned in video, sorry if im repeating). That's a hefty cost imo, but still worth considering.
This is a good point, it wasn't mentioned you'll need to get those from other sources like rage from the axe mastery, strikes from attack mastery etc.
I think these gloves won't be a great option unless you fully invest into maximum fortification, at which point they're starting to become quite powerful
@@dreamcore_gg Ancestral cry + call to arms new gem? :p
No denying Fortify would be a nice thing to stack. I just want a super tanky character that cannot die, can clear reasonably well, and can take down bosses. The trifecta ... probably does not exist (at reasonable play time and cost). I feel like one of those dogs from the movie Up where every time I see some "tank tech" I immediately get distracted and chase after it! These gloves look sweet.
Just play boneshatter and you'll check those boxes
Strength stacking flicker strike juggernaut. Easy 100m+ dps and tanky asf
@2:47 small note, I don't think the rampart notable gives fortification duration, I believe it only makes fortification easier to obtain if your hit damage is low.
Good catch thank you last time I used that notable I think was before it was nerfed in Crucible league
You've used that notable??? :p
@@DrFooteChem Yeah when it used to grant 40% dmg, I think it was on EA ballista champ
theres also beacon of madness that gives 15 to maximum fortification when affected by glorious madness
Hmm, that combo of new gloves with replica badge actually looks good as upgrades for my potential league starter
And probably any melee, tons of defense and attack speed
With my brief calculations i think its possible to obtain reliable 68 fortification stacks with 20 base stacks, 12 max frenzy and endurance charges with replica botb, 7 stacks lethal pride, 15 stacks from Beacon of Madness boots on armour/evasion base, and 8 from new gloves and 6 stacks from steadfast notable
with the removal of movespeed on the ralakesh will be offset by leap slamming because of the atk speed of fortification stacking this is great
Interesting take Dreamcore.
If I remember correctly, fortify has an ailment threshold to trigger right?
I remember playing boneshatter a few leagues ago and the fortify count was not generating against bosses like searing exarch because the damage I was doing was not high enough to trigger fortify.
This is my main concern for relying on melee fortify builds. Considering we now have T17 maps, I feel as if the higher levels I go and the harder bosses I encounter, the damage output wont be high enough and triggering fortification stacks seems to be a hard thing to achieve. I always felt melee damage output was subpar in comparison to other builds; like an elemental type build.
Yep, you're going to need a big bonker to keep maximum stacks up against big bosses
These Gloves + Replica Brotherhood + Ralakesh + Arn's Anguish sounds like a mighty good time 😅
What u said + Progenesis + Hardened Scars + 4th Vow + Xibaqua
@@calebnguyen4536 and slap pathfinder for permanent life flask and Progenesis
Ralakesh has no ms on it now so that is something you will have to overcome. Mageblood enjoyers can definitely use them though.
how does this item interact with the fortify ascendancy from Champion?!
Cool item, fun to see them add several new interesting uniques along with the updated end game and boss loot tables.
ohhh this looks good , do u think it can be paired with boneshatter to get the attack speed buff + the reduction from the drawback of boneshatter?
It can for sure! We also now know that these gloves roll up to 10 max fort which is very strong
I did tried make something with it. It's a bit tough to keep the endurance charges though. if you hit 4 times per second (really low) you will be losing 1 endurance charge per second. But most gems and builds hit way more than that. So... it's plenty per second. A bit too much. The solution would be ralakesh boots. The way it is, the amulet is a bit annoying to use. You need to sacrifice boots and the bonus of the endurance charges. There's no modifier that gives endurance charge on hit. Just when hit. And they don't keep up with the demand. The only thing that could make it work is replica oro sacrifice. That gives 1 endurance charge when you freeze an enemy. But then it makes you take 10% mroe damage x.x counterproductive.
Another solution is Arn' s anguish (maven belt) when using the boots. To gain brutal charges instead of endurance charges. Just it alone is useless, since you won't get the fortification bonus.
