Path of Exile 2 - Fire Monk (Early Access) Skill Gem Assessment

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  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 46

  • @drewcurtis7226
    @drewcurtis7226 14 วันที่ผ่านมา +6

    Keep making content man! You seem very chill and kind. Very excited to try PoE2 and will definitely be following your content once the game drops!

    • @off-meta-michael
      @off-meta-michael  14 วันที่ผ่านมา +2

      hey, thanks! yea i will be making some cool build vids eventually for PoE2, same style as my d2 vids of the last 3 months.

  • @warcheddar4163
    @warcheddar4163 14 วันที่ผ่านมา +4

    the music is such a vibe, great vid!

    • @off-meta-michael
      @off-meta-michael  14 วันที่ผ่านมา +2

      @@warcheddar4163 thanks, that's my own music i wrote and recorded. Supposed to be like an ARPG town theme

  • @makoandmoka
    @makoandmoka 14 วันที่ผ่านมา +1

    I'm really enjoying your thinking process when it comes to PoE 2 and builds. Keep them coming!

  • @nathanbustamante1525
    @nathanbustamante1525 14 วันที่ผ่านมา +3

    Falling thunder and herald of ash! Love this idea. I like how it's not obvious how to make a fire monk but there's a way to do it. So excited for the build diversity.

    • @off-meta-michael
      @off-meta-michael  14 วันที่ผ่านมา +1

      so many iterations of monk i wanna try dude

  • @masonhales
    @masonhales 12 วันที่ผ่านมา +1

    I totally get your idea of melee wolf builds, it's like you are the leader of a pack and you and your wolf pack all just go wild. Especially cool if you yourself can transform into a werewolf because then you are literally the alpha pack leader

    • @off-meta-michael
      @off-meta-michael  11 วันที่ผ่านมา

      i've made several wolf pack builds in d2 and i have two german shepherd dogs :) so I really like the wolf summons!

  • @TheCreamKing
    @TheCreamKing 14 วันที่ผ่านมา +1

    Most support gems will work on minions unless stated in the gem, Think about it as connecting to the attack/spell the minion does.
    so things like Spell echo/Faster attacks/elemental penetration all work.

  • @TheMongobasher
    @TheMongobasher 14 วันที่ผ่านมา

    Had to laugh when seeing the clip showcasing Wave of Frost; guy uses the skill and runs straight into a pillar. Anyway, Im also planning on using Wolves so it better be there in december. Great video, thank you Michael

  • @PiratesDockingSix
    @PiratesDockingSix 14 วันที่ผ่านมา

    Remember that the passives tree and items are really important to scale damage. I don't think it is possible to scale fire, lighting and poison at the same time. In poe 1 there were very few builds that used all 3 elements, and none that used elements and poison.

    • @off-meta-michael
      @off-meta-michael  14 วันที่ผ่านมา

      Yea, like i said this is just going over some skill gem interactions that we know of so far for the first few acts. It's not a full build guide and you might only get to support a skill with 2 or 3 supports in the first few acts of early access.
      Im guessing though the ability to specialize in at least a couple things will be a bit more plausible with the weapon swap passives you can acquire.

    • @danrunny865
      @danrunny865 11 วันที่ผ่านมา

      Yeah he doesn’t play poe1 so he doesn’t know how the scaling will work.

  • @masonhales
    @masonhales 12 วันที่ผ่านมา +1

    God I cannot wait for PoE2, the game is actually going to be a slow, detailed action game again. Whereas poe1 devolved into one-button gameplay of flashy lights killing everything on the screen instantly

    • @danrunny865
      @danrunny865 12 วันที่ผ่านมา

      Poe1 campaign is slow in the first few acts. I have some bad news for you if you think it’s going to stay as slow as the footage shown

    • @masonhales
      @masonhales 11 วันที่ผ่านมา

      @@danrunny865 Johnathan has stated he really wants to avoid devolving into poe1-tier gameplay, I have faith.

  • @satibel
    @satibel 14 วันที่ผ่านมา

    most likely arrow nova will be a support, so for gas arrow it would be great. (arrow nova shoots an arrow in the sky and it lands where you target, splitting into multiple projectiles.)

  • @TheHannelorian
    @TheHannelorian 14 วันที่ผ่านมา +1

    I wonder if wind blast will push the gas cloud a bit. It does sound like it wouldn't just in a game sense, yes skills interact, but one skill effect moving the skill effect of another one? Maybe.

