Path of Exile - Blade Vortex Poe 3. 19 League Starter Build Guide For Lake Of Kalandra (full Patch Notes Update)
Exiles , chronic painless As expected, the official full patch notes update to my blade Vortex 3.19, League starter build guide.
The first, of course, is the rework of the unique item that is the foundation of this build in the early part of the league. Prim sorrow gloves At first glance, this change is certainly a buff since we'll no longer need the coal conversion mastery and are essentially getting the final 10 conversions that we would have been missing in previous leaks for free.
The added cold damage to spells is minimally impactful due to BV's poor added damage scaling and will become basically imperceptible at higher levels as a result of replacing the unneeded Mastery. Both the cold exposure and curse effect increases are both very reliable sources of extra damage. On the other hand, frenzy, charge on shatter has the highest damage potential but won't offer anything for large portions of many boss encounters, so use it at your own risk.
Freeze duration and chill after unfreeze are both entirely useless because, with our build, once an enemy is frozen, they'll certainly stay that way until they are dead. The downside of these changes is that the drop rate has been reduced to account for the increased potency, and on top of that, demand for Charles is likely to be higher than in previous leaks, so while frims have been the poster children for once-only uniques for years and have saturated the trade site Within the first hour of dozens of leagues, there's a chance they could see a small price increase in the wake of Calandra Lee. Thankfully, this build has a contingency plan that I initially developed for use in ssf , where rims could never be guaranteed.
What if hrimsorrow aren't 1c?
Instead of going for full cold conversion, we'll do a split of conversion into cold and lightning to take advantage of the extremely powerful Trinity support Trinity.
The coal conversion is, bar none, the strongest support for elemental damage if, and only if you can maintain maximum resonance for, our build. This is easily done at lower levels with physical to lightning support and coal conversion. Mastery This 50/40 split can be further augmented or adjusted as needed by our Heralds' added spell damage and passive point allocation as, as long as we have a reasonable amount of overlap between the damage ranges of our cold and lightning damage in pot, the export below should be reliably generating maximum resonance with 100 uptime.
In the past, I've taken this Trinity-based version of the build into red maps and SSF with ease. The only reason we don't use Trinity on our normal build is that specializing in a particular element is much more cost efficient and significantly less of a hassle than trying to balance two elements, especially at higher budget levels, so unless sorrow gloves somehow become the new Chase unique The Trinity support should provide more than enough of a stop gap until you can afford a pair.
Brittle ground bug fixed
The second most impactful thing that we learned from the full patch notes is that the bug for brittle ground, which I mentioned in my last article, is going to be fixed. As I had hoped, brittlegrad will now scale with the increased effect of non-damaging ailments. This is a huge deal for the building.
We have tons of very easy access to ailment to fit scaling on the passive tree and should be able to almost completely counteract the Nerf's brutal ground base value with passive points that we basically would have wanted anyway. Frost and storm breath, of rhyme and the spiteful presence cluster, were all highly desirable even without scaling to brittle ground, and with it, the elemental mastery that gives ailment effect becomes a very attractive option as well.
The effect was already useful for increasing the potency of our Vortex and Bone Chill combo, so being able to increase our base Critical Strike chance with it is borderline opportunistic. Just be wary of the caps on the effects of chill and brittle at thirty percent and six percent, respectively, of Vortex, and brutal boots apply their ailments via ground effects and therefore do so at the default values of 10 and 2 percent.
On that, we can see that 200 percent increased effective ailments will maximize both keeps. Keep in mind that bone chill has a built-in increased ailment effect and we normally use Unbound ailments with it, so it will cap out much sooner than brittle as you stack. But also keep in mind that some of the most dangerous monsters you will face will be the arch nemesis mobs with reduced effective cold ailments, so being a little over-capped probably won't hurt.
For better or worse, that's just about all the new information we learned from the full patch notes as far as this build is concerned.
After looking over the new uniques, I'll definitely want to give the new Death Rush Arena a test drive if it's affordable. The adrenaline mod has a lot of juice to it, and we could always use another source of increased movement speed. I'll have to see how it feels before I give it my seal of approval though, since adrenaline is one of the few buffs in the game that can't refresh its own duration and I feel like that could make it awkward to actually use in practice.
The knock against it is that its procs are kill-based, and so it will do absolutely nothing for us in a lot of boss encounters .
The only other reworked uniques that remotely caught my eye were obliteration and Bitter Dream. They both got major buffs and might be nice boosts for a few levels in the early part of the build, but I don't think either of them has a chance of being even close to in-game viable with respect to obliteration since we have no idea how much it will cost.
It's impossible to know whether or not two obliterations and the maladiction descendancy will be preferable to a pair of similarly priced rares and profane. Bloom While you're definitely not going to need both sources of explosion, which option to choose comes down to the damage to price ratio of each.
And while this ratio came down heavily in favor of rare and profane blooms in previous patches, it could look very different in 3.19. That being said, getting big numbers in pob from lots of chaos damage is fool's gold to an extent since it won't help us freeze anything overall. If obliteration is cheap, it might be a nice pickup for a while, but there will absolutely be rares that are far superior in the end game, and sacrificing the cold damage The scaling potential of rare ones for extra chaos damage is likely to have a negative impact on your survivability .
Similarly, the new bitter dream is cute and I might use one for a few maps.