Thursday 26 April 2018

PoE Tips For What To Sell At League Start

In Path of Exile, aside from checking prices on poe.trade, what items do you all normally keep an eye out for to sell in the beginning of the league?


Few different routes:

1. If you like dealing with people: carries, in HC kitava pays very well the first few days, Uber lab pays well the first week or two.

2. If you don't like dealing with people from general chat, but have a few friends to play with: storm the atlas and sell maps. Invite each other for completion only, don't map together, and sell excess maps.

3. Solo play: as others have said, sell decently rolled rares, life + res will sell for 5-50c early on depending on the slot and the rolls. Also, keep an eye out for stuff that is generally very common, but very strong for its slot or build enabling. Things like BoR, which after a week is worth one chaos, are worth 50+ at the start. Same goes for things like devotos, piscators, belly, Stark, qotf etc.

4. Flipping. Look for the stuff in number 3 that is under priced, buy it. Also can look for good div cards that can be had during leveling, all kaoms cards, standoff, shavs etc.

When you encounter some problems that you don't understand in the game, please don't panic, you can log in our official website on https://www.u4gm.com/path-of-exile, there are some guides and news related to the Path of Exile for beginners.

Wednesday 18 April 2018

Interesting Path Of Exile Ideas On Maps

Like a unique map. In Path of Exile, the first run, it starts at lvl 68. You defeat the boss. The next time you open the map it will be 69, than 70 than 71. It should count for each character differently, so you have a measure for the strength of each character.

Monsters get stronger and stronger and stronger. The loot doesnt have to be good. The challenge itself is the loot. It could be a unique map, it shouldnt be really rare. Like make seeling any three unique maps and a portal scroll turn into this unqiue map.


I always was wondering why lvl 100 was max. Why wasnt it like after lvl 100 you earn something like challenge level. each level after 100 ALL your maps will get some more challenging mods like "Monsters deal x% more dmg, attack speed, cast speed".

Just so there was a real ladder until the end of each league.

Some players said that it is basically what they don't want to see. They don't want the map to be rewarding, they don't want the map to be Tier 99. And they think many others, create/use/test a build and want to see how far it can go on "normal maps". They don't want to test it on shaper or elder or uber elder, since they can always change my gear and make it work somehow.

Some players don't want to make it super rewarding. They want to test myself and my build in general without buying specific items or skilling specifically.

And some are at a point where they don't really care for money, they just want to log in and map. They don't want to roll maps specifically so that they can have a steady map pool. They don't want to check each time what rolls are on my map. They just want to alch and go.

With a unique map like this I could reach say, maybe map lvl 87 and am not able to kill the boss. I struggle with the "trash" mobs before but it is challenging.

There are so many possibilities to make this interesting and long time entertaining without "omg max uber loot needed": - Layout is always random - only one portal opens to it - have it have more regions, with regions changeing mods - randomise and hide the mods.

Monday 9 April 2018

Path Of Exile Bleed And Ignite Really Need Help

In Path of Exile, Bleed damage as a Duelist is something of a side note that triggers explosions. Even with Pure physical, mirror worthy gear Blade Flurry, it does so little damage compared to your hits it may as well not even exist.

Ignite is worse. Ignite with attacks is literally the worst source of damage in the entire game. Even with 200 passive points and perfect gear I can't produce a build that does more damage with Ignite than with Basic Attack.


When collectors of poe currency cheap with spells, the most important support gems don't effect Ignite damage, which means if you opt to not use them and improve your Ignite damage you lose so much that you can't clear anymore.

Not to mention none of the Ascendencies seem to explicitly help with Ignite in any noticeable way. Chieftain and Elementalist SHOULD have bonuses, but just don't. The only bonuses Chieftain grants to Ignite is "6% increased fire damage per endurance charge" and two small passives.

Elementalist looks like it's big passives should help, but don't provide anything distinctly good besides proliferation and sometimes getting 75% increased elemental damage. Technically the best passive for Ignite on Elementalist is the first Golem notable.

Do we even need to talk about Perfect Agony? The noob trap that doesn't include your base critical damage bonus so it's always an overall downgrade. Critical Strike and Critical Multiplier passives also don't have any Increased Ailment Damage so you literally don't have enough passives for the Keystone to function.

Let's also not forget the number of attack passives that do not effect Ailments. Projectile damage, Melee Physical Damage, Melee Damage, Attack Physical Damage, Area Damage.

I realize Ignite and Poison were so dominant that certain parts of the game had to be balanced around it. But please, set down the Rhoa ooze for a few hours and look at the numbers.

I used to play this game religiously and I'm just so disappointed every time I look at Path of Building. Building a character in this game used to be about coming up with a theme, investing heavily into and having it pay off. Now it just feels like Diablo 3 because every skill is strictly good only one way. What's your opinion? Don't forget poe orbs buy is important for you.

Monday 2 April 2018

PoE: Every Item There Are A Certain Amount Of Modifiers

In Path of Exile, items can be found in various rarities, being imbued with special modifications that grant passive buffs to their wielder. These modifiers can also be crafted with currencies which enchants another modifier to the item or rerolls it.

For every item there are a certain amount of modifiers that can apply to it and the navigational box above links to pages which shows which modifiers can be enchanted on a item. For items there are mainly two types of modifiers.


Implicit and explicit modifiers. The modifiers have a required level associated to them and will only spawn on items with an item level greater than or equal to the modifier's level. A modifier will increase the required level of an item to 80% of the modifier's level if that value is greater than the level requirement for the base item.

1. Implicit modifiers

Implicit modifiers can be changed with currencies such as Blessed Orb and Vaal Orb.

2. Explicit modifiers

Explicit modifiers can be enchanted and rerolled with currencies such as Orb of Transmutation, Divine Orb and Regal Orb. These can be further categorized into prefixes and suffixes. For example, a Long Bow with the Frosted, prefix and the of Impact, suffix would be named Frosted Long Bow of Impact. Rare items have their names randomly generated from a list of rare names and do not follow this system.
  • A magic item may have up to one prefix and one suffix. 
  • A rare may have up to three of each. 
  • A unique items have custom and fixed amount of modifiers.
3. Hybrid modifiers

Some modifiers can have multiple stats, for example Dictator's. These stats are summed together with other identical stats such as Tyrannical, giving the max value of 248% increased Physical Damage.

Since the mods are summed together it makes it difficult to tell with certainty if a modifier line is a pure, hybrid or a sum of both. Be aware of which types of hybrid modifiers exists and have that in mind when determining how many prefixes and suffixes an item has.

4. Local and global modifiers

Local modifiers can only spawn on items that have the stat by default. For example, the mod Vicious can spawn on swords because it is a weapon with base physical damage. The mod won't affect the damage on an off-hand weapon when dual-wielding and won't increase physical damage added from other items like rings.

Global appears on all items, but will affect the character instead. All modifiers with a condition are global, Scaeva for example has a local and global critical strike chance because one modifier is conditional.