    • @off-meta-michael
      @off-meta-michael  13 วันที่ผ่านมา

      @@TheHannelorian that would be interesting for sure

  • @Zanguza
    @Zanguza 14 วันที่ผ่านมา

    Now somehow add chain hook and you can be a full-on Mortal Kombat Scorpion

  • @FaeraGaelwyn
    @FaeraGaelwyn 14 วันที่ผ่านมา

    This isn't a criticism post so much as it is a "Hey, this is where PoE game knowledge really comes into play when it comes to build creating, it can be tough". I say this as someone that only made it to the mid-40s on my first poe character so long ago, and just got D2R to fill some time while I wait for Dec 6 and has no clue how things work in that game yet lol. I am certainly looking forward to your creations once we all get our hands on PoE2. Now, I can get pretty long-winded so...
    -V- Thoughts Below -V- (it's long, I'm literally theorycrafting a fire monk as I think about the stuff in the video and how stuff works in poe)
    To start with, game mechanic knowledge. Just a few things I thought I'd point out, maybe give you something to think about while refining the build idea.
    ------------------------------------
    One of the things about PoE is that it is meticulously worded so that what you read on an item/skill/support/passive is very specific in 'what it does'. With a few exceptions(ie. Armour, or 'nearby'), most effects are straightforward in what they do. For example, if something gives "increased damage over time with ailments", ailments are specific debuffs. This would not apply to something like a Contagion skill damage over time debuff.
    That also applies to Herald of Ash. In PoE 1 "Ignite" is a specific '[Fire element] [Burning] [Damage Over Time] [Debuff]', [Ignite] counts as [Burning], but not all things that [Burn] are [Ignite]. HoA applies its own 'burning' debuff to enemies with completely separate calculations from ignite application. Solar orb, for example, also 'burns' enemies close to it, but that is not ignite damage, though its periodic explosive [hit] could ignite enemies. End of the day, the ignite based supports should not affect non-ignite 'burning damage'. In PoE 1 we have some generic burning supports, but we have yet to see those here. Penetration for resistances also only applies to hits, not DoT, or any DoT derived from a hit the way ignite/poison/bleed is.
    Edit: On rereading PoE 2's version of Herald of Ash, realized it does in fact say 'ignites' in the description. I don't think they changed it from its original functionality, but I guess I shouldn't rule out the possibility that they've consolidated all burn effects into ignite.
    ------------------------------------
    Spell Echo in poe2 specifies that it works for aoe skills that are targeted around you(ie. ice nova) or aoe targeted at a ground location, not skills that target specific objects/enemies. They seem to have fused poe1 Spell Echo with Spell Cascade Support's mechanics. A skill like Profane Ritual which targets an object like a corpse would likely not be supportable by Spell Echo in poe2. It deals aoe damage around the targeted corpse, but it is not a ground target skill.
    Currently known compatible spells would likely be Mana Tempest, Curses like enfeeble/vulnerability, Bone Cage, Flame Wall, Ice Nova, Comet, Firestorm, Frost Bomb, Frost Wall, Hexblast, Lightning Storm, Orb of Storms, and Solar Orb. I believe Lightning Conduit and Unearth should work as well but not 100% sure. One thing that **is** conspicuously missing from its description though is "cannot support triggered skills".
    ------------------------------------
    As much as I would love for Charged Staff to be able to just grant us monks 20% more damage with all of our QStaff skills for its duration, I believe the support is only for skills that "Empower" the next skill/number of skills used (Warcries for sure as they specifically say "Empowers", but 50/50 maybe Barrage too). Worth checking its compatibility when we get to it, but based on wording it doesn't seem likely. If it worked for Charged Staff then logically speaking it would work for Staggering Palm buff too. Too good to be true lol.
    This falls into a similar category with my skepticism on what skills the "Increase Limit" support will be compatible with. I expect it to be compatible with Frozen Locus (ground ice chunk, limit 1) and Shattering Palm (target applied ice chunk, probably limit 1) but not skills that specify that they "cannot do something while X" (Earthquake, though I hope I'm wrong), or "using this skill again replaces previous" (Orb skills). More of that very specific wording for things to work.
