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POE1 - 3.26 Righteous Fire Changes
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Why? Hello and welcome everybody. It's a
good morning. Has been a long time. Hope
you guys are having a wonderful time.
Today we finally got the Path of Exile
3.26 patch notes. It's been like I don't
know 11 months and there's a lot of
information in here. So, we're going to
try to condense this as much as possible
and primarily focus on how Righteous
Fire is affected. Overall, I'm pretty
happy with the patch notes. Um Oh,
that's a jump scare. That kind of scared
me. How you doing, Rue? So, let's go go
ahead and jump right on into it.
So, the patch does come out like pretty
much 8 days from now, and this is my
basic TLDDR for it. So, we're going to
jump right in. For people who don't want
to watch all of it, I'll give you a
TLDDR right now. Righteous fire itself
is unaffected. Our single target is
lowered by about 10 to 11%. Primarily
because, not primarily, actually, just
only because Fire Trap's burning ground
was nerfed. I'm not sure why. It feels
like it was a targeted nerf because it
didn't even affect the initial it. With
that being said, um, Scepter's mod pool
is now a lot more caster friendly. We'll
get into this later. So, I imagine
scepters that you find off the floor
when you ID them are going to have more
impactful roles on average. Not
literally every single one, but in
general. Uh, so crafting a weapon should
be easier and even finding a weapon
should be easier. So, I imagine you're
going to be able to get more damage over
time multi and it should easily offset
the damage loss. With that being said,
let's jump into the game. Mercs have
been added to the game. They come with
various archetypes and you can craft
their gear. Now, this is a very big part
uh of the game. These merks are quite
literally the league mechanic. They have
an entire set of gear along with their
own skills. The skills are kind of
drafted from their archetypes and they
can have what's called, I believe,
golden supports, which basically modify
the support gem even further, making it
very unique. So, I know this this may
seem like a meme. Don't mind that over
there. But, I do genuinely feel like
merks can help solve our single target
issue. I don't think this is like a
coping mechanism. They clearly want you
to utilize MKs, giving all these
different arc types, entire gear sets
for them. So, I really want to lean
heavy into this uh into the mercenary
system because single target damage has
always been a problem with Righteous
Fire, but everything else is is great.
You know, it's not the tankiest right
away, but it can scale to be extremely
tanky. The clear speed's very good. The
raw speed at which you can move around
in shield charge feels good. You can you
can clear maps so fast with your Hakora,
but your single target is always
limited. And I'm really hoping we can do
something specifically with a mercenary.
At the very least, we could get a
mercenary to give us like malevolence or
something which should immediately
offset any damage loss we had, right? Or
aspect of spider or a shockbot,
whatever. So, I have a lot of faith in
this and we'll see kind of where it
goes. This was kind of a bingo sheet we
made. We missed a lot of stuff. I almost
bingoed, but I didn't bingo. And this is
a ring we're going to talk. Actually,
I'm not really going to talk about it,
but it's a new ring that essentially
came out with the new Pinnacle content.
I didn't put the new pinnacle bosses in
here because we're kind of focusing more
on RF, but a lot of people are asking
about this ring. The big issue with it
is that damage penetrates fire res equal
to your overcap fire. Does not work with
fire uh with fire trap or righteous
fire. So, I mean, pen works with fire
trap, but not the way we're playing it.
So, this ring unfortunately doesn't
really work as a fire trap ring or an RF
an RF build. It absolutely seems nuts
for chieftain archetypes, though. So,
definitely a sick ring. Okay, with that
being said, we finished that. We're
going to get out of the way. New
currency, rune graphs. Uh, rune graphs.
I may be saying it wrong. Essentially,
you know those masteries you take in
Path of Exile, right? those masteries
even if you don't take one if you
allocate so you can take one you can
replace the mastery choices with rune
grafts that you can find I believe you
acquire these through Calgar if you guys
remember like settlers um you can still
ship boats and everything we'll get into
that so you have a choice at getting
these added over 20 new uniques the
reason why I added this specifically is
some of them can only be acquired by
dueling mercenaries which is how you
hire them atlas memories have been
removed from the game um instead we get
a new system that kind of looks like the
last epoch system. I'm not going to go
into that. And that's basically this
whole expansion basic uh this whole
expansion for the league, right? We've
got the big expansion. We've got the
league mechanic, right? We're going to
focus mainly on the league mechanic
here. Commonly found scarabs now drop in
higher stack sizes in higher tier maps,
but are found less often. Anything that
helps alleviate with clicking, I'm a big
fan of. Completing a non-unique map at a
tier lower than it is naturally found no
longer grants map bonus objective
completion. Now, this the reason why I'm
highlighting it is I play a lot of SSF
and I do Kiraak missions to try to draft
for unique maps. This will no longer
work for the lower tier map completion,
which kind of sucks, but you still will
get the recipe, which is still good.
