[3.26] Ice Dancing God - Icestorm/Cyclone/CI - Viable For Everything

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AxelDice#2119 wrote:
About amulet crafting, patch notes say that
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couldn't be Magic Rarity with modifiers
. But it still should be possible to use transmute on it and make it magic without modifiers, as it works right now. So while cheap hinekora is gone, imprinting should still be possible. If it is like this, we can use modified version of metacrafting. Imprint no mod amulet, chaos spam for %int, annul other crusader mods. Then awakener's orb, rest of the process the same. Restore to imprint if something goes wrong. Price increases though because of extra chaos used.

Or am i missing something?

You mis-quoted it. The actual quote:
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Fixed a bug where Simplex Amulets and Heist base types with similar implicits could be Magic Rarity with modifiers.

This sounds like they will just revert to Normal rarity if they have 0 mods, and stay Rare if scoured down to 1 mod.

Not 100% sure. But very likely it'll be that way.
But what support to use instead of energy leech?
The bug they fixed is that through some weird shenanigans you could downgrade amulet's rarity without scouring all its mods and that's normally impossible to do. I don't think they will disable using transmutes on normal rarity amulet for some reason, it would be very strange if they suddenly do. And bestiary imprint doesn't require any mods on an item, only that it is magic rarity.

But we'll see soon
Without curse or slow immunity, won't we have to start worrying about stuff like Temporal Chains?
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Kelvynn#6607 wrote:
What's new in 3.27, from what I see:

3. A nerf to Simplex crafting. You can no longer meta scour it to a magic 1-mod that can be imprinted. It will remain rare. This means you have to be super careful when clicking the bases and looking at the projected results. One mis-click can ruin the craft and brick the expensive base.

The old 100 div meta crafting method was based on imprinting and will no longer work at all. No big deal there. I'll just remove it from the guide.

But the biggest implication of this nerf is that you no longer have the option to quickly craft a 2-mod amulet and use it until you have the currency for the full 3-mod craft. It's all-or-nothing now.




how so? what line from patchnotes causes this? can you elaborate in few words?
https://www.pathofexile.com/forum/view-thread/3869178

Six more of the Bloodline ascendancies are out. We have 9 of the 10 now (presumably the 10th is the new Breach boss), and all of them look uninteresting. Not just for us, but in general.

For us, trading flasks for a ring slot still looks to be the best one, and even that isn’t great.
Last edited by Tithonia#4676 on Oct 26, 2025, 7:25:58 PM
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Tithonia#4676 wrote:
https://www.pathofexile.com/forum/view-thread/3869178

Six more of the Bloodline ascendancies are out. We have 9 of the 10 now (presumably the 10th is the new Breach boss), and all of them look uninteresting. Not just for us, but in general.

For us, trading flasks for a ring slot still looks to be the best one, and even that isn’t great.


I dunno, some of the Farrul Bloodline Nodes like Huntleader could realy be good.
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We can get that much damage from the frenzy charge ascendancy + body armour eldritch implicit without giving up flasks or having to get another pricey ring, though.


I am going to do this for the 4th Lab and only swap later when/if I have the 3rd ring AND that setup looks much better... (So I will probably just stick with it).

This league I plan to league start this character and a bit lost on what to do before I get the staff. I plan to use Frostblink + Added Cold + Arcane Surge (low level) and Wintertide Brand (with Efficacy and Controlled Destruction) for rares/bosses. I will also temporarily pick up at/around level 20 the +1 cold skill gems cold mastery. If anyone have better/alternative suggestions for leveling, please let me know.
Last edited by Fenris1970#2647 on Oct 27, 2025, 3:05:39 AM
Huntleader was the only other one that jumped out at me at first, but it still doesn’t seem good. We already have a ton of crit chance - so much so that the tigers will likely effectively be permanent minions. But all they do for us is give even more crit chance that we have so much of already, and attack things without us having any other minion support.

That doesn’t seem worth giving up the ability to shrug off Chill, Freeze, Petrify, and Temporal Chains, and also reduce enemy speed to 90%.

Given that Bloodlines are a permanent addition to the base game, they were never going to be anywhere near the power boost of temporary league mechanics.

Still holding out hope that the staff gets some interesting Foulborn variants, or that there are some useful grafts, or the unrevealed Mystery Item section of the Breach Tree Tree does something cool. Because otherwise, this seems a lot like “Standard, but with new Breach”.

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