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    Path of Exile Questions Thread - July 21, 2020

    Path of Exile Questions Thread - July 21, 2020


    Questions Thread - July 21, 2020

    Posted: 20 Jul 2020 05:06 PM PDT

    Questions Thread - July 21, 2020

    This is a general question thread on July 21, 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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    If 2020 was a map

    Posted: 21 Jul 2020 09:42 AM PDT

    The perfect helmet does exist!

    Posted: 21 Jul 2020 01:54 AM PDT

    QoL Suggestion: Add a Watchstone Altar icon to the map device that displays socketed watchstones/number of sextant charges (with the ability to use sextants on it) for the slotted map

    Posted: 21 Jul 2020 07:41 AM PDT

    Cinderswallow Urn has a critical bloom issue posted on bug forum over 2 weeks ago - no fix. Maybe posting on reddit will get it fixed?

    Posted: 21 Jul 2020 09:21 AM PDT

    ELI5: Why exactly is people crafting good gear bad for the game?

    Posted: 21 Jul 2020 03:00 AM PDT

    Seriously, I don't get these complains about harvest crafting. Let us be completely honest there, there is no difference between someone who grinds currency over the span of 3 weeks and buys their desired pieces, or someone who deterministically crafts these pieces themselves. Other than the fact that one requires using a dogshit trading system and the other encourages actual gear progression. Speaking of progression, harvest crafting is actual helpful when it comes to build diversity because it allows for gear pieces and gear combinations that realistically wouldn't be possible or both, very rare and/or obscenely expensive. One may argue that this gear makes the game too easy and trivial, well guess what - the game is not hard to begin with. You can faceroll the games content with builds that cost 10-20c tops, other than the fact that it gets faster and more comfortable with each upgrade, what is the issue here? If anything people getting good gear over time, and I speak of the majority and not only the 1%, it could allow GGG to design some actual hard content. The economy is broken? Guess what, it is broken all the time. Imagine having an economy functioning mostly on bots for trading and then having the audacity blaming its issues on a feature that actually enables the vast majority of players to have constant progression, build diversity and goals to chase other than the usual uniques.

    Crafting is now too easy? Maybe it feels like it, but still 6x T1 gear won't magically spawn in my inventory over night. I still have to farm for it, be it currency to buy the seeds/crafts (which, by the way, is no different from buying the final product kek) or the seeds themselves, which actually makes me run maps instead of sitting in my hideout and flipping currency to an bot. Prior you could slam fossils, essences and maybe find the odd good rare on the ground, make one or two additions and call it day. Harvest crafting enables gear projects on a whole other level, and it is amazing what you can go through and pull off with a plan, the desired base, and combining influence mods. Again, it helps variety. You can't seriously tell me that people actually enjoyed slamming hundreds of chaos, essences or fossils on stuff, hoping for a useable base only to eventually slamming a low tier or wrong craft, which essentially makes the item mediocre at best or actually bricks it, which equals deleting currency because rng is a fickle mistress.

    Speaking of rng, there is already too much of it in this game. Often comes in layers to and the stars have to align for things to happen. Having realible and decent gear progression based on the players input, other than plain currency grinding, is healthy for a game where you have to unveil, set up your board, perhaps delve and rebuild your entire atlas every three months from scratch. Not to mention some content being locked behind prophecies and the fact, that again other than buying it from other players, that getting specific boss fights is a whole grind on its own.

    Now that I'm done ranting please do enlighten me how getting good gear over time is so hurtful for the game, other than the 1% and perhaps streamers that can dump 8h+ every day into the game. Small hint though, these people reach their goals even without the "easy mirror tier gear" within a week or two anyway. For the rest? The new crafting is a godsend and I'm gonna be complely honest, for me it will be hard to play future leagues without it.

    submitted by /u/Celeste-Azure
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    suggestion: ascendancy trials in maps become useless after you get all six of them ,make it so that if you completed all of them,the trials plaque gets replaced with a divine font so they become worth running.

    Posted: 20 Jul 2020 03:11 PM PDT

    The "+300 to Armour while you have Fortify" is not affected by increased/more armour modifier in passive tree

    Posted: 21 Jul 2020 08:23 AM PDT

    So I am trying to build around new Arborix+Perfect Form+Wind Dancer+Hardened Scars, trying to make a "tanky" archer.

