In Path of Exile, I'm glad the league and mechanic are going to be removed and not likely to be in zana mods . But im sad because the league uniques were pretty strong and interesting. I hope they add div cards to obtain the uniques and maybe some way to craft the aspects too.
Five rooms for the four families of beasts plus the beastcrafting arena. Einhar meets you at the start of the map and gives you nets. Each abandoned menagerie room contains the corresponding portal beast, you capture all four and sacrifice them at the altar to open a random portal to one of the four First beasts as the boss arena for the map.
Unlike buy poe currency cheap, a lot of assets could be recycled and/or modified to fit the theme. Best part is that it would even fit with a league that had Bestiary enabled - just say it's someone else's menagerie that was abandoned, rather than your own.
I wish they'd just add in red beasts at 10% chance to spawn in maps to the base game, you can't capture them or anything, but you kill em like normal and they have a chance to drop a unique of their menagerie counterpart. Such as beasts of deep would have a chance to drop the Craiceann's Carapace.
So in the end they'd function somewhat like if invaders had a 10% chance to spawn (a free pack + uniq/hard rare), except they'd also give access to the menagerie uniques.
Some of the aspect skills were cool too.
But I kinda get why its not going core, the league mechanics just are way too big for it to be a core addition, which historically are mechanically relatively simple. If bestiary was a bit more fleshed out (wih solved some of the problems) and mainly streamlined, it might have worked.
Wednesday, 9 May 2018
Thursday, 3 May 2018
Path Of Exile Build On Bladeflurry Stacking Inquisitor Claws
Here is a good starting place, you can definitely tweak this though. Pretty standard, but easy to do and cheap. Just need a claw with a few t1 rolls and a Doryani's catalyst. Enough poe exalted orb is important.
1. Pros:
stupid high dps with either Molten Strike, Bladeflurry, or other attack skills. You're going to be very close to point blank and +area damage stuff, so whatever fits your playstyle best will work. I personally use bladeflurry, even though I know that MS can have more damage. I just like it more.
Leech + instant health/mana from claw makes bosses very easy. Vaal grace should knock you into max dodge if needed, otherwise just have enough health to not get one shotted and face tank most things.
Clear speed is very fast
The build is scalable from the earliest parts of the game through the max endgame. You never reach a plateau. You don't need any specific items (though Doryani's Catalyst & a 6link are very helpful).
2. Cons
You use vaal pact. If you havent done this before, it can be intimidating. Once you figure it out, though, you can easily do labs - though people will tell you it is hard or something idk.
Do not attempt ele reflect or no leech maps. Reroll or sell them if corrupted.
3. Some other notes on the build:
Might of the Meek is very useful in the socket by the scion south area.
Don't skimp on life. You're going to take some big hits, the idea is to leech back up so fast that it isn't a problem (with 40%+ natural dodge & 30% evasion this shouldnt be a problem) but if you can't take the hit you gotta run back
I prefer to put culling strike on my totem. There's good arguments for putting it on orb of storms, but I like to choose when to and when not to cull.
You can use the bleedsplosion gloves to give you a bit of oomph while clearing. Because you do a little bit of physical and you hit 3-4 times per second you should be able to spread bleeds with just those gloves. It is 100% not essential and really just kind of funny. This stacks with the Herald of Ice explosion.
Enchants: Head - whatever buffs your attack skill. Boots - I like the +lightning damage if you havent killed recently. This will help on bosses. Don't use anything which requires getting hit, because you won't be. Movement speed isn't terrible. Note that this is only relevant if you are not using two toned boots, which I do recommend early on for cheap resists Gloves - Use spiked gloves (20% melee damage).
If you don't have good spiked gloves, Blades is pretty good. Don't use the ones that require charging up, as no packs will survive the 4-5s that they require. Reflection is kind of ok as it will take some hits for you, but won't add that much damage; it can also fatally mess up boss positioning.
1. Pros:
stupid high dps with either Molten Strike, Bladeflurry, or other attack skills. You're going to be very close to point blank and +area damage stuff, so whatever fits your playstyle best will work. I personally use bladeflurry, even though I know that MS can have more damage. I just like it more.
Leech + instant health/mana from claw makes bosses very easy. Vaal grace should knock you into max dodge if needed, otherwise just have enough health to not get one shotted and face tank most things.
Clear speed is very fast
The build is scalable from the earliest parts of the game through the max endgame. You never reach a plateau. You don't need any specific items (though Doryani's Catalyst & a 6link are very helpful).
2. Cons
You use vaal pact. If you havent done this before, it can be intimidating. Once you figure it out, though, you can easily do labs - though people will tell you it is hard or something idk.
Do not attempt ele reflect or no leech maps. Reroll or sell them if corrupted.
3. Some other notes on the build:
Might of the Meek is very useful in the socket by the scion south area.
Don't skimp on life. You're going to take some big hits, the idea is to leech back up so fast that it isn't a problem (with 40%+ natural dodge & 30% evasion this shouldnt be a problem) but if you can't take the hit you gotta run back
I prefer to put culling strike on my totem. There's good arguments for putting it on orb of storms, but I like to choose when to and when not to cull.
You can use the bleedsplosion gloves to give you a bit of oomph while clearing. Because you do a little bit of physical and you hit 3-4 times per second you should be able to spread bleeds with just those gloves. It is 100% not essential and really just kind of funny. This stacks with the Herald of Ice explosion.
Enchants: Head - whatever buffs your attack skill. Boots - I like the +lightning damage if you havent killed recently. This will help on bosses. Don't use anything which requires getting hit, because you won't be. Movement speed isn't terrible. Note that this is only relevant if you are not using two toned boots, which I do recommend early on for cheap resists Gloves - Use spiked gloves (20% melee damage).
If you don't have good spiked gloves, Blades is pretty good. Don't use the ones that require charging up, as no packs will survive the 4-5s that they require. Reflection is kind of ok as it will take some hits for you, but won't add that much damage; it can also fatally mess up boss positioning.
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.
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.
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.
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.
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