    ==================
    Weapon Swap and building around it. These are just my thoughts on what aspects we'll need to take into account when it comes to making builds and getting the most out of this new-to-poe mechanic of autoswapping and split passive trees. Though, at the end of the day all of our ideas will have to be refiltered through the lens of the Ascendancies and available unique items/cluster jewels(if they return):
    "How split-focused can builds be before they 'fall apart'?"
    We get 2 weapon sets, and likely 24 passive points to specialize them. "What could we potentially do with this?"
    A few things immediately come to mind: Weapon Type, Damage Type, and Melee/Range
    A) 1 Weapon type, 1 Damage Type: Utilizing a small set of skills as efficiently as possible, with a defensive shield off-set to boost durability, for example during a boss phase where there is nothing to hit/fight but damage to endure (ie. poe1 Exarch ball phase).
    B) 1 Weapon type, 2 Damage Type: The weapon passive cluster allocated with core passives, with alternate damage types in each swap (ie. QStaff+crit, Cold/Lightning)
    >>> This offers a much wider variety of Damage Type supports to utilize to make your skills as strong as possible, while taking advantage of more elemental weaknesses and potentially less passives required on travel nodes. Likely fits into the given class' ascendancy theme. However, due to the limit of 1 of each support, utilizing only melee or only range potentially limits options in supports with related tags. B) and C) are effectively the "Intended" way to use the system.
    C) 2 Weapon type, 1 Damage Type: Damage type passives with core points while the swap points are used to get Weapon Clusters and relevant melee/range passives. (ie. Fire crit, XBow/Bow)
    >>> Versatile in a different way, much wider variety of skill combos to work with, and more focused on scaling a single damage type to the moon. Can be tricky to build around depending on weapons selected and the distance on passive tree to reach weapon cluster. Likely not viable for certain combos/classes. (ie. Qstaff+Flail Mercenary, but who knows. Might be genius.)
    D) 2 Weapon type, 2+ Damage Type: This is where things potentially get spread too thin. 2 weapons with 2 damage types tied together by the Hit/Dot categories could have potential (ie. Sword+Bleed DoT/Claw+Poison DoT swap), but a shaky foundation could lead to frustration (Thinking like... Bleed Dot Xbow+Lightning crit Spear).
    >>> Some very niche combinations may excel here(ie. frostfire combos). People may reach the end of campaign (or not) with an unfocused build and get hard stuck somewhere in the endgame and have to re-evaluate. This is sometimes the new player experience in poe 1 as well (I'm looking at you, 'me from 10 years ago', with your cleave-cast on melee kill-detonate dead 3-link.)
    ==================
    "What damage types can the class scale well, or have access to?"
    I will take for this instance the 'Burning Arrow' skill in PoE, which has high weapon scaling for a bow skill (more flat, bigger ignites) as well as built in ignite chance and ignite damage multiplier. Bow skills are obviously ranger themed, but "Burning Arrow" on ranger is almost exclusively built as non-ignite crit damage tri-elemental, while the Elementalist(witch) steals the show when it comes to building ignite burning arrow, particularly with the modified version that scales flat damage with maximum life(Think I'm actually going to play this one for the Settlers relaunch event lol).
    Essentially, the ranger has almost no access to ignite scaling and fire damage (Fire being associated with spells and the strength side of the passive tree) while having greater access to crit chance, crit damage, and projectile damage scaling (which does not benefit ignite from the projectiles). In particular the new Warden ranger ascendancy allows them even more scaling in those avenues via tincture items and converting the ignite into Scorch, which reduces all ele resists.
    Meanwhile the Elementalist ascendancy can make all hits Ignite and deal more ignite+ele damage, and guarantee shock on hit with a scalable effect not dependent on the hit damage(shock increases ignite damage taken too).
    The yet-to-be-revealed ascendancies for PoE2 will ultimately dictate what scaling vectors each class will be able to thrive in. Bringing this back to the relevant topic:
    ==================
    "How to scale fire on Monk?"

