Monday, 19 March 2018

PoE: Make Map Bosses More Interesting With Map Implicits

In Path of Exile, for many people killing Map Bosses feels not very rewarding. They are supposed to be challenging, but they don't feel rewarding if they drop loot like any other enemy, only a bit more. That's why I propose that GGG should use Map Implicits to make them more rewarding.


I was inspired by the "Unique boss drops X additional Rare Y" Mod on Poorjoy's Asylum, but there are many other interesting Mods they can use there. Here are some examples: One unique Boss -
  • Drops an additional unique item.
  • Opens you new paths (drops X additional maps).
  • Is rich (drops x additional currency items).
They could also combine this with other game mechanics: One unique Boss -
  • Opens a path for horrors from another world (opens a Breach/ summons Beyond Demons on death).
  • Is accompanied by a harbinger.
  • Drops an Offering to the Goddess.
  • Gives you a glimpse into your future (drops X additional prophecies).
  • Is hunted by [insert Master name] (gives Reputation for the Master on death).
All these Mods only apply to one Boss per Map so that Maps with multiple Bosses aren't broken. Which boss is chosen might be determined randomly or it might be the last one you kill.

Some players said this is a good idea and would make vaaling maps more profitable and interesting, especially because vaaling has such huge downsides, crafting cost increase and potential for far less IIQ than before or even map change or really crap mods reflect.

One player said that running that map is so depressing, the loot piles drop nothing and it's just another normal map. All they needed to do was buff Other bosses to the level of vault boss and there. The game would have been fixed. Or atleast a rather large portion of it. But nope. Gotta counter that power creep and nerf anything that drops more than 1 alteration orb at a time.


Tuesday, 13 March 2018

Do You Know The Endgame Content In Path Of Exile

In Path of Exile, while approaching the end of the main storyline you might start seeing some map drops. Maps are items that are used to open randomly generated areas that have higher level monsters in them.

Each map will open 6 portals to it, meaning you can enter and exit the map 6 times (useful for selling items to vendors). Each map has monsters and one or several bosses in it - to complete the map you have to kill the boss/es. Maps are essentially items so you can craft them using currency for additional risk and reward.


An important thing to keep in mind before you start doing maps is to have character level 63 - 68, at least 3500 - 4000 effective hp, elemental resistances at 75% and enough damage to comfortably and quickly kill monsters in Act 10 - that's when you are ready to jump into maps.

To enter maps, you have to finish Act 10 and go to Templar Laboratory where Zana is located. She is one of the forsaken masters and is all about maps and endgame. After finishing her first mission, you can now use maps in Map Device to open them and invite her to your hideout (about which you can read in Forsaken Masters section) and also have map device in your hideout. After finishing your first map, you will be introduced to Atlas of Worlds, which is a visual representation of your progress in endgame maps.

There are currently more than 150 different maps in Path of Exile and some of them have unique versions with special/interesting mechanics and encounters. The maps are divided into tiers, starting from Tier 1 (T1) to Tier 16 (T16). You start with Tier 1 maps in the outer corners of the Atlas and progress to higher tier maps with tougher monsters and bosses.

There are 4 Tier 16 maps in the game and they contain 4 guardians of the Void in them - Hydra, Minotaur, Phoenix, and Chimera. Each of the guardians drops their respective fragment and 4 fragments (each from different guardian) opens up a portal to Shaper's Realm which is one of the toughest boss encounters in the game. Shaper drops exclusive unique items you can only get from killing him so he can be profitable to farm.


Wednesday, 7 March 2018

Do You Know The New Necromancer In PoE 3.2

The Necromancer is an Ascendancy class for the Witch in Path of Exile. Collectors of path of exile currency may know, the Necromancer is a class that mainly focuses on summoned minions. The skill tree covers a broad range of minion stat bonuses, but also bonuses specific to zombies, skeletons, and spectres. The Necromancer have some changes recently:


1. Soul Weaver: No longer requires Flesh Binder. Now requires Invoker.

2. Beacon of Corruption has been removed and replaced by a new notable - Invoker: grants your minions 20% increased maximum Life, 20% increased Damage, 2% Life regenerated per second and grants you 50% increased Convocation Cooldown Recovery Speed.

3. Flesh Binder: Now requires Invoker. Causes your Raised Zombies to spread Caustic Cloud on Death, dealing 50% of their Maximum Life as Chaos Damage per second. Gives your Raised Zombies' Slam Attack 100% increased Area of Effect, and 100% increased Cooldown Recovery Speed. Allows you to raise up to 2 additional Zombies.

