­

The Healthy Gamer

  • Fitness and Nutrition Guides
    • Health
    • Fitness
    • Nutrition
  • Free NASM Study Guide
  • Supplement Guide
    • General Health Supplements
    • Supplements for Energy
    • Best Muscle Building Supplements 2013
  • Blog
  • Contact

February 22, 2013 By Jack Jones 7 Comments

Path of Exile Shadow Ethereal Knives Low Life Build – THE SCORPION


Looking for a high AOE DPS build for your shadow? This Ethereal Knives shadow uses a combination of unique items and support gems to turn himself into a low-life killing machine. You’ll find yourself screaming “GET OVER HERE” as you eviscerate enemies with your fan of throwing knives. This build was submitted by “Dr. Bubbles” and is the first build featured in the Battle of the Builds contest.

Love Path of Exile? Subscribe to my Youtube channel for more PoE content by clicking here.

"GET OVER HERE!"
“GET OVER HERE!”

Theorycrafting the Shadow Ethereal Knives Build

Ethereal Knives is a spell skill, thus it is unaffected by the wrath and anger auras which greatly increase the damage of attack skills. And since Ethereal Knives deals its damage as physical damage it is also unaffected by +elemental damage passives.

Therefore in order to optimize the damage of the build we will pick up the pain attunement keystone passive. Pain attunement is a keystone that increases your spell damage by 30% when you are low on life. The low life condition is applied to your character whenever your hitpoint drops below 35%.

Redbeak Path of ExileIn addition to pain attunement the unique sword Redbeak is vital to increasing the damage output of this Shadow. By keeping our life below 35% we gain the 100% increased damage bonus from Redbeak. 100%! Yeah, that makes my man parts tingle.

Honourhome Chainmail Coif Path of ExileThe unique chain coif Honourhome also has great bonuses when you are low on life. This helm will give your character +40% to all elemental resists and a -20% mana cost on all spells while low on life(except for auras).

Another useful unique are Wondertrap boots. These boots grant +100% item quality while you are low on life, and since this build calls for you being low on life 24/7 you will get +100% item quality from ONE item. Amazing. These boots should be used while farming and swapped out for boots with high energy shield when facing more difficult encounters.

Wondertrap Velvet Slippers Path of Exile

Hrimsorrow Goathide Gloves Path of ExileAnd finally we will use Hrimsorrow gloves. These gloves convert 25% of physical damage to cold damage. Because the build has a 20% crit chance and attacks very fast this allows you to freeze enemies often, greatly reducing the amount of incoming damage that you and your party takes.

Using all of these unique items does reduce the build’s survivability because you are losing a high amount of energy shield. Wearing rares with high + energy shield would make the build much more defensive thus you should keep an eye out for these types of items as you level.

Congratulations, You are a Low Life!

To achieve the “low life” status your HP must fall below 35%. This is achieved through running the aura hatred with the support gem blood magic leveled up to level 11. Using blood magic on hatred increases the mana reserved to 65%, and that blood magic support gem then changes the mana reserved into health reserved, thus putting you below 35% hp at all times, letting you receive the benefit of all of these “low life” bonuses from skills and items.

Skills and Support Gems

Bear Trap – High single target DPS and also causes immobilization. At level 55 Dr. Bubbles does 6,300 DPS with his Bear Trap. This skill is unsupported with any gems.

Ethereal Knives – AOE fan of knives. Socketed in a 5 link with support gems: increased critical strikes, increased critical damage, faster casting, and faster projectiles. Dr. Bubbles has tried experimenting with Chain on Ethereal Knives but found that mana costs too prohibitive especially since Ethereal Knives already has ten projectiles by default.

Hatred – with the support gem blood magic leveled up to level 11(level blood magic to 11)

Haste – increases your attack speed, cast speed, and movement speed. Fantastic for farming. Support gem information to come.

Equipment

We’ve already touched on many of the equipment that really make this build effective. This would make a really good twink character as the uniques all have low level requirements, especially since you can get the Redbeak sword with 15 points by participating in the hardcore race events.

Focus on energy shield as your primary defensive stat. +Life is useless for this shadow. Build up your resists- especially chaos resist because your health pool is so low and energy shield does not stop chaos damage. Look for increased cast speed on items as well to increase your DPS.

For farming wear gear that gives +item rarity and +item quantity. Dr. Bubbles says he is farming The Ledge with this loadout until level 70.

The Build

Link to the build – Updates to this will come as I get them from Dr. Bubbles

Plan to pick up energy shield and crit chance as you level beyond these points.

I hope you enjoyed this first installment of the Battle of the Builds. Check here for more builds featured in the battle, and let me know in the comments what sorts of builds you would like to see in the future!