    • @FaeraGaelwyn
      @FaeraGaelwyn 14 วันที่ผ่านมา +1

      YT didn't like how long it was and gave me errors had to split it
      "How to scale fire on Monk?"
      Monk is in an interesting position where it is halfway between the two classes previously mentioned on the passive tree. I'm predicting, as it's kind of a theme with poe 1 ascendancies, 2 offensive and 1 defensive specialized ascendancies. Likely a "Stormseer" cold+lightning focused choice, a chaos/phys/claw/speed focused choice, and a physical/defense/stun focused choice once we have them all. Assuming they don't surprise us with a full 3 ascendancies at EA launch. Unfortunately we don't have any info there, or an exhaustive list of supports to theorycraft with, so we'll just have to make do with what we've got until the livestream (This really bugs me because I feel like I'm just putting the same supports in every build idea).
      Ignite: With no access to ignite/fire passives on the right side of the tree, and most any DoT passives being for poison/chaos, We would likely need to travel North and West into the witch/sorc territory. Most likely this build would mix magic and melee, utilizing fire spells to shore up the lack of Fire compatibility of QStaff, while using some melee skills for triggers and Frostfire Support potential. Probably focusing on energy shield for defense. Freeze, Ignite, move, recharge ES, repeat. No idea how compatible the ascendancies will be with this.
      Hit: Much easier access to melee, elemental, crit, and projectile damage as well. Pure evasion or evasion/ES will be the way. I think the Qstaff+Bow combo has a lot of potential, and what I came up with for it on the skills site seems good and plays well in my head movies.
      ------------------------------------
      My build vision:
      Zana: "Still sane, Exile?"
      Crazed Monk: "I Spin and dance, my feet aflame. A Strike Explodes into a Howling Ring of Fire. I Scream like an Animal! The Bloody Bell tolls at the gates of Hell, and I it's dancing Bell-Ringer! The echoes fade, the Putrid Smog falls, a Barrage of Flaming Arcs to shut the gates, naught but Ash upon the doors."
      **Vigorous rocking**
      ^ I had fun with that ^
      Zana regrets asking.

    • @off-meta-michael
      @off-meta-michael  14 วันที่ผ่านมา

      Hey i read your whole post. These are all things im looking forward to ironing out. Im glad you were able to run with my video to get some thoughts out there. I appreciate it! Yea, im sure several things won't work out, but for my own learning doing a presentation like this helps me learn faster, because it forces me to try to piece it together and it highlights the questions I have. On the left side of the passive tree there is a node that converts other elements to fire, so maybe that direction would have to be the route in the end for this type of theme.

    • @FaeraGaelwyn
      @FaeraGaelwyn 14 วันที่ผ่านมา

      @@off-meta-michael I particularly liked the addition of the endurance charge supports to staggering palm to get more value out of infernal cry, definitely going to use that when I try my hand at a fire monk. After I play cold lol. Also think the wolves are an interesting option for crit bonus, wish we had some numbers for them.
      Avatar of Fire(the fire conversion keystone) will be difficult to reach through normal means, but there are unique items in poe 1 that can give you keystone effects that you couldn't otherwise reasonably obtain. Hopefully we'll see something like that come to poe 2.

  • @leederlee
    @leederlee 14 วันที่ผ่านมา +1

    I would not be surprised if you accidentally come up with a meta build some day by trying off meta stuff. At the end of the day this is how Poe works and the best builds come together :)

  • @uhskippy23
    @uhskippy23 14 วันที่ผ่านมา

    Yaaaaas

  • @satibel
    @satibel 14 วันที่ผ่านมา +1

    if burn and ignite works like poe1, the herald of ash text is misleading, as it would not be an ignite, just a burn.
    ignite is like shock, an aiment you apply from hits.
    burn is any fire damage over time.
    also dots can't use penetration
    though if herald does cause an actual ignite that's insane.

    • @off-meta-michael
      @off-meta-michael  14 วันที่ผ่านมา

      @@satibel okay, ill definitely need to be on the lookout for the difference during early access then. Thanks for the info dude

    • @satibel
      @satibel 14 วันที่ผ่านมา

      @@off-meta-michael if we have items that proc on ignite like eye of innocence that will be pretty easy to check.
      I really hope they have an eye of innocence/Ngamahu's Sign interaction in poe 2. if you like wacky off meta builds, it's really fun, eye of innocence makes you take damage when you ignite, and ngamahu heals you. that allows you to use cast when damage taken to cast skills which ignite, giving you lots of regen and skill procs.
      it's actually not that great because you need quite a bit of investment which means you don't do that much damage, and you need to ignite enemies to keep the loop going, but belching 50 spells on a mob is fun.
      you do need level 68 for the ammy so it's not for the campaign.