4. Added a new notable - Puppet Master. It grants you 20% increased Minion Movement Speed, 30% increased Minion Duration, 12% increased Attack and Cast Speed for your Minions if you or your Minions have Killed Recently, and 30% increased Minion Damage if you've used a Minion Skill Recently.

5. Mistress of Sacrifice: Now causes your Offerings to have 50% reduced Effect on you. Now grants 40% increased Damage if you have consumed a corpse Recently, and 2% increased Attack and Cast Speed for each corpse consumed recently.

6. Spirit Eater has been removed and replaced by Bone Sculptor, which causes your Skeletons to deal 40% increased Damage. It also grants 100% increased Skeleton Movement Speed, +2 to Maximum number of Skeletons, causes you to summon 2 additional Skeleton Warriors with Summon Skeleton, and causes your Skeletons' hits to not be Evaded.

Finally, good luck to you, we will update the news about Path of Exile in real time, if you don't want to be left behind in the game just because of lack of orbs, please buy chaos orbs on U4GM.

Wednesday, 28 February 2018

Path Of Exile Guide Of Uber Atziri

In Path of Exile, Uber Atziri is in my opinion the hardest boss in the game by far. You will pose a tremendous challenge if you aren't prepared, therefore, it is important for you to read the following article completely. Meanwhile, having more poe orbs, you will become more powerful in game. It gets much easier when you know how the mechanics work.

First of all the mobs in the zone are all Magic & Rare and the melee mobs have elemental resistance so you won't just 1 shot them. Don't try to melee range them, they hit for a lot too. If you're not comfortable with running around dodging stuff you can just take your time and clear them slowly.


First boss you will encounter are the Vaal Twins. In general they're pretty easy until you kill one of them. Then the other one gets pissed off and basically all his attacks become very deadly. What you want to do here is to get one of them to ~ 20%, kill the other one and then finish the first one.

Second boss is the hardest in the whole zone - The Trio. During this fight I like to use Vessel of Vinktar flask for extra Life Leech against all the damage over time they do - so get that, it is necessary. First of all you want to activate all of your flasks and Vaal skills, jump in and ASAP kill the ranged one (A'alai). She won't move at all and her ranged attacks hurt a lot too so she has to go first.

She dies in 1-2 seconds so if you have time kill Y'ara'az too. If it becomes hairy just run away and start dodging - those 2 you can dodge endlessly. 2nd one you need to kill is Y'ara'az. He has elemental reflect that gets buffed a lot if he's left out as a last one - that's why he has to go 2nd. Dodge them both and barrage. When he dies finish off Q'ura. Just beware his cleave applies a lot of bleed and he can be pretty sudden and fast with cyclone - other than this he's EZ.

Now that you've killed all of them you can move to Atziri's chamber. Atziri herself isn't too hard to manage. With the DPS we have each phase lasts around 1-2 seconds. How you do her is you get in her face and dps her down before she is able to do anything. During the Clone phase stay bottom right. They will always cast a flameblast on top of you (that will kill you) so you need to dodge that and blink to the left side.

If the reflect Clone is on the left (the one with the mirror) blink to top right instead. We don't have pierce on barrage so you don't need to worry about hitting the Mirror Clone with barrage. Also dodge the lightning stuff, that will kill you too, it has 3 second delay (plenty of time). When all of this is done - GG, you just killed Uber Atziri.

Good luck to you, we will often bring you some Path of Exile guide, if you don't want to be left behind in the game just because of lack of orbs, please buy chaos orbs on U4GM.

Friday, 23 February 2018

Simple Guide Of Beasts In PoE Bestiary League

The Beastcrafting fights is difficult. They can be really challenging once you start to craft the higher outcomes. Fighting multiple rare Beast at once, especially ones with Bestiary mods, can be quite scary. Therefore, collectors of path of exile currency should view the following guide.

There's a random chance of capturing a Beast with a net, and it's heavily influenced by how much life the monster is on and how strong the monster is. Expect rare or unique bosses to be harder to capture. Better nets help! The net you used is lost, and the monster enrages. You can attempt to capture a single Beast as many times as you want, though it's certainly dangerous to enrage the monsters.


In addition to the hundreds of regular Beasts in Path of Exile that can be captured, there are several tiers of new Beasts you'll encounter as you play in the Bestiary League:

1. Rare beasts with a Bestiary mod. These occur relatively often (every area or so) and are harder than normal rare monsters. You'll want to capture these if you see them, because these Beasts are often needed in crafting recipes.