Filed Under: Battle of the Builds - Path of Exile, Featured, Path of Exile, Path of Exile Builds

February 21, 2013 By Jack Jones 3 Comments

Snowpocalypse At Home Bodyweight Workout


Snowed in. No work. No school. No excuses! This is the perfect opportunity to burn fat and improve your cardiovascular and muscular endurance.

The Snowpocalypse Workout

Complete the exercises back to back with as little rest in between sets as possible(you shouldn’t need any rest between each set if you’re in good shape). The circuit is designed to induce hypertrophy in your chest, triceps, biceps, back, lats, and delts.

Circuit:

  • Pushups x 20
  • V-Crunches x 12
  • Pullups x 8
  • Arnold Press with 30lbs x 12
  • OPTIONAL: Bodyweight Squats x 25

Rest as little between sets as possible. Repeat for 20 minutes. Video coming 2/22.

Filed Under: Featured, Fitness

February 21, 2013 By Jack Jones 0 Comments

Path of Exile Season One Race Events and Rewards

As if Path of Exile weren’t already addictive enough, Grinding Gear Games has just announced what is possibly the most brilliant idea in the history of all video games, ever! Hardcore race events!

What is a Race Event?

Despite the national-socialist esque title a race event actually has nothing to do with your ethnicity. It is a in-game event that runs for pre-determined periods of time scheduled in advance by GGG. These events feature their own special league- rather than creating a character in default or hardcore you will instead create your character in the special race league. In this league you will not have access to any of your loot from hardcore or default and thus everyone start on an equal footing when the race begins. Races can last from an hour to a week or more and players earn various rewards for accomplishments during these races. Link to the schedule for season one.

What Rewards will I get?

Rewards are varied and based upon your performance in the race. Let’s take the first race of the season, which is a one-hour solo race. This means that you will have one hour to progress as far as you can in the game with a single character and your rewards will be based upon how your performance stacks up against the rest of those competing during this race. Link that explains the first race event in detail.

Top Prizes: The overall top player by experience will receive 3 Reward Points. The top 20 players of each class by experience will receive:

  • #1 player of each class: Demigod’s Triumph (Unique Golden Wreath) and 10 Reward Points
  • #2 player of each class: 6 Reward Points
  • #3 player of each class: 5 Reward Points
  • #4 player of each class: 4 Reward Points
  • #5 player of each class: 3 Reward Points
  • #6-10 player of each class: 2 Reward Points
  • #11-20 player of each class: 1 Reward Point

Prizes for reaching specific levels and staying alive:

  • Level 19: 7 Reward Points
  • Level 17-18: 6 Reward Points
  • Level 16: 5 Reward Points
  • Level 15: 4 Reward Points
  • Level 13-14: 3 Reward Points

Quest Prizes: The first player to complete each of these quests wins the prize listed.

  • Normal difficulty Hillock (Twilight Strand): 2 Reward Points
  • Normal difficulty Medicine Chest (Tidal Island): 2 Reward Points
  • Normal difficulty Fairgraves (Ship Graveyard): 2 Reward Points
  • Normal difficulty Deep Dweller (Flooded Depths): 2 Reward Points
  • Cruel difficulty Hillock (Twilight Strand): 2 Reward Points
  • Cruel difficulty Medicine Chest (Tidal Island): 2 Reward Points
  • Cruel difficulty Fairgraves (Ship Graveyard): 2 Reward Points
  • Cruel difficulty Deep Dweller (Flooded Depths): 2 Reward Points

Full-clear Prizes: The first player to kill all of the monsters in any of the following areas will receive:

  • Normal difficulty Fetid Pool: 2 Reward Points
  • Normal difficulty Old Fields Cave: 2 Reward Points
  • Normal difficulty Dread Thicket: 2 Reward Points
  • Normal difficulty Catacombs: 2 Reward Points
  • Cruel difficulty Fetid Pool: 2 Reward Points
  • Cruel difficulty Old Fields Cave: 2 Reward Points
  • Cruel difficulty Dread Thicket: 2 Reward Points
  • Cruel difficulty Catacombs: 2 Reward Points

What are Reward Points?

Reward points are cumulative points that add up as you complete race events during the season. You’ll notice from the calendar page that most events only last one to three hours so it can be quite easy to rack up reward points without having to pour your whole life into the game. This page displays the kinds of rewards you will get for reaching certain reward point thresholds. As you accumulate reward points you gain more loot.

Reward Points
With 15 reward points you get a sweet sword.

Different styles of Leagues

In addition to solo, party, and turbo leagues, Grinding Gear Games says they are planning to introduce leagues with “other interesting twists.” Like burning ground or blood magic leagues. I imagine they will also implement their cutthroat league from closed-beta, a league where every game was public and you could join any game you liked to slaughter the other players and take all of their loot. Yes, it’s totally natural to be erect right now.

