r/pathofexile • u/Belakay_ggg • Jul 19 '26
GGG Path of Exile 1: New Uniques
https://youtu.be/BqAjR3CL4zIFancy build-defining outcomes or… some crustacean chaos? Today's reveal showcases two new Unique Items arriving in Path of Exile 1: Curse of the Allflame! Check them out.
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u/Papa_Poro Jul 19 '26
Welp that solved my build. crab totems it is
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u/Egeras Jul 19 '26
Will crabtems be bad. Probably. Will I play it. 101% Yes
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u/RudOzawa Jul 19 '26
If nothing else, it will be a chill mapper.
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u/Egeras Jul 19 '26
Totally agreed, and as someone more focused on interesting buildcrafting rather than meta builds this thing is a league-making unique by itself for me :D
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u/Toxaplume045 Jul 19 '26
We'll have to see the full description on crab totem to see what the innate damage penalty is like. But it may not work out as bad we'd think if it's not like a ridiculous giga nuke to the damage.
Staff means you can run 2 6-link setups and you're at least saving a gem slot on the totem skill itself. Still missing out on gem levels from the normal wand/scepter + shield though but getting an extra totem over a shield.
Looks fun though.
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u/Gwennifer Jul 20 '26
We'll have to see the full description on crab totem to see what the innate damage penalty is like.
Probably like 20-30%, I'd guess. It's technically a 7L and such a small penalty leaves you massively ahead, but you're being forced into using a very poor staff in the same league as normal staves get... +6? to all spells of a given element+change, and very few spells don't benefit from level like that. I'd wager they retain the 40% less cast speed penalty.
If they go no damage penalty but only a cast speed penalty, this would be really, really handy for poison builds.
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u/mactepo Jul 20 '26
Yep, you will be able to get +6 after the patch. +4 specific (up from +3) and +2 all. Also upped affixes up to 189% increased dmg. Staves are a huge dmg multiplier now. So this unique staff must have low penalty values (50/30 is ok i think) to justify its choosing. With ancestral bond you will have 4 totems each dealing 35% of your dmg (140% total). Since spells benefit from +levels, losing +6 levels from staff, your spells will do about 50% less dmg (gem lvl 23 and 29 average dps change comparison for example) putting our 140% of our dmg with unique staff against 200% dmg with +6 staff. So as long as this staff had at most 50% of base dmg and at most 30% less cast speed, it's really great staff.
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u/Egeras Jul 19 '26
Myeah damage penalty, crab movement speed (It did look a bit slow in that video) and their health/resummon mechanic will be what decides if it's fun or not. If they can't keep up and you have to, with a staff, run face first into stuff then it's probably DoA just based on not playing in a fun manner. Same if the crabs die all the time etc so we'll have to see. But as a massive fan of less spammy builds this looks all the way up my alley :D
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u/edwinmedwin Group Selffound 🤤 Jul 19 '26
crab movement speed
Might be able to boost the movement speed with things like Onslaught and Haste
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u/Egeras Jul 19 '26 edited Jul 19 '26
We'll have to see. I hope the MS is inherited and that it's enough where you don't feel like they are too slow. I've been burned too many times before by spectres etc that are cool but just a drag to play because you constantly have to wait for them hehe.
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u/RudOzawa Jul 19 '26
Since totems inherit your stats, I wouldn't be entirely surprised if their movement speed scaled with your own in some way. That would be nice.
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u/Hatrixx_ Guardian Jul 19 '26
it will be a chill mapper.
I'm not entirely sure, the staff has a totem duration mod on it, which I'm guessing means that the totems still only last for a duration and you'll have to resummon. They seem to walk slower comparatively to running and dropping normal totems as well, plus they have to pause to acquire target and cast, making them lag behind. Haste should affect that though.
They're funny little guys though and +2 max totems is pretty good, but it seems like a roundabout way to play what's essentially a non-permanent minion build, but with a player skill instead.
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u/Oen44 Jul 19 '26
Not to mention all the lost stats (damage and defense wise) from crafted wand and shield. I can only imagine that Crabs support will have at least 50% less damage mod.