    Got the "+300 to Armour while you have Fortify" belt enchant and was really exited about it, after imported to pob, it showed I only have 300 more armour. Thought pob was wrong. After test in game, turns out pob is always right. It is not affected by any increase/more armour modifier on the tree or item?

    My char: https://www.pathofexile.com/account/view-profile/zyldragoon/characters?characterName=Xue%E3%86%8DHua%E3%86%8DPiao%E3%86%8DPiao

    Is this intended? Is GGG really dislike armour or armour is too op?

    Edit: just submit the bug report

    https://www.pathofexile.com/forum/view-thread/2911103

    submitted by /u/zyldragoon
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    Zizaran Rip

    Posted: 21 Jul 2020 09:41 AM PDT

    POE does not do a good job of explaining how armor works

    Posted: 21 Jul 2020 08:08 AM PDT

    After playing POE for a few years, today I finally learned that armor doesn't reduce physical damage by a fixed percentage like elemental and chaos resistances. Why aren't these basic mechanics included in the tutorial/help pages anywhere?

    You don't need to bring in the exact numbers, but at least tell new players how the mechanic works instead of slapping on a percentage estimated reduction without anything else.

    submitted by /u/cantforgetthistime
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    I have never bought any MTX this quick in my life

    Posted: 21 Jul 2020 05:03 AM PDT

    Opinion: PoE needs to step away from the fragment system

    Posted: 21 Jul 2020 11:49 AM PDT

    We already have too many fragmented items, (breachstones, elder, shaper, seed patches, simlacrum, legions... ). The clutter in the inventory after running a few maps is becoming unbearable. The strategy for a player surely cannot be dumping the loot in a quad tab and sorting it out periodically... This seems like a very outdated design thinking. Imagine now getting a new league every 3 months with another fragmented feature..

    An autosort (ctrl click) feature to dump items in their respective stash tab would go a long way, and be an excellent selling point for bad stash tabs like delirium or metamorph. Someone could feel that it is a ptw system, but please tell me about how you are not more efficient with the stash tabs you already have vs some guy who spent 0$ on this game..

    All in all, i have a feeling that there is a group of people at GGG with oldschool thinking, driving the development. It made the game this good, and it is IMO without competition, in a league of its own. But surely some well thought out QoL would push it beyond, don't you think?

    Edit: I saw the post that this change is already in the pipeline

    submitted by /u/babicko90
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    This forced narrative of the 1% vs the rest of the community is unhealthy and should be reconsidered.

    Posted: 21 Jul 2020 05:49 AM PDT

    Hello fellow exile.

    Recently i've seen more and more discussion about how "the elite" or "the top 1%" are a negative presence that force the game into a direction that's detrimental to the average casual player.

    While we can all agree that some point are valid (accesibility to crafting, 6 man groups etc...) i don't think antagonising those players is healthy for the community or even the game, as those players probably as concerned, if more, for the well being of the game.

    I m by no mean a good player, i would consider myself as a little bit above average, i can't print exalt, i can't make mirror gear, i've job obligation that prevent me from going all in on the game but having players to look up to is something that i consider important, because it mean that if you want to invest yourself more into a game, you can do it.

    This debate always existed but was extremely exacerbated with Harvest. Hopefully we don't end up doing witch hunt.

    submitted by /u/leobat
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    Harvest has proven that the issue with players dropping off during endgame is the impossibility to acquire new gear, not lack of skill

    Posted: 21 Jul 2020 11:13 AM PDT

    So, first off - I realize that the "evidence" I bring is at best anecdotal, but I'm fairly certain that most people here saw similar things happen around them this league as well, even if they weren't affected personally.

    Harvest didn't look like much at first. A lot of busywork with the plants, life force constantly running out, unless you stuffed so many storages into your garden, your FPS started dropping...well, and also the crappy rates pre-patch.

    However, after a bit I've started noticing something - I was able to improve my gear without having to rely on somebody else's failed crafts for 5ex, simply because they had the 4-5 tier 2 mods I've needed. No, I could simply craft my own stuff. It took effort, it took looking up how the tags work and how to lock mods and how to annul non-targetable ones without bricking the item.

    It's the first league I even touched an Awakener's Orb. Imagine that - a boss drop being actually useful for more than paying half the price of a crappy rare that you have to buy anything, because otherwise you can't crawl up the next tier of maps.

