' Thats funny cause im pretty sure everybody is using endu cry + molten shell + cast on dmg taken I think the real creativity comes out when people have to make excuses for OP shit lol Dogs Summoner - http://www.pathofexile.com/forum/view-thread/885199 | Posted by Amiag on Oct 30, 2013, 1:29:44 PM |
' I use following setups simultaneously on same character: Gloves: Cast when Damage Taken - Enduring Cry - Temporal Chains - Decoy Totem Helmet: Cast when Damage Taken - Molten Shell - Arctic Breath - Frost Wall --------------- Some other skills that I could use that would be interesting: Immortal Call, Portal, a 2nd curse for double cursing, replace the totem I have with another totem, Smoke Mine, Conversion trap, Raise Zombie and Summon Skeletons. Of course, for spellcasters, they have far more combos available since they can actually use far more spells to inflict 'free' status ailments. Last edited by andinuad on Oct 30, 2013, 2:05:13 PM | Posted by andinuad on Oct 30, 2013, 2:03:59 PM |
' Yes, that's a good tactic. :) ' I see no real usage for ranged/EV/Dodge charas to use this gem, besides that my Witch or my Ranger for instance don't even have room for this gem plus the useful additional Skills. It's a nice Melee buff, and the only reason why my Marauder is fun to play atm. Remember, Melee was the black sheep of PoE builds, it deserved some improvements. Now my Marauder is better than my Ranger ever was, especialy within the new Areas. | Posted by Fusion_Power on Oct 30, 2013, 2:07:26 PM |
Just remove this op shit from hardcore leagues .. | Posted by Boonepico on Oct 30, 2013, 3:00:27 PM |
Isn't this gem the long awaited melee buff everybody and their mother has been crying about? :) Having said that I hope I can get my hands on one and try it on my block face-tank for even more immortality, before they nerf it. Shavronne wrapped Kaom's waist, with her gilded purple boots. 'You want my sockets?' | Posted by Jadran on Oct 30, 2013, 3:26:23 PM |
This gem kinda works strangely if you link damaging spells to it (see Scrotie's efficiency post and how leveling the gem is dumb) and is OP when you link things that don't work on damage (end. cry, curses..). I went through many iterations on how work out something interesting without making it behave too much like 'cast when stunned'. But as long as the amount of damage taken remains flat, it's just impossible to make it behave in a logical way for most spells and character builds. So this is the best way I could find to make this support interesting and not OP: x% chance to cast linked spells when damaged by x% of your maximum life in a single hit. A single hit must damage for at least y% of maximum life to roll the chance to trigger. This value goes down with leveling the gem (from ~40% at level 1 to around 20-25% at high level). Quality: +1% chance to trigger the gem per quality So for example, if you get hit for say 30% of your like, you have 30% chance to cast the spell. Or 50% chance if you have 20q gem. Spells remain at 100% damage effectivness. With a gem set up this way: -you no longer depend on some flat damage values to trigger, but depend more on how resilient the character is (a strong armor based character won't trigger the gem when hit by a pack of trash mobs). -the spells linked will do decent damage even while leveling the gem. I think this is important, because currently the damage part sucks hard at low levels.. -there's no such thing as perma-casting end.cry and curses. But you'd have a good chance to cast them when it counts. -since it works on max life, CI can't use it, but they got cast when stunned which is great for ES/CI. Last edited by Thalandor on Oct 30, 2013, 6:23:02 PM | Posted by Thalandor on Oct 30, 2013, 4:13:29 PM |
I think it's really telling that all the supposedly 'OP' standard combo of Molten Shell + Enduring Cry does is automate the annoying task of maintaining uptime of defensive buffs. They could drop this in a hot second if they didn't force players to manage uptime every 10 seconds, which is pointless and annoying, and then maybe people would use it for something more interesting than (once again) using one feature to combat another design failing. The triggers gems in general are not well balanced within their class though. Some are almost totally useless (on death) and some come with such huge drawbacks to DPS (all if the ones that need to be linked to attack skills) that they're effectively useless for proccing support effects and only good as build defining setups for fast attack low damage skills. | Posted by C0Y0T3_SLY on Oct 30, 2013, 4:46:10 PM |
My game keeps crashing when using this gem with stuff like Summon Skeletons or Molten Shell. It's annoying as hell and it happens constantly. | Posted by WAWAMELONS on Oct 30, 2013, 7:50:56 PM |
Posted by on Oct 30, 2013, 8:57:50 PM | |
' What's the problem ? Turn on when you get hit, reducing dmg, then back off.. So what about two setups together like CDT(lvl1)+EnduringCry+ConversionTrap+Multitraps.. CDT(lvl2+)+MoltenShell+Immortalcall+DevouringTotem.. Basically first trigger more often. (Assuming 'Mines' are triggered manually so they can't run with CDT.) (Traps are automatics) PS: autocast phaserun. HURRHURRHURR. Can't wait ! | Posted by on Oct 30, 2013, 9:01:02 PM |
- Cast When Damage Taken Support Green Link
- Cast When Dmg Taken Support Full
- Cast When Damage Taken Support Spells
- Cast When Damage Taken Support Skills
- How does cast when damage taken work? IT USED to proc whenever i took dmg, keeping it at level 1, now it never procs my warlords mark Showing 1 - 6 of 6 comments.