The best solution for me was just drop the amulet, get an angry loop and an AG and give a kingmaker to it. It gives you 10 fortification. Minion life, meat shield and elemental army supports. By getting the wheel where spiritual aid it+a medium cluster (or the wheel where spiritual command is) it just never dies, when equiped with gruthkul pelt. I think it can be done without the medium cluster, but is way, way more risky. Having an AG gets quite a lot of other buffs too, including culling strike, +1 curse, increased damage, 50% crit multi, exposure on hit (elemental army support).
So it's a really good trade. Depending on the gear you give to the AG is possible change the elemental army for minion speed. But AG is fast enough for most builds.
Your videos are a goldmine of POE info. It's a real asset for the community having a library of POE reference material. Good stuff, mate.
Appreciate that!
Is it possible to anoint the unique gloves with "Rampart" (amber-verdant-black oils)?
No, you can only anoint amulets or breach uniques
@@dreamcore_gg thank you, then
they need to buff base duration of fortify stacks. 6s aint it. even 10s with the nodes is not enough for bossfights and tougher mobs, where getting stacks is hard(delve)
Any melee enjoyers?
I enjoy nothing else! O7
Not always an enjoyer, but definitely always try to be
Yes I love lightning strike 😊
Enjoyer adjacent, thanks to the totem fuckery. Question tho, is a champion always on max fortification stacks, or just at 20 and has to generate the rest of the stacks via skills?
@@Ceen328 the node literally says, “you have 20 fortification”
Am I the only one wondering how can a Slayer holding weapon like that?? at 3:17
That's like a way Witch holding 2H Sword.
Kinda makes me want to create a charge stacking Slayer. Could be crazy with all the synergies, endurance charge generation is just annoying.
I'm a newbie. Please help explain about Rampart notable node, "Fortifying Hits against Unique Enemies grant 100% increased Fortification". From the text, look like it would increase 100% effect but because no one mention about it so I don't know if it's useful or not.
I misread that node, it doesn't grant inc fortification duration. Instead, it makes it so that you can gain fortification 'easier' against unique monsters by granting double the amount of fortification you'd usually get(this is useful because big bosses have high ailment thresholds and fortification is based on damage/ailment threshold and monster rarity)
@@dreamcore_gg Thanks to clear my doubt. It makes sense. Otherwise, it would be super strong fortification.
My first thought is, of course, flicker strike. Flicker needs fortify to help you stay alive, and attack speed is always great.
Losing +strike probably effects flicker strike the most. Most strike builds really hurt losing that and I dont know if you can justify losing that + other mods like pierce, rage, frenzy, etc is way too high opportunity cost. Maybe a non strike melee skill would use gloves like these, but I dont play those builds enough to know
@@zxyen1629 just get +1 strike on the attack mastery. 2 strike is usually enough for most strikes.
@@ahmadashraf9448 for early sure but you would get more value replacing those 5 skill points if you get strike+frenzy gloves if we’re talking flicker. Especially if you use Farruls, you can craft a pretty strong pair of gloves pretty easily with strike , frenzy, aspect, and conversion.
Even fractured gloves plus eldritch implicits are much stronger for a strike build than these gloves will be.
That much fortification won’t do much more than regular mapping for strike builds until really high investment cause you can’t keep that high fortification on bosses
Thoughts on using Ralakesh boots? it can bypass the downside of losing endurance charges
Yeah they're still very good, even without the movement speed in 3.24
Would the downside of rep badge of the brotherhood be negated by playing champion? If you always have fortify, you don't "gain" fortify. So you don't lose endu charges then.
Champ's Fortitude only grants 20 Fortification, so you still need to manually gain any maximum fortification you have over 20 as normal
Champion's node is you have 20 fortification. Not even sure if it allows you to gain past that or is always set at 20, but if it isn't, you'd still gain them. I think best use is Boneshatter where you allocate the node "Inexorable" to have the 25% chance to gain a charge every attack.
@@dreamcore_gg Right I forgot they changed fortitude. In the past it used to just say "you have fortify."
DD didn´t get nerfed, so I am still aiming to start your inquisitor build. What are your plans for a league starter if I may ask? Peace.
