Over 100 Transfigured gems are announced in Path of Exile 3.23 Affliction League. Are you figuring our which is the best Transfigured gems in PoE 3.23? Read our PoE 3.23 Transfigured skill gem tier list, we ranked the best gems for Affliction League! We’re not going to talk about every gem, only the specific one.
PoE 3.23 Best Transfigured Gem - Path of Exile Transfigured Gems Tier List
The Threshold Jewels, Labyrinth Helmet Enchantments, and Alternate Quality Gems are all replaced with new Transfigured Gems in the Path of Exilke Affliction League 3.23. Transfigured Gems are associated with Active Skills and are more about altered functionality than they are about passive benefits. Skill Gems may be added to the Font and altered in several ways. A gem can also be enhanced with Experience, or it can become an exceptional gem. Next, let's check the PoE 3.23 Transfigured gems ranking, and see what's the best Transfigured gems in the Affliction.
S-Tier
Smite of Divine Judgment
This adds Ancestral Call intrinsically which was usually supported anyway. This frees up that gem slot for more damage. For clearing having the extra ancestral hits helps offset the lower base area. However, regular Smite may still pull ahead for single target due to added damage from auras it can benefit from.
Wild Strike of Extremes
Inverting enemy resistances is a huge damage boost if you can offset the strong triplet of costs. Trickster or Raider could help via sustain and mitigation. Going full damage with Shaper of Storms, Wind Dancer etc while avoiding over-mitigation could yield big critical hits. Will require careful balancing but has high ceiling.
Spectral Shield Throw of Shattering
Provides an alternative for evasion/cold damage builds rather than block/physical. Scaling the flat cold damage with items/tree could dish out good hit damage alongside potential for chaining/forking secondary projectiles. Movement-focused raider is an obvious choice but also Champion for taunt/intimidate could capitalize on frequent shields throws and crits. As with any chaining skill, density and mob types matter a lot.
Animate Weapon of Ranged Arms
Allows ranged weapons to attack. Could enable new build styles focused on bow/wand bonuses. Potential synergies with Corpse Pact unique claws that spawn weapons. Self-reflection adding your own weapons opens more options.
Molten Strike of the Zenith
Extra projectiles and huge damage multiplier make for insane peak damage. Might be broken given downside is two-handers only. Expect crazy showcases.
Glacial Cascade of the Fissure
Provides better coverage for clearing but weaker single target burst than the main skill. Could see use for certain build types/mappings but not a direct upgrade overall.
A-Tier
Lacerate of Butchering
Enables two-handed Lacerate without stances for less button presses. Could go bleeding Gladiator scaling phys/bleed or armor stacking Chieftain for fire conversion. Less attack speed but good AoE on bleeds and range help offset that.
Lightning Trap of Sparking
Essentially Spark in trap form. Could scale projectiles/chains for mapping then swap to regular trap for bosses. Deadeye very strong here for Pierce/chain scaling as well as Wind Dancer/Avatar of Chase. Trickster also great for survivability and scaling DoT traps.
Skeletons of Archers
Opens up an alternative playstyle focusing on ranged physical damage rather than spells. Could combine minion damage, projectiles and generic physical scaling to empower the archers. New Threshold Jewel may further boost this. Would need good sustain against ranged damage taken.
Exsanguinate of Transmission
Longer degen enables builds scaling duration. Could synergize well with mistress of sacrifice for example to buff both hits and DoT. With Corrupting Fever also interested to see Glad or Champion using bleed/phys DoT.
Summon Flame Golem of the Meteor
Has potential for an interesting playstyle summoning just one but repeatedly using its meteor drop ability via low cooldown. Could scale the meteor hit damage while also keeping up-time on burning DOT. Golemancer builds abusing the new Mastery could capitalize on repeat meteor DPS.
Scorching Ray of Imulsion
Could enable RF builds again by scaling stages instead of DoT. Trickster or Jugg good contenders with regen/mitigation respectively to offset degen. Interested to see how it compares numerically to regular RF.
Soulrend of Reaping
Focuses on hits instead of DOT. Without DOT scaling, crit or added damage becomes more important. Could be good for a crit spellcaster using skills like Spellblade to boost hit damage. Trickster is an obvious choice to maximize hits and leech.