- Dec 29, 2014 Anyhow my question is should I leave Cast when Damage Taken at lvl 1? Since it needs more dmg taken to trigger at higher lvls. However will this limit me to the lvl I can have the attched Enduring Cry + Immortal call? Since at lvl 1 Cast when Damage Taken will only trigger gems with req 31 and below.
Credits to their rightful owners.
Proc dmg up from 440 to 880, 0,09 more IC duration per charge or actually 0,15s more with 20/20 inc duration, triple the amount of endurance charges and much more reliable as it wont proc from every single small hit. Tanky DPS has more of a balance of all defensive stats; Armor, MR, and HP, but still able to do dmg. Bulky DPS relies more on having massive HP to stay in fights, rather than its defenses. But its still fun to build Bulky. This build should be taken, if and ONLY if the other team appears to have less dmg than your team.
--Support skills as the name suggest are various party buffer/healing skills to help support the party.
--All support skills except sanctuary are uncomboable.
--The bottom 2 branches all have a nerf applied on caster and disappear if caster is damaged. The positive stats tho are applied to whole party inside the aura including the caster.
--The bottom 2 branches support skills are all aura based support skills which generate [3 + 3*PlayersConnected] amount of aggro per 3seconds per active auras on all the the enemies having base aggro on you (Unaffected by aggro+% equipment)
1.) First Aid
Reduce the revive time for dead party members.
Party healer.
ActionRange = 2m
Amount of revive time reduced = 30 + 2*lvl % of current revive time.
NOTES:
--Click on a dead party member's HP bar or the character in the over world to drop a menu for giving first aid.
--Without getting this skill revive time reduction for giving first aid will be 30% of current time fixed.
--The MP cost of using first aid starts from 1MP and increases by 1MP every time you use it consecutively
--The MP cost is reduced by 1MP every 1min if no first aid was given. Reset back to 1MP by changing maps.
--Giving first aid counts as party buffer aggro generation.
2.) Mini Heal
Heal a small amount of the target character's HP. Reduce the revive time if they are dead.
![Taken Taken](/uploads/1/3/3/9/133902279/480114457.jpg)
Party/Self healer.
MP Cost = 100MP
ActionRange = 48m (For healing party only)
Cast Time = 1second (Affected by CSPD)
Heal amount = 30*Lvl + 1*Lvl% of target's maxHP
Revive time reduced = 1*Lvl seconds.
NOTES:
--Click on a party member's HP bar or click their over world sprite to use the spell on them.
--If used on self it acts as a self buffer aggro generator. If used on a party member it acts a party buffer aggro generator.
3.) Recovery
Cast a spell to cure ailments. Prevent getting an ailment within a fixed duration if used on a character having no ailment.
Party/Self healer
MP Cost = 100MP
ActionRange = 48m (For healing party only)
Effect: Heal ailment if any or give a buff that prevents getting an ailment once.
--Recover (Lvl*Lvl) MP if an ailment is successfully removed or a given buff successfully prevents getting an ailment.
Duration of buff: 10 + 2*Lvl
NOTES:
--Click on a party member's HP bar or click their over world sprite to use the spell on them.
--If used on self it acts as a self buffer aggro generator. If used on a party member it acts a party buffer aggro generator.
--Currently unknown which ailment gets priority to be removed in the case its casted on a char having more than 1 ailment.
--This skill can not heal or prevent FLINCH, TUMBLE, STUN or KNOCKBACK ailments. It also can not prevent MAGIC FLINCH (FLINCH caused when getting hit by a non ailment move while casting magic skills)
4.) Sanctuary
Generate a platform which reduces damage taken.
Support skill {Placed}
MP Cost = 400MP
Effect: Place a platform on the ground standing on which reduces damage taken depending on your maxHP.
Condition: It will only reduce the damage taken if the damage is less than a % of your maxHP.
