0:01 Why? Hello and welcome everybody. It's a
0:04 good morning. Has been a long time. Hope
0:07 you guys are having a wonderful time.
0:08 Today we finally got the Path of Exile
0:11 3.26 patch notes. It's been like I don't
0:13 know 11 months and there's a lot of
0:16 information in here. So, we're going to
0:18 try to condense this as much as possible
0:20 and primarily focus on how Righteous
0:23 Fire is affected. Overall, I'm pretty
0:25 happy with the patch notes. Um Oh,
0:27 that's a jump scare. That kind of scared
0:29 me. How you doing, Rue? So, let's go go
0:30 ahead and jump right on into it.
0:33 So, the patch does come out like pretty
0:35 much 8 days from now, and this is my
0:38 basic TLDDR for it. So, we're going to
0:40 jump right in. For people who don't want
0:42 to watch all of it, I'll give you a
0:43 TLDDR right now. Righteous fire itself
0:46 is unaffected. Our single target is
0:48 lowered by about 10 to 11%. Primarily
0:52 because, not primarily, actually, just
0:54 only because Fire Trap's burning ground
0:56 was nerfed. I'm not sure why. It feels
0:58 like it was a targeted nerf because it
1:00 didn't even affect the initial it. With
1:02 that being said, um, Scepter's mod pool
1:05 is now a lot more caster friendly. We'll
1:08 get into this later. So, I imagine
1:10 scepters that you find off the floor
1:11 when you ID them are going to have more
1:14 impactful roles on average. Not
1:15 literally every single one, but in
1:17 general. Uh, so crafting a weapon should
1:20 be easier and even finding a weapon
1:21 should be easier. So, I imagine you're
1:24 going to be able to get more damage over
1:25 time multi and it should easily offset
1:27 the damage loss. With that being said,
1:30 let's jump into the game. Mercs have
1:32 been added to the game. They come with
1:34 various archetypes and you can craft
1:36 their gear. Now, this is a very big part
1:39 uh of the game. These merks are quite
1:41 literally the league mechanic. They have
1:43 an entire set of gear along with their
1:46 own skills. The skills are kind of
1:48 drafted from their archetypes and they
1:51 can have what's called, I believe,
1:52 golden supports, which basically modify
1:55 the support gem even further, making it
1:57 very unique. So, I know this this may
2:00 seem like a meme. Don't mind that over
2:02 there. But, I do genuinely feel like
2:04 merks can help solve our single target
2:06 issue. I don't think this is like a
2:08 coping mechanism. They clearly want you
2:10 to utilize MKs, giving all these
2:12 different arc types, entire gear sets
2:14 for them. So, I really want to lean
2:16 heavy into this uh into the mercenary
2:18 system because single target damage has
2:21 always been a problem with Righteous
2:22 Fire, but everything else is is great.
2:25 You know, it's not the tankiest right
2:26 away, but it can scale to be extremely
2:29 tanky. The clear speed's very good. The
2:32 raw speed at which you can move around
2:33 in shield charge feels good. You can you
2:36 can clear maps so fast with your Hakora,
2:39 but your single target is always
2:41 limited. And I'm really hoping we can do
2:43 something specifically with a mercenary.
2:46 At the very least, we could get a
2:48 mercenary to give us like malevolence or
2:50 something which should immediately
2:52 offset any damage loss we had, right? Or
2:54 aspect of spider or a shockbot,
2:56 whatever. So, I have a lot of faith in
2:58 this and we'll see kind of where it
3:00 goes. This was kind of a bingo sheet we
3:02 made. We missed a lot of stuff. I almost
3:03 bingoed, but I didn't bingo. And this is
3:05 a ring we're going to talk. Actually,
3:07 I'm not really going to talk about it,
3:08 but it's a new ring that essentially
3:10 came out with the new Pinnacle content.
3:12 I didn't put the new pinnacle bosses in
3:14 here because we're kind of focusing more
3:15 on RF, but a lot of people are asking
3:17 about this ring. The big issue with it
3:19 is that damage penetrates fire res equal
3:22 to your overcap fire. Does not work with
3:24 fire uh with fire trap or righteous
3:26 fire. So, I mean, pen works with fire
3:29 trap, but not the way we're playing it.