What happens to my character if I die/when the league ends?

Your character will be moved to the appropriate “parent” league if you die. You will also be moved to the appropriate “parent” league once the race you’re participating in ends. So if you got a hardcore character up to level 15 in a one-hour race, he would be moved to the regular hardcore league after that race ended and you could continue to play him if you so desired.

Filed Under: Featured, Path of Exile

February 16, 2013 By Jack Jones 0 Comments

Path of Exile Mechanics Guide – Combat, Damage Mitigation, and Elemental Damage

Combat

Dual wielding

Dual wielding(having a one-handed weapon in your primary and offhand) grants a +10% increased attack speed bonus and grants +15% increased chance to block. The attack speed bonus is applied manipulatively and not additive. Skills will alternate between using the primary and off-hand weapons to calculate their damage output- unless the skill specifically specifies that it attacks with both weapons at once(Cleave and Dual Strike).

How hit and damage are calculated

These are the steps that determine whether an attack is a hit or a miss and how much damage is dealt if that attack lands:

  • First the game calculates whether the enemy will avoid the hit. The enemy’s chance to evade comes into play and your own accuracy comes into play. 
  • Second the game checks to see whether the damage will be avoided by rolling to see whether the damage is blocked.
  • Third the game checks to see if the damage is mitigated by applying physical resistance and damage reduction(from armor).
  • After all three of those checks have been made the game then calculates how much damage you take. Non-chaos damage is removed from energy shield until the ES is empty and then removed from life. Chaos damage bypasses your energy shield and directly reduces your life.

Stuns

In Path of Exile ANY TIME a player or mob takes damage they have a chance to be stunned. Stun duration is also shorter than stuns in other games, the default stun lasts 350ms. A stun interrupts what a character is doing and plays a brief stun animation. Stun duration can be modified with stats such as increased block and stun recovery, increased stun duration, and similar modifiers.

The chance to stun and be stunned is determinant on the amount of damage dealt in relation to the max health of the target. So the more damage you can deal in relation to the max health of a mob the more likely they will be stunned. Similarly the more damage mobs deal to you in relation to your max health the more likely you will be stunned. There are also specific skills that cause the stun effect, like shield charge.

Accuracy

Accuracy is checked against the target’s evasion to determine whether an attack lands of misses. Chance to hit can not drop below 5% or increase beyond 95%(unless you take the keystone resolute technique)

Evasion

Evading an attack prevents all harmful damage and effects of that attack(such as freezing, burning, etc.). Only attack skills can be evaded. Spell skills cannot be evaded.

Evasion also is used to calculate whether or not you take a critical strike. If an incoming critical attack succeeds in bypassing your evasion to land, a second independent roll is then initiated to determine whether you can evade the critical portion of the attack. If that roll succeeds you will only take damage as if the critical attack were a normal attack. And again critical strikes from spell skills can’t be avoided via evasion.

Path of Exile’s evasion system is not fully random. Here’s an explanation from Mark of Grinding Gear Games:

Each entity in the world contains an ‘evasion entropy’ value, between 1 and 100. The higher this value is, the more likely they are to be hit by the next attack. The initial value is random.

Every time something attacks you, they calculate their chance to hit as a percentage. That value is added to your evasion entropy. If the result exceeds 100, you’re hit, and 100 is subtracted from the value. If the value hasn’t reached 100, you’re not hit.

Before anyone starts clamouring that they’re not getting their actual chance to hit/evade, let’s examine this mechanic in a bit more detail. Take the simple example of 100% chance to hit. Since you always add 100 to the entropy, it’ll always exceed 100, and thus always hit, which is correct. The case of 0% chance to hit can similarly be trivially shown to be correct.

So let’s look at 50% chance to hit. Since the initial value is random from 1-100, there’s a 50% chance that the initial entropy value is higher than 50%, in which case adding the 50 from chance to hit will exceed 100 and thus hit, and a 50% chance the value is 50% or less, in which case adding 50 will not exceed 100, and thus not hit. So the first hit has a 50% chance to hit, as it should.

The second hit also has a 50% chance to hit, but will never hit if the first one does – provided you’re only getting hit by things with 50% chance to hit you, you’ll evade every second attack, and be hit by the others.

Let’s say the initial entropy was 42. The first hit increases this to 92, and misses. The second raises it to 142, hitting, and then subtracts 100 from the value, leaving it back at 42.

I’ll leave other percentages as an exercise for the reader, but they all work out – if an attack has 25% chance to hit you, every fourth attack will hit, and so on.

The system is designed to reduce spike damage. So players relying on evasion for damage mitigation won’t see a string of 10 misses and then 5 hits that kill them instantly because that’s what the random number generator decided to do.