I haven't decided just yet, but yeah DD is going to be great at league start
Maybe raider or trickster with replica badge might be good
I suppose the best skill to use if you want to make the gloves work most likely would be smite. The rest of strike skills really want you to get those extra strike attacks.
Do you know how fortificattion intereacts with doppelganger guise? Is it addtive or multiplicative?
Could be fun trying to make some kind of build shifting all damage you can with Tempered by War + Mahuxotl's Machination for divine flesh + Doppelganger Guise + fortificatyion stacking + arctic armour. Then badge of the brotherhood + ralakesh + frenzy stacker slayer + Conqueror forbidden flesh/flame (only other nodes that seem fun could be Outmatch and Outlast, if you don't go ralakesh route, or Arena Challenger).
I don't really know how much damage you could reallistically expect tbf, but at least you should be tanky XD.
Fortification is multiplicative with Doppelganger's less damage taken. But yeah, I think you can build some extremely tanky setups using fort stacking
can this gloves be better than tanu ani for bonezone jugg thats the question
Juggernauth or champion? which is better?
this is so close to being very good however Opportunity cost is maybe too high for going from 20% to 41% which is around 26% less damage over the 20%. maybe at 45 forti is worth since at that point your getting around 32% less damage and it isnt that much harder to reach. does any body know of something that grants 25 to 33% less damage and is used so we can compare the Opportunity cost
also i forgot the other bonuses like the 41% attack speed and bonus max frenzy and 4.1% life regen. this might actually be worth it
If I was doing this kinda build I'd go all in on the replica badge charges with ralakesh so you can get a bunch of extra power out of the amulet, gonna be very tanky
I'm working on a build that can really take advantage of this interaction. Thank you!
share pob!
im still super torn on the item. ye, 40% attack speed is nice, but nothing to write home about. and 10 more fortification is also nice, i like fortification. but you are still not save from spells and dot. if you want capped resistances for elements and chaos, nice life and armour, then all the fortification, then 100% spell suppression against spells, dont even know what to take against dot, a bunch of leech i guess, and then you also wanna go into endurance charge stacking?
how will there be any points left to actually deal some damage?
Elemental Hit has Strike Tag , i wonder if can work with wands or bows
it says "melee hits"
Cool concept, love what you do as a creator.
Glad to hear it!
gonna do this my second build
You misread Rampart. It makes it easier to gain your stacks, not make them last longer.
i think u read rampart out wrong or maybe im understanding it wrong, thought it gives 100% more fortification power from hits, which would be relevant if u do small hits like maybe a cyclone coc build
edit: might also be relevant once u actually stack maximum fortification up quite high
Yep my bad, haven't used that node in a long while, though I think the small nodes on either will net you enough fort duration to feel comfortable (10s+)
Im going to play Mjolner archmage hierophant with buffed Manastorm shield. I think it will be funny since i will try to stack reduce mana cost of skills since new archmage support doent require to lose a bunch of mana now it require only to have a lot of max mana. Im only wandering about playing with aura reserve life or just Wrath and chaos inoculation. The only sad thing is that arc of surging was "Fixed" So oneshoting ubers will not be as simple as it was
They did remove a lot of reduced mana cost stats though so be aware of that
@@dreamcore_gg Only for flask and jewels. Still i got 50% from ascendencary + 30 or 40% from tree i dont include any other source like cluster timeless jewels items. This will allow me to cast my skills for pretty low cost so the mana i got will be used mainly by shield manastorm and dmg taken before life as mana. This my goal last league i tried archmage arc ignite from mbxtheme and i was dissapointed. But as i use to say mana builds is like communism if it doesnt work it means it was not true mana build/communism xd
I have learned more from your videos than any other poe streamer and youtuber. Love your videos, keep up the good work.
Happy to hear that!
I feel we have so many options to reduce hits. But degenn dmg is killing people more then ever.
Great Video as Always
will be good with boneshater i suppose
Gonna test this in my boneshatter for sure ❤
Fortify stacking flicker strike?!
