Rufous

Inspiration Support Gem has some interesting mechanics : r ...

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{
  "post": {
    "title": "Inspiration Support Gem has some interesting mechanics",
    "selftext": "After tinkering with this new (more like overhauled) support gem I found some interesting mechanics and benefits to use it. First a detailed explanation mechanics:\n\nTL;DR at the bottom\n\nThe Inspiration Support consists of two parts:\n\nThe first one grants you an inspiration charge when you spend mana with a skill supported by it, up to 5 charges. This doesn't matter what type of skill you use - be it an attack, spell cast, totems etc.\n\nThis creates a mana counter to **all skills linked to an Inspiration support**, up to 800 at gem level 20.\n\nOnce you use a skill that will increment the mana counter above the threshold, the mana counter is reset to 0 and the charges are removed.\n\nWhat this means is lower mana costs result in higher avarage damage. e.g if it takes 100 mana to cast a skill, the first 5 casts will avarage at 50% of the gem's potential and then the next 3 casts will be at 100% potential, while a 1 mana cost skill will result 795 casts at maximum efficiency after the first 5 casts.\n\nThe gem also has a 115% mana multiplier (relatively low) and 25-34% reduced mana cost of skills, which is additive with other sources of reduced mana costs.\n\nThe second part grants more elemental damage and increased critical strike chance per inspiration charge, and this is where it gets interesting - **inspiration charges are shared between all skills.** It doesn't matter which skill created the charges, each skill linked to this support will benefit from the charges **even if it doesn't use mana**.\n\nSo why this is interesting?\n\nTwo builds that immidietly came to my mind:\n\n1. CoC: Attacks usually cost much less than spells, especially Cyclone, resulting in higher efficiency. In addition the gem will support both the attack and spell(s), and grant the attack skill a much needed critical strike chance to help proc spell casts.\n2. Autobombers: Since heralds only scale off of elemental damage (and not spell damage) and also crit, this gem fits perfectly in this setup. Using shield charge is very common in these builds and has very low cost which makes maintaing charges easy. (havn't actually played an autobomber before, so correct me if I'm wrong here)\n\nWhile this gem doesn't have the highest multiplier numbers (40% more at level 20 and 5 charges), it's important to note that the downside of this gem is easly managable (generating and maintaing charges) while other gems come at a steep cost such as crit chance reduction or being unable to inflict elemental ailments. It is also a more **elemental** damage multiplier, which is harder to come by.\n\nOverall I think this gem is really good, although unlike it's main purpose I think it mostly benefit skills which already have a low mana cost (channeling etc.) and have some nice synergies with certain builds.\n\n/End Wall of Text.\n\n**TL;DR** Inspiration Support works well with CoC and Autobomber builds. Inspiration charges are shared between all skills.",
    "url": "https://www.reddit.com/r/pathofexile/comments/d4hxpa/inspiration_support_gem_has_some_interesting/"
  },
  "comments": [
    {
      "body": "I use it in my ignite flameblast build. Its available as a 7th Link for free in a staff and it works most effectively with a channeling skill because you have 100% up time since:\n\n1. channeling skills do not consume that much mana and\n2. channeling skills have very high cast speeds so you get max stacks all most instantly.\n\nThis alone makes staves one of the best weapons for spellcasters for DPS.\n\nOnly caveat is that it doesn't work with EB or BM",
      "replies": [
        {
          "body": "Which staff is that? Is it available as a shaper/elder mod or are you talking about a unique?",
          "replies": [
            {
              "body": "Elder prefix",
              "replies": [
                {
                  "body": "My build just became a lot more interesting, thanks."
                }
              ]
            },
            {
              "body": "As an elder mod, sorry if i wasn't clear on that"
            }
          ]
        },
        {
          "body": "Is ignite reliable DPS for clearing?",
          "replies": [
            {
              "body": "Ignite prolif basically means your damage is n times lucky for packs, as only the largest ignite prolif source takes effect. n being the amount of mobs hit by the skill that were ignited and are overlapping in aoe.",
              "replies": [
                {
                  "body": "Yup! Plus ignite prolif also prolif after death so anything that enters the aoe also burns. Radius is 21 with 185 Inc aoe so that's 55 radius of burning doom"
                }
              ]
            },
            {
              "body": "I'm running an ignite prolif flameblast cheiftan with the searing touch and it's very fast for clearing.  You only need to charge up a single stack of flameblast stack and prolif does the rest so it's .1-.2 seconds cast to clear a pack.\n\nOnce you get to higher tier (14+) maps, it can still clear off that but I charge upto about 4-5 stacks for more reliable kills so they due faster and don't gib me while I'm waiting for them to burn down.  No need to get to 10 stacks in normal trash clearing.\n\nA+ for lots of damage on a budget.  Even better with vaal flameblast to burst down bosses without even needing to charge flameblast up to 10 stacks.  I most commonly will charge up to 10 on blights so that the corpses proliferate the ignite lots of damage in a large area so it keeps a lane or two clear (9 second ignites are nice) for the duration of the ignite.",
              "replies": [
                {
                  "body": "Searing touch is an amazing weapon, only second to rare crafted staff"
                }
              ]
            },
            {
              "body": "Of course! I have 2m ignite shaper dps. One flameblast needed for elder/shaper for each phase in the uber elder fight. Packs don't stand a chance!"