Blocking

A successful block prevents all damage and other harmful effects from the attack. Only attack skills can be blocked unless you take the passive skill points which allow for spell block. Chance to block is capped at 75%.

When attacks are blocked the game calculates whether the damage of the attack would have caused a stun. If it would have caused a stun then a brief blocking animation is played interrupting your other actions. If it wouldn’t have caused a stun you just don’t take the damage and no animation is played.

Armor and damage mitigation

Armor effects physical damage taken. Elemental damage and damage over time effects are not effected by your damage reduction value.

The amount of damage reduction is capped at 90%. The formula for reduction is: damage reduction = armor / (armor + 12 * damage)

So armor is more effective in its ability to reduce percent of damage taken for mobs which deal less damage per hit than for mobs who deal more damage per hit.

Energy Shield

As long as your energy shield is greater than zero then you have a natural 50% stun avoidance.

When you take damage the damage is subtracted from energy shield until it reaches zero before it effects your hit points. Chaos damage completely ignores energy shield and directly effects your hit points. Energy shield naturally recharges if you don’t take damage for six seconds. Increased energy shield cooldown recovery modifiers from passive skills reduce this recharge delay. A 100% increase in increased energy shield recovery would decrease the recharge time from six seconds to three seconds.

Critical Strikes

Critical strikes are determined on a per action basis. That means if you use a skill like cleave and hit five monsters at once, you will roll once for that attack. If it lands on a critical all five monsters you hit will receive a critical strike damage.

Characters start with a base modifier of 150% damage to their critical strikes. The multiplier can be increased via skills and items. Your critical strike chance cannot drop below 5% or exceed 95%.

Elemental Damage

Fire – Critical strikes landed by fire attacks cause the burning effect. Burning causes damage over time. Humanoids will flee when they are under the effect of burning. The amount of damage done by the burning is 1/3rd of the total fire damage dealt by the initial attack every second. Multiple stacks of burning can be active at the same time, however the damage from them does not stack, so only the highest-damage burning effect that is on the mob will deal damage.

Cold – Hitting mobs with cold attacks cause the effect of chilled. Chilled enemies move, attack, and cast 30% slower. Critical hits with cold damage cause the effect of Frozen. Frozen enemies cannot perform any action except to drink a flask.

Lightning – Critical strikes with lightning damage cause the enemy to become shocked. The shocked effect can stack up to three times. Under the effect of shock players and enemies take 40% additional damage for a maximum of 120% additional damage with three stacks of shock.

Chaos – Chaos damage ignores energy shield and reduces life directly. It is not considered elemental damage(but I threw it in this section anyway, deal with it!)

Burning, chilled, frozen, and shocked are known as status ailments. The duration of these status ailments scale with the amount of damage dealt:

Shocked: 276ms per 1% of max life dealt as lightning damage

Chilled: 138ms per 1% of max life dealt as cold damage

Frozen: 100ms per 1% of max life dealt as cold damage

If the duration of a status ailment is less than 300ms then it is ignored completely- the effect is not applied to the target.

Charges

Certain skills grant charges. These are the little red, green, and blue bubbles you see floating around players. Each charge lasts a short duration before its effect ends, and gaining more charges resets the duration for all of the charges effecting the player.

Endurance charges(red) grant +5% physical damage reduction and +5% elemental resistances per charge.

Frenzy charges(green) grant +5% attack speed and +5% cast speed per charge.

Power charges(blue) grant +50% critical strike chance per charge.

The maximum number of charges can be increased through the passive skill tree and certain skills, like flicker strike, consume a charge when cast.

Filed Under: Featured, Path of Exile Tagged With: combat, damage mitigation, elemental damage, path of exile mechanics guide

February 15, 2013 By Jack Jones 0 Comments

Ninja Simulator 2013 – Path of Exile Farming Guide

Want to know the secrets to farming the best gear in Path of Exile? Then you need to watch this video!

Filed Under: Featured, Path of Exile

  • « Previous Page
  • 1
  • …
  • 12
  • 13
  • 14
  • 15
  • 16
  • …
  • 36
  • Next Page »

Want to travel and have adventures for a living?

In 2016 I spent 205 days hiking all 2,189 miles of the Appalachian Trail. I haven't had a "real job" since 2015.

In 2018 I will be biking ~4,000 miles and hiking the CDT(2,800 miles). Anyone can create this kind of freedom in their lives.

Follow Your Passions. Find Adventure. Live Frugally. Quit Your 9/5 Job. Follow my adventures by signing up to the e-mail list and learn how to live the life of your dreams.

Copyright © 2015 · All Rights Reserved · The Healthy Gamer

Copyright © 2025 · Log in Google