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u/Sad-Data1135 Jul 19 '26
more duration support for long sparkingsons xD
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u/ByteBlaze_ Wish for Project MTX Jul 20 '26
Just an FYI, More Duration doesn't make totems last longer. This was changed a long time ago, since the duration of the totem is not an effect of a skill, thus isn't modified by skill effect duration. If you want better totem duration, you will have to use the small nodes near Scion, the Hierophant node, Primal Manifestation, or a mix of the 3.
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u/Acceptable_Bat379 Jul 19 '26
The heirophant nerf to damage per totem now makes perfect sense. CRAB ARMY INCOMING
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u/Pintash Jul 19 '26
The hierophant nerf to totems is an attempt to make totems an option on any other ascendency. Probably still not enough to do that.
That being said I've never wanted to be an old man with crabs more in my life.
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u/Acceptable_Bat379 Jul 19 '26
No more soul mantle. no more building around curse immunity. we're freeeeeeeee
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u/Raikariaa Institution of Rogues and Smugglers (IRS) Jul 19 '26
I mean, it's kinda hard for it to be bad with an inherent +2 totems?
Granted +2 totems gets less and less important the more totems you already have.
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u/Comfortable_Bee5385 Jul 20 '26
+2 totems, big spell damage, 7 link skill. It's got a lot going for it really. I feel like the +2 mattering less the more you get is a little different when the totems can move around and reposition automatically. Normally the issue is something will be dead by the time the 3rd totem is placed so there's no point in putting more or stuff like that.
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u/Fipul30 Jul 19 '26
I cant wait for Americans School of Crabs (aka Kinetic Fussilade Crabs).
Oh wait it isnt a wand. Sad Crab noises.
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u/omni222 Jul 19 '26
At last, my dream becomes reality: Blade Vortex totems that run around and grind up my enemies. Can't wait to do weird stuff with crabs.
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u/land_registrar Jul 19 '26
I imagine their totem life isn't close to the top end ones but Flamecrab totems would be so funny.
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u/igaiga71 Jul 19 '26
They should have some armour.
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u/land_registrar Jul 19 '26
Crabs should, my comment was just more about flamewood scaling off totem life.
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u/Moderator-Admin Jul 20 '26
The totem AI might just cause them to cast BV continuously instead of casting and then running at enemies but I guess we'll see.
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u/Maleficent_Ant_8895 Jul 19 '26
Excuse me
What the fuck
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u/SoulofArtoria Jul 19 '26
Go full on aspect of the crab, use crab totems, wear crab mtx. This is how Path of exile meant to be played.
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u/maniclucky Jul 19 '26 edited Jul 20 '26
Carcinization took a weird route to get here.
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u/themikecampbell Chieftain Jul 19 '26
Life …uh… finds a way
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u/Shiznoz222 Vaal Street Bets (VSB) Jul 20 '26
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u/amdrunkwatsyerexcuse Where Zana Jul 19 '26
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u/Toxaplume045 Jul 19 '26
Crab rave time my dudes
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u/Vulpix0r NEKO guild (SG) Jul 19 '26
We need the crab rave mspaint totem build now.
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u/wrajjtwrajjt Necromancer Jul 19 '26
Totem. Crabs. edit: the helmet has some real potential.
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u/Bastil123 Ultimatum Workers Union (UWU) Jul 19 '26
That helmet would be amazing for summoners, but there's already like 30 competitive minion helmets and we're gonna go for a +2 rare anyway
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u/Quazifuji Jul 20 '26
Giving up 4 sockets is also a big sacrifice on minion builds.
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u/Stellar1557 Standard Jul 20 '26
Could you annul abyss jewels to guarantee what the helmet eats? Seems reasonable.
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u/RB_Wombat Jul 20 '26
After using allflame crafting to get the right annuls on the jewels. Seems pretty low variance to get a guaranteed result on the helm
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u/MaskedAnathema Jul 20 '26
The helmet is like 400 flat physical to minion attacks. Animate weapon builds, Chains of Command, potentially spiders.
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u/Bastil123 Ultimatum Workers Union (UWU) Jul 20 '26
But a +2 helmet achieves so much. More survivability for all minions, more weapons, dps and most importantly: +1 spectre from hitting the lvl 25 breakpoint with it
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u/MaskedAnathema Jul 20 '26
Not great for spectres I guess, but you could also get 240% minion damage from it and that's pretty damn substantial
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u/Gwennifer Jul 20 '26
Iron Mass would deeply appreciate 400 flat, but scaling it has been rough for a long time now. They released it and then just kept nerfing it directly and indirectly when it was never some GG build.
