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    Path of Exile Questions Thread - February 24, 2019

    Path of Exile Questions Thread - February 24, 2019


    Questions Thread - February 24, 2019

    Posted: 23 Feb 2019 04:07 PM PST

    Questions Thread - February 24, 2019

    This is a general question thread on February 24, 2019. You can find the previous threads here.

    Remember to check the Wiki first.

    You can also ask questions in the #any-question channel in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best.

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    The issues with melee and ideas to fix them

    Posted: 24 Feb 2019 11:54 AM PST

    I. Preface : Melee is fine I did X content with it

    Let me start this of by saying this :

    You can do every piece of content in the game with every single melee skill we currently have.

    But you can also currently kill the Shaper with the default attack.

    We have so much damage in the game currently that yes you can do all content with melee, the issue is just there is no real reason to do it as melee. (Besides a sense of pride and accomplishment of course!)

    II. General Gameplay Issues :

    1. Fighting in melee range

    In the current state of the game the best defense is offense and not getting hit : Shatter the whole screen before the mobs get to fight back trumps defensive mechanics.

    Kiting strong monsters/bosses until they die is a skill most people already bring from other games and much easier than having to mitigate the damage the enemies throw at you.

    Now (most) melee builds can not do these things.

    Playing a melee skill you have to :

    First close the distance between you and the enemy (Giving the enemy time to charge attacks against you)

    Then stand still to kill the enemy, often locking you in animations because manual targeting without multistrike feels extremly terrible, preventing you from dodging enemy attacks and ground hazzards. (And that is if you can even see them with all the visual clutter going on!)

    All this while also taking hits in the process, which also potentially stun you.

    And then you repeat this for every single pack you encounter. If there are straggler mobs that were not in reach of your attacks you will also have to hunt them down one by one.

    In the same time other archetypes will clear multiple packs with one skill usage from a safe distance, often times without even having to manually aim at enemies, providing very smooth run and loot gameplay.

    Possbile solutions :

    • Make us able to cancel animations to move so the game does not only feel responsive when you got 12+ attacks per second.

    • Give us options to either lower our own skill graphics or make enemy ground attacks have always visible outlines so we can see them while having 55 Molten Strike projectiles in the air.

    • Make Melee Splash apply when we hit the ground to help with Melee targeting and Clear.

    • Give melee defensive advantages to soak the hits they will inevitably take and to make up for the higher risk you expose yourself to in melee range (Groundattacks, Degens, AoE Overlapps, Simply 15 mobs surrounding you and attacking you at the same time)

    2. Melee Defenses

    Often times when the topic of Defenses are brought up people claim melee builds they are playing are more defensive by default. But I do not think that is actually true.

    In many other games melee characters are made more durable by giving them stronger attributes : They have higher base life, life regeneration, mitigation and movementspeed. (If I remember correctly in Diablo all melee characters take X% less damage at all times).

    This is to make up for the fact that they will inevitably take more hits than their ranged counterparts.

    This is not the case in PoE.

    Yes, I can play a Ground Slam Juggernaut with 7k life, 20k armor, life leech and 50% physical mitigation.

    But I can also play a Poet's Pen Juggernaut with 7k life, 20k armor, life leech and 50% physical mitigation.

    Ranged specs have 99% of the same mechanics (there are some edge cases like life gain on hit molten strike) at their disposal for defenses while at the same time also having the edge of being at range. That most of the time ranged specs choose not to invest into these defenses because they do not need them at range and go for more damage instead is a choice the player makes.

    Now GGG had identified this issue in the past and tried to solve it with Fortify : Giving Melee builds less damage taken from hits while they have the Fortify buff active.

    But as we know the hybrid nature of PoE lead to casters and minion builds using fortify as much - if not more - than the actual melee builds.

    Possible Solutions :

    • Make the default fortify buff weaker but give melee builds more ways to buff it (The fortify nodes on the tree should be the best nodes so people want to pick them up, and not be horribly inefficent like now)

    • Make Fortify easier to maintain for melee builds (either give more sources or make the gem into an actual dps multiplier)

    • Incorporate small defensive increases into melee nodes on the tree : like 1-2% life, increased evasion/armor etc. (This already exists in some clusters on the tree like By the Blade or Splitting Strikes, just the values are horrible)

    • Introduce Defensive Mechanics that reward you for actually being close to an enemy. For Example : Intimidate - Enemies that are intimidated take 10% increased attack damage and deal up to 10% less damage to you, the closer they are to you.