    So I've started improving my gear, piece by peace, making mistakes, bricking items, making stupid investments that didn't pay out, but eventually getting items with 5 clean tier 1-2 mods that I needed and a bench mod.

    And soon I'm gunning for 36 challenges (right now at 34), Lv97, actually having fun past the brick wall one would usually hit in any other league. Similar stuff happened across my friendlist. People had higher levels, stayed active for longer and were genuinely happy to actually be able to keep progressing through the game.

    All this time I thought I just lacked the right skills to build a proper character, but nope. I just had less HP and less damage, because I had to spend skillpoints on resistances, since I couldn't get decent gear with any. My defenses were shoddier, because I couldn't afford to have +25% to Fortify Effect on my helmet or 15% of Phys Damage taken as Cold on my chest. I couldn't afford a Watcher's Eye with +2 Impale Stacks, because I never got to maps that would provide the drops necessary for it, nor could I generate value due to the RNG of crafting.

    And honestly - I feel like that is what annoys the nay-sayers the most. They were living in that bubble, thinking that it's their pure 1337-skillz that allowed them to get through the endgame, but that's not the case. It was simply the higher amount of currency to throw at the RNG until good items popped out.

    Now even people like me, who were barely able to get past the conquerors, are able to clear all of the endgame content and are having fun doing it. And GGG will have to decide, whether they want to stick to their "only 24/7 players get to have good stuff" policy, or if they want to wake up to a much bigger community that is just waiting to be able to play past the tutorial stage.

    submitted by /u/KasseopeaPrime
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    At risk of sounding like broken record, talisman should be annointable.

    Posted: 21 Jul 2020 12:44 AM PDT

    Annointment is a fairly major power increase, it's not something you can do without in min-maxing, yet talisman are dropped without being able to be annointed, making all dropped talisman straight garbage except for some unique talismans. Also turning a decent amulet into talisman with great implicit, but forget about annointing? Punished, get fucked.

    But many leagues have passed, GGG has shown extremely little interest in making this happen, so this feels like beating a dead horse now. :(

    submitted by /u/SoulofArtoria
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    Finally free. Managed to finish my 40/40 SSF grind

    Posted: 21 Jul 2020 06:56 AM PDT

    If Harvest-esque crafting options go core in some way, they NEED to be highly accessible

    Posted: 21 Jul 2020 07:18 AM PDT

    Everyone reading this is probably aware of GGG's typical post-league balancing strategy. If they want to keep content in the game they will add it to core at a reduced droprate. The "reduced droprate" I'm speaking of is a nebulous way to say 'You might find enough splinters (or delirium orbs or whatever) to access this content by the time you hit 100. Maybe.' I, at least have played quite a bit this league (4k map tiers, AL8 down, etc) and I just hit 150 simulacrum splinters, 3 delirium orbs, almost a Xoph breachstone, ~60 of each common Legion splinter, etc. I'm sure we all have our own experiences to draw on in this regard.

    While is arguably a necessity given the amount of content crammed into PoE currently (and I personally believe that PoE has never been better, partly thanks to all the content), this cannot be the case for harvest-crafting. I have 0 doubt that the garden will be removed or simplified by a high degree (think Bestiary), but I do think GGG is thinking very hard about if and how they should make Harvest-esque crafting go core.

    So the reason I am writing this is that I think we as a community need to be extremely clear about one thing: Regardless of the nerfs they decide to give to the power of Harvest-esque crafting, they NEED to keep the content highly accessible even for players that don't play many hundreds of hours a league. This is not about power. I'm well-aware people have varying opinions about the power of Harvestcrafting. This is about accessibility.

    All other balance questions and arguments aside, I think this needs to be a clear message to GGG from the players: Do not give Harvestcrafting the Delirium treatment. This content needs to be accessible!

    That is all. I would appreciate your support in helping send this message to GGG, because I can all-too-well imagine a future where they introduce type-targeting exalts and you might hope to find a single one by the time you hit lvl 100. And then inevitably you'll sell it to a powercrafter because it'll be worth 12 exalts. That's not a future anyone wants for PoE, is it?

    submitted by /u/Arakura
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    How much money have you made selling seeds this league?

    Posted: 20 Jul 2020 04:15 PM PDT

    Bug: Multiple crafts consumed in a single click

    Posted: 21 Jul 2020 08:50 AM PDT

    It ain't much indeed

    Posted: 21 Jul 2020 01:03 AM PDT

    Lately i've seen some hideout art and i thought i could make some myself.