Summon Reaper of Revenants
Allows multiple reapers which could multiply damage through hits/bleds if they focus the same target. Movement speed helps offset Reaper's weakness to clear. Still needs single target focus like Smite but enables some new options with sacrifice of weaker individual damage.
Explosive Concoction of Destruction
The boosted critical strike chance makes this an easy skill to scale damage with even on basic gear. The increased crit should allow the explosive concoction to be a very strong league start option. However, aiming the skill with GMP/Volley may still feel clunky to some.
Ice Spear of Splitting
Provides excellent coverage for clearing maps that the single-target focused main skill lacks. Good complementary alternative option.
Lightning Conduit of the Heavens
Easier entry point than main skill as shock is not required, lowering gear/passive investment. But damage ceiling may be lower long-term without shock scaling. Could be great for cast on crit.
Summon Zombie of Slamming
This PoE 3.23 Affliction League gem could enable minion instability builds due to zombies constantly slamming in melee. If the cooldown is short enough for near-permanent slams, combined with tools to consistently refill their life, could potentially trigger MI explosions very often for big damage. Numbers would need to back this up though.
B-Tier
Purifying Flame of Revelations
This Path of Exile 3.23 Affliction gem focuses the secondary effect of PF into more damage while requiring enemies to stand in consecrated ground. Could work with self-cast but targeting may be finicky. Could also create large ground effect areas and deal damage that way. Overall power depends on how well you can use the secondary effect.
Pyroclast Mine of Sabotage
This version sacrifices some base damage for a ramping damage style as mines are placed. Each additional mine adds more damage up to a higher cap. This favors builds stacking mine duration/placement speed and explosion damage to take full advantage of the ramp. Managing the increased mana reservation will also be important.
Rage Vortex of Berserking
On the surface it seems similar to regular RV but swaps more damage for a degen effect. However, without being able to compare numbers, it's unclear if the degen will offset the loss of more hits/secondary damage. The radius increase helps clear but balancing rage sustain/generation may be different as well. Would need testing to evaluate.
Armageddon Brand of Recall
Forces brand recall for more damage but lower starting damage. Could work as a mapping brand if you can sustain the recall playstyle. Trickster may help offset the recall drawback.
Lightning Strike of Arcing
Better coverage than Arc but less proj than return support. Potential to scale still high but differing playstyle than existing versions. Needs fine tuning.
Earthquake of Amplification
Has the potential for ailment scaling since the aftershock damage scales with duration. However, it may not feel good to wait for the aftershock damage. Could be good for ignite/poison but playing around the delayed damage may be awkward.
Ethereal Knives of the Massacre
Was buffed to work better with ailments but will still rely heavily on the Nimis support gem to get the full poison potential through the double-dipping mechanic. Without that support, it may not see much play.
Flicker Strike of Power
Good buff that gives power charges for crit stacking without much investment, fitting well for raider/berserker builds traditionally using flicker strike. Power charges also sustain well through regular attacks.
Frostblink of Wintry Blast
Has potential as a replacement for lightning conduit's clearing ability via cast on crit or self-cast. Good damage mods make this promising but playstyle may still feel off compared to other options.
Eye of Winter Finality
Fires projectiles in a spiral when the main projectile ends. This requires properly gauging the distance to maximize hits, otherwise projectiles may fly off in the wrong direction. Could be difficult to control without investment.
Flameblast of Celerity
Stacks faster than base flameblast but loses out on the higher cap and ability to ignite. Could work as an alternative for hit-based mapping playstyle where clearspeed is prioritized over single target.
Lightning Spire Trap of Overloading
Long cooldown nuke with 100% crit - potentially suited for certain setups taking advantage of guaranteed crits. Needs further testing depending on situations.
Flameblast of Contraction
Stacks to huge damage bonus but requires very long channeling to reach it, forcing the player to stand still. Could potentially be used with totems to circumvent that problem. Pros are outweighed by awkward playstyle.
Hexblast of Havoc
Can both damage with hexes without removing them each time. Makes it cast on crit/trigger viable without the normal drawbacks. Self-cast damage potential is still limited but playstyle is opened up.
Icicle Mine of Fanning
Potential upgrade through more critical strike stacking opportunities. Without playing with it, might enable some new build styles for miners.
Lancing Steel of Spraying
Well suited for cast on crit playstyle without the interaction complications of the base version’s Call of Steel functionality. Smoother overall.