    3. Higher Game Knowledge and Mechanical skill required for melee builds

    Melee has other downsides as well, especially for players that are new to the game and have not spend 20 hours on the wiki yet. This is because there usualy are more mechanics affecting you than a caster build.

    When a player picks up a spell to level he can pretty much get to maps with 2 white wands. The spell level progression gives him all the damage he needs and if he does not deal enough damage to kill an enemy quickly he just kites it arround until it dies.

    When a player picks up a melee ability to level he wants to upgrade his weapons every 10-15 levels or feel like he is doing really bad damage.

    Bad damage in melee means that the enemies will beat the shit out of you for longer, making you die more often in return. This is not a problem if the player knows he can just use the vendor recipe for a phys weapon and that he simply needs to pick up all nearby life clusters on the tree and life on all his gear. But a new player is not taught this.

    When a player picks up a spell it does not matter too much if he supports it with added Lightning Damage, Increased Critical Strikes, Faster Casting etc. He will do just fine in most cases.

    When a player picks up a melee ability and does not use Ancestral Call or Melee Splash, depending on the skill, his experience will be horrible.

    A Melee Player needs to know that he has a massive issue if he only has 73% accuracy or does not know that he should always be using one of the Melee Totem skills and/or Vaal Double Strike in his build.

    A lot of the bosses in the game have high damage close range abilities you need to dodge.

    A Melee Player needs to know when he needs to stop attacking and move out of them or he will, in his eyes, randomly die.

    And this is not only about knowing these mechanics but using them properly too : You can see Mathil with his high mechanical skill beat a lot of hard content with attack skills, while the more average player will die left and right and feel horrible.

    At the same time "move the boss to the edge of the screen and attack from there, then take a side step every 2 seconds" works in almost every encounter.

    Possible Solutions :

    • Buff the values on Low/Mid Level weapons to make it less mandatory to upgrade so rapidly.

    • Educate new players better ingame if a skill is intended to be used with specific support gems.

    • Better melee defenses (as talked about above)

    III. Not all Melee is equal :

    When discussing the viability of melee people often compare the top 10% of melee builds vs other playstyles. Yes Dual Wield Nebuloch Molten Strike is strong. Many other melee variants are not :

    1. Shield vs Dual Wield vs 2h

    There currently is a huge imbalance between 1h+Shield vs Dual Wielding vs 2h for melee builds. I am going to list their specific upsides first and then explain what the issues are :

    • 1h + Shield : This should be the most defensive option, your base damage with a single one handed weapon is the lowest but you have a shield that gives you block and defensive modifiers.

    • Dual Wield : This should be a mixture of offense and defense : for dual wielding you get 20% more physical weapon damage and 10% more attack speed resulting in 32% more damage. You also get 15% block chance, half of what most shields provide, you deal the most hits/second gaining more benefit from on-hit effects.

    • 2h : This should be the most offensive option. You get a 2handed weapon that provides the highest base damage of all weapons and access to a second 6link skill, higher per hit damage gives you bigger stun and leech instances. Most 2h weapons have low base crit and are best suited for Resolute Technique. Also lowest attack speed.

    Now the issues that destroy this balance are :

    • Too much flat damage added to the game : Heralds, Abyss Jewels, sources like Vaal Double Strike add a ton of flat damage to attacks so that 2h weapons are no longer causing the biggest hits. Instead to reach the highest dps you want to scale all that flat damage with attack speed and crit multiplier - witch dual wield does best. Abyss Jewels should honestly not exist in their current state in the game.

    • Passive Tree Node Imbalance : The Dual Wielding nodes on the tree are the most efficent ones, 2h nodes are close behind. The Shield nodes are okay in the damage values they provide but they give no attack speed. This is a problem because -

    • Attack speed is king : Scales flat damage the best, causes your Movement abilities to be quicker, locks you in animations for shorter time making the gameplay responsive.