Toxic Sewers, Underground Sea, and Silo
are still in this rotation of maps,
which is amazing because these are all
fantastic maps. Wastist pool as well. Uh
these maps are all very good for
righteous fire. Mobs are packed very
tightly or the mob the map just has a
bunch of mobs like underground sea,
which really works really well for
chieftains explosions. There are now
five job rankings of King Kingsmark
workers. They used to go all the way up
to 10, and rolling was very annoying.
The town is completely built, but you
still have to get gold and you got to
get these guys. Uh, Death's Oath finally
got buffed. I don't plan on playing it,
but Death's Oath finally got buffed.
It's been a long time. So, that was
pretty funny. All right, next up is
betrayal rework. The mastermind boss
fight is now separate from the betrayal
safe house mechanic. That means that
when you're doing your standard betrayal
board, you no longer have to wipe your
board to fight Katarina, which is
awesome, right? You now get a syndicate
medallion fragment, which can be used to
travel to the
layer. The mastermind boss fight has
been improved with significantly fewer
immunity phases. I like this a lot. I'm
a big betrayal fan. Betrayal safe house
rewards have been changed. The new
crafting options uh essentially are
amazing. You remember how you had Guff
the Scuf and he'd be like, "Here's 100
exalted orbs, one and null and a divine
orb. You have 11 seconds to craft this.
Too late. Give that back." Those have
all been reworked. I guess it was just
him, but I think now there's a couple of
different ones with new crafting
options. One of them, for example, has
like the highest tier of Eater and
Exark. Um, just some really cool stuff.
So, this is really nice. You also get
much more time to craft, so you can
actually make some more choices. Now,
let's get into the nitty-gritty. Skill
gem
changes. Fire trap now
deals a bit less damage than it used to.
So, the top end is 2566 at level 20. It
used to be
318. Does not affect the initial hit,
which means it doesn't affect the
ignite. It does affect the damage over
time from the burning ground. So, it's
about a 10 to 11% single target nerf
because it only affects the burning
ground, not the initial hit plus the
ignite. I put a little note for don't
worry because we'll just get a mercenary
to fix all of our problems. I feel like
if they want us to really allin to the
league mechanic, the mercenary has to be
able to do something, right? I really
have high hopes for a mercenary that
does good single target. They said
there's like 30 arc types. I'm sure we
can find a couple, right? Arcane Surge
buff now provides 20% increased cast
speed from 10%. The reason I put this in
here is we use Arcane Surge at low level
for rolling magma. So, it is a buff for
campaign leveling, making it feel
smoother. Remember, for players who
don't like Rolling Magma, you can always
use Holy Flame Totem, which you can find
in the PoB. Righteous Fire of Arcane
Devotion now grants 15 to 25% more cast
speed. Pretty cool, but I don't really
like Arcane Devotion. It feels like it
dips into an arc type that it shouldn't,
which is a damage overtime monastacker,
which doesn't really have much synergy.
It's clear to me that they want
Righteous Fire to be more of like a
utility skill and not its own thing. We
see this with them adding something like
this to Arcane Devotion and then buffing
Death's Oath, for example. So, I that's
just kind of the way they want to
balance their game. I'm going to do
everything possible to go against that
game balance and keep the build
functioning.
Scorching Ray of Immulation now deals
quite a bit more damage than it did
before. Um, Scorching Ray of Immulation.
The reason I bring this one up is
remember as a chieftain you don't
benefit from exposure, so you would only
use
immulation. Fire trap got nerfed, but
cold, chaos, and fizz dot all got buffed
across the board. Some fire dot got
buffed in the form of like scorching
ray, but like most of the cold skills,
chaos skills, fizz skills got buffed.
So, it feels really I'm not crying, but
it feels very strange for fire trap
specifically to be targeted. You know,
I'm just
confused. Summon stone golem. So, all
the golems actually got buffed. So,
stone golem now grants 20% increased
defenses while also providing its life
regen. Flame golem now grants higher
increased damage and grants AOE. and
chaos golem actually grants chaos res
and damage overtime multiplier instead
of fizz res. This damage overtime
multiplier is oftent times enough to
make up the fire trap nerf already. And
the reason why I say this is in the
early stages of the game, you don't have
much uh fire damage overtime multiplier
at all. You have three nodes on the
tree, arsonist, acrimony, and holy fire.
And the rest of it is jewels and gear.
So getting dot multi early definitely
helps a lot. I may be missing something,
but I don't think so. So this is
definitely not too bad. Although
remember golems typically fall off as
you get to red maps, so it's only going
to be with us for a little bit. Maybe
we'll end up doing an automation setup
if that or a castone damage taken if
that's even possible. I don't like the
idea of shoving a golem into my build.