            }
          ]
        },
        {
          "body": "I love Flameblast but always struggle to make it feel as good as other skills and defensively. Do you mind giving some tips or linking your setup?",
          "replies": [
            {
              "body": "I have a build guide for 3.8 https://www.pathofexile.com/forum/view-thread/2638475",
              "replies": [
                {
                  "body": "Pob link: https://pastebin.com/qFStaMJh",
                  "replies": [
                    {
                      "body": "Thanks so much! Also, is Inspiration Support working on PoB now?",
                      "replies": [
                        {
                          "body": "Yeap it is"
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Will inspiration charges work with skills such as righteous fire? That's a decent multiplier you can use with it...",
      "replies": [
        {
          "body": "Literally using 3 different inspiration setups on my RF character atm.\n\nMy Shield charge, RF and SR all have it linked.",
          "replies": [
            {
              "body": "i got sad because you cant use it on minions apparently, even though it doesnt specify T.T",
              "replies": [
                {
                  "body": "That's because they don't use mana to generate charges I think, so it wouldn't increase their damage anyway :(",
                  "replies": [
                    {
                      "body": "Spectres do use mana. A good example are the host/Carnage chieftains. They have very little mana, and end up running out when they warcry. However if you use blood magic on them, they can use it repeatedly without an issue.",
                      "replies": [
                        {
                          "body": "thought that got changed? i knew it used to be a thing, the blood magic apes",
                          "replies": [
                            {
                              "body": "No what got changed is they added a cooldown on the shout, so even with blood magic, they only shout every ~4secs or whatever. But without it, they run out of mana after like 3 buffs, and then it's like 25secs between charges(even with maxed clarity, the current one I checked). You really want them on Blood Magic still for perma charges, even with Essence Glutton it didn't seem to be enough from what I've seen."
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "body": "It sort of makes sense since your minions don't share your inspiration charges. It's like how your minions don't have your frenzy charges, for instance.",
                  "replies": [
                    {
                      "body": "I'm not meaning share, i mean minions that use mana can't gain inspiration charges themselves. Such as mana using spectres."
                    }
                  ]
                },
                {
                  "body": "I got sad because it supported Aspect of the Spider increased its reservation...\n\nI had to recolour my boots and gloves after that lol."
                }
              ]
            }
          ]
        },
        {
          "body": "Yes it will work since it scales elemental damage (havn't tested it but works with searing bond)"
        }
      ]
    },
    {
      "body": "Would [Weave the Arcane](https://pathofexile.gamepedia.com/Weave_the_Arcane) bypass the mana counter?",
      "replies": [
        {
          "body": "If you are refering to the movement skills cost no mana than yes it will not use any mana and therefore will not contribute to the mana counter.\n\nKeep in mind though that the charges have a duration so you'll have to refresh them every so often..",
          "replies": [
            {
              "body": "What's the duration? The gem doesn't say anything about it.",
              "replies": [
                {
                  "body": "Inspiration charges last 10 seconds, stacking to 5. 12 seconds with a 20% quality inspiration support.\n\nLike other charges, gaining a charge resets the duration counter."
                },
                {
                  "body": "All types of buff charges last 10 seconds by default, unless they say otherwise."
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "I added the information from this post and some bits from comments to the wiki.\n\nhttps://pathofexile.gamepedia.com/Inspiration_Support",
      "replies": [
        {
          "body": "Cool, good idea"
        }
      ]
    },
    {
      "body": "Thanks for an interesting concept! Ill definitely check it out :)"
    },
    {
      "body": "It's really good for ignite builds because it scales the hit and the burn.  I've had really good success using it with brands, as brand recall can keep the charges up really easily."
    },
    {
      "body": "It has basically 100% uptime on mines."
    },
    {
      "body": "It's a must on any mine build and it can be proced with mines even if your playing MoM EB which is supper nice",
      "replies": [
        {
          "body": "Is that because mines reserve mana?\n\nHmm that's actualy wierd but cool :D\n\ndoes the mana counter reset?\n\nEDIT: Well I guess mana reservation first drain the specified amount of mana and then reserve it so it makes sense"
        },
        {
          "body": "How is it a must on any mine build? Maybe if your specific aura setup requires you to run it and reduce the mana cost enough to fit in max mine placement, but I played my miner to 94 just fine without it and there's better damage supports.",
          "replies": [
            {
              "body": "[deleted]",
              "replies": [
                {
                  "body": "interesing setup. \n\nare you able to maintain max mines using swift assembly ?\n\nI am running deadeye verison with tremor rod \n\nicicle+minefields +charge mine + cold pen +added cold +trap and mines."