    • Upsides of Shields and 2hs are not big enough anymore : The defensive and offensive values on shields are too small compared to caster shields, the removal of Spellblock from everything except Gladiator did not help with that. Most builds focus on 1 main ability these days making the second 6link less required, stun as a defensive mechanic is too weak (because too many enemies are immune, maybe change it so immune enemies have reduced action speed when stunned), and 1h builds have no issue reaching leech cap because of giant dps amounts.

    To summarize :

    • 1h+shield : Defensive and Offensive values on shields too small, need slight buffs. Tree nodes need to be buffed.

    • 2h : Too Slow and unresponsive, locks you in place for too long, moves slow, scales added damage not well enough.

    • Dual Wield : King of everything, highest dps, best crit scaling, highest attack speed, best tree nodes, highest application of on-hit mechanics.

    Honorary mention to flat elemental builds : If you scale only added elemental damage then 1h+shield is suddenly much more attractive than dual wielding since you are not making use of most of the dual wield upsides.

    As a side note : Why exactly do 2h weapons have the same % chance to impale as crafting mod as 1h weapons ... shouldn't it be double because you know, you can wield 2 1h weapons but only 1 2h weapon?

    Possible Solutions :

    • Make Movementskills and Attacks feel more responsive with low attack speeds.

    • Buff Non-Crit Builds. (For Example change Resolute Technique to make enemies you hit intimidated)

    • Add a damage multiplier to added damage when used with 2h weapons.

    • Buff Tree nodes or base values on shields/2h. (Armor/Evasion shields could give increased fortify effect as an example)

    • Give new upsides to 2h. (Easier to craft, higher leech cap etc.)

    • Nerf Abyss Jewels.

    2. Melee Skill Imbalances

    Melee abilities varry WILDLY in both the area they cover and their damage potentials. In the beginning of PoE all attacks were balanced to do arround 160-190% of your base damage with different flavors. But then new skills were introduced that suddenly did over 2 times of that while the old abilities recieved no buffs to make them competitive with that. (Compare Scourage Arrow to Burning Arrow, Frenzy to Blade Flurry, Lightning Strike to Double Strike etc.)

    There currently exist a bunch of tier 1 abilities that are so strong you can play them and have a very good experience despite the issues melee is having :

    Blade Flurry, Consecrated Path, Tectonic Slam, Molten Strike, Vaal Double Strike

    And then there exist a lot of other attacks that you want to avoid because they either do not scale as well, or have very low reach, or require you to use very specific support gems like Melee Splash.

    Possible Solutions :

    • Give the skills with actual melee range higher damage multipliers than the AoE ones. (Numerical changes)

    • Make Melee Splash either a better support gem or give free access to it through other means.

    • Change Skill Mechanics where necessary :

      Lightning Strike - traveling up edges like Tectonic Slam

      Viper Strike - converting more damage to chaos + make poison spread to nearby enemies

      Heavy Strike - not knocking out of your attack range anymore

      Vigilant Strike - only consuming endurance charges to proc fortify

      Sweep - adding a damage multiplier to the ability

      Cyclone - Make channeled and able to stop midspin

      Frenzy - increase the scaling per charge (Used to be an amazing skill, was actually used for Atziri first kills then nerfed for no reason))

    • Add more scaling(damage, attack speed, whatever) to attack skills that scale with the gem level like the double strike bonus physical damage. Currently it is 100% pointless to try to push your gem levels higher for most melee build for a 3% dmg increase and you will hardly notice if you are using a lvl 13 or lvl 23 gem.

    3. Weapon Type Imbalances

    When we talk about melee there is a lot of different melee weapon types you can use :

    Daggers, Claws, Swords 1h/2h, Mace 1h/2h, Axes 1h/2h, Staves

    What is mostly used these days are : Claws, Foils(1h crit swords), and specific uniques like Starforge, Voidforge and Ngamahu's Flame.

    Why is that? First of all each melee ability can either be used with all melee weapons, or just a small subset. For example swords, claws and daggers for Reave. This means when you make a Reave build you will have to compare what advantages the weapons offer to you and maybe which ones got good uniques that fit the build.