3:30 So, this ring unfortunately doesn't
3:32 really work as a fire trap ring or an RF
3:34 an RF build. It absolutely seems nuts
3:37 for chieftain archetypes, though. So,
3:39 definitely a sick ring. Okay, with that
3:41 being said, we finished that. We're
3:43 going to get out of the way. New
3:45 currency, rune graphs. Uh, rune graphs.
3:48 I may be saying it wrong. Essentially,
3:50 you know those masteries you take in
3:51 Path of Exile, right? those masteries
3:53 even if you don't take one if you
3:55 allocate so you can take one you can
3:57 replace the mastery choices with rune
4:00 grafts that you can find I believe you
4:01 acquire these through Calgar if you guys
4:03 remember like settlers um you can still
4:06 ship boats and everything we'll get into
4:07 that so you have a choice at getting
4:09 these added over 20 new uniques the
4:11 reason why I added this specifically is
4:13 some of them can only be acquired by
4:15 dueling mercenaries which is how you
4:17 hire them atlas memories have been
4:20 removed from the game um instead we get
4:22 a new system that kind of looks like the
4:24 last epoch system. I'm not going to go
4:26 into that. And that's basically this
4:27 whole expansion basic uh this whole
4:30 expansion for the league, right? We've
4:31 got the big expansion. We've got the
4:33 league mechanic, right? We're going to
4:34 focus mainly on the league mechanic
4:36 here. Commonly found scarabs now drop in
4:39 higher stack sizes in higher tier maps,
4:41 but are found less often. Anything that
4:43 helps alleviate with clicking, I'm a big
4:45 fan of. Completing a non-unique map at a
4:48 tier lower than it is naturally found no
4:50 longer grants map bonus objective
4:53 completion. Now, this the reason why I'm
4:55 highlighting it is I play a lot of SSF
4:57 and I do Kiraak missions to try to draft
4:59 for unique maps. This will no longer
5:02 work for the lower tier map completion,
5:04 which kind of sucks, but you still will
5:06 get the recipe, which is still good.
5:09 Toxic Sewers, Underground Sea, and Silo
5:11 are still in this rotation of maps,
5:13 which is amazing because these are all
5:16 fantastic maps. Wastist pool as well. Uh
5:19 these maps are all very good for
5:20 righteous fire. Mobs are packed very
5:23 tightly or the mob the map just has a
5:25 bunch of mobs like underground sea,
5:27 which really works really well for
5:28 chieftains explosions. There are now
5:31 five job rankings of King Kingsmark
5:33 workers. They used to go all the way up
5:35 to 10, and rolling was very annoying.
5:37 The town is completely built, but you
5:40 still have to get gold and you got to
5:41 get these guys. Uh, Death's Oath finally
5:44 got buffed. I don't plan on playing it,
5:46 but Death's Oath finally got buffed.
5:48 It's been a long time. So, that was
5:50 pretty funny. All right, next up is
5:52 betrayal rework. The mastermind boss
5:55 fight is now separate from the betrayal
5:57 safe house mechanic. That means that
6:00 when you're doing your standard betrayal
6:02 board, you no longer have to wipe your
6:04 board to fight Katarina, which is
6:06 awesome, right? You now get a syndicate
6:09 medallion fragment, which can be used to
6:11 travel to the
6:12 layer. The mastermind boss fight has
6:14 been improved with significantly fewer
6:17 immunity phases. I like this a lot. I'm
6:19 a big betrayal fan. Betrayal safe house
6:21 rewards have been changed. The new
6:23 crafting options uh essentially are
6:26 amazing. You remember how you had Guff
6:28 the Scuf and he'd be like, "Here's 100
6:30 exalted orbs, one and null and a divine
6:32 orb. You have 11 seconds to craft this.
6:34 Too late. Give that back." Those have
6:36 all been reworked. I guess it was just
6:38 him, but I think now there's a couple of
6:40 different ones with new crafting
6:41 options. One of them, for example, has
6:43 like the highest tier of Eater and
6:46 Exark. Um, just some really cool stuff.
