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    Path of Exile Questions Thread - August 05, 2020

    Path of Exile Questions Thread - August 05, 2020


    Questions Thread - August 05, 2020

    Posted: 04 Aug 2020 05:06 PM PDT

    Questions Thread - August 05, 2020

    This is a general question thread on August 05, 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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    My second entry to the Fan Art Contest! ~Just in time!

    Posted: 05 Aug 2020 10:08 AM PDT

    [SSFHC] 826 ES, -5% Damage Taken Regalia.

    Posted: 05 Aug 2020 03:44 AM PDT

    The metamorph tab needs help, perhaps I do too

    Posted: 05 Aug 2020 12:43 AM PDT

    GGG, please add slots for pure breachstones in fragments stash

    Posted: 05 Aug 2020 12:16 AM PDT

    I'm not sure why no one else has suggested this or why this hasn't been implemented.

    But GGG, if you are reading this, please add slots to store pure breachstones under the fragments stash which us players already paid money to purchase.

    There are currently slots for holding normal breachstones like tul's, xoph's, but the moment they become enhanced from the crafting tables in syndicate content, and become pure breachstones, they cannot be stored in the fragments stash, which is a stash specifically dedicated to storing things like breachstones.

    Please...GGG.........

    submitted by /u/red_codec
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    Frigid Roar, a debuff applied by the new Harvest monster Primal Crushclaw's "HarvestNessaCrabScreech" ability. If someone at GGG could tell us by how much % this increases damage taken, that'd be great.

    Posted: 05 Aug 2020 02:03 AM PDT

    The One, The Only, The Beautiful. ~850 chance/scours, 1 Awakeners orb, and some Fossils. Ain't she Perty

    Posted: 04 Aug 2020 07:49 PM PDT

    Fanart entry - Einhar ,"The League Slayer"

    Posted: 05 Aug 2020 12:27 PM PDT

    Killing A8 Hunter faster than my PC can handle - HoT

    Posted: 05 Aug 2020 12:58 PM PDT

    An End to Hunger by Taylor Germain

    Posted: 04 Aug 2020 03:52 PM PDT

    And the unrighteous were turned to ash... TO ASH!

    Posted: 04 Aug 2020 02:43 PM PDT

    Fate Spiker - Int stacking foil

    Posted: 05 Aug 2020 12:27 AM PDT

    Over 200 bots messaged me within 5 minutes of mispricing a Divination Distillate. You don't even need to look for them to ban them, they find you.

    Posted: 04 Aug 2020 08:23 PM PDT

    The invite pop-up should show the name of the person who invited you to the party, not the party leader's name.

    Posted: 05 Aug 2020 12:35 PM PDT

    So many times I get confused who invited me for what when doing multiple trades/crafting services, mostly because I don't know who the actual inviter is until I join the party. IMO it should only say the name of the player who actually invited you.

    submitted by /u/MillenniumDH
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    I crafted a chaos DoT amulet with massive +Life

    Posted: 05 Aug 2020 05:55 AM PDT

    Ghazzy's Specter build 1shot Oshabi without Aura Bot

    Posted: 05 Aug 2020 06:45 AM PDT

    As a response for yesterday's dude he said that the build is useless without the Auro Bot boost, here is an Oshabi kill without anyone in party with him. Have fun ^_^

    https://www.twitch.tv/ghazzytv/clip/MiniatureCalmEyeballDansGame?filter=clips&range=24hr&sort=time

    PS: You better kill the boss before server registers it Kappa

    submitted by /u/marksorin93
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    Tanky > dps

    Posted: 05 Aug 2020 03:27 AM PDT

    I went from a crit dual wielding lacerate glad to max block the surrender lacerate glad and the difference is massive.

    Although I do a third of the dps, I am now an immortal compared to my glass cannon crit build. Delirium content is much safer, sirus a8 can't one shot me anymore, metamorphs are afraid of me and I can finally get to level 96.

    To all the newer players like me (I started in delirium league), if you're dying a lot, try adding some defensive layers; lose some dps for it. It's worth it.

    submitted by /u/tubtubtubbies
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    1 spectre vs endgame

    Posted: 05 Aug 2020 06:25 AM PDT

    Speedrunning in Path of Exile (Act 1)

    Posted: 05 Aug 2020 12:54 PM PDT

    Loot from Chancing shaped leather belts

    Posted: 04 Aug 2020 04:24 PM PDT

    Budget Explodey Chest Craft (~1.5 ex cost)

    Posted: 05 Aug 2020 10:37 AM PDT

    The Sacred Grove needs an Edit mode

    Posted: 04 Aug 2020 08:20 PM PDT

    While planting or harvesting seeds with no intention of changing the layout of my garden, I often end up accidentally connecting or destroying pylons or dispensers that I didn't mean to.I think an Edit mode like hideouts have is needed, which you have to toggle to place, destroy or connect objects, and when it's disabled you can only interact with seeds or activate objects.

    submitted by /u/Daniel_AV
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    My explody Righteous Fire build

    Posted: 05 Aug 2020 07:29 AM PDT

    Hello there!

    I've made this video of the RF I've been playing last weeks.

    Not budget friendly but insanely fun and strong. Hope you guys like it!

    https://m.youtube.com/watch?v=bgDdOtl6F5c&t=1s

    Edit: forgive my terrible English and recording skills

    submitted by /u/superkinger89
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    A new mapping experience "Madness" and PvEvP

    Posted: 05 Aug 2020 05:27 AM PDT

    A new mapping experience "Madness" and PvEvP

    Disclaimer: I'm trying to keep the initial post fairly small but also thoroughly explain it which is tough. I'll try add comments to clarify things as needed. I have had this idea kicking around in my head for a while and have decided to see what others thing. We'll see how this goes...

