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    Path of Exile Questions Thread - April 23, 2020

    Path of Exile Questions Thread - April 23, 2020


    Questions Thread - April 23, 2020

    Posted: 22 Apr 2020 05:06 PM PDT

    Questions Thread - April 23, 2020

    This is a general question thread on April 23, 2020. You can find the previous question 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
    • Price checks
    • 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.

    submitted by /u/AutoModerator
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    Sirus hard

    Posted: 23 Apr 2020 07:54 AM PDT

    After all these years, I finally got an answer to that question...

    Posted: 22 Apr 2020 11:56 PM PDT

    Oriath citizens discover a groundbreaking invention.

    Posted: 23 Apr 2020 01:13 PM PDT

    10 years ago today, something terrible happened in Wraeclast!

    Posted: 23 Apr 2020 08:03 AM PDT

    Is this normal? First Awakening 8 Sirus of the League :O

    Posted: 23 Apr 2020 12:36 PM PDT

    Wild Master Spawn Rates

    Posted: 22 Apr 2020 08:35 PM PDT

    Hi everyone,

    If you've been following the subreddit since Delirium's launch you'll likely be aware that some players have reported that they weren't able to spawn masters in the wild (i.e. masters wouldn't spawn unless they forced them to through Atlas missions or Sextants).

    I mentioned previously that we were spending time investigating this and I'm happy to report that our investigation has concluded. We have found no cases where a user has been unable to spawn any masters in their maps.

    The way this system works is that if you are running a map where you have not force-spawned a master through an Atlas mission, then you'll have a 10% chance to spawn a master naturally. The system will roll for a chance of whether or not there is a master and then roll again for which of the five masters you would get. This results in a 2% chance per master on maps where masters have not otherwise spawned. Note: Tane and Cassia are not masters, they are just NPCs that accompany their league content. Tane and Cassia have a 10% chance to spawn each and can spawn when masters and other league content are present so they'll seem much more common comparatively.

    When you complete a map, you have a 35-45% chance to receive an Atlas mission, so this is the most likely and best source for running master content if you're so inclined.

    One thing we did note is that Zana's and Alva's spawn rates were marginally lower than the other masters but still very present. This can occur where if your temple is ready to run, Alva won't spawn and another master wouldn't spawn in her place. So for example, your map would roll the 10% chance for a master, if you rolled a master and it was Alva, you wouldn't get her and it would not roll the chance again for a different master. This could contribute to longer streaks where it might appear that there are no masters. This works in a similar sense for Zana, for example in low-tier maps where you haven't encountered her quest chain yet.

    We're pleased to find that there wasn't a problem with this system in the end. But we'll keep investigating reports of similar issues in the future. Thanks to everyone who helped provide information for the investigation.

    submitted by /u/Bex_GGG
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    [Literally Unplayable] It is not allowed to have Portal Gem lvl 11

    Posted: 22 Apr 2020 04:58 PM PDT

    For the sake of science I've played the whole league as 100% Self-Cast Stormbind (no totems). Here's a quick video of how it plays in Uber Elder and an array of comments on the skill.

    Posted: 23 Apr 2020 09:56 AM PDT

    Uber Elder Run

    I did die one time. No, I don't know why I stood in the Shaper degen beam twice either. Edit: Someone also pointed out the shield phase. I don't run UE too frequently and somehow never noticed this. I assumed they were on a timed invulnerability phase, not related to one another. Oops! I still believe the write-up and such is accurate, but as I did note, I haven't played a huge variety of skills and there's things I don't know no doubt, hence why I'm open to suggestions! I'll try to re-run UE with this in mind and hopefully get a more accurate video on DPS.

    Anyway, I'm a bit lazy and don't currently have the time for a full, voice-over video and guide, that may come later. But I'll add my comments about the skill from this perspective since I personally haven't seen a single person play it without totems thus far. Some things are still in experimentation, if you have any suggestions on additions that might alleviate the issues I note below I would greatly appreciate them.

    Why no totems?

    I found it more interesting to try playing it fully self-cast. I played a trapper last league, so similar play styles with totems, and wanted to know what the skill felt like entirely on its own. Likewise, some other content creators noted that especially in areas like Simulacrum and such with huge mob density, totems were dying too quickly, making the skill effectively dead in the water if you had no runes to cast Runeblast on. Also, the theoretical damage ceiling of self-cast is higher, and who doesn't love big numbers?

    Pro's

    Different

    It's certainly unique. The way I'd sum it up is that if the game were genuinely slower, the skill would be much more fun. However, adding it into Delirium of all leagues almost feels like a sick joke. It's fun and adds another layer of gameplay, whether you see that as a con or not, but is certainly something a bit different.

    Clear is actually quite good. It's nothing remarkable like a Savior flicker strike or similar, you won't be blitzing maps, but with enough AoE it's at minimum able to clear T16's quite quickly in Delirium.