2. Legendary Beasts, which are exotic variants of other Beasts you may recognise. These occur periodically and are substantially rarer and harder fights. They're worth attempting to capture because most of the powerful Beastcrafting recipes require one or more of them.

3. Spirit Beasts. There are four of these, and they're available in the end-game by Beastcrafting a portal to access them. They drop guaranteed unique poe items and can be captured to craft properties that synergise with those uniques.

While a creature is in a net, it can not die, so if you're worried about killing it too quickly, throw a net first and attack second. Legendary Beasts are signalled on the minimap before you encounter them, and they're quite tough, noticeable fights. They have substantially more life than a regular rare monster, so they're hard to kill by accident.

Can Beasts be traded? Yes. Once captured, they can be transferred into an item that can be traded with other players using existing safe trading methods. If you die or leave the fight, the Beasts you were fighting are lost (they escape). If you want to have another shot at that Beastcrafting recipe, you'll need to find replacement Beasts. Any item you put in the Altar for crafting will still be there, unmodified. Good luck!

Wednesday, 7 February 2018

What's Your Biggest Wish For PoE 3.2 Ascendancies

Path of Exile 3.2.0 will come, I really hope 3.2 brings a lot more choices with the Ascendancy classes. Unlike buy poe currency, in 3.1 most people take the same 8 points for their Ascendancy classes simply because there isn't many choices and some are clearly worse than others.

I really do think it would be great if we had hard choices to make which would mean more nodes to pick from and a better balance of them. I remember when they released the Ascendancy classes, we only had 6 points to allocate and that made for harder choices. I don't want to go back to 6 points, but I feel like having more options would clearly make theorycrafting builds way more interesting.


I saw some other players opinions on PoE forum. One player said that his biggest wish for "ascendancy overhaul" is that it would be real ascendancy overhaul, not just "we nerfed necro/slayer/raider/inq, slapped a bunch of free damage on underused ones and called it a day".

It sounds like they might be adding new features on top or as a replacement. At this point I'm hoping for an entirely redesigned system. I agree about the lack of choice available. I feel like I'm being pigeonholed every time I make a build, and that sometimes I end up building around the classes more than anything because they are such a huge source of power.

One player said that GGG will give us a larger ascendancy tree. Only we will be able to allocate regular skill points into them, only it will cost 5 skill points per node (just like how it costs 5 regret orbs to respec). Each time we touch a new alter we get 10 skill points.

I think they will be adding at least a new 2 pointer to each Ascendancy at least I really hope they do. Which should make for some new interesting choices to mull over. There are so many of them where I love 4 points and am meh on the 6th and the 8th point I barely care about. Admitedly I like weird builds and I dislike all of the nodes that only add math to a build.

I would like to see Champion getting something that isn't shadowed by Juggernaut or unique poe items. His kit already has some potential but it falls flat when compared to just about anything else. For example the perma fortify seems cool and all but you already get almost perma fortify when linked with movement skills. Also his taunt nodes with inspirational are quite garbage, and have little to no use.

What about you? What's your biggest wish about path of exile 3.2.0?

Thursday, 1 February 2018

Would It Be Possible To Add A PoE Harbour Bridge Map

In Path of Exile, GGG always bring us surprise and challenge, and we also bring players cheap poe orbs. Recently, most of players hope that GGG can add a Harbour Bridge map to the endgame. So, would it be possible to do?

The Solaris and Lunaris fight is one of players' favorite ones in the campaign, with majestic day/night changes in the fight, beautiful terrain hazards such as Solaris burning the ground while Lunaris fights you, and generally aesthetically pleasing attacks from the bosses like Solaris shooting sunbeams out of her shield and Lunaris making meteors fall.


The "gods coming to life from a statue" part really impressed players the first time they went through the fight too, and it's much better than fighting a stereotypical giant spider in a stereotypical dungeon in Act 7. The outside area is really good too with the two factions fighting each other against the background of the harbour.

Most of players were really looking forward to seeing this being added into maps with 3.1, but it didn't happen. There's only an obscure unique map where you can just facerush the boss (and you can't even fight both) and kill her without really caring about the mechanics.

Some of players think that if GGG add a Harbour Bridge map to the endgame so you can do the fight again, and please make it a T15 map too so that getting a T15 Elder for the final Shaper's Orb is less of a complete PITA. They think that its their favorite fight but they only get to do it once on each character.

Sure, maybe those ideas have problems, but that's what testing and iteration is for. GGG are not doing it is because they don't think it's worth the time, or don't think it aligns with their design philosophies. However, this is only my guess, and I believe GGG has been working hard to bring us a better gaming experience.