    This leads to the issue that if one the weapon types has a clear advantage over the others you will always want to use it on that build and will not even consider the worse categories.

    Factors to judge melee types by :

    • Implicit Modifiers
    • Base Damage
    • Base Attack Speed
    • Base Crit
    • Strength of Tree Nodes
    • Available Uniques

    Claws for an example are in an amazing spot - they got some of the highest possible base attack speeds, got a very strong Implicit, good crit values and some of the strongest Passive Tree Nodes. They also got really good unique weapons that are cheap (On this note please buff Essentia Sanguis again, that was a t1 unique before it's rework).

    Now this was not always the case, claws used to be really bad and daggers used to be the best choice for melee crit builds. Then there was a rebalance to claws that gave them stronger base values, stronger tree nodes and nerfed the dagger tree nodes.

    These days there is no reason to use a dagger over a claw because they can use all the same skills and claws are just straight up better.

    Similar situations exist with 2h swords vs 2h axes/maces. Swords have very good crit nodes and higher base attack speed while Axes and Maces focus more on higher base damage and things like stunning which do not provide the same benefit anymore that they did when their damage values and tree nodes were balanced.

    1h foils tend to be the best weapon for a majority of skills because almost every melee ability is usasble with 1h swords and attack speed and crit are the best ways to scale the huge flat damage values we got these days. Which are both things 1h foils exceed at. Also they got higher attack range than 2h weapons.

    Another issue with staves and daggers is that they can roll both caster and attack mods, making rare ones much harder to get good rolls on.

    Possible Solutions :

    • Buff the tree nodes or base values of unattractive base types (Give all maces more base damage, give daggers higher base crit chance etc.)

    • Give weapon types like axes and maces more interesting implicits.

    • Make it easier to roll attack daggers/staves.

    • Open up more weapon types to skills so foils are not always the best option.

    IV. Give Melee it's own identity

    In the past - pre AoE Nerfs - the solution to making melee viable was to stack so much increased AoE that it simply was not melee anymore. I think we should not default back to that mindset like it happened with the new Tectonic Slam. Instead let Ranged builds have their clearspeed and reach advantages and give melee defensive advantages to offer a different playstyle with it's own upsides.

    Offtopic sidenote : GGG please give ignite, poison and bleed higher base values.

    TLDR : You can do all content with melee, melee is still not fine. Melee damage is okay, needs better defenses. Need to balance different melee builds and melee clunkiness.

    submitted by /u/ErrorLoadingNameFile
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    GGG aren't the only ones with algorithims. I fed all 422 previous patchnotes into a predictive keyboard to predict the next patch notes.

    Posted: 23 Feb 2019 08:47 PM PST

    The Synthesis Challenge League
    Challenge Leagues are a great opportunity for a fresh start in a new economy of the same type together to create a more distributed choice of weapon types for critical strike chance.
    With 3. 6. 0 there are standard and hardcore leagues, but you can't complete the mission on cruel difficulty.
    In the Synthesis Challenge League you must complete the ordinary 6 prerequisite trials of radius every 5 levels to incrementally reclaim transfered skins.
    Help master cartographer to uncover the same core mechanics of the harbinger challenge league challenge leagues.
    Track your progress bar rather than enemies by rerolling items found in maps.
    Battle your way forward in higher difficulties than before and merciless labyrinths which were designed by our russian path of exile community.
    The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you will receive the harbinger glowing eyes effect of curses on them now have a 20 second ping timeout.
    From the 19th challenge onwards and for every third challenge after that could occur when using a raise spectre totem and certain monsters that are killed or consumed when the mission is completed.

