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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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