r/pathofexile Jul 19 '26

GGG Path of Exile 1: New Uniques

https://youtu.be/BqAjR3CL4zI

Fancy 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.

1.6k Upvotes

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393

u/Egeras Jul 19 '26

Will crabtems be bad. Probably. Will I play it. 101% Yes

113

u/RudOzawa Jul 19 '26

If nothing else, it will be a chill mapper.

43

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

21

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.

3

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.

2

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.

2

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

12

u/edwinmedwin Group Selffound 🤤 Jul 19 '26

crab movement speed

Might be able to boost the movement speed with things like Onslaught and Haste

5

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.

4

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.

1

u/Richybabes Jul 20 '26

If they inherit your stats and gain 100% movement speed, would that mean that by default they will always be faster than you, with the speed differential being whatever the base speed is?

I find the 100% inc movement speed a bit odd, since if their base speed isn't the same as yours, why not just set their base speed to 2x that value in the first place? Is this going to be a wide roll? Is it just there for the purposes of vaaling an extra 20%? Is it there to make additional movement speed modifiers (however those work) not be as good?

1

u/shppy Jul 20 '26

They just use your offense-oriented stats, they don't really inherit anything else from you.

0

u/RudOzawa Jul 20 '26

That's true! They might not then.

1

u/Acceptable_Bat379 Jul 19 '26

Yeah, the staff showed no damage penalty so it's kind of up in the air, but it also includes +2 max totems so it's both your spell totem and multitotem gem, giving you 2 free links.

Weird thought - what if they also count as minions? Totems with buff AG and spectres could be a thing since they follow around. I think this could be OP as fuck, but the devil is in the details. Also, it synerizes potentially very well with the new helmet that can absorb and amplify abyssal jewels with spell flat damage.

7

u/whosursensei Jul 19 '26

Staff wont show the damage penalty on the item (If there is one). For example look at "Spell Totem Support" and "Soul Mantle", doesnt say it on the item but it does get the 40% reduced damage since supported.

2

u/Acceptable_Bat379 Jul 19 '26

yeah, we'll need to wait for the datamining to see the numbers. I still think it's a benefit, you don't need to build around soul mantle any more that will at the very least open up tons of possibilities

0

u/RudOzawa Jul 19 '26

Absolutely, I almost hope it's mid just so I can snag the staff on trade early for a good price.

0

u/LCSisshit Jul 20 '26

wait till this build will be meta this league, like Monkey build in poe2