                },
                {
                  "body": "You can run Ele Focus, just go Skitterbots, they'll chill and shock so your ascendancy bonuses can proc.\n\n​\n\nI just had to get some fire dmg to spells on a jewel so my OoS can do the ignite (for the crit multi) but I mostly only have to cast it on bosses."
                },
                {
                  "body": "It's not always up though, in reality you are going to be losing charges and going back down to 0% dps on that link, then 8% more, then 16% more, etc. Mines burn through a lot of mana and cause you to drop it frequently, at least I would imagine since I haven't used that support at level 20. But since I'm going to be using an enduring mana flask regardless of inspiration being linked or not, I'll stick with hypothermia since I believe it's real DPS is still going to be higher. It's also got chill effect which is nice.",
                  "replies": [
                    {
                      "body": "Just so you know, each mine you throw gives a charge. So if you have minefield in your link, you get all 5 charges from 1 throw. Not to mention you get around 35 throws (5 mines each with minefield) before the charges reset."
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Brand builds can utilize this pretty well. Link it to your brand, brand recall and movement skill."
    },
    {
      "body": "This gem is great with the new mine skills because the low cost."
    },
    {
      "body": "It's amazing while levelling a spell build and also amazing on a Winter Orb with Ice Spear unleash. Keeps the mana costs low so I can reserve 90% mana and never run into mana issues as long as you grab the hybrid life and mana nodes in witch and the hybrid mana regen and life nodes next to MoM."
    },
    {
      "body": "Channeling spells (DI, Incinerate, Worb) also could maintain high uptime on Inspiration. But, 5 charges X \"8% more\" is 40% more damage. There is so much more multiplier gems nowadays (typically in 40-59% range), Inspiration is just hard to fit in a generic build. :(",
      "replies": [
        {
          "body": "You are correct, however Spell support gems usually have lower numbers (39-49% area) and also it's important to remember that almost all More multiplier support gems comes with a downside\n\nElemental Focus - cannot inflict Elemental Ailments\n\nControlled Destruction - 100% reduced Critical Strike Chance\n\netc.\n\nWhile Inspiration grants both More elemental damage (which is less common than the rest) and critical strike chance, with the downside of maintaining mana and charges.\n\nIf you compare Inspiration to Controlled destruction you get 4% More damage (10% more than 40%) at the cost of -150% crit chance.",
          "replies": [
            {
              "body": "> If you compare Inspiration to Controlled destruction you get 4% More damage (10% more than 40%)\n\nYou get a 1.44 damage multiplier instead of a 1.40 damage multiplier. It's only 2.8% more.",
              "replies": [
                {
                  "body": "Yeah you're right lol my bad"
                }
              ]
            }
          ]
        },
        {
          "body": "It also makes the skill cost a lot less mana. It was called Reduced Mana Support before this league"
        }
      ]
    },
    {
      "body": "I'm at work.\n\nTest it's interaction with Summon minion. \n\nSomething like after raised 4 Zombies socket Inspiration with Raise Zombie, then raise the remaining 5+ zombies.\n\nWill this permanently increases Raise Zombie's elemental damage?",
      "replies": [
        {
          "body": "Since it's the charges that grant the damage, I'm pretty sure since the minions don't use mana and therefore can't get charges, they don't get the damage"
        },
        {
          "body": "Inspiration charges, like other charges, have duration, so that wouldnt work",
          "replies": [
            {
              "body": "No intent to critique your post. But the gem itself doesn't specific a duration. Now you're making a thread about it's mechanic and don't clarify this point. This is a big ignorance."
            }
          ]
        }
      ]
    },
    {
      "body": "so skills not supported by it still grants charges?",
      "replies": [
        {
          "body": "Nope, I tried to make it as clear as I could - only supported skills that uses mana will generate charges and benefit from them"
        }
      ]
    },
    {
      "body": "If the inspiration charges work with all other skills not supported by the inspiration support gem, then I looks like a bug, since the text in the gem states that only supported skills should benefit from it.\n\nI wonder if the current behavior was the intended one. Maybe somebody from GGG could confirm?",
      "replies": [
        {
          "body": "**Only supported skills benefit from it**. It's just the way it works with charges (you actually have divine like charges around you, like other charges)\n\nThe gem supply a way to generate them, max amount of charges and a conditional buff, similar to Percursor's Emblem rings\n\nEDIT: I'm certain this kind of benefit wasn't intended initially, but might not be a big enough offender to promote a nerf.",
          "replies": [
            {
              "body": "Ah, ok, my bad. From your post I understood that  inspiration charges are shared between all skills, including the ones not linked to it.",
              "replies": [
                {
                  "body": "Technically speaking the charges are on your character so in essence they affect everything, just that they do nothing on their own"
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}