    Single target is also decent. It can run A8 Sirus deathless or generally with about 1 death for a simple mistake. I can generally insta-phase him until final phase where he takes a few more whacks, but I'm fairly content with the damage. Wave 20 Simulacrum (Highgate, Lion's Watch, haven't gotten the others in a bit) including Kosis/Omniphobia in them. I haven't run a 100% T16 Delirium quite yet, but Kosis, Omniphobia, and juicy Metamorphs were quite doable at 60% and 80% T16.

    Of course, keep in mind that I've invested a ton into this build. It might not be completely optimal, I haven't played a massive variety of builds in this game so the theorycrafting took some work. But it's certainly enough of an investment to get an idea. Otherwise, if you're not willing to invest quite a lot, I would personally avoid the skill altogether.

    Con's

    Chunky Clunky

    It's clunky. That's the word that everyone uses and it holds true no matter how you seem to play it. I noted that clear was good, but I'd be lying if I said I didn't die here and there still. And that's where the skills biggest issue, to me, comes in. For particularly tanky groups of fast-moving mobs, for Delirium or Conqueror mobs that spawn on top of you, those are the skills largest area of weakness. Traps are instant gratification, they do damage as soon as you set them down generally, or as soon as something approaches you. Mines I feel have more flexibility. When I die, it is virtually always because you have to, if even briefly, hold down one and then press a second key before you get to deal damage. For a game like this, the skill feels out of place when those quarter of a second presses mean life or death.

    Also note that I am moderately tanky. 8900 ES+HP, not including 40% MoM. Because of the stop and start and issues plaguing the skill, this still doesn't feel as if it's enough to comfortably run juicy content. All of the tankiness in the world won't help when a single hit or two will kill most players, and you have to stop frequently to deal damage, all while not being able to have consistent uptime on damage to actually wipe packs at all times.

    Visibility

    To play into the above, visibility. A second reason why I believe adding this skill into Delirium was a sick joke. You still can't easily see runes in the fog. You can't see them when there's a massive pack on top of them either, think around Shrines. And so, when you have to move around so much until you can safely deal damage, you're often losing out on stable DPS because you can lose track of where runes are, and thus, where to charge.

    Because you have to point Runeblast at the runes you want to charge within an area, if you lose track of them it becomes much more difficult to reliably deal damage in that area. Because patches of runes you lay down don't always have to be connected, you might end up just detonating some first-charge runes somewhere else when you would have rather charged up each patch of runes to tier three.

    Or, alternatively, you might just end up casting Runeblast somewhere with no runes and wasting time. This isn't an infrequent experience especially in Delirium, where you can't see runes and thus, if you lose them in the fog, you might end up just wasting mana casting Runeblast into thin air when you believe there's runes.

    Comparatively to mines, if you place a mine, you at least know that detonating them will do the damage you expect them to, and as long as you have mines placed, you can't not do damage. You can detonate from any location and deal damage. This doesn't apply to Stormbind.

    Pathing

    Credit to /u/GhazzyTV for the video displaying this. https://youtu.be/Ii8jQRMcxwQ?t=334

    Similar to how you can cast Runeblast on an area with no runes, the skills pathing is particularly clunky, totems or not. It seems to get stuck on certain terrain and will stop casting runes in that direction for no particular reason. For maps with a lot of overlap like Vaal Pyramid, it's a grand old time getting all of your runes stuck on random bricks and no longer casting past that point.

    Mana

    The skill deals more damage the more you charge up runes, up until a third tier. Per tier is 100% more damage. This is great, but it creates some functionality issues. At just tier one it's damage is abysmal, so you obviously want tier three at all times. This brings in Doedre's Malevolence or Voidbringer. However, Voidbringer would demand using Fevered Minds which means giving up jewel slots. I believe the % increased cost also stacks with Indigon which may even exacerbate the mana issues. Not optimal.

    Based on watching the video you can get an idea of how it performs with Indigon. Without Indigon though I can imagine it's damage is even less to write home about. This creates an issue where you need a very high base mana cost for a channeling skill to reap the benefits, but will end up performing poorly without an item that quickly creates mana management issues.

    While stationary (ie. any time while channeling) I have about 1900 mana regen, not including a flask. This is fairly manageable but certainly adds to the clunk aspect of the skill. You would likely need a monstrous meta-crafted helm to come close to Indigon in this case which isn't an option for many people.

    You can't use Eldritch Battery. The skill explicitly only charges through the use of mana; you cannot charge it with the ES taken from EB.

    Micromanagent

    To sort of sum up everything above, the skill is a micromanagement nightmare. If you lose track of runes, if you ran out of mana, if your fingers simply get too tired from managing QWQWQWQWQW all of the time and you slip up, god forbid you press WW, it becomes fairly easy to see why it's so clunky.

    Oh, and because it's optimal to run a 6L Stormbind and at least a 4L Runeblast to cast separately, it eats up an additional skill slot to be optimal.