    Major New content.ggpk and features
    You can now build very effective stun characters who die after a short time.
    We overhauled the zombie audio for each poison stack. This will allow players to complete challenges longer. hideouts can now hold seven cosmetic microtransactions: ferret pet now have glowing blue eyes.
    Added a new strength / intelligence support gem: 62 chaos orbs: area is inhabited by other players.
    Added new spell called captain arteriwho that creates a divine orbcan tree slightly larger than 4096x4096.
    Added new spell called tormented seditionist whose attribute bonuses were designed by our testing supporters.
    Added 12 new unique prophecies.
    Added two more spell totems.
    Added 55 new cosmetic crashes.
    Added 3D art for all skills.
    Added five new malaysian users.

    minor new content and features
    added a bug with the graphical effect of molten shell.
    added physics simulation on hit instead of just physical damage.
    improved brazilian portuguese translations for russian and brazilian portuguese players.
    Hideout decorations are now destroyed when they occur frequently.
    Added new dialogue in the options menu if they had a corrupt item.
    You can now use ctrl+click to alt+tab. continued to incrementally improve the sound comes from where the item dropped.

    Character Balance
    Added a new buff effect passives.
    Race rewards from the mandatory fight are allocated to players who had not rescued her yet.
    Life regeneration is now scaled the guild leader while energy shield has not been changed.
    energy shield has been changed. movement speed increases have been increased throughout wraeclast.
    Starting attributes for each character has been reworked to make it easier for colourblind users.

    Skill Balance
    Storm brand has been nerfed they now grant more life on hit.
    Arc no longer has a usable corpse.
    Winter Orb now shields exiles who have recently disconnected.
    Blade vortex no longer has a range of cosmetic scorpion pets.
    Elemental hit has been lowered from 100 % to 101 % elemental penetration.
    Ice november now has a consistent property of chilling enemies for 1 second.
    Molten strike support now has diminishing returns when fighting.
    Tornado shot will now occasionally comment on your own efforts.
    Scourge arrow gains immunity to debuffs that could have had effects on staves.
    glacial cascade now has 15 % increased movement speed.

    Ascendancy Balance
    Berserker ascension has been renamed to herbalism.
    Slayer over leech is now all attack damage leeched as life against taunted enemies.
    Gladiator fixes fixed.
    Champion of the cause now grants skill tree reset.
    Assassin has been improved so that all the mechanisms that should affect reflected damage do.
    Saboteur now works with unarmed attacks.
    Trickster ascendancy now has increased quantity of items found after death.
    juggernaut to be updated differently after the boss fight.
    chieftain ascendancy points refunded.
    necromancers for the first time are only obtainable in 2.3.1.
    Elementalist bug introduced.
    Occultist minion instability is now scaled by the map device.
    deadeye was granting more damage than intended so it is now limited to 2.
    Raider strike multiplier passive skills now no longer considered enemies.
    Pathfinder call substantially reduced at all.
    Inquisitor boxes are standard and hardcore.
    Hierophant gems have been moved around then please try it.
    Guardian of the mound was missing its black hole.
    Ascendant players are counted as physical degeneration.


    If you have any questions about how your favourite items or skills are being changed in the future expansion list them below and I'll check for you. Shoutout to /u/mrshiny1 for helping me get all the patchnotes organised.


    Thanks for the gold / diamond / exalted / eternal / intelligence / dexterity / strength / malaysian users to our service packs factored into 3-point clusters.

    submitted by /u/slipperyjim8
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    Meme div cards- Lv85 Kammell race edition.

    Posted: 24 Feb 2019 06:14 AM PST

    When you run syndicate and accidentally start a summoning ritual

    Posted: 24 Feb 2019 02:18 AM PST

    With self cast buffs coming, I figured it would be perfect timing for a fated Pledge of Hands

    Posted: 24 Feb 2019 12:01 PM PST

    My wife has been fascinated with Shaper's lore for some time now, but never been past white maps. She killed her first Shaper yesterday and Uber-Elder today.

    Posted: 24 Feb 2019 11:38 AM PST

    So yeah, this post is nothing more than a bit of bragging and my desire to share just how proud I am of her achievement. Last time I was so proud was when she killed Orphan of Kos solo in just a couple of attempts (that feeling of pride was soon gone after I witnessed 50+ attempts on Laurence, but that's not what I want to talk about here).

    Some people who keep close attention to art competitions might remember her child Zana and Shaper art from one of the recent competitions. Back at the day she only knew about Shaper from watching me play and just us discussing the lore. It was around the point of that art contest when she decided she has to go through the questline herself at least once.