6:48 So, this is really nice. You also get
6:51 much more time to craft, so you can
6:53 actually make some more choices. Now,
6:56 let's get into the nitty-gritty. Skill
6:59 gem
7:01 changes. Fire trap now
7:05 deals a bit less damage than it used to.
7:09 So, the top end is 2566 at level 20. It
7:12 used to be
7:14 318. Does not affect the initial hit,
7:16 which means it doesn't affect the
7:18 ignite. It does affect the damage over
7:20 time from the burning ground. So, it's
7:22 about a 10 to 11% single target nerf
7:25 because it only affects the burning
7:26 ground, not the initial hit plus the
7:28 ignite. I put a little note for don't
7:31 worry because we'll just get a mercenary
7:32 to fix all of our problems. I feel like
7:35 if they want us to really allin to the
7:37 league mechanic, the mercenary has to be
7:39 able to do something, right? I really
7:42 have high hopes for a mercenary that
7:44 does good single target. They said
7:46 there's like 30 arc types. I'm sure we
7:48 can find a couple, right? Arcane Surge
7:50 buff now provides 20% increased cast
7:53 speed from 10%. The reason I put this in
7:55 here is we use Arcane Surge at low level
7:57 for rolling magma. So, it is a buff for
7:59 campaign leveling, making it feel
8:01 smoother. Remember, for players who
8:02 don't like Rolling Magma, you can always
8:04 use Holy Flame Totem, which you can find
8:06 in the PoB. Righteous Fire of Arcane
8:09 Devotion now grants 15 to 25% more cast
8:12 speed. Pretty cool, but I don't really
8:14 like Arcane Devotion. It feels like it
8:16 dips into an arc type that it shouldn't,
8:18 which is a damage overtime monastacker,
8:20 which doesn't really have much synergy.
8:23 It's clear to me that they want
8:25 Righteous Fire to be more of like a
8:27 utility skill and not its own thing. We
8:29 see this with them adding something like
8:31 this to Arcane Devotion and then buffing
8:33 Death's Oath, for example. So, I that's
8:36 just kind of the way they want to
8:37 balance their game. I'm going to do
8:39 everything possible to go against that
8:41 game balance and keep the build
8:43 functioning.
8:45 Scorching Ray of Immulation now deals
8:47 quite a bit more damage than it did
8:49 before. Um, Scorching Ray of Immulation.
8:51 The reason I bring this one up is
8:53 remember as a chieftain you don't
8:54 benefit from exposure, so you would only
8:56 use
8:58 immulation. Fire trap got nerfed, but
9:01 cold, chaos, and fizz dot all got buffed
9:04 across the board. Some fire dot got
9:06 buffed in the form of like scorching
9:08 ray, but like most of the cold skills,
9:10 chaos skills, fizz skills got buffed.
9:12 So, it feels really I'm not crying, but
9:15 it feels very strange for fire trap
9:17 specifically to be targeted. You know,
9:19 I'm just
9:20 confused. Summon stone golem. So, all
9:23 the golems actually got buffed. So,
9:25 stone golem now grants 20% increased
9:28 defenses while also providing its life
9:30 regen. Flame golem now grants higher
9:33 increased damage and grants AOE. and
9:36 chaos golem actually grants chaos res
9:39 and damage overtime multiplier instead
9:42 of fizz res. This damage overtime
9:44 multiplier is oftent times enough to
9:46 make up the fire trap nerf already. And
9:48 the reason why I say this is in the
9:51 early stages of the game, you don't have
9:53 much uh fire damage overtime multiplier
9:56 at all. You have three nodes on the
9:58 tree, arsonist, acrimony, and holy fire.
10:02 And the rest of it is jewels and gear.
10:04 So getting dot multi early definitely
10:06 helps a lot. I may be missing something,
10:08 but I don't think so. So this is
10:10 definitely not too bad. Although
10:12 remember golems typically fall off as
10:14 you get to red maps, so it's only going
10:15 to be with us for a little bit. Maybe
10:17 we'll end up doing an automation setup
10:19 if that or a castone damage taken if
10:20 that's even possible. I don't like the
10:22 idea of shoving a golem into my build.
10:25 Maybe it won't feel as bad with a
10:26 mercenary now. We'll have to
10:28 see. Infused channeling. So this is kind
10:31 of going along the scorching ray route.