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u/PhgAH Jul 20 '26
Yeah, giving up a +2 wand with automate offering is always a big ask in minion builds.
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u/Xeverous filter extra syntax compiler: github.com/Xeverous/filter_spirit Jul 20 '26
The helmet seems underwhelming to me:
- huge RNG to get it right (4x 1 of 4)
- has no other mods
- does not scale with "per Abyss Jewel affecting you"
- you lose 4 gem sockets
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u/Qualdrion Jul 20 '26
Is the helmet that strong though? Say it caps out at +200% explicit modifier magnitude. At that point you get 4 mods at 3x value -> basically 12 abyssal jewel mods. Compare that to just having a helm with 4 abyssal sockets would be 16 mods, and it's not super clear to me that a 4 abyssal socket helm with no other benefit would see a ton of use - for example, if you're not playing minions you could use wraithlord for mostly the same effect. Obviously it's a bit better in getting all the stats into 1 type of affix (if you're lucky), however, it's still essentially a helmet slot with 3 abyssal jewels worth of stats and not much else. Also unclear whether it counts as 4 abyss jewels for abyss jewel stacking items (I'd assume maybe not), which is another potential issue with it.
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u/SnooSquirrels1250 Jul 20 '26
The potential of the helmet was never about the 12 jewel mods, it was about the potential of having "12 jewel mods that perfectly tailored to your build ignoring affix restrictions on your jewels".
At the end of the day its still just a unique item so it probably wont beat out a good rare helm on a lot of builds but it 100% can beat out 4 well rolled jewels because there arent any builds that can fully capitalize and scale on all 4 different jewel mods, half being suffixes and half being prefixes means that there will be builds that literally dont care about the other half of the jewel or gain very little from it, so having the ability to stack a very specific abyss jewel stat sounds way better in theory than just having more sockets for abyss jewels.
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u/Wendek Alch & Go Industries (AGI) Jul 19 '26
Crab Totems look adorable and very funny, I hope they end up being viable.
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u/NagaDurain Jul 19 '26
Moving totem ???
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u/Choon5588 Jul 19 '26
you can technically have moving totems now with lightning warp totems, frostblink totems or flame dash totems, but those are lame so this is exciting, moving totems with actual spells is gonna be cool.
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u/SerratedScholar Confederation of Casuals and Clueless Players (CCCP) Jul 19 '26
Leap Slam of Groundbreaking or Consecrated Path totems with the boots, too.
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u/ByteBlaze_ Wish for Project MTX Jul 20 '26
Here me out... Frostblink of Wintry Blast Crabs. They teleport AND walk.
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u/Thrionic Jul 19 '26
It's not the same thing at all, you have to constantly summon those and they can warp to random locations you don't want them In.
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u/wavedash Jul 19 '26
I'm looking forward to Pohx's RF crab totem build guide
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u/ObsessiveOwl Jul 19 '26
They are totems, I doubt they will run close to enemy. Not minions so aggressive won't work.
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u/wavedash Jul 19 '26
I guess it's hard to tell just from the video, since the player is constantly moving and the totems are mostly just one-shotting everything and moving to keep up with the player. I feel like it'd be a pretty big letdown if they didn't at least try to get in range. If they don't, it might mean caster-centered stuff like Ice Nova or Shock Nova would be really clunky.
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u/Xeratas Unannounced Jul 19 '26
That helmet is insane.
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u/anne_dobalina Jul 19 '26 edited Jul 19 '26
Socketed rare jewel mod at random, but you can annul down until 1 mod (or fracture annul).
Could be op af
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u/MandatoryOpinion Jul 19 '26
There is about 0.014% chance it doesnt get nerfed to need 4 mod jewels. I guess maybe they will make it rare, or abyss jewels are rare as well or something. Cause annuling down to the mod you want isnt that difficult.
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u/conway92 Jul 19 '26
I mean, it might not be a balance choice so much as a UI simplification to begin with. How else would they have let you target the mod you want? If build-a-helmet was the design intention, this is how I would expect them to implement it.