    So fast-forward several leagues when she couldn't even play at all due to not having that much free time, this league was the one. I tried to keep any help to the minimum, explaining things when needed and asked about. Red Elder wasn't an issue at all, some of the guardians gave her trouble (especially Chimera - the first two maps she bought were pre-corrupted no-regen ones, and she's playing a MoM-hiero), but all in all were manageable; Shaper was killed in 1 attempt without even a single death! Uber-Elder though gave her quite a lot of trouble. But still, after changing some things around, catching some map bosses for the Pantheon, and buying Kaom's Roots, and after burning through 5 sets, Uber Elder went down on the last portal of the 6th set.

    I know, obviously, arc totems are powerful; but still, to think that she entered her first red map a week ago, yesterday her first Shaper was down, and today she kills Uber Elder solo, makes me very proud about the whole thing. And I'm just glad that the goal that was born during the making of that Zana&Shaper art (like, she really was touched by the ending of the quest line and the short reunion between Zana and her father) is finally complete.

    That's all I wanted to share, thanks for reading and sorry to those who feel like this blogpost doesn't belong here.

    submitted by /u/Skraelos
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    [BSSF] Personal End Game Grind Completed, All Harbinger uniques from 37 Beahhead.

    Posted: 24 Feb 2019 08:11 AM PST

    Puncture deserves better

    Posted: 24 Feb 2019 04:23 AM PST

    +1 Frenzy Sword - waiting for 2Hand melee buff in 3.7...

    Posted: 24 Feb 2019 04:33 AM PST

    TheFapist: Marauder Lab Carries

    Posted: 23 Feb 2019 09:46 PM PST

    [Item Showcase] Decent end of League Rng, Shaped Amulet without an aspect craft.

    Posted: 24 Feb 2019 07:41 AM PST

    What exactly is "tie's Atlas strategy" mentioned so many times during Kammel's races commentaries?

    Posted: 24 Feb 2019 03:05 AM PST

    Can someone explain it in detail?

    submitted by /u/SunRiseStudios
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    Kammell's Race to 85 - February 23rd - Results, RIP Clips, VODS and more!

    Posted: 23 Feb 2019 09:09 PM PST

    Hi, all!

    The final race for the Betrayal league is officially done! I'm posting here on behalf of Kammell to wrap up the event and provide a resource for those who may have missed the big day! However, I first want to extend a big thank you to all who participated and watched the race! There wouldn't have had a race without you! Thank you to all working behind the scenes as well!

    Congratulations to Tie23he, Steelmage202, Waggle and Fightgarr for securing their victories! Tie23he reached lv.85 first with a time of 6:15, Steelmage202 reached lv. 85 second with a time of 6:44, Waggle reached lv. 85 with a time of 6:55, and Fightgar reached lv. 85 with a time of 7:20! The final prize pool totals are as followed: first place was awarded $350, second place was awarded $175, third place was awarded $105, and fourth place was awarded $70!

    If you missed the race, here are some links for you to navigate:

    Some additional links:

    • Check out poe-racing as they continue to improve the racing experience for all involved! Thanks to Pertinax, a new feature was introduced to the ladder, which allows you to see atlas progression in real time! Also you can view the final placements of all participants!
    • We debuted our new casting setup today! Thank you to muqve and touchnova for lending their technical know-how and graphic design skills to improve the experience for both the casters and those watching the race!
    • And here is a link to the original reddit thread about the race!

    Thank you all again! Kammell's next race will be on March 30th. Keep an eye out for the official post with all of the additional details! I look forward to seeing how the new league mechanic affects existing strategies!

    See you in March!

    <3BK

    submitted by /u/brittleknee
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    Divnation card- Steelmage202

    Posted: 23 Feb 2019 12:53 PM PST

    What is the GGG policy on reverting bans?

    Posted: 24 Feb 2019 12:11 PM PST

    Hi, I have created the account for this game about 2 years ago (through web site) but didn't play at all (not even create a char). 3 days ago I decided to finally play it and downloaded it via steam. I connected accounts and played for some 20+ hours.