Leap Slam of Groundbreaking
Very high damage added as pure attack values. Could make it viable to use as a six-link damage spell for a melee focused character seeking an alternative to default movement skills.
Lightning Tendrils of Eccentricity
High single target if channeling the full duration but also requires standing still for long time. Risk vs reward playstyle not for everyone.
Lightning Tendrils of Escalation
Brings faster ramp up damage for clearing over time versus damage spike of main skill. Good mobility alternative.
Mirror Arrow of Bombarding Clones
Keeps minions attacking for 20 seconds. On paper large boost in damage potential from copies. Needs testing.
Mirror Arrow of Prismatic Clones
Same as above but for elemental hit playstyle. Variant options for existing build archetypes.
C-Tier
Glacial Hammer of Shattering
Guaranteed crit every three strikes is extremely strong as it removes the need for crit chance investment normally required for skills like this to feel good. Big buff to making the skill viable.
Ground Slam of Earthshaking
Brings more area of effect at the cost of single target damage, making it a candidate for swapping in for clearspeed focused portions of gameplay.
Infernal Blow of Immolation
More single-target focused than the primary option through its detonation method. Could see swapping between both versions depending on context.
Hexblast of Contradiction
Hard to consistently benefit from the inverse resistance mechanic. May require carefully applied elemental weakness curse but could see use with specific pairing.
Explosive Trap of Shrapnel
Has weaker single-target damage than the basic trap due to the larger secondary radius making overlap of explosions less consistent. This reduces the peak potential damage but could still work fine for general mapping.
Flame Surge of Combusting
Allows igniting with the skill itself but can only create burning ground once per second, limiting its ability to spread ignites around quickly. The periodic burning damage from ground may not be significant.
Holy Flame Totem of Ire
Changes the shape of the flame from cone to beam. Slight cast/damage improvements but maintains similar performance otherwise.
Ice Nova of Deep Freeze
Mostly focused on freezing enemies rather than damage output. Lacks meaningful damage increases from main skill. More of a defensive option.
Lightning Spire Trap of Zapping
Good for clearing without cooldown but lower damage values than alternatives. Throw speed becomes more important to maximize number hits.
D-Tier
Animated Guardian of Smiting
The problem with Animated Guardian of Smiting, it does not give the Smite Aura. This means the enemy guardian will only be doing extra damage and there's only one build where you would care about the damage output of the enemy guardian which would be the Chains of Command build. The problem with that is that the Chains of Command build has a large number of animate weapons created by the animate guardian's weapon. They will do most of your damage and most of your killing blows which means that we're going to use grave bind. Now the damage output of the enemy Guardian is completely irrelevant and this gem is completely irrelevant which is kind of sad because it looked really cool.
Absolution of Inspiring
The inspiring versions of PoE 3.23 Transfigured gems increase and reduce dominion damage also applies to this skill damage at 250% of their value. When you cast a skill, not your minions, you will be able to do a significant amount more damage and you can also combine this with something like Spiritual Aid to do even more damage. However, neither of these abilities doesn’t care how much damage we are dealing with. All we're doing is triggering the actual summoning to get the minions out. With these skills gems, having a drawback for you doing so much more damage is to cut down on the number of minions you're summoning. So you're essentially losing a stupid amount of damage for using this. So Absolution goes from three Sentinels down to two which is disastrous, you will never do that.
Dominating Blow of Inspiring
Dominating Blow based on the high dominating blow build. You can go from 160,000 DPS on player damage output to half a million damage output. You have to first lose 8 million damage, we use other minions such as golems, specters and zombies to help you generate the initial killing blow and or writhing jar. When you're hitting a single target boss fight, you only have a 25% chance to summon your normal sentinel versus those fights. So the way you sort this on both Absolution, but most mostly the Dominating Blow is the increasing the amount of hits per second you do so that you can quickly get your minions out. That means you want to have high APS, your damage output has a zero impact and it's completely irrelevant for a build like this to function. Overall, all of them the PoE 3.23 Transfigured skill gems for Minion are irrelevant.
Flame Dash of Return
This version of flame dash repeats the use but forces the player back to their original location. This makes it unusable as an effective movement skill due to canceling out its own distance gain. The damage mods don't compensate for that interference with functionality.
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