Maybe it won't feel as bad with a
mercenary now. We'll have to
see. Infused channeling. So this is kind
of going along the scorching ray route.
Infused channeling was buffed. You now
take 12% less from hits instead of
eight. Added a new intelligence
dexterity support gem, focus channeling.
Supported channeling skills you cast
yourself, significantly empowering the
damage of skills the longer they are
cast while increasing the cost. The cost
shouldn't matter too much because we
would lifet. So, this is basically
saying if you want to try out the new
skill, not new skill, but a different
single target, you can try out scorching
of
immulation. However, it is so important
to understand this fact and I cannot
stress it enough. You cannot just look
at numbers and say, "I'm going to go
with
that." Having to stand still against
targets in Path of Exile is so
dangerous. And the thing is, the more
investment you have into your build, the
more you're going to be able to tank
them. But a lot of people are new or
they're progressing or it's, you know,
first few days of League start. You
don't have the gear to stand still,
right? So that's why scorching ray is
very tricky to use, right? Imagine you
come across a rare monster in a map and
you're running a rippy map because it
just happens to be that for progression
and you come across a rare mob who has
the executioner aura. So what is he
doing? He's constantly lowering your
health to 50% cuz your RF is draining
and you can't go up. Do you want to sit
there and tank and do scorching ray of
immulation or do you rather run around
with fire trap and just kite them while
you're naturally regenerating? These are
kind of these situations that always
occur. If you're in the middle of a
ritual and you're kabooming mobs and
you're constantly spawning rare mobs and
on death effects are going off all over
the place. Do you have the luxury of
standing still and channeling? Right? Or
say you're doing a Maven invitation and
you have three bosses at the same time.
Can you tank those three bosses at the
same time? This is where the standing
still becomes a little tricky. Standing
still feels like it's built around
mechanics you unlock a little later into
the game, like grasping vines mechanics
and things like that. But the option is
there for people who want to try it. But
do note that this is also a transfigured
gem, which means you're not going to get
it right
away. Okay, next up, gearing. And then
we're we're honestly done. So, gearing
weapons and armor with multiple
attribute
requirements now have a lower chance to
roll attribute modifiers. What does this
mean? Scepters. Scepters are strength
int. You are less likely to roll
strength and int, which means you're
more likely to roll your desired
suffixes, which would ideally be fire
damage overtime multiplier, damage
overtime
multiplier. Scepter, staves, rune,
daggers, and wands now roll attack
modifiers less often. Right, that's
huge. Specifically on scepters, right? I
don't know if every single one of these
are considered attack mods, but I'm just
going to start listing things. fire
damage, lightning damage, cold damage.
So, these are the ones that have a flat
value, right? The ones that you always
see. Um, I don't know if you can get
wed, which is increased elemental damage
with attacks as a prefix. Attack speed,
um, critical chance, critical damage,
percent physical damage, hybrid physical
damage, flat physical damage. There's a
lot of modifiers I'm pretty sure that
can roll which should have less waiting
which if they have less waiting that
means the caster mods are going to pop
up more likely. And this is where I'm
getting excited where maybe now when you
identify scepters off the ground they'll
be a little bit more caster oriented
because I can't tell you how many times
I'm like level 85 on my RF build and I
have a barely functioning scepter. It
would be so nice to pick up like a plus
one fire with a with some other damage
roll or a dot multi with another roll,
right? Just finding a scepter that's
somewhat usable will make such a big
difference for the newer players that it
will offset the fire trap nerf. It won't
really affect too much stuff later, but
in the be actually it will. Crafting
will just overall be easier. I'm very
happy for this change and I really think
it's going to be noticeable. Resistance
modifiers can no longer roll or be
crafted on weapons. Fire res, lightning
res, cold res, chaos res can no longer
appear. That's big. Again, that frees up
our suffixes. I'm also curious how much
better it makes rolling reforge fire to
try to get something on your righteous
or your uh your fire scepter cuz you
physically can't hit fire res anymore.
So maybe you could target uh plus one
fire or fire multi easier in SSF.
The veiled and crafting bench modifiers
that grant area of effect and area
damage no longer roll on amulets, now
only on gloves. This is not a really big
deal. It was nice to find this
occasionally as you're mapping in the
early stages of the game and you get
like a 20% AoE or 15% AoE damage and AoE
on your amulet, but it's not like a
priority roll. Plus one is much better
or like really high life rolls or dot
multi-suffix. So, putting it on gloves
is like okay. It just gives you the
option on gloves if you don't have
anything, which is not bad. Oftent times
you'll have gloves and you have, you
know, you already have an armor roll and
you already have a life roll and you
could get like an extra 100 armor, but
it's not really a big deal. So you could
craft AoE instead. Now, in the past, we
would craft plus one gems because it
also gives you AoE. But unfortunately,
the veiled crafting bench modifier, that
granted area of effect and level of
socketed area gem, can no longer roll on
your gloves. Instead, they now roll on
your helmet. So, basically, it's going
to be harder to get a level 23 purity of
fire. The reason it's going to be harder
to get a 23 purity of fire is typically
your fire trap is in your helmet, your
RF is in your body, and your uh auras
are in your gloves. Because what you
would do is you'd get a plus one scepter
or a plus one amulet and then you would
craft plus one area gems on your gloves.