    Posted: 21 Jul 2020 09:46 AM PDT

    Lately i've seen some hideout art and i thought i could make some myself.

    Here's to all you sunbros out there

    Made with:

    Volcanic pebbles

    Metal Beams

    Red carpet

    Arctic ground

    Innocense candles

    Stone pieces

    Grass

    submitted by /u/maguel92
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    Why fight progress?(My entry for Harvest Fanart Competition)

    Posted: 20 Jul 2020 02:42 PM PDT

    Veteran player with 8,000 hours - my thoughts on Harvest / direction of the game.

    Posted: 20 Jul 2020 05:06 PM PDT

    I've been playing Path of Exile since 3.0. I've played every league since then for 1-2 months depending on the league. I'm the person they are talking about when the casual player base references the "no life" players that have all the advantages. I was first lvl 100 deadeye in the bestiary flashback race event. https://i.imgur.com/PGSkSsk.png Needless to say, I play a lot.

    I'd like to start things off with a thank you to GGG and it's employees. Coming from someone who used to play games run by a different company that consistently ignores overwhelmingly negative player feedback and constantly moves their game in a bad direction - it's refreshing to see all the systems that get changed / implemented in POE based on feedback. That being said I am a bit concerned about the way things are moving. I'd like to go over my thoughts on some of the systems currently in place and the big topic of Harvest league.

    Do I think Harvest League should go core?

    Yes and no. I don't think anyone with proper knowledge of crafting thinks that current Harvest is good for the game. Most people are only utilizing Harvest to a fraction of it's potential, and for those players - it's probably fine. But for someone who knows what they are doing, it's way too much. My entire character was wearing essentially mirror gear by week 3. Doesn't leave much room for growth going forward.

    However, I do think that a version of Harvest should go core - and not doing so would be a mistake. We've run into this issue with previous leagues (Legion and now Delirium) where the bar was set extremely high for rewards - and the league following has felt awful in comparison. The same thing will happen with crafting next league. There are so many ways to go about fixing this and i'm not going to pretend like I have all the answers. Here are a few things I'd like to see considered moving forward with Harvest going core:

    -Scrap the Garden / building mechanics / lifeforce requirements. I'm sorry but these systems just don't work. This game is about killing monsters and collecting loot - not optimizing a garden to fit more storage tanks.

    The garden could still stay in a sense. Enter a map > find harvest in map > go into garden > Xamount of plots of varying tiers 1-3 are ready to be harvested immediately (would have to play withnumbers here to find what feels right, it would likely need to be quite a bit if harvest got the standard10% chance in maps treatment) > fight monsters > collect your crafts > store your crafts in a SINGLE universal craft stash that can be searched. I can't stress this enough, an option to easily sell you crafts as an item that can be traded. No matter how much you seem to hate having us be able to trade, people are going to trade them if it's possible. So just give us a system to trade where we don't have to risk getting scammed.

    -Blossoms are way too powerful. Honestly the base rarity of the crafts isn't all that out of line, but the blossoms are absolutely ridiculous. They could likely just be removed entirely.

    -Limit the crafts to only be use able on items with 3 or 4 mods. Would have to play with the tuning and find out what numbers feel good, but you should not be able to just create a 6 mod perfect item with the crafts. Limiting the crafts use to 3 or 4 mods would allow them to keep their power and let players use exciting / rare mods without having mirror gear in every slot. The exception here would be the annuls maybe working on 5 or 6 mod items.

    -Certain tags need to be adjusted. There are currently too many scenarios where a targeted slam can only hit the exact rare mod you are looking for or with an extremely high chance. Looking at you tailwind boots.

    -T4 "seeds" could have a chance to drop off the random harvest map encounters. Placed in map device to open a portal to the boss fight. Fights should honestly be buffed, with improved rewards.

    There are a lot of ways I could see this going core with a massive benefit. It would need some adjusting for sure, but it's hard for me to see a world without harvest where gearing doesn't feel terrible.