I think those gloves have a cool concept but I don't think they'll be that great. On Boneshatter Jugernaut they compete with Tanu Ahi. There we have 53 to 57% attack speed, 100% damage and 10 PDR vs 41% attack speed and 20% less damage taken from hits while also requiring your amulet and further investment into maximum FRENZY Charges, which are just too far away on the skilltree. On builds that invest into Frenzy Charges anyway they compete with potentially additional strikes, max frenzy charges, spell supression and Life. I believe you'd have to make them give 1% more attack speed per fortification to make them worthwhile since your regular Boneshatter build can reach about 250% attack speed.
Adrenaline from Tanu Ahi is not even close to 100% uptime though, but I agree there's good competition for these gloves, and I don't think they'll be a great choice unless you go heavy into maximum fortification.
Seems like best in slot for bonezone
I think you forgot to mention Beacon of Madness. The strength/dexterity version gives +15 to maximum fortification while affected by Glorious Madness and while it comes with some massives drawbacks you also have to keep in mind that the closer you get to 100 maximum fortification the better it gets. The boots can also be used for the 90% reduced effects of flasks to greatly benefit Olroth's Resolve.
these boots are a joke no thanks i dont even think they are worth it even if they have half of the draw backs. this is not even look at the fact that ur losing boot slot
The debuffs from those boots are just far too impactful, to the point that they will outright undo the benefits of 15 maximum fortification and then some if you keep them active for a while.
well u can use those boots if you can bring your fortification stacks up to 60 without them. 60 base + 15 from boots will break even on damage taken with max 60% increased damage taken from 10 stacks of debuf. And u forced to play jugg or trickster to ignore action speed. Other debufs are kinda manageble. Sadly i dont even know if it possible to make up to 60 base stacks of fortification.
celestial brace, replica badge, and ralakesh boots on a flicker strike raider. sign me up!
Hooooooooly
Can dominating blow work? With the AG kingmaker.
I find it really hard to justify uniques like this because they're so focused on the one gimmick. You're giving up so much to get it; it's like trading 6-8 mods when you throw in eldritch implicits in return for 1-2 mods you can't get elsewhere. Sure the mod is good, but is it worth that much? Maybe that makes sense for something like the totem boots that literally can give you 40% more damage or 40% more APS... but just for 8% more DR you can get in lots of other ways? Eh.
Edit: Oh wow, I somehow missed that amulet in this league. That's actually really good. Should have used that on my Raider. I like the interaction with min endurance charges there. If you were willing to give up 3 jewel sockets, you can just run around with 7-9 endurance charges all the time. Only downside is the losing occasional frenzy charge from movement spam, but still pretty juicy. Umm... and well... losing out on stranglegasp... maybe not as amazing when I remember that.
I don't think the gloves are a slot in and forget type item, they're only really good if you invest heavily into maximum fortification, at which point I think they're quite strong
@@dreamcore_gg Yeah, to be fair I think uniques like this do have to be compared to other things of the same cost. I'm not sure what these willl cost; but except for really absurdly expensive uniques like mageblood, HH, and stranglegasp, it's perhaps unrealistic for me to compare them to yellows worth dozens or hundreds of divines... which, unfortunately, I do, since those are the items I'll be using when I'm at the point of perfecting a build in red maps.
I like this. Really cool.
There are a piece of boots that's gives you +20 fortification I think.
gating items behind ubers behind tiewr 17 is shit for ssf
I don't really see this as being any different from uber drops in previous leagues, like Nimis for example. Once we know about the t17 maps and how to overcome them it's pretty much the same. I'd much rather that specific boss drops be a thing rather than every powerful item in the game being a random drop like Mageblood, that would be far worse for ssf.
@@dreamcore_gg remember that after flask NERF Uber bossing is evern harder. If u have dedicated glasscanon Uber build then u must first do t17 map instead of t14. You have to have a good map build now to even unlock uber
...or you can go champion bonkers! fortification getting real good 🎉
WE GO STEEL BOIZ RATATATA
Raider ls