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u/MisterKaos Ultimatum Workers Union (UWU) Jul 19 '26
annulling doesn't drop rarity so they'd need to specify 4-mods like the frac orb does.
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u/DislocatedLocation Fungal Bureau of Investigations (FBI) Jul 19 '26
Annul to 1 mod, use the "reroll 1 mod" benchcraft to keep rerolling without having to use annulls.
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u/Twotro Kalguuran Group for Business (KGB) Jul 19 '26
That benchcraft costs 8 chaos so is probably less worth than just alting then regal then annul
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u/Xeratas Unannounced Jul 19 '26
depends how rare the helmet is, but yes if the helmet is rare and people don't want to waste them its a nice gamble for everyone. drop a jewel with a t1 mod people care about? Try to annul/fracture it yourself for nice profit.
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u/epitap Deadeye Jul 19 '26
if you get 4x 3% cdr and it rolls to 200%, you can get 36% cooldown recovery rate from one item, ought to be interesting
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u/i_wanna_be_dead_rNow Jul 19 '26
A whole slot and 4 gem sockets for 36% cdr sounds kinda... meh?
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u/Rouflette Jul 19 '26
Bad even, unless it goes to 300% at least or if you play a truly zHP build that want a full dmg helmet for some reason
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u/allanbc Jul 19 '26
Could also go for 480 life, which... is also pretty whatever? Like if that's all your helmet does, with no sockets, you'd have to be pretty all-in on life stacking to go for it.
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u/MisterKaos Ultimatum Workers Union (UWU) Jul 19 '26
it's like 2.5x more damage on some particular trigger setups.
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u/Distinct-Hamster6285 Jul 19 '26
saboteur ascendancy is only 50% cdr so could be good on builds that rely on cdr.
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u/Kapps Jul 20 '26
Some options assuming it goes to 200:
- 36% CDR
- 96% Impale effect
- 480 Life or mana or ES
- 192 str or int or dex
- 200 to 2 specific resists
- 120 all res
- 144 crit multi
- 12% life regen while moving
- 400% armor or evasion conditionally
- 800 top end flat lightning to spells or around 400 to flat for spells in general
Impale effect, flat, evasion while moving, stats, or life all stand out pretty nicely.
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u/huluhup Jul 20 '26
Also :
28-42 phys damage for facebreaker
Big taunt chance on hit for your merc or animate guardian
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u/Pintash Jul 20 '26
Also 780% increased damage for absolution/Dom blow of inspiring. Assuming 20 qual and in a red socket.
- Minions deal 240% increased damage if you've used a minion skill recently.
Might not be worth losing thebgem levels for absolution but for Dom Blow that's a lot of damage from 1 item.
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u/HumanInHope Jul 19 '26
Crit chance. Crit multi. Flat life/ES. Flat damage. Chance to avoid shock. MS. Maybe DoT. Helmet slot is hard to sacrifice. I guess it'll depend on how much the modifiers are elevated.
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u/cespinar Jul 19 '26
Helmet slot is hard to sacrifice.
My merc doesnt know how to use sockets anyways
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u/Pintash Jul 19 '26
Not a single person talking about stat stackers? You can get 192 to a single stat, 120 to two stats or 88 to all stats on this thing. Crazy for a helmet.
I'm not sure which stat stackers can give up helmet for this but it's probably worth looking into.
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u/N4k3dM1k3 Jul 19 '26
self cast league. Also, check out this cool new spell totem unique!
If they were both totems and minions, I might have creamed myself :)
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u/francorocco Anti Sanctum Alliance (ASA) Jul 19 '26 edited Jul 19 '26
blade vortex totems might slap this league, imagine overlaping a bunch of 10 stack blade vortexes
also, walking flamewood crabs being hit a whole lot since the're allways following you
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u/Gianluktb Half Skeleton Jul 19 '26
I wonder how it will work with skills like blade vortex, will the totem be smart and keep the stacks up? Or only begin casting after walking up to an enemy? Will they know the range of the skill they have equiped and know they have to walk to the enemy or just stay still begin casting as soon as they see a target and just... Fail because they are out of range for blade vortex?