Radius of platform: 0.990000009536743 + Lvl/3 m (From centre = caster position)
Amount of % of maxHP the damage needs to be lower than to activate reduction = (5 + 0.5*Lvl) % of your maxHP
Amount of damage reduction if condition satisfied = ( 30 + [(Lvl - 1)/3]*20 ) %
NOTES:
--This skill acts as a party buffer aggro generator when placed at a position having party members within platform radius
--The damage reduction applies to any category of attack including fractionals as long as the condition is satisfied.
5.) Heal
Heal a large amount of the target character's HP. Reduce the revive time if they are dead.
Party/Self healer.
MP Cost = 300MP
ActionRange = 24m (For healing party only)
Cast Time = 1second (Affected by CSPD)
Heal amount = 300*Lvl + (10 + 1*Lvl)% of target's maxHP
Revive time reduced = 10 + 2*Lvl seconds.
NOTES:
--Click on a party member's HP bar or click their over world sprite to use the spell on them.
--If used on self it acts as a self buffer aggro generator. If used on a party member it acts a party buffer aggro generator.
6.) Life Recovery
Cast an aura to heal the party's HP
Aura based party/self buffer
MP Cost = 300MP
Radius of Aura: 5 + Lvl/2 m (From caster as centre)
Effect: Generate an aura which gives a buff to heal HP of the party members inside the aura.
Nerf on caster: Increase the damage taken.
Amount of HP healed = 10 + Lvl*4 + VITofCaster
HP healing ticks = Every 3 seconds while having the buff
Amount of damage increased on caster = + (400 - Lvl*20) % more damage (Applied multiplicatively at the end of damage calculation after added with magic barrier bonus and gem effect)
Duration on caster = 15minutes
NOTES:
--All aura based support skills get removed if the caster is damaged (This includes 0 dmg from skills like perfect defense). The aura will stay if the caster dodges or evades however.
--All aura based support skills apply positive buff to party inside aura including the caster however the nerf is only applied to caster.
--Party members can get the buff only if they stand inside the radius of aura.
https://startever.weebly.com/blog/download-os-x-dmg. 7.) Brave Aura
Cast an aura to increase the party's attack power
Aura based party/self buffer
MP Cost = 400MP
Radius of Aura: 5 + Lvl/2 m (From caster as centre)
Cast Time = 1second (Affected by CSPD)
Effect: Generate an aura which gives a buff to party member's damage dealt and weaponATK
Nerf on caster: Reduce accuracy%
Amount of damage dealt increase = + Lvl*2 % (Applied multiplicatively at the end of damage calculation after added along with mana recharge reduction)
Amount of WeaponATK increase = 10 + Lvl*2 %
Amount of accuracy drop on caster = - (75 - Lvl*2.5) %
Duration on caster = 15minutes
NOTES:
--All aura based support skills get removed if the caster is damaged (This includes 0 dmg from skills like perfect defense). The aura will stay if the caster dodges or evades however.
--All aura based support skills apply positive buff to party inside aura including the caster however the nerf is only applied to caster.
--Party members can get the buff only if they stand inside the radius of aura.
8.) High Cycle
Cast an aura to shorten cast time.
Aura based party/self buffer
MP Cost = 500MP
Radius of Aura: 5 + Lvl/2 m (From caster as centre)
Cast Time = 2second (Affected by CSPD)
Effect: Generate an aura which gives a buff to party member's CSPD and CSPD%
Nerf on caster: Reduce AMPR% and Natural MP Regen.
Amount of CSPD increase = 50 + Lvl*50
Amount of CSPD% increase = 25*Lvl %
Amount of Natural MP regen reduced for caster = - (50.5 - Lvl*2.5)
Amount of AMPR% reduced for caster = - (90.5 - Lvl*1.5) %
Duration on caster = 15minutes
NOTES:
--All aura based support skills get removed if the caster is damaged (This includes 0 dmg from skills like perfect defense). The aura will stay if the caster dodges or evades however.
--All aura based support skills apply positive buff to party inside aura including the caster however the nerf is only applied to caster.
--Party members can get the buff only if they stand inside the radius of aura.
9.) Quick Motion
Cast an aura to enhance attack speed.
Aura based party/self buffer
MP Cost = 600MP
Radius of Aura: 5 + Lvl/2 m (From caster as centre)
Cast Time = 3second (Affected by CSPD)
Effect: Generate an aura which gives a buff to party member's ASPD and ASPD%
Nerf on caster: Reduce AMPR flat.
