Reducing Projectile Speed with a Widowhail | Poe Mechanic Discussion 3.24

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  • เผยแพร่เมื่อ 5 พ.ค. 2024
  • Quickly thrown together vid discussing the main mechanic I've been testing out for reduced projectile speed. As far as I know, this is the only way to achieve LoK levels of reduced projectile speed in the current game.

ความคิดเห็น • 25

  • @Srewtheshadow
    @Srewtheshadow หลายเดือนก่อน +4

    If reduced proj speed can ever be crafted on quivers or if a better unique quiver comes out that has more than 1 other stat on it this could legit be used to amazing effect. That and reduced area of effect. Something to keep in mind!

  • @mateuszkasza
    @mateuszkasza หลายเดือนก่อน

    I used to play rolling magma with Gloomfang ;) Just for your consideration

  • @cyberwhiz
    @cyberwhiz หลายเดือนก่อน +2

    I would you recommend you trying out Ball Lightning of Orbiting with Reduced projectile speed. Reduced projectile Speed will help the Ball Lightning stay longer in the area and improve Single target DPS, since they deal damage every 150ms. Since they spiral out, they will also help out in clear.
    Increasing cast speed will help with creating more ball lightnings available per sec. I also used Soul Ascension for ramp up my damage/cast speed.

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน

      I will definitely still try it out, but it will be hard to justify running this setup over simply using the trans gem that makes them static. It will really come down to how much the projectile tag can add damage.
      Edit: OH WAIT. two things. Stasis can't be used by totems and it has the orb tag. so if you do this whole work around on the orbiting direction, you can now use archmage support for damage. will be testing it out

    • @Asmitha90
      @Asmitha90 หลายเดือนก่อน +1

      Theres a max hit cap witch is 13 so no point going to this extreme just get more aoe...

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน

      @@Asmitha90 but! if we switch over to cast speed it can work out well. at least I'm willing to try it out

  • @TREVASPXRA
    @TREVASPXRA หลายเดือนก่อน +3

    just thinking,
    if this works with the support that turns spells into mine/traps (never used it) and scale a bit of mine throwing speed/life/res/whatever with adorned + jewels
    Links: Rolling magma-conc effect-slower proj-multi proj-trap and mine damage-high impact mine
    maybe charge stacking?
    i will try that...

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน +1

      I reccomend Mines. Don't use traps, because apparently the projectile speed modifier affects the speed at which the trap activates. so it'll be ultra delayed.
      Good luck with mines! I hate the playstyle with a passion so I won't be testing it

    • @TREVASPXRA
      @TREVASPXRA หลายเดือนก่อน

      @@TuskDeluxe if you are on, could you maybe check if rolling magma is supported by the locus mine support? im omw home atm thanks a lot xdd

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน

      @@TREVASPXRA locus mines only works for attacks, so no unfortunately

  • @jonasxie5230
    @jonasxie5230 หลายเดือนก่อน

    Cool idea.

  • @BorkBigFrighten2
    @BorkBigFrighten2 หลายเดือนก่อน

    I think a way to sort of deal with the Arcanist Brand minimum travel issue is to run a Triggerbots Saboteur with an Automation + Brand Recall setup. That way you get the bonus of the reduced Chain range overlaps and solve the minimum travel range issue at the same time, since the Brand Recall will cause the swarm of Rolling Magma projectiles to originate further away from the enemy. The bulk of your damage in a Sabo setup is from the Brand Recall anyways, so the Branded enemy targeting being inconsistent is much less of an issue.

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน

      I actually ran that! The issue was that the balls spawned over the triggerbots. So the damage was absolutely being pumped out, but the control you have over where they appear was lacking.
      Often times with the brand recall tech, they rely on the spells having massive speed to reach the entire screen. Here, it will only land in the small area around the trigger bots which makes it feel like you're leaving a pool of death you need to lead enemies into.
      Don't be dissuaded though. If you know a good way to control where the spell appears (ie., forcing them to not spawn over the trigger bots) then this is a strong option.

    • @BorkBigFrighten2
      @BorkBigFrighten2 หลายเดือนก่อน +1

      @@TuskDeluxe Gotcha. Makes sense.

  • @00marky00
    @00marky00 หลายเดือนก่อน

    cool interaction, thanks for sharing it! Hopefully this gets refined into some busted build one day haha

  • @dekina1198
    @dekina1198 หลายเดือนก่อน

    Really funny!
    I think with the help of arcenist brand you don't really need to get your tankyness up since you can cast it from far away and after the first rolling magmar hits they are perma stunned too!
    If the chain range of arcenist brand OR the AoE of rollig magmar is big enough i think the clearing aspect could be good enough.
    The question then is what do you do about mobs that dont get perma stunned.
    Also i think it could be funny to farm blight in maps if you also the atlas passive that the blight mobs take less dmg from you but more from towers. You perma stun them on your own so now you can just spam damage towers xD

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน

      I actually farmed up levels in blight with this build while testing. It absolutely turns lanes into permanent stage hazards. That was definitely where the soul ascension gloves shined, because it maintained like 50 souls consistently

  • @abear1174
    @abear1174 หลายเดือนก่อน

    I wonder if it snapshots the damage, but not the projectile speed.
    Maybe you can use a "better" quiver to cast rolling magma farther/do more damage, then weapon swap immediately for it to stay there and overlap.

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน

      Tested it out. It actually changes dynamically. Between each “hit” of the ground, it will update its damage and speed based on your gear. So if you have max projectile speedreduction, you would have 3 seconds to set up your damage for the next hit but only the next hit

  • @TheArc37
    @TheArc37 หลายเดือนก่อน

    Why no ball lightnings?

  • @claudiogorga6480
    @claudiogorga6480 หลายเดือนก่อน

    ball light

  • @vichikaru
    @vichikaru หลายเดือนก่อน

    Lightning ball?

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน

      already working on it

  • @Jarrod0067
    @Jarrod0067 หลายเดือนก่อน

    now do it with spell totems

    • @TuskDeluxe
      @TuskDeluxe  หลายเดือนก่อน

      Already ahead of you chief
      Edit: After a quick test I remembered the issue with totems. magma doesn't have a lot of similar scaling mechanics with totems like duration or the ability to shotgun with it's projectiles. Nothing really apparent jumps out to me with testing, so for now this will be on the shelf