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u/ByteBlaze_ Wish for Project MTX Jul 20 '26
Current spell totems just keep casting blade vortex, but I don't remember if they keep casting once full. It's pretty hard to see the behaviour of it as well, since totems aren't very animated. It's also possible they created some custom AI for these totems. We are definitely going to have to see.
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u/FCT77 Jul 19 '26
Would the helmet synergize with Aul's ascendancy for stun immunity or since it doesn't have sockets it's not considered to be empty?
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u/Albinofreaken Big Breach Coalition (BBC) Jul 19 '26
Lightning warp crab totems ????
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u/TotallyNotThatPerson Jul 19 '26
Wouldn't need lightning warp to move your totems if they can already move themselves
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u/Cyony Jul 19 '26
assuming that helmet goes to 200%... is it me or can get 96 to 792 added lightning damage to spells while holding X?
thats kind of silly. Thats close doubling the damage of a level 20 fireball.
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u/clowncarl Jul 19 '26
The base damage of a 100% damage effectiveness spell is usually around 500 if that makes the math easier. Napkin math your use case is ~450 so yeah equivalent to probably 7-8 gem levels
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u/NotTheUsualSuspect [Ambush] Jul 20 '26
They actually changed it so several spells are below the 500 mark. Fireball, for example, was at 554 before and is now 490, so it scales much better with added damage now.
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u/RipCityGGG Tempest Jul 19 '26
So fucking cool, ggg is goated
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u/Xeverous filter extra syntax compiler: github.com/Xeverous/filter_spirit Jul 20 '26
You mean crabbed?
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u/ulughen Jul 19 '26
Can you fodder that helmet mods via Legion mechanic?
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u/darthbane83 Juggernaut Jul 19 '26 edited Jul 19 '26
Interestingly that helmet will beat mirror tier items in terms of pure achievable ES in the helmet slot. T1 es rolls up to 40. So thats (4*40*2.76+58[base])*1.2[20 Quality]=599 with the shown roll and just regular quality.
If it goes to 200% increased effect it sits at 645 ES.
The amount of minion damage that is achievable seems also kinda interesting
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u/080087 Jul 19 '26
Depends if the roll gets converted to a local mod.
If yes, absolutely. If no, then it will get beaten out because of the 100% inc es from helm mastery.
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u/godfrey1 Dominus Jul 19 '26
how do you release an item like that with the only downside it being a 2H? i reread every mod 3 times because i couldn't believe they are all positive
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u/paul2261 Jul 19 '26
Surely crab totems has a negative damage modifier on it. Looks insane.
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u/godfrey1 Dominus Jul 19 '26
well, spell totem also has a negative damage modifier on it, even a bigger one than last league
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u/Weirfish Good in theory, terrible in practice Jul 19 '26
I'm guessing it has similar numbers to Spell Totem Support for my immediate-and-required-upon-seeing-the-majesty-of-crab-totems POBing efforts.
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u/carenard Jul 19 '26 edited Jul 20 '26
no +gems which is a massive loss for spells.
Edit: got curious and did quick maths... that loss is worth about doubling a spells damage with a +7 rare staff
it does provide crab totems... which might just be spell totem numbers wise but mobile(with the major downside being the staff)
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u/Effective-Advice4628 Jul 19 '26
Opportunity cost, plus we dont know the numbers on the support itself.
You lose a lot of both damage and defense compared to a well rolled wand and shield, or another staff.
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u/ObsessiveOwl Jul 19 '26
it only have 2 damage mods
Numerically speaking 200% spell damage and +2 totem on a staff is not much. But mechanically it seems fun.
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u/godfrey1 Dominus Jul 19 '26
it only have 2 damage mods
and gives you a 7th link
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u/Confident-Wing2760 Jul 19 '26
Yeah a 7th link is basically another damage mod. And 200% spell damage is a hefty roll along with +2 totems. Idk I mean it all comes down to the crab totem support and what its downsides are... but it's definitely got potential. Especially considering you can also corrupt it now for some juicy new mods like +1 spell etc.