10:33 Infused channeling was buffed. You now
10:35 take 12% less from hits instead of
10:36 eight. Added a new intelligence
10:39 dexterity support gem, focus channeling.
10:42 Supported channeling skills you cast
10:43 yourself, significantly empowering the
10:45 damage of skills the longer they are
10:47 cast while increasing the cost. The cost
10:49 shouldn't matter too much because we
10:51 would lifet. So, this is basically
10:53 saying if you want to try out the new
10:54 skill, not new skill, but a different
10:56 single target, you can try out scorching
10:59 of
10:59 immulation. However, it is so important
11:03 to understand this fact and I cannot
11:05 stress it enough. You cannot just look
11:08 at numbers and say, "I'm going to go
11:10 with
11:10 that." Having to stand still against
11:14 targets in Path of Exile is so
11:18 dangerous. And the thing is, the more
11:21 investment you have into your build, the
11:24 more you're going to be able to tank
11:25 them. But a lot of people are new or
11:28 they're progressing or it's, you know,
11:29 first few days of League start. You
11:31 don't have the gear to stand still,
11:33 right? So that's why scorching ray is
11:36 very tricky to use, right? Imagine you
11:38 come across a rare monster in a map and
11:41 you're running a rippy map because it
11:42 just happens to be that for progression
11:44 and you come across a rare mob who has
11:46 the executioner aura. So what is he
11:48 doing? He's constantly lowering your
11:50 health to 50% cuz your RF is draining
11:52 and you can't go up. Do you want to sit
11:54 there and tank and do scorching ray of
11:55 immulation or do you rather run around
11:57 with fire trap and just kite them while
12:00 you're naturally regenerating? These are
12:01 kind of these situations that always
12:03 occur. If you're in the middle of a
12:04 ritual and you're kabooming mobs and
12:06 you're constantly spawning rare mobs and
12:08 on death effects are going off all over
12:10 the place. Do you have the luxury of
12:12 standing still and channeling? Right? Or
12:14 say you're doing a Maven invitation and
12:16 you have three bosses at the same time.
12:18 Can you tank those three bosses at the
12:20 same time? This is where the standing
12:22 still becomes a little tricky. Standing
12:24 still feels like it's built around
12:26 mechanics you unlock a little later into
12:28 the game, like grasping vines mechanics
12:30 and things like that. But the option is
12:32 there for people who want to try it. But
12:34 do note that this is also a transfigured
12:36 gem, which means you're not going to get
12:38 it right
12:39 away. Okay, next up, gearing. And then
12:43 we're we're honestly done. So, gearing
12:47 weapons and armor with multiple
12:49 attribute
12:50 requirements now have a lower chance to
12:53 roll attribute modifiers. What does this
12:55 mean? Scepters. Scepters are strength
12:59 int. You are less likely to roll
13:02 strength and int, which means you're
13:04 more likely to roll your desired
13:06 suffixes, which would ideally be fire
13:08 damage overtime multiplier, damage
13:10 overtime
13:11 multiplier. Scepter, staves, rune,
13:14 daggers, and wands now roll attack
13:17 modifiers less often. Right, that's
13:21 huge. Specifically on scepters, right? I
13:24 don't know if every single one of these
13:25 are considered attack mods, but I'm just
13:27 going to start listing things. fire
13:29 damage, lightning damage, cold damage.
