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.
Wednesday, 18 April 2018
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.
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.
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.
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.
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.
Monday, 26 March 2018
PoE Duelist: What's The Correct Way To Increase Your DPS?
In Path of Exile, to increase your DPS, the first and most obvious step is the regular routine that every player using any build does - apply 20% quality to all your armour, weapons, skill gems and flasks.
Switch over to them on a skill-gem by skill-gem basis once each of the 20% quality gem's hit's level 18, then sell the L19-20 version of the skill gem you just pulled out (the one with a high level but no quality on it) for 2-4 chaos each.
It's a nice little money earner and improves your character! Adding 20% quality to your sunder setup alone will give you 20% AoE, 10% attack damage and 10% Phys Damage. You get similar boosts across the board for applying 20% to your other skill gem groupings in your armour, too.
The next step for boosting your DPS is to enchant your boots, helm and gloves in the Uber-Lab. Boots and Gloves almost always give either a nice little DPS boosting enchant, or a damage mitigation enchant. It will only take a few attempts at enchanting either to get two nice damage boosting enchants.
Personally I like the three "Of Fury on Hit" glove enchantments. They send out a bunch of projectiles in a 180 degree semi-circle in front of your character at the same time. It kills white trash mobs all the way up to T9 maps pretty much by itself and has the added bonus of smashing all loot crates and barrels up to a few screens away. It's like having an extra map clearing attack skill for free and is great at keeping your charges and boosts triggered.
Next up you can 6-link your Wings of Entropy Axe. You then swap out the Totem setup in the axe for the sunder setup in the helm. Putting Sunder, Conc Effect, Ruthless, Multistrike, Melee Phys Damage and Maim will increase the build's total un-buffed base DPS by a bit more than 25%.
This process will also give your Ancestral Warchief a base DPS boost of about 10-15% too, due to the free extra 3 skill links it get's by being in the helm now. A 6-link WoE axe will set you back about 2-5 Exalt's though, so that's not the cheapest of options. In my opinion, given the context of this build and what it's designed for, unless a 6-link by some miracle drops, it's not worth spending the currency on.
Next up would be min-maxing your Jewels used in the skill tree. The final option for boosting DPS is to re-do your gear a bit with minor stat improvements. One option is to balance your resistances along with two rings that have base stat rolls of Strength, Life and +% Phys Damage to Attacks.
Another option is to purchase an upgrade to your current amulet with one that has a maximum roll of "% Increased Damage While Leeching", as well as the same in regards to the WoE Axe and Atziri's Flask. There's a lot more players guide on our website, so be sure to check out if you need some guides.
Switch over to them on a skill-gem by skill-gem basis once each of the 20% quality gem's hit's level 18, then sell the L19-20 version of the skill gem you just pulled out (the one with a high level but no quality on it) for 2-4 chaos each.
It's a nice little money earner and improves your character! Adding 20% quality to your sunder setup alone will give you 20% AoE, 10% attack damage and 10% Phys Damage. You get similar boosts across the board for applying 20% to your other skill gem groupings in your armour, too.
The next step for boosting your DPS is to enchant your boots, helm and gloves in the Uber-Lab. Boots and Gloves almost always give either a nice little DPS boosting enchant, or a damage mitigation enchant. It will only take a few attempts at enchanting either to get two nice damage boosting enchants.
Personally I like the three "Of Fury on Hit" glove enchantments. They send out a bunch of projectiles in a 180 degree semi-circle in front of your character at the same time. It kills white trash mobs all the way up to T9 maps pretty much by itself and has the added bonus of smashing all loot crates and barrels up to a few screens away. It's like having an extra map clearing attack skill for free and is great at keeping your charges and boosts triggered.
Next up you can 6-link your Wings of Entropy Axe. You then swap out the Totem setup in the axe for the sunder setup in the helm. Putting Sunder, Conc Effect, Ruthless, Multistrike, Melee Phys Damage and Maim will increase the build's total un-buffed base DPS by a bit more than 25%.
This process will also give your Ancestral Warchief a base DPS boost of about 10-15% too, due to the free extra 3 skill links it get's by being in the helm now. A 6-link WoE axe will set you back about 2-5 Exalt's though, so that's not the cheapest of options. In my opinion, given the context of this build and what it's designed for, unless a 6-link by some miracle drops, it's not worth spending the currency on.
Next up would be min-maxing your Jewels used in the skill tree. The final option for boosting DPS is to re-do your gear a bit with minor stat improvements. One option is to balance your resistances along with two rings that have base stat rolls of Strength, Life and +% Phys Damage to Attacks.
Another option is to purchase an upgrade to your current amulet with one that has a maximum roll of "% Increased Damage While Leeching", as well as the same in regards to the WoE Axe and Atziri's Flask. There's a lot more players guide on our website, so be sure to check out if you need some guides.
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 -
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.
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).
- 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).
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.
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.
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.
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