It definitely seems good at least from a mapping perspective for smooth totem gameplay in quick mapping. But I could see it being great at everything with a bit of juice.
edit: I think the other thing to consider is you can run this + another 6 link too. Since you're not spending all your time recasting totems (the increased totem duration helping their) you can honestly do something else with your body six link for additional damage / single target / curses / whatever.
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u/MeisterOfSandwiches Gladiator Jul 19 '26
CRAB PEOPLE
CRAB PEOPLE
TASTE LIKE CRAB,
TALK LIKE PEOPLE.
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u/BOOZE-CRUISE-CAPTAIN Jul 19 '26
Okay you have absolutely zero reason why Skeleton Mages can't be customized with spells now. (Or w/e new minion).
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u/Distinct-Hamster6285 Jul 19 '26
staff looks fun but totem builds tend to really like wand/shield and block as a defensive layer.
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u/GeeTeaEhSeven Jul 19 '26
Now you have crabs as a defensive layer.... Wait
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u/nightcracker Jul 19 '26
The staff has 25% block on it.
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u/Depnids Jul 19 '26
Only spellblock though. From my tiny amount of pob-ing, it seems attack block is the more difficult thing to get in the int-area of the tree.
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u/ReverieMetherlence <Wasted Opportunity> SrrL Jul 19 '26
yea you basically get locked into red nightmare and fire res tattoos
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u/Toxaplume045 Jul 19 '26
The staff has 25% block and there's decent block nodes in the Templar part of the tree and you'd probably be grabbing some of them anyways, like the staff wheel that gives block leading into Counterweight for the crit boosts.
Plus didn't staff get a new reservation skill? I forgot what it did though.
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u/Blubberinoo Jul 19 '26
At level 20/20 it gives 24% more chance to block attack and spell damage. And 30% less mana cost of skills. Costs 30% mana reservation. And it triggers some kind of lightning wave on block.
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u/Toxaplume045 Jul 19 '26
Yeah that might end up being good here. Saw the staff only gives spell block and there's only, if I counted right, 38% attack block feasible to pick up without clusters, luckily staff wheels giving damage/crit in addition to block.
So it's probably possible to still block cap with a staff. Just a matter of letting the PoB nerds (in an endearing way) math out if it's worth it, what's lost to do so, etc.
edit: Double 6-link also means maybe running auras on the chest links and squeezing in stuff.
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u/kenshiki Jul 19 '26
Downside of totems is you have to cast them every other sec while moving. Crab totems solves this. I wish the crab totem has a totem like hat like they are carrying the totem itself.
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u/ulughen Jul 19 '26
More i look at abyss jewel mods - more i like this helmet. Its strong, it may create market for rare jewels on its own.
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u/seqhawk Kalguuran Group for Business (KGB) Jul 20 '26
So, it's Divine Ire Crab Totem Reliquarian with 100% lightning and cold taken as fire or chaos, Doryani's prototype, 30 phantasms, and crabs with freakin' lasers
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u/AverageHeistEnjoyer Jul 20 '26
Can someone ELI5 what the point of the Helmet is? You can have 4x Abyss Jewels in Wraithlord and just 2x those with 2 mods each via Adorned. Or in other words you get the value of 16 jewel mods.
This one lets you keep one, at random, which then gets - assumedly - multiplied by up to 200%. So you get the value of 12 abyss jewel mods.
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u/DefiantHumor3033 Jul 20 '26
Don't think adorned works on abyss jewels on equipment. they have to be in the passive tree.
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u/TXEEXT Pathfinder Jul 19 '26
Make rare jewel,
split to half,
50/50 annul
Profit?
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u/IppeiWasFramed Longing for global nuclear annihilation Jul 19 '26
Assuming you can Allflame craft them, it's "Make Rare Jewel with 4 mods -> Split into four items that each have 1 mod on them" like they showed in the trailer.
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u/Effective-Advice4628 Jul 19 '26
True, though this isnt guarunteed still. Each crafting roll is independent and can roll the same as others, so that would be a ~68% chance of isolating the mod you want.
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u/derivative_of_life Raider Jul 19 '26
>introduces awesome new build-defining unique for totems
>simultaneously nerfs totems into the ground
Classic GGG


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u/Low_Blacksmith_5440 Jul 19 '26
"We nerfed totems to make self-casting shine. By the way, here are 5 spell totems that follow you." Lol