    Player Retention:

    I recently heard GGG talking about player retention this league and attributing that to gearing being too easy. This is partially true, but only for the top 1%. I'd love to see a look at the profile of the characters that have quit the league already. I can almost guarantee you their gear is not good, and that is not the reason they quit. For myself personally I've burnt out on the league fairly quickly because I enjoy min maxing a character. Well with this league, i'm essentially done. The biggest reason for the drop in players - at least this league - was the state harvest was released in. Not only did it come with a tedious mechanic of setting up your garden, but it also came with rewards that aren't immediately rewarding. When you are level 75 progressing into yellow maps, getting an "augment cold modifier" craft doesn't do much for you when none of your gear is good enough to warrant using it on. This compiled with the fact that the harvest monsters dropped almost no loot just made this league feel like standard until the patch. If you want to improve player retention give us monsters to kill, and monsters in our maps.

    Monster Density / Sextants:

    This is something i haven't heard talked about enough in my opinion. Maps have extremely low monster density across the board. The single thing I dread most about having to start fresh on a league start - is not having sextants. Doing maps without sextants is miserable to me, there aren't any monsters to kill. It just feels plain bad. Personally i'd like to see sextants just removed or reworked to be something more special, and bake those extra monsters into the map baseline. They are just another system that increases the gap between the top 1% and the bottom half of players.

    Power Creep:

    There is no denying poe has had a lot of power creep over the last few leagues. I am not a fan of the ways we get it though. Giving us power creep by adding an influenced mod that is extremely rare with a very high ilvl requirement doesn't do anything for most players. All that does is let the 1% min max our characters to kill end game bosses in 0.5 seconds instead of 0.6. Adding some insane mod like that does nothing for the average player, unless they want to wear gloves with that mod and nothing else on them. If you are going to add power creep make it accessible. If it's something you can reasonably expect players to have - you can balance the game around it.

    I'll end my rant there. I love this game and i'm excited to what the future brings. Thank you GGG.

    Edit: I'd also like to just add that the crafting this league has been an absolute blast. I don't mean to downplay that at all. I've had more fun crafting / figuring out mods / making these items than ever before. It's just a little to powerful in my opinion, which caused the fun to end quickly once achieving my goals. Hopefully we can get some version of this going core!

    submitted by /u/Ammeron
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    Doryani's Prototype [Mjolnir] Assasin

    Posted: 21 Jul 2020 11:04 AM PDT

    Harvest isn't just about crafting, it helps newer players experience every piece of content in this game.

    Posted: 20 Jul 2020 07:41 PM PDT

    Warning: Post is long, if you guys want a short summarised dot point version of key points of how Harvest interacts with the entire end game let me know.

    Firstly, I'll give you some background on who I am as a Path of Exile player.I created an account around 2013 but could not for the life of me enjoy this game, it felt clunky and tedious compared to Diablo 3 at the time.

    Six years later, when Synthesis league released I tried PoE again, this time I lasted a little longer but I think I got to maps and burnt out from the sheer amount of information being presented.I proceeded to play Legion, Blight, Metamorph, and a bit of Delirium. Though in each of those League's I basically hit a similar wall of progression, probably low red tier maps - and in Delirium's case, didn't even finish Act 7.

    Don't get me wrong, I put a fair amount of time during these leagues to learn the game and its several systems, past leagues etc, but still never found much success in the end game. It was tough to figure out what I actually am meant to be doing at end game and what content there was to do. In fact, I've never killed any boss past Kitava (excluding Metamorphs).

    Harvest changed this.

    For me, Harvest has opened the gates to literally every piece of content in this game and I can basically say outside of ridiculous Delve depths, meta/mirror tier crafting, and hitting level 100 (yet) I have experienced it.

    If you're wondering, I League Started as a Poison Blade Vortex Build (Gr0bbs guide and a lot of help from Zatheyll to get going) and it took me 23 hours to finish Act X. (I liked the Garden okay, cut me some slack). I'd also like to thank my friend Liam for gifting me a tabula and binos early on.

    Let me break down how Harvest helps players interact with everything Path of Exile has to offer.

    As I'd taken the time during my leveling process to setup one of those mid tier reddit farms I was able to fairly constantly push out seeds and crafts while progressing my Atlas (Huge thanks to u/DBrody6 - https://www.reddit.com/r/pathofexile/comments/hbmims/guide_stepbystep_visual_guide_on_atlas/ )Honestly, this written guide on how to progress step by step helped out a lot with understanding the new Atlas and actually being able to systematically complete it.