21 + 2 is 23. 23 is a break point for
your purity of fire. So that's why it's
going to be a little bit more tricky.
You can still absolutely do it now.
Don't get me wrong. It's just now
instead what you're going to end up
doing is you're going to end up getting
the plus one on your weapon and the plus
one on your amulet and then not really
go with the gloves, right? Cuz there's
not really much you can do in that. Uh,
I forgot to add this one thing here, so
thankfully I just opened it up. So,
overall thoughts, the build will
probably feel similar, assuming the
changes to scepters make IDing somewhat
impactful, or possibly using harvest
reforge fire for a decent one scepter.
Just getting a big damage overtime multi
will even out the fire trap damage nerf
in the early Midame with recombinating
staying the same. I didn't even talk
about recombinating in this. Uh, we we
have two ways to recombinate now. We
quite literally have POE2s recombinating
now, which for the new players could be
very good because you can isolate two
mods on a scepter that are not crazy
high tier. Slam them together and then
you can multimod and now you have a five
property weapon, right? So you can have
for and I don't want to go in specifics
because we don't know the waitings here,
but I definitely feel that even with a
20% chance, it can't be that hard to get
something decent because you can just do
the 40% gem quality. So, what that means
is say you have two RF gems that are 20%
quality each. If you vendor both of the
gems plus your weapon, I don't know the
exact recipe, it's 40% quality and then
a scepter, you get a plus one fire
scepter, right? You could recombinate
the plus one fire with a high dot multi
and then bam, you get a plus one dot
multi with the then you can multimod,
right? So, I guess it's four four
properties, not not five what I said
before. Then you multi mod and you could
do fire and ignite and you know fire
multi for example. But it's just nice
because this before was not really
possible very easily. You almost it was
almost mandatory that you did the old
way of recombinating which is just not
easy for a lot of people to understand.
So now you have the old way of
recombinating in the game and you have
the alternative which is the POE2
recombinating. Right. Very very nice
features. Simply using a chaos golem
will basically make up for the fire trap
nerf. So again, this is something that
will help in the early stages of the
game, but you are going to you are going
to lose um the regen of the stone golem,
right? But you get the damage back. And
also continuing with the recombinating,
since recombinating is kind of staying,
I will try to force myself to do more
recombinating so I can create guides for
making weapons and amulets because
weapon and amulet gives so much damage
for your build because it's some of the
few places you can get plus gems for
fire trap and damage overtime
multiplier, which is a multiplier that
directly affects your righteous fire and
your fire
trap. Also, your Hinakora
explosion. I am a firm believer that our
mercenary will out DPS us by the time we
get to red maps. I I have to believe in
the league mechanic. It's It's impaire.
It's got to work. It has to work, right?
It's the whole entire league mechanic. I
will figure out what mercs we need. I
will specify loot filters to pick up the
gear for the merks. We're going to make
this happen. For SSF, you can definitely
two mod, recombinate aceptor, and then
multimod. This is what I was talking
about before. And then getting a level
23 purity of fire will be more annoying
since we can't get plus one or plus two
AoE mod on gloves anymore. Anyway, that
is pretty much about it. I've got a lot
of work to do on the side. So, I hope
you guys had a wonderful time. Hope you
guys enjoyed yourselves. Honestly, I'm
getting hyped thinking about it. Like
when I first read the fire trap nerf, it
was pretty despair. But seeing the, you
know, the scepter changes, the chaos
golem for the early game, and the entire
addition to mercenaries, I feel like
there's got to be some cool stuff we can
do. Like, there's no way that there's
not, right? Especially the uh the rune
graphs. Hopefully, we actually get some
good rune graphs. Oftent times, our arc
type of fire damage over time gets left
out because we're not fully an ignite
build. were a burn build and that's like
not a full archetype in the game. A lot
of people don't know that. So often
times we get a bit shafted on these like
niche things. But anyway, that's pretty
much about it. Hope you guys had a
wonderful time. Hope you guys enjoyed
yourselves. If you did, please feel free
to like, share, and subscribe. And don't
forget, you can catch me streaming live
everyday at
twitch.tv/pox 9:00 central. I'll do my
best to boot up a YouTube live stream as
well um for the actual League launch.
I'm having a lot of issues with trying
to multiream right now. That's for
another time though. Take care and
thanks for watching everybody.
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