--IMPACTING 0.4 PATCH NOTES AND MITIGATIONS--
Changes to the guide that are required will be made following some thinking on the below.
Based on current known notes; https://www.pathofexile.com/forum/view-thread/3883495
- The
Hollow Palm Technique Keystone now Grants 1% more Attack Speed per 75 Item Evasion Rating on Equipped Armour Items (previously 25). Base unarmed attack time is now 1.65 attacks per second (previously 1.4).
- This pretty much pushes pure EV out the window as a good damage scaler and leaves us with ES, would recommend looking to ES/EV hybrid gear (Pure ES on some pieces) try to maintain 45-50% Evasion, and then as much ES as you can.
- Base attack speed to unarmed makes this much better in campaign (About an 18% attack speed increase)
Tempest Flurry would no longer be a suitable movement skill, so we'd need to refocus to some movement speed for quality of life.- Ultimately this leaves HPT in a situation where it cannot outscale a good quarterstaff, and one will be required for pushing the build to it's absolute limites. (
Hollow Palm Technique on a crit base looked like it would be good for most content regardless)
- Culmination I Support more damage per Combo now has a cap of 10 Combo.
- Culmination IIi n Support more damage per Combo now has a cap of 20 Combo. Now grants Supported Skills deal 2% more Damage per Combo (previously 3%).
- Ailith's Chimes now grants 25% Chance to Gain a Power Charge when expending Combo with Supported Skills Per Combo Expended This Chance Can Exceed 100% (previously 10% Chance)
- This severely reduces the effectiveness of
Falling Thunder, however, with stacking Power Charges it should still be feasible to do massive damage. - Ailiths chimes has been limited to only generate 5 power charges at once, meaning a two cycle is needed to generate max charges (10 at time of writing)
Flicker Strike looks like it takes top spot here
Tempest Bell: Impact radius is now 2.1 metres (previously 1.8). Bell shockwave radius is now 2.6 metres (previously 2.4). Tempest Bell's Hitbox has been increased.
- Hitbox should allow for easier use of
Ice Strike - General clumsiness should be offset with the random placement.
Frozen Locus: No longer deals 80% less damage if destroyed within 0.5 seconds by something other than you. No Longer creates chilled ground. Ice Crystal no longer has collision. Now correctly works with increases to Limit. Frozen Locus Ice Crystals no longer have a hidden less damage taken from allies. Instead they now have a hidden more damage taken from monsters and the life of the Frozen Locus Ice Crystal has been greatly increased at later levels. This change has been made to make Frozen Locus stronger with things that scale off Ice Crystal life, while keeping the amount of damage to destroy the crystal from both players and monsters roughly the same. Frozen Locus Ice Crystal has 27-9536 maximum Life (from 430-1364).
- Can place and deal immediate max damage making this much more usable in campaign.
- It no longer having a collision is a net downgrade in most defensive situations.
- Multiple limits make Overabundance I a good early choice for this skill gem.
The Soul Springs Eternal now additionally grants Meta Skills have 50% increased Spirit Reservation Efficiency.
- This coupled with
Lead me through Grace... will pretty allow a much greater depth of aura stacking, while maintaining offence through
Cast on Critical
Staggering Palm: Projectiles now deal 61-204% of Attack Damage at Gem levels 3-20. Staggering Palm's Projectile Buff's duration will now only start decreasing after the first Projectile has been generated. Staggering Palm now grants its buff if a primed enemy is stunned or killed while you are dashing to them. Now also quickly Dashes and Strikes additional valid targets.
- More attacks make this viable for clear and bursting crystals, making it very viable to take at level 3. (Possible replace for
Storm Wave/
Glacial Cascade at level 7)
Purpose of this Guide
Should take you through the campaign, then on to a suitable end game build capable of getting you up and farming some currency over one or more methods. Variants are to show progression from the campaign, and then through to a current workable guide.
Skill gems, etc, all based on the worst possible scenario of getting basically no drops at all.
Expect this to be updated towards the start of each league. Check the change log at the end to see if it has been worked on and when.
Tabs, Tabs Everywhere!
Yes, each tab is a snapshot of how the character should be looking towards the end of each act under a poverty stricken league start scenario. If you find yourself dropping Jewelers orbs, skip ahead tabs to find new idea of what to socket in them. Other than that it's simply item base type and skill tree progression that you can work towards which would be optimal to survival and having the DPS to mostly trivialise the bossing side of the campaign.
Hollow Palm, when to use it?
So when should you actually use
Hollow Palm Technique? - We could produce spreadsheets, we could go all extra... but honestly, if you can't find a Quarterstaff that makes DPS number go higher than when using Hollow Palm during campaign, then use Hollow Palm. This guide will suggest we make the switch at level 16, so we only need to worry about two quarterstaves through the duration of the campaign a
Long Quarterstaff and a
Gothic Quarterstaff
This build is a no-cost league starter, aimed to get you up and running with the need to purchase any expensive gear.
FAQs
Regex for Finding things in the Shop;
"y: \+|ts: S|[1-9][0-9].+spi|i.+mov|mel.+skill"
What will this highlight;
- Movement speed boots
- Melee skills (Gloves + whatever else, you're looking for the gloves)
- Spirit on chest for more heralds earlier
- Anything with a socket
- anything with quality
What quest rewards should I take?
- 30% increased Charms gained
- +1 Charm Slot
- 25% Increased Stun Threshold
- Resistances (Or Attributes, I end up taking this a stacker route, and at end game you'll be able to easily overcap res)
- Global Defences (Or resistances if you need them, you can switch this one at any time)
Is there anything I can do earlier for Mana?
Find somewhere to put in Efficiency II that doesn't prevent you from doing enough damage, we scale off gem levels with
Hollow Palm Technique, so we really do need those levels. I fit this in at end game but you can use it before if the
Ultimate Mana Flask isn't good enough (You'll make it cry though)
Is there a thing as too much Attack Speed?
Yep, and if you want to know about accuracy stack on a Gemling or an Amazon.
xoxox