    Being able to use my farm to alch maps early on when currency is hard to come by (for the player who prefers to be self-sufficient on Atlas) was great, also for the essential free scour/alch/chaos roll to rid of reflect and save on those few maps you find early was also nice.

    Additionally getting started on maps gear progression and resistance amending can be hard without a fair amount of trading or currency. Again as we already know, Harvest helped me bridge this gap to push into red tier maps fairly easily.

    Around level 73 I decided to take on my first boss ever, Atziri. I watched a YouTube guide and on my final portal was able to down her (barely). Exciting! I said to myself, this is the League I beat every boss in PoE.

    Fast forward a few days and my friend who'd progressed to his first Sirus fight asked if I wanted to do it for practice (he's a fairly veteran player so had done it plenty of times). Wanting to test myself I accepted, watched a guide or two and went into the fight. Yeah it kinda wrecked me.. even had one of them special no corrupted blood jewels (cost me all my currency at the time, roughly 20). Got to about 3rd phase before losing all my portals.

    Determined to beat the damn guy I kept plugging along at my Atlas while my farm slowly built up to tier 2 seeds. At this point I upgraded my farm to a more complete farm with 4 T1s and 3 fields for T2/3/4 and a shit tonne of storage tanks. This is when the farm really started to shine, obtaining Horticraft benches and other seed rewards (not just crafts).

    Before getting to my first Awakener 5 Sirus fight, I was about level 87 and was rocking a Tabula, two cold iron point daggers, some cheap circle of nostalgias, and a Diadem (maybe 2ex worth of gear).

    Nervous I went into it deciding to leave it at A5, and again like Atziri on my last portal and almost ripping before killing him, he was defeated. (Loot: https://imgur.com/a/xACo7qe )I was so hyped and getting those drops helped so much. (I bought Asenaths)

    I was starting to be able to clear high tier red maps and started dropping / getting zana missions for Elder and Shaper guardians. Eventually, I had enough Elder Fragments to try him and watched some good ol' Engineering Eternity and went in. Yeah.. Elder was actually kind of a pushover (Poison BV seems to have very good boss damage)Loot: https://imgur.com/a/zhfGWjwWhile not as exciting as Sirus, or intense, I can mark him off my list.

    Next up while mapping Zana decided it was time to mark off the Synthesis bosses and gave me a Cortex, this was actually fairly difficult as my build is a glass cannon and if I get hit by a mechanic I'm essentially dead. Multiple deaths later Cortex was down, no flask drop though. (Loot: https://imgur.com/a/8jeE9VH )

    Few days go by and I'm still missing the last shaper fragment, kept getting the same one so I had 3 of them. Doing my garden I was able to get a "Convert a shaper fragment into another one" and this allowed me to take on the next boss, Shapes man.Guide watched, fight entered, and he was fairly easy (not as easy as Elder- Loot: https://imgur.com/a/TBV0Vjy )

    Again utilising the garden to swap some fragments around I was able to do Uber Atziri - nothing much to mention here.

    Around the same time, I hit a low enough delve depth to fight my first Delve boss, Aul. At the time didn't realise it was actually I think the hardest boss of Delve but he'd need to die anyway. He actually ended up dropping a 7ex amulet and that had me stoked.

    This is where the Garden starts to really ramp when getting your T3 and T4 seeds.I was getting all these neat rewards like adding more master missions, influenced map mods, changing of maps etc - it really helped to be able to do more of the past league stuff (mostly Delve, Incursion and Betrayal) and gave way more map sustain.

    In addition to this, it's where I started to craft my own "end game" gear. Which also helped me learn about different systems. Here's my current chest that I made from scratch ( https://imgur.com/a/bG9VeaD )Sure it's probably the same as the 100 other explody chests that's been posted here however I am fairly certain this kind of chest would cost over 20ex and that kind of money is just out of reach for me in any League previous.This was crafted with maybe 8ex of investment and I was stoked to be able to have it.It lead into me starting to learn about Betrayal because I wanted white sockets and lead into me taking some time to understand the syndicate - and I'm really glad I did, it's actually not that hard but very very rewarding.

    Getting more keen on learning to craft lead me to try out some of my own side craft projects just using some of PathOfMatths videos - which opened my eyes to Beastcrafting.

