Zerphi's Heart Mechanics Explained

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n0z0mu schrieb:

What is exactly fun about it? That it gives Soul Eater? U know there is a belt that gives the same thing and multiple builds that play off Soul Eater.... and the belt costs like 2c

Soul thirst leaves you using one long lasting mana flask and some no mana setup, eg soul taker, poets pen etc. Its cool to muck around with but its about 2 years out of date for how poe plays today and the more multiplier of flasks.
Nice vids btw
Ez gg occultist is worth mentioning with 32 sec soul eater from self cursing with temp chains.
https://www.pathofexile.com/forum/view-thread/2170998/page/1
Zuletzt bearbeitet von Fhark#5469 um 17.07.2018, 21:10:40
This belt can't be used in most builds, with long duration mana flask. It can be used with let's say phasing flask about 4 Sek. But 4 Sek. Soul Eater is nothing. You can't stack many souls. I will check how it works together WITH Zerphy's Heart. And i will try to use Soul Catcher Flask with this belt, to see if a mana flask is still activ. Because of "can not gain mana" Mod on Soul Catcher.
Zuletzt bearbeitet von SuperDumbo#2476 um 18.07.2018, 04:36:21
No. It's not good. You can't spam your flasks anymore. And it overwrites any Soul Eater you gain from Inspired Learning, Headhunter, Zerphy's Heart. It's probably good for early game in Aqueducts with 1 Phasing Flask. 10 Sek. Soul Eater from Zerphy's Heart is really long and you can spam it like crazy anytime. I'm actually enjoing brainless Burial farming. Soul Eater all the time is what a game like this always needed...
Zuletzt bearbeitet von SuperDumbo#2476 um 18.07.2018, 05:23:43
That time when people find the "gain soul eater" mod interesting when it is already found on other items in the game, but consider the "your chaos damage can apply status ailments" an irrelevant
non-interesting modifier. . .

So bad they added the soul eater crap pushing the price instead of making this item available for mechanical fun builds exploiting chaos tricks.

- flat added chaos damage = found in game already but low qauntity's
- chaos can apply status ailments = new modifier to the game(true unique modifier of this amulet)
- +50% stat requirements = drawback modifier
- soul eater = found in game already but low qauntity's

How you call this "zerphi's heart mechanics explained" and then offer absolutely no insight in the mechanical relevance of chaos damage can apply status ailments, which is it's true unique mod, is beyond me.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
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Boem schrieb:
That time when people find the "gain soul eater" mod interesting when it is already found on other items in the game, but consider the "your chaos damage can apply status ailments" an irrelevant
non-interesting modifier. . .

So bad they added the soul eater crap pushing the price instead of making this item available for mechanical fun builds exploiting chaos tricks.

- flat added chaos damage = found in game already but low qauntity's
- chaos can apply status ailments = new modifier to the game(true unique modifier of this amulet)
- +50% stat requirements = drawback modifier
- soul eater = found in game already but low qauntity's

How you call this "zerphi's heart mechanics explained" and then offer absolutely no insight in the mechanical relevance of chaos damage can apply status ailments, which is it's true unique mod, is beyond me.

Peace,

-Boem-


Agreed on the fact that chaos damage applying shock, chill, and ignite as being the true unique modifier that this item brings to poe. However, I harped on this point in my first video. I stacked as much base chaos damage as possible and it still wasn't effective imo with the shock, ignite, chill effect. I believe it's due to the changes in how these are applied from patch 3.0 I believe. Regardless, it will take someone with much more creativity and in game knowledge to come up with an interesting build for this aspect of Zerphi's Heart.


In other words, I focused on Mirage Archer OP in video because with mirage archer and 100 stacks of soul eater, it is not limited by mana pool and can shoot away indefinitely for the duration. Whereas your mana pool limits your attacks because with 500% attack speed you will run out of mana and cannot utilize skills. Make sense? Just took different approach. Zerphi 10s duration is juicy for building Soul Eater stacks!
Zuletzt bearbeitet von Bone_Queen#2834 um 18.07.2018, 08:33:56
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chaos can apply status ailments

I think it's obvious that is OP. Because you have chaos damage on this item too. All those uniques like Gang's Momentum will work and those Omnitect items with chilled and shocked enemies. You simply put on gloves with +50% increased damage to chilled enemies and Gang's Momentum with 40% damage against ignited enemies and there you have it. It's like having all those elements on your gear somewhere, but all in one item.
your chaos damage can XYZ is relatively useless which is why it won't be mentioned, the types of attacks that do chaos damage hits are basically viper strike, dark pact, caustic arrow and essence drain, optional extra for added chaos on poison builds.

Shock/ignite/chill are largely useless unless scaled so by default only ignite will apply from the neck because it doesn't have a threshold, if you are an ascendancy that overrides this like say elementalist you will also apply a reasonable chill/shock by default.

However you only need to do some cold or lightning damage to do that anyway, so really you didn't gain anything.

The only real items with potential synergy i can think of is consuming dark or voltaxic, voltaxic lets your chaos damage shock anyway so that ones out just leaving consuming dark where essentially you can do a relevant chill/shock from your fire conversion. (but you'll be dual wielding a very medicore weapon for almost no benefit)

The nerfs to chaos conversion pretty much ensured this mod was DOA ironically chaos damage has become just about the weakest damage type, no pen, bosses have resists and nothing fully converts which ruins a whole bunch of benefits (immunity to reflect, poison scaling etc)
Zuletzt bearbeitet von Draegnarrr#2823 um 18.07.2018, 11:29:27
thanks
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Draegnarrr schrieb:
your chaos damage can XYZ is relatively useless which is why it won't be mentioned, the types of attacks that do chaos damage hits are basically viper strike, dark pact, caustic arrow and essence drain, optional extra for added chaos on poison builds.

Shock/ignite/chill are largely useless unless scaled so by default only ignite will apply from the neck because it doesn't have a threshold, if you are an ascendancy that overrides this like say elementalist you will also apply a reasonable chill/shock by default.

However you only need to do some cold or lightning damage to do that anyway, so really you didn't gain anything.

The only real items with potential synergy i can think of is consuming dark or voltaxic, voltaxic lets your chaos damage shock anyway so that ones out just leaving consuming dark where essentially you can do a relevant chill/shock from your fire conversion. (but you'll be dual wielding a very medicore weapon for almost no benefit)

The nerfs to chaos conversion pretty much ensured this mod was DOA ironically chaos damage has become just about the weakest damage type, no pen, bosses have resists and nothing fully converts which ruins a whole bunch of benefits (immunity to reflect, poison scaling etc)


Yeah its not like items, ascendancy's and spells exist that blow up corpses for a %baseline damage in chaos damage.

Geez i wonder if one could possibly abuse the fact your exploding enemy's based on %hp in relation to causing status ailments threshholds.

Like i said earlier, mechanically interesting for cool concepts but locked behind a pay-wall because of the entirely borring "free soul eater" mod.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
If you are going to post a salty answer at least bring up a decent comparison, none of the skills that explode corpses for damage require any kind of additional effects to clear packs and you still wouldn't get anything like a relevant shock or chill on a boss even if you went through all the effort to drag mobs over to explode.

It isn't a mechanically interesting concept its a mechanically redundant concept which is why you won't see anyone talking about it or using it for that reason.
Zuletzt bearbeitet von Draegnarrr#2823 um 18.07.2018, 17:15:54

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