    • @FaeraGaelwyn
      @FaeraGaelwyn 12 วันที่ผ่านมา

      I actually missed that PoE 2's HoA says 'ignites'. It would be a pretty huge deviation if all burning in PoE 2 was considered ignite, but since the ignite related supports still specify "skill that hits" I would assume this is just a wording mistake on HoA.

    • @FaeraGaelwyn
      @FaeraGaelwyn 11 วันที่ผ่านมา

      @@off-meta-michael A creator called Dreamcore just dropped a short video about ailments in PoE 2 that contains some new information directly from GGG on the discord. It does indeed seem that there will be several changes to the functionality of damaging ailment mechanics in PoE 2. I learned some new things, worth checking out if you haven't seen it already.

    • @off-meta-michael
      @off-meta-michael  11 วันที่ผ่านมา

      ​@@FaeraGaelwyn i saw that. It seems my intuition about scaling a hit was correct for trying to improve an ailment like poison chance. Lack of PoE1 knowledge worked in my favor there. Haha. What im not sure about is armor break or shock on an enemy with scaling the hit damage. Dreamcore kept using the phrase "prior to mitigation" which was confusing me about debuffs and their role with scaling the hit damage for an application of an ailment.

  • @GamerNemy
    @GamerNemy 14 วันที่ผ่านมา +1

    Pleasd do Ice Monk next

    • @off-meta-michael
      @off-meta-michael  14 วันที่ผ่านมา

      I've been looking at that as well

  • @SimonasVitkus
    @SimonasVitkus 14 วันที่ผ่านมา

    Bro nobody end game gonna be pressing 5 buttons

    • @off-meta-michael
      @off-meta-michael  14 วันที่ผ่านมา +1

      Well, WASD is already 4 buttons. So even if you have a one skill build down the road you're gonna be hitting at least 5 buttons. Also, i don't think using 3 or 4 skills is such a bother. In d2 i make builds that use a few skills which i find more fun to play. Devs have stated combo builds will be stronger than one button builds, or at least this is their intention for now.
      Also, i didn't use the words "end game" in the video. There are several interactions here that i go over and any one of them can be considered in isolation for anyone's own thinking.

    • @FaeraGaelwyn
      @FaeraGaelwyn 12 วันที่ผ่านมา

      Now say that to Ghazzy's face :D

    • @SimonasVitkus
      @SimonasVitkus 12 วันที่ผ่านมา

      @off-meta-michael okay you didn't say end game, so after u complete campaign is end game. From 100 days playing u will spend 1 day doin campaign maybe 2. The other 99% is end game. Don't count WASD as 4 buttons either. Kinda your whole argument is weak.. bro seriously.. nobody gonna be doing these combos. Unless on bosses maybe, there's cast on critical support.. like come one man

    • @off-meta-michael
      @off-meta-michael  12 วันที่ผ่านมา

      @@SimonasVitkus the devs specifically said at exilecon and after in interviews over the last year that PoE1 heavily rewards you for building into 1 skill and that this makes it hard for them to develop any new skills for the game and impossible to make melee combat interesting, since every skill has to be good at single target and at pack clearing in order to be viable. This is directly from their slideshow at exilecon.
      They said for this reason, they had to make an entirely new game.
      The supports can only be used once. So you'll have to build at least a few different abilities in order to deal with a few different situations or buff an ability.
      At the very least a monk build will have an attack, a way to gain power charges, then slam with falling thunder. That's a 3 skill build minimum, not including any skill that involves movement or crowd control like frozen locus for backflipping and freezing or siphoning strike for dashing across the screen.
      I think since they spent 5 years with the intention of avoiding 1 skill builds, you will have builds that require these combos to be the most efficient.
      Cast on crit has a meter that has to be filled. It wont cast everytime you crit. Same goes for all the "cast on" meta gems.
      What's the point of making melee cool for one run through the campaign if all you're gonna do is farm for 1000 hours with one skill after? It depends on how they code enemy behavior and resistances as well. You might be forced to dual spec in order to deal with different monster types. Diablo 2 is like this to a large degree, until you have the ability to break enemy immunities.

    • @danrunny865
      @danrunny865 11 วันที่ผ่านมา +1

      There will 100% be 1 button builds that will compete with combo builds