    I'd honestly never used the bestiary outside of the occasional hope to get a Headhunter or 10 mirrors from its bench and sometimes flask augments. Now that I'm crafting some crazy wand thing I learnt to use beastcrafting to duplicate an expensive base, imprint, and force an item to have only prefixes or suffixes to help with abusing the crafting system. Didn't even know you could trade and buy beasts until this League. Also, this specific craft had me for the first time utilising essences as part of crafting so while minor, I did learn about it.

    Now it was upon some crazy luck that I actually obtained my first headhunter, I chanced one with 70 chance orbs. https://www.reddit.com/r/pathofexile/comments/hmajf2/my_first_ever_chanced_unique_ive_tried_getting/I want to just quickly say even if I didn't get this very expensive item my experience with Harvest would not have changed that much.I made the choice to sell it and I basically bought all my cluster jewels, a really nice Stygian belt (that I could actually craft myself looking at it) and a watchers eye (20 ex).But as I had already cleared most bosses at this point my build did not by any means need them.

    This is where I started to learn about Delirium more, I actually skipped this League because I hated it on release (and I chose a really crappy build.. think it was channeling storm burst trickster, just didn't like stopping and starting)Aside from being annoyed that I had about 70 delirium splinters and beaten most content at this point I dove into cluster jewels. Further learning about making sure you have the right ilvl for certain mods and being able to force on some key notables with harvest (post buffs) was fun. Eventually, I got enough splinters to do my first Simulacrum and it was pretty enjoyable, bought a few more with some exalts I had just to do it.Also did a 4 way Legion with my friends to unlock the 5 slot map.

    Shortly after, I managed to get enough fragments to do Uber Elder. By far this is the most difficult fight out of all the bosses so far, and probably the most fun. Nothing notable dropped (it was a pretty average watchers eye).

    Around this time I'd also finished getting all my watchstones and took down Awakener 8 Sirus. He dropped me a nice Awkened gem (Loot: https://imgur.com/a/cCcNvi6 )

    Now that I'd basically geared my Poison BV gear to where I was happy (around 33mill Shaper dps) I saw a post about Fire BV.My couple of mates who play have been wanting to do a 3man team where you go into those ridiculous buffed delirium maps, but wanted me on a better build for it. However I am 100% against rerolling because as you may remember it took me 20+ hours to finish Acts (I know it would only take maybe 6-8 with leveling gear now) and it's just not something I'd be keen to do. So my compromise was to switch to this awesome looking Fire BV build... that looks to cost almost 200ex.

    Well, I started to try and drop a Badge of the Brotherhood for this build, learning about annointments and oils more so I can do Blight better. It didn't take long and no, I didn't drop one, but I did learn about it.

    Next step while slowly gearing my new Fire BV build I decided to craft those ridiculous delirium maps. Wanted to solo them to try make a bit of money and maybeeee drop a headhunter.

    So I write up a text document of the steps I need and get started, I'd decided on a T11 City Square map. Alt spammed for beyond, augmented, regaled, Beastcrafted suffix to prefix, and did some Fracture a Prefix crafts. Then when I got it fractured, I used enchanted with Sextants aren't consumed. Now my newfound Syndicate knowledge let me move Hillock to Intervention and 3* - Then got the map to 35% quality. Purchased 5 skittering delirium orbs and adding them, then rolling all my sextants to be ideal (according to Grimro). Now utilising Delve fossils for the first time I bought a Fractured fossil, put it in the resonator with a no Phys mod one and bam. I've now for the first time, used Delve fossils for something meaningful.

    I ran my newly made map with some prophecies for added strongboxes and man is it fun, laggy, and a lot of loot. Had to make a custom loot filter just for it.

    During this process, I also finished growing my Oshabi seed and beat her. So I can officially say that I have beaten every boss in Path of Exile, learned all the systems and old Leagues, got 154/154 (awakened bonus included) on the Atlas, and understand the game a lot more. Right now I'm still trying to make more money to switch to my Fire BV build, but outside of that, there isn't much more for me to do.

    I didn't really go into it but through Harvest, I also did things like the Harbinger maps and Breachstones which I haven't done before.

    TL;DR

    I have done what I believe most of what Path of Exile has to offer. I definitely stand on the argument side of Harvest helps with player retention and enables your average player to succeed if they want to. In one way or another, whether it be directly or indirectly, Harvest integrates every aspect of PoE's core features, end game, and systems allowing players to learn and enjoy everything this game has to offer.

    If you have any questions, please let me know.

    submitted by /u/JasperSnail
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