    The Atlas and Map Progression

    Madness is a new way to look at endgame mapping. With madness, we'll return to the older style of atlas which will look something like this for those who are unaware of it.

    https://preview.redd.it/4zd4hmc166f51.jpg?width=4096&format=pjpg&auto=webp&s=6ea4cad85c52b6f8963bb6d0200dbba88b98a19f

    All maps will be present and visible on the atlas once again, which means there will be no watchstones. Instead of having the shaper guardians be the only t16 maps on the atlas, each region will have a shaper, elder, and conqueror for it. Thank you /u/dmcdouga, I used your spreadsheet as a base and just added the extra t16 bosses to it. https://docs.google.com/spreadsheets/d/1E2bpat9Zz_WRSjyrHQE8G-JBg-c9rAe8Gk2l0yfLDMo/edit?usp=sharing

    To quickly explain the new mapping strategy, maps no longer drop. When you unlock the atlas, the four tier one maps are unlocked, by completing them, you unlock the maps connected to them. Maps are now rolled on the atlas itself. Sextants no longer exist (more on this in a sec). Example: Completing Haunted Mansion unlocks Thicket and Alleyways. Completing Alleyways unlocks Pier, Ashen Woods, and Relic Chambers.

    Unlocking all maps in a given region t1-t15 gives the player access to a t16 "guardian." The t16 bosses drop a fragment to unlock the boss they correlate with, then the maps become locked again until the player has completed X maps inside their region. This way it allows access to guardians and their bosses but they aren't spammable all the time.

    Once all maps in a region have been completed, it unlocks the ability to change the tier of any map within the region, setting to t1-t15.

    https://preview.redd.it/s1xgadsg96f51.png?width=288&format=png&auto=webp&s=980b2face55cfb70fbc05883c17bbc5f24c87f97

    Madness

    This also unlocks the madness portion of the atlas. Madness adds layered difficulties on top of the map. There are 100 madness levels which will progressively increase monster level up to a maximum of level 100. It will also buff current map mods and add sextant modifier to the pool of available mods. The idea of madness is to be able to ramp up the difficulty within the map to push the limits of your build. Suggestions for madness mods are not limited to: bloodlines and nemesis packs now have an additional modifier to them (Living Blood and Otherworldly or Storm Herald and Inferno Bolt). Madness will also incrementally increase the available map mods, such as adding more crit/crit multi to mobs as the madness increases or increasing the level of curse applied to players. It also includes sextant mods, such as adding masters and letting masters stack on maps.

    PvEvP Content

    Path of Exile's endgame player engagement and competitive scene could definitely use some revamping. I feel adding PvEvP content would be an entertaining option and give the community something to discuss more than just racing.

    The idea is two players select a map, its tier, and the madness level they wish to compete on. (this by no means has to be tied to madness in case this idea generates more interest) From there, each player begins drafting map mods and applying them to the map one at a time. At any point a player can lock in the current map and that's what players will use to compete against each other.

    https://preview.redd.it/c11hjkysd6f51.png?width=606&format=png&auto=webp&s=7863a967787c7feeff67fa5fb13a367d93d60747

    Each map mod would have a cost associated with it that would be consumed when the map is ran, each player will be investing in the map. The available mod pool also includes those that were applied by sextants (not masters though). PvEvP maps do not drop items while the player is mapping, any rewards are dropped at the end of the map and are only dropped to the victor. I imagine this would not be a full maps worth of items, but only drops a subset of them.

    Once the map mods are locked, each player spawns into their own version of the map which are exactly identical. Now to make it fair, the players would enter a starting safe zone inside the map where they could apply auras, summon minions, or whatever else they need to do. They then click a "ready" pylon to indicate ready status. Once both players have acknowledged they are ready the race begins. (or a time limit to prevent players from being trapped)

    The players then race to see who can complete the map the fastest. (Or achieve other goals, could be flexible and part of the drafting process.) The initial idea is players would have to clear the map so there's less than 20 mobs left and kill the boss in order to complete the map. The player who does this the fastest, wins.

    While Madness and PvEvP content are fully able to stand alone, combining them allows the community to challenge themselves and other players in what should be a chaotic, fun, and rewarding experience. It should also revitalize the competitive scene and provide another competitive avenue besides just racing.

    submitted by /u/Haeos
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    How the Divine Ire visual animation cancel bug works

    Posted: 05 Aug 2020 06:22 AM PDT

    Making this in case someone else wants to play Divine Ire, before GGG fixes it. In a lot of instances, the beam animation doesn't play out, but the damage does go through. Since harvest release, this bug appeared to happen for quite a few players. There have been multiple bug report threads and posts but none of them elaborated how exactly it works and how to avoid it.

    https://streamable.com/pdv5cf

    There are 3 sections in this video:

    1) Pressing down movement button continuously ->divine ire charge ->release while still pressing down movement (no mobs)

    2) Pressing down movement button continuously -> divine ire charge ->release while still pressing down movement (with mobs, which is where the bug frequently happens)

    3) Pressing down movement button continuously -> divine ire charge -> release while not pressing down movement (with or without mobs, the bug doesn't happen)

    As far as I'm aware before there was a bug where Divine Ire wouldn't even do damage if holding down movement when releasing. Now, this bug re-emerged only in visual form. For those used to cancelling divine ire while still pressing down movement, this is a really annoying occurrence.

    Bug report thread: https://www.pathofexile.com/forum/view-thread/2920680

    submitted by /u/SilentNomad
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