    TL;DR

    Even at high investment the skill is fairly mediocre and its play style doesn't quite fit into a game like this, or at least, a league like this. A number of functionality issues plague the skill, totems or not, so unless you're willing to put what is likely hundreds of exalts into it, it will never perform even close to any meta build or skill at a much lower investment.

    Thanks for coming to my TED Talk. If you have any suggestions that might greatly reduce issues like mana cost etc. then I am all ears and would genuinely appreciate whatever may help redeem the skill.

    submitted by /u/mrfaceroll
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    Three feces in the dark

    Posted: 23 Apr 2020 09:38 AM PDT

    Do not vendor for GCP the valuable gem you are trying to add quality to

    Posted: 23 Apr 2020 06:34 AM PDT

    This is an obvious thing. I'm usually pretty sharp, pay decent attention to what I'm doing...

    This morning, after saving up all league, I was finally able to afford an Awakened Spell Cascade. Took all my significant cash, was more expensive than anything I've ever bought in this game. I only had 17 GCP though. What to do? I grabbed some crummy low-quality gems from my stash and vendored them to get three more GCP. Now where's my... Oh. Oh fuck.

    I was pumped with adrenaline from finally being able to buy it, my kid had just woken up, I wasn't paying attention. Now I'm very, very sad.

    People, let my pain be your guide. Don't do this. It's obvious, it was even obvious to me, but in the moment it's very easy to slip.

    submitted by /u/Ygorl
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    Is this what they mean by map sustain?

    Posted: 23 Apr 2020 12:09 PM PDT

    Was testing some gear out in Path of Building when I noticed this

    Posted: 22 Apr 2020 09:00 PM PDT

    The deadliest encounter in PoE

    Posted: 22 Apr 2020 06:34 PM PDT

    This is how you complete Hall of Grandmasters in style.....with no portals left.

    Posted: 23 Apr 2020 04:01 AM PDT

    [DSC] Entropy Torc - Int stacking amulet

    Posted: 23 Apr 2020 06:15 AM PDT

    Was Whakatutuki O Matua Ninja Buffed with the Herald Nerfs?

    Posted: 23 Apr 2020 11:18 AM PDT

    Whakatutuki O Matua used to have the same wording as PH; it gave 20% increased effect of auras on you, and 20% increased effect of auras on your minions. With the nerfs (AKA bug fixes) to Purposeful Harbinger, the item was changed to read "20% increased effect of non-curse auras from your skills on your minions" and "20% increased effect of non-curse auras from your skills"

    As written, this would now mean that auras that affect your minions would have 40% increased effect on them, whereas before the PH nerfs it was only 20%. Does anyone know if this is merely a visual bug, or if minions do get the double bonus now? I can't think of a good way to test it out.

    submitted by /u/Keljhan
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    Guess who found out that Redeemer Mana reserved has multiple rolls unlike shaper...

    Posted: 23 Apr 2020 11:16 AM PDT

    realm crash?

    Posted: 23 Apr 2020 07:11 AM PDT

    just lost my sirus on aus servers

    submitted by /u/emiracles
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    [Visual Glitch] Itemfilter Beams are cut of by Blight growth

    Posted: 23 Apr 2020 07:43 AM PDT

    Behind the Music - Path of Exile 2 Act One

    Posted: 22 Apr 2020 03:31 PM PDT

    Since I play PoE, pornhub doesn't show anymore when I type po, but poe trade instead

    Posted: 23 Apr 2020 07:01 AM PDT

    It finally happened

    Posted: 23 Apr 2020 05:10 AM PDT

    It finally happened

    After about 4,700 hours for me and 1,900 hours for a friend it finally dropped.

    A bit speechless at the moment

    submitted by /u/Joshiii1
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    ExileCon backgrounds

    Posted: 23 Apr 2020 07:37 AM PDT

    Hey guys! My working schedule and goal to get 36 challenges this league prevented me from posting this earlier. But now when it's all done, here it is.

    At some point in time after ExileCon I've contacted support trying to get those fancy stream background animations which they used in between talks and events. And after a while I got a response.

    Here is a preview of what I'm talking about: https://imgur.com/a/c9iFTos

    There are 3 variants: Village, Graveyard and Forest. They are videos, so you can use them to make backgrounds with Wallpaper Engine or similar software. Or just use one frame screenshots from preview above and get a regular background.

    Here is the link to drive folder: https://drive.google.com/open?id=1zsEiZn6jQLBJUJhS3Z0gUIB6wkR52a1l

    Thanks to Al from GGG for providing these. Glad to share them with you guys.

    submitted by /u/weSbrow
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    This is a guide created aimed to help new players work through the acts. This is act one! The goal is to take someone who is a beginner to Path of Exile and have them learn as we play through the campaign.

    Posted: 23 Apr 2020 10:38 AM PDT

    https://www.youtube.com/watch?v=GHpOkThBlSs

    Hopefully this helps some new players get more familiar with the game without having to read through pages of guides.

    submitted by /u/raveslaveee
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