13:32 So, these are the ones that have a flat
13:34 value, right? The ones that you always
13:35 see. Um, I don't know if you can get
13:38 wed, which is increased elemental damage
13:40 with attacks as a prefix. Attack speed,
13:43 um, critical chance, critical damage,
13:46 percent physical damage, hybrid physical
13:48 damage, flat physical damage. There's a
13:51 lot of modifiers I'm pretty sure that
13:53 can roll which should have less waiting
13:56 which if they have less waiting that
13:57 means the caster mods are going to pop
13:59 up more likely. And this is where I'm
14:01 getting excited where maybe now when you
14:03 identify scepters off the ground they'll
14:05 be a little bit more caster oriented
14:07 because I can't tell you how many times
14:09 I'm like level 85 on my RF build and I
14:12 have a barely functioning scepter. It
14:14 would be so nice to pick up like a plus
14:16 one fire with a with some other damage
14:19 roll or a dot multi with another roll,
14:21 right? Just finding a scepter that's
14:23 somewhat usable will make such a big
14:26 difference for the newer players that it
14:28 will offset the fire trap nerf. It won't
14:30 really affect too much stuff later, but
14:32 in the be actually it will. Crafting
14:34 will just overall be easier. I'm very
14:36 happy for this change and I really think
14:37 it's going to be noticeable. Resistance
14:40 modifiers can no longer roll or be
14:42 crafted on weapons. Fire res, lightning
14:45 res, cold res, chaos res can no longer
14:49 appear. That's big. Again, that frees up
14:52 our suffixes. I'm also curious how much
14:54 better it makes rolling reforge fire to
14:58 try to get something on your righteous
14:59 or your uh your fire scepter cuz you
15:01 physically can't hit fire res anymore.
15:03 So maybe you could target uh plus one
15:05 fire or fire multi easier in SSF.
15:09 The veiled and crafting bench modifiers
15:12 that grant area of effect and area
15:14 damage no longer roll on amulets, now
15:17 only on gloves. This is not a really big
15:19 deal. It was nice to find this
15:21 occasionally as you're mapping in the
15:23 early stages of the game and you get
15:24 like a 20% AoE or 15% AoE damage and AoE
15:28 on your amulet, but it's not like a
15:30 priority roll. Plus one is much better
15:32 or like really high life rolls or dot
15:34 multi-suffix. So, putting it on gloves
15:36 is like okay. It just gives you the
15:38 option on gloves if you don't have
15:39 anything, which is not bad. Oftent times
15:41 you'll have gloves and you have, you
15:43 know, you already have an armor roll and
15:44 you already have a life roll and you
15:46 could get like an extra 100 armor, but
15:48 it's not really a big deal. So you could
15:50 craft AoE instead. Now, in the past, we
15:52 would craft plus one gems because it
15:54 also gives you AoE. But unfortunately,
15:58 the veiled crafting bench modifier, that
16:00 granted area of effect and level of
16:02 socketed area gem, can no longer roll on
16:06 your gloves. Instead, they now roll on
16:09 your helmet. So, basically, it's going
16:11 to be harder to get a level 23 purity of
16:14 fire. The reason it's going to be harder
16:15 to get a 23 purity of fire is typically
16:18 your fire trap is in your helmet, your
16:20 RF is in your body, and your uh auras
16:23 are in your gloves. Because what you
16:25 would do is you'd get a plus one scepter
16:27 or a plus one amulet and then you would
16:29 craft plus one area gems on your gloves.
16:32 21 + 2 is 23. 23 is a break point for
16:35 your purity of fire. So that's why it's
16:37 going to be a little bit more tricky.
16:39 You can still absolutely do it now.
16:40 Don't get me wrong. It's just now
16:42 instead what you're going to end up
16:43 doing is you're going to end up getting
16:45 the plus one on your weapon and the plus
16:46 one on your amulet and then not really
16:49 go with the gloves, right? Cuz there's
16:51 not really much you can do in that. Uh,
16:53 I forgot to add this one thing here, so
16:55 thankfully I just opened it up. So,
16:57 overall thoughts, the build will
16:59 probably feel similar, assuming the
17:00 changes to scepters make IDing somewhat
17:03 impactful, or possibly using harvest
17:05 reforge fire for a decent one scepter.