    Fast forward to today when I decided to trade 1 chaos orb for some low level unique and couldn't because I wasn't verified.

    a) I saw the banner that there has been some suspicious activity on my account and that I should change password (2 years old and used on some other non priority platforms)

    b) I changed password and tried to verify email but it didn't send me verify email (password email worked fine)

    c) I tried to change email but it also failed. So I turned to support, sent them my account info and name of 1 character (since it's the only one i have) and returned to game.

    d) After 1h i get banned.

    Now, I'm not too deep in the game nor did I spend any money but still, I want to restore my account if that isn't too much of a hassle. Were there situations like this that resulted in restoration of the account or is GGG one of the developers with zero interaction with the banned customers?

    Thanks for taking the time to read and reply!

    submitted by /u/smilingomen
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    Looking for a very beginner friendly build (for intellectually disabled player)

    Posted: 24 Feb 2019 12:10 AM PST

    Hello everyone

    My brother and I recently started playing PoE. He was in a car accident last year and spent several months in rehab. Hes been home for about a month now and we've been playing sporadically and he just reached maps. His build hasn't gone too well. He started with one guide and moved to another and then another etc, trying to survive. I tried giving him some advice but hes really wants to figure things out without my help. His first character was a duelist and i'd like to state what his main skill has been but it changes frequently and he has a skill gem + supports in every piece of gear. I know he was using molten strike initially.


    Some of the issues hes facing:

    He can't use flasks as fast as he'd like to. His left side isn't up to par with his right so while he can use his mouse okay, flasks usually get used at a slight delay. We hope this improves with continued therapy/time but for now it is what it is.

    Several guides he tried had items that were too expensive. Hes pretty stubborn and insisted on following them even after I tried explaining how long it would take to farm enough currency to buy 6L uniques and other high ticket items. He spends a lot of time in town, identifying and looking at drops before selling them. I don't wanna try to break him of this habit right away as it might stress him out. I think once he learns what types of items are valuable this will improve on its own. The time he spends outside maps is significant and will greatly impact his farmed currency/hour until this changes.

    Hes under the impression that every skill button needs to be filled with a "main" skill. This is kind of comical really but since I haven't played a lot I myself haven't learned what support skills are useful in the 3 or 4 link setups.


    So what I'm hoping to find:

    • A tanky build that doesn't rely heavily on flask management, outside of health/mana. I'm open to both melee or ranged builds though skills that require aiming might not be a good fit for now. Hes been playing melee and poor reflexes have lead to many deaths. Though this is his first character so that is understandable. I've died a lot too.

    • A build that uses 1 primary skill for killing, a secondary for bosses is fine and might be helpful for him to get used to that style of play.

    • Something that doesn't require skills that need to be buffed more than once. The one and done skills (like the fire herald) are preferred.

    • A build that isn't too expensive. He doesn't mind grinding but I'd like to set some goals for completing some content and really expensive items that are mandatory for end game will prolong and maybe prevent those goals from being completed.

    We've been both learning how to use the trade sites for finding gear. Thats going pretty well. I've also used the poelab site for navigating the labyrinth. One goal the wants to accomplish is defeating the first 3 labyrinths on his own.

    I apologize for the wall of text and for asking for what might be and absurd build. Hes going to play regardless but I'd like to make it more enjoyable for him if possible. I'm hoping to get some different build ideas for the new league so theres no rush. Thank you for reading!

    submitted by /u/PreviousSleep2
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    Im ready, bring me Synthesis !!!

    Posted: 23 Feb 2019 06:22 PM PST

    What spell damage mods to prioritize for crafting?

    Posted: 24 Feb 2019 01:10 PM PST

    Between increased spell damage, added damage to spells, crit chance for spells and cast speed, which is better to craft onto an item? Or if their is something better to craft aside from those what would it be?

    submitted by /u/ArnoTheFox
    [link] [comments]

    The Metal Mine - Full Hideout Enlightened tileset [Rework]

    Posted: 24 Feb 2019 02:17 AM PST

    The lootfilter soundpack that mathil does not want you to use

    Posted: 24 Feb 2019 12:09 PM PST

    So I heard these are rare. This is the 2nd time I got this mod this week.

    Posted: 24 Feb 2019 11:55 AM PST

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