• Breaking News

    Thursday, September 2, 2021

    Path of Exile Questions Thread - September 02, 2021

    Path of Exile Questions Thread - September 02, 2021


    Questions Thread - September 02, 2021

    Posted: 01 Sep 2021 05:00 PM PDT

    Questions Thread

    This is a general question thread on. You can find the previous question threads here.

    Remember to check the community wiki first.

    You can also ask questions in any of the questions channels under the "help" category in our official Discord.

    For other discussions, please find the Megathread Directory at this link.

    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
    [link] [comments]

    Preach finally figured it out!

    Posted: 02 Sep 2021 08:56 AM PDT

    A simple picture showing why 3.15 feels bad (in my opinion).

    Posted: 01 Sep 2021 11:19 PM PDT

    I leave them alone for ONE map and this is what happens...

    Posted: 02 Sep 2021 01:06 PM PDT

    Dear GGG, please make sure you don't indirectly destroy ALL totem builds when you nerf Forbidden Rite totems next league.

    Posted: 01 Sep 2021 07:14 PM PDT

    Yes, FR totems are broken and should absolutely be nerfed next league. However, thanks to this build the totem playstyle has really grown on me and I want to give other totem builds a chance in future leagues.

    I think part of the reason FR totems feel so good is because of the focus on totem life they feel much tankier than other totem builds. It would feel awful if general totem life or soul mantle were nerfed as a sort of multi-pronged nerf to FR totems when the issue could be solved simply with something like a line on the FR gem that says

    Deals x% less damage if you do not cast this skill yourself 
    submitted by /u/killeen22
    [link] [comments]

    Photoshoped 3 mirror guy gets another mirror this time with a video!

    Posted: 02 Sep 2021 05:28 AM PDT

    If you missed Chris Wilson's podcast with Ghazzy, Grimro and CrouchingTuna

    Posted: 02 Sep 2021 09:51 AM PDT

    Amulet for my IntStacker and my luckiest craft

    Posted: 02 Sep 2021 08:27 AM PDT

    Please buff bow/wander attack builds on the lower end.

    Posted: 01 Sep 2021 10:55 PM PDT

    Hi GGG can you please make ele bow/wander builds viable again for leaguestart/general play instead of them being a 3k life mirror dump gimmick build. That's it. All I'm asking. One of the most iconic ARPG builds is total shit without mirror gear, aura stacking and/or some new flashy hydrosphere soon to be nerfed interaction.

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

    @GGG, I want a way to replace the shoe laces of boots from the ground and not make perfect leather boots by my own

    Posted: 02 Sep 2021 01:33 AM PDT

    I feel like in discussions about harvest it always swings between making mirror tier items for 10c and make mirror tier items for 500ex.

    For me the most convenient feature from old harvest wasnt eather of that. It was the ability to fix some basic stats (ressis, life, es etc) on items from the ground that already had good modifiers, but with more flexability than the crafting bench.

    I dont care about beeing able to craft multiple t1 mods or influence mods on items. I just want to craft maybe 2-3 t3-t2 ressis and life or es or ms on boots for example. I dont need the best rolls on items and i dont need influence mods just basics so that you can "fix" some already good items that you find that cant be fixed with one resistance craft from the crafting bench to be usable (and without the usage of multimod).

    Thats why i would be totally ok if harvest only would be able to craft ilvl 78 mods or only non-influence t2 or t3 mods but those easier than the crafting system now. And I dont even need targeted anul. Target augment with the above mentioned limitations would be OK already. That way you still have to gamble for random anuls or invest more for more targeted anuls with the bench mods.

    Or to come back to my analogy from the title. I dont want to craft any boots from scratch i want to fix the shoe laces of the boots i found on the ground (not only one of the shoe laces like with the crafting bench and without multi mod) and maybe even glue back on the shoe soles. So that i can make those usable for the time beeing.

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

    I seriously never see this brought up - You need to be able to TAKE HITS for melee to not feel mechanically shitty

    Posted: 01 Sep 2021 04:35 PM PDT

    Absolutely title here.

    Hopefully defense is buffed in a way so that people can realize the thing they tend to hate about melee is being one shot (don't be a pedant, you know I mean being hit too quickly to react) without much recourse.

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

    In just under 30 minutes, Preach will be joining the crew of Baeclast to chat about his experience.

    Posted: 02 Sep 2021 12:02 PM PDT

    For science! Just spent the day testing if you can get the exact same enchant twice on the unique blight helmet. Spoiler: no.