17:08 Just getting a big damage overtime multi
17:10 will even out the fire trap damage nerf
17:12 in the early Midame with recombinating
17:15 staying the same. I didn't even talk
17:16 about recombinating in this. Uh, we we
17:19 have two ways to recombinate now. We
17:21 quite literally have POE2s recombinating
17:24 now, which for the new players could be
17:25 very good because you can isolate two
17:27 mods on a scepter that are not crazy
17:29 high tier. Slam them together and then
17:31 you can multimod and now you have a five
17:33 property weapon, right? So you can have
17:35 for and I don't want to go in specifics
17:37 because we don't know the waitings here,
17:40 but I definitely feel that even with a
17:42 20% chance, it can't be that hard to get
17:45 something decent because you can just do
17:46 the 40% gem quality. So, what that means
17:49 is say you have two RF gems that are 20%
17:53 quality each. If you vendor both of the
17:55 gems plus your weapon, I don't know the
17:57 exact recipe, it's 40% quality and then
17:59 a scepter, you get a plus one fire
18:00 scepter, right? You could recombinate
18:02 the plus one fire with a high dot multi
18:05 and then bam, you get a plus one dot
18:07 multi with the then you can multimod,
18:10 right? So, I guess it's four four
18:11 properties, not not five what I said
18:13 before. Then you multi mod and you could
18:14 do fire and ignite and you know fire
18:16 multi for example. But it's just nice
18:17 because this before was not really
18:20 possible very easily. You almost it was
18:22 almost mandatory that you did the old
18:24 way of recombinating which is just not
18:26 easy for a lot of people to understand.
18:28 So now you have the old way of
18:30 recombinating in the game and you have
18:31 the alternative which is the POE2
18:33 recombinating. Right. Very very nice
18:36 features. Simply using a chaos golem
18:39 will basically make up for the fire trap
18:41 nerf. So again, this is something that
18:43 will help in the early stages of the
18:45 game, but you are going to you are going
18:47 to lose um the regen of the stone golem,
18:52 right? But you get the damage back. And
18:54 also continuing with the recombinating,
18:56 since recombinating is kind of staying,
18:57 I will try to force myself to do more
18:59 recombinating so I can create guides for
19:02 making weapons and amulets because
19:04 weapon and amulet gives so much damage
19:06 for your build because it's some of the
19:08 few places you can get plus gems for
19:10 fire trap and damage overtime
19:12 multiplier, which is a multiplier that
19:14 directly affects your righteous fire and
19:17 your fire
19:18 trap. Also, your Hinakora
19:22 explosion. I am a firm believer that our
19:25 mercenary will out DPS us by the time we
19:28 get to red maps. I I have to believe in
19:30 the league mechanic. It's It's impaire.
19:31 It's got to work. It has to work, right?
19:34 It's the whole entire league mechanic. I
19:37 will figure out what mercs we need. I
19:39 will specify loot filters to pick up the
19:41 gear for the merks. We're going to make
19:43 this happen. For SSF, you can definitely
19:46 two mod, recombinate aceptor, and then
19:48 multimod. This is what I was talking
19:49 about before. And then getting a level
19:51 23 purity of fire will be more annoying
19:53 since we can't get plus one or plus two
19:55 AoE mod on gloves anymore. Anyway, that
19:58 is pretty much about it. I've got a lot
20:01 of work to do on the side. So, I hope
20:03 you guys had a wonderful time. Hope you
20:05 guys enjoyed yourselves. Honestly, I'm
20:08 getting hyped thinking about it. Like
20:09 when I first read the fire trap nerf, it
20:11 was pretty despair. But seeing the, you
20:14 know, the scepter changes, the chaos
20:16 golem for the early game, and the entire
20:18 addition to mercenaries, I feel like
20:21 there's got to be some cool stuff we can
20:22 do. Like, there's no way that there's
20:24 not, right? Especially the uh the rune
20:27 graphs. Hopefully, we actually get some
20:29 good rune graphs. Oftent times, our arc
20:31 type of fire damage over time gets left
20:33 out because we're not fully an ignite
20:35 build. were a burn build and that's like
20:37 not a full archetype in the game. A lot
20:40 of people don't know that. So often
20:41 times we get a bit shafted on these like
20:43 niche things. But anyway, that's pretty
20:45 much about it. Hope you guys had a
20:47 wonderful time. Hope you guys enjoyed
20:48 yourselves. If you did, please feel free
20:50 to like, share, and subscribe. And don't
20:52 forget, you can catch me streaming live
20:54 everyday at
20:56 twitch.tv/pox 9:00 central. I'll do my
20:58 best to boot up a YouTube live stream as
21:00 well um for the actual League launch.
21:02 I'm having a lot of issues with trying
21:04 to multiream right now. That's for
21:06 another time though. Take care and
21:08 thanks for watching everybody.