Amount of ASPD increase = 100 + Lvl*100
Amount of ASPD% increase = 25*Lvl %
{Currently under investigation the amount of AMPR reduced on caster}
Duration on caster = 15minutes
NOTES:
--All aura based support skills get removed if the caster is damaged (This includes 0 dmg from skills like perfect defense). The aura will stay if the caster dodges or evades however.
--All aura based support skills apply positive buff to party inside aura including the caster however the nerf is only applied to caster.
--Party members can get the buff only if they stand inside the radius of aura.
10.) Mana Recharge
Cast an aura to regenerate the party's MP
Aura based party/self buffer
MP Cost = 300MP
Radius of Aura: 5 + Lvl/2 m (From caster as centre)
Effect: Generate an aura which gives a buff to regenerate MP of the party members inside the aura.
Nerf on caster: Reduce the damage dealt.
Amount of MP regenerated = 10 + 1.5*Lvl + INTofCaster/10
MP healing ticks = Every 3 seconds while having the buff
Reduction of damage dealt by caster = - (50 - Lvl*2.5) % (Applied multiplicatively at the end of damage calculation after added with brave aura bonus)
Duration on caster = 15minutes
Cast When Damage Taken Support Green Link
NOTES:
Convert exe to dmg. --All aura based support skills get removed if the caster is damaged (This includes 0 dmg from skills like perfect defense). The aura will stay if the caster dodges or evades however.
--All aura based support skills apply positive buff to party inside aura including the caster however the nerf is only applied to caster.
--Party members can get the buff only if they stand inside the radius of aura.
11.) Magic Barrier
Cast an aura to increase the party's defenses
Aura based party/self buffer
MP Cost = 400MP
Radius of Aura: 5 + Lvl/2 m (From caster as centre)
Cast Time = 1second (Affected by CSPD)
Effect: Generate an aura which reduced the party member's damage taken and increase DEF/MDEF
Nerf on caster: Reduce dodge%
Amount of damage taken reduction = - Lvl*2 % (Applied multiplicatively at the end of damage calculation after added along with life recovery nerf and gem effects)
Amount of DEF/MDEF increase = 10 + Lvl*2 %
Amount of dodge drop on caster = - (75 - Lvl*2.5) % Undertale download mac.
Duration on caster = 15minutes
NOTES:
--All aura based support skills get removed if the caster is damaged (This includes 0 dmg from skills like perfect defense). The aura will stay if the caster dodges or evades however.
--All aura based support skills apply positive buff to party inside aura including the caster however the nerf is only applied to caster.
--Party members can get the buff only if they stand inside the radius of aura.
--This skill can not prevent MAGIC FLINCH (FLINCH caused when getting hit by non ailment attacks while casting magic)
12.) Immunity
Cast an aura to increase the party's resistance to ailments
Aura based party/self buffer
MP Cost = 500MP
Radius of Aura: 5 + Lvl/2 m (From caster as centre)
Cast Time = 2second (Affected by CSPD)
Effect: Generate an aura which gives ailment resistance to the party
Nerf on caster: Reduce ASPD%
Amount of ailment resistance given = 20 + lvl*3 % (Applied seperately from the ailment resistance % stat and MTL personal, as such can not be added to them to reach 100% ailment resistance)
Amount of ASPD% drop on caster = - (1000 - Lvl*75) %
Cast When Dmg Taken Support Full
Duration on caster = 15minutes
NOTES:
--All aura based support skills get removed if the caster is damaged (This includes 0 dmg from skills like perfect defense). The aura will stay if the caster dodges or evades however.
--All aura based support skills apply positive buff to party inside aura including the caster however the nerf is only applied to caster.
--Party members can get the buff only if they stand inside the radius of aura.
13.) Fast Reaction
![Support Support](/uploads/1/3/3/9/133902279/934417797.jpg)
Cast an aura to enhances guard and evasion
Aura based party/self buffer
MP Cost = 600MP
Radius of Aura: 5 + Lvl/2 m (From caster as centre)
Cast Time = 3second (Affected by CSPD)
Effect: Generate an aura which gives a buff to party member's guard and evasion rate.
Nerf on caster: Reduce CSPD%
Amount of guard rate increase = 10 + 1*Lvl %
Amount of evasion increase = 1*Lvl %
Amount of CSPD% drop on caster = - (1000 - Lvl*75) %
Duration on caster = 15minutes
NOTES:
--All aura based support skills get removed if the caster is damaged (This includes 0 dmg from skills like perfect defense). The aura will stay if the caster dodges or evades however.
Cast When Damage Taken Support Spells
--All aura based support skills apply positive buff to party inside aura including the caster however the nerf is only applied to caster.
Cast When Damage Taken Support Skills
--Party members can get the buff only if they stand inside the radius of aura.