    Posted: 01 Sep 2021 07:30 PM PDT

    I bought up like 30 blight unique helmets and ran gift of the goddess lab over and over again putting just one enchant on each helmet and waiting until I saw the same enchant again. Well it finally happened and when you put the helmet in and select the exact same enchant that is already on the helmet it just doesn't let you click :(. Oh well, it was worth it for science.

    UPDATE: I finally hit a merc enchant with an uber enchant and... it doesn't work either, same thing, when you hit apply nothing happens :( saved a geforce experience replay too if anyone needs proof, just too lazy to cut it down from 2 minutes unless anyone really wants to see it.

    submitted by /u/happymeal79
    [link] [comments]

    Thematic of Defenses: Restore back Divine Flesh to 10% max chaos res

    Posted: 02 Sep 2021 02:59 AM PDT

    Hi everyone,

    We get constantly nerfed in our defenses for several leagues now and it gets harder and harder to justify melee gameplay with low clear, bad single target and defense investment.

    I was thinking about reverting the nerfs to Divine Flesh to its original value at 10% max chaos res as a suggestion that i would like to share with you guys and GGG to enhance the reliable Non-RNG way of defenses.

    submitted by /u/zzang23
    [link] [comments]

    What if alternative gem qualities were alternative gems instead, some examples in the image.

    Posted: 02 Sep 2021 05:34 AM PDT

    The difference between Aurabots and Aurastackers

    Posted: 01 Sep 2021 11:33 PM PDT

    There seems to be an ongoing confusion what the difference between aurabots and aurastackers is.

    To give a short definition:
    Aurabot - a character that is passive and focusses only on buffing the parties defence and offense by a significant amount. These builds can be achieved with relatively low investment even at the start of the league. To get going these builds invest only into aura effect, reduced mana reservation and energy shield.
    They can not deal damage themselves without insane investment into offense (see aurastacker). They enable the carry of the party to deal insane amounts of damage, while also not caring about his defences. That means the carry can fully invest into damage already and does not need any defensive stats on his gear or tree.
    To stress this fact - this is what a regular aurabot with only 250% increased Aura Effect (total - 150% from gear/tree) gives to each member in the party:
    You and nearby Allies deal 292 to 417 additional Fire Damage with Attacks You and nearby Allies deal 292 to 417 additional Fire Damage with Spells You and nearby Allies Regenerate 85 Mana per Second You and nearby Allies gain 130% more Armour You and nearby Allies gain 552 additional Energy Shield You and nearby Allies gain 75% increased Energy Shield Recharge Rate You and nearby Allies have 6750 additional Evasion Rating You and nearby Allies gain 42% increased Attack Speed You and nearby Allies gain 40% increased Cast Speed You and nearby Allies gain 22% increased Movement Speed You and nearby Allies gain 65% of Physical Damage as Extra Cold Damage You and nearby Allies deal 47% more Cold Damage You and nearby Allies gain 50% more Damage over Time You and nearby Allies have 50% increased Skill Effect Duration You and nearby Allies gain +1945 to Accuracy Rating You and nearby Allies gain 150% increased Critical Strike Chance You and nearby Allies gain 10% additional maximum Fire Resistance You and nearby Allies gain 105% additional Fire Resistance You and nearby Allies gain 10% additional maximum Lightning Resistance You and nearby Allies gain 105% additional Lightning Resistance You and nearby Allies gain 10% additional maximum Cold Resistance You and nearby Allies gain 105% additional Cold Resistance You and nearby Allies Regenerate 508 Life per Second You and nearby Allies deal 292 to 417 additional Lightning Damage with Attacks You and nearby Allies deal 52% more Spell Lightning Damage You and nearby Allies deal 40% more Spell Damage You and nearby Allies have 100% increased Spell Critical Strike Chance You and nearby Allies deal 32 to 597 additional Lightning Damage

    These bonuses can be achieved with relatively low investment.

    Aurastacker - a character that is active and mostly focussed on buffing itself to increase ones defence and offense. These builds currently need an insane investment (of multiple mirrors) to achieve what other builds can achieve on a relatively lower budget. This also means that these builds can certainly not be league started with. They enable themselves to deal great amounts of damage, while also buffing their own defences. They have to invest into multiple things to get their build going, which is mainly: aura effect, reduced mana reservation, energy shield, increased damage and critical strike multiplier. Getting all these bonusses in a single build is quite challenging and also quite expensive.

    Chris stated previously, that "[...] We like how auras individually work, and feel that stacking a bunch of auras on your own character also has appropriate costs. We know that dedicated aura support characters are very powerful but we don't have a specific plan ready for 3.15 to address this(...)."

    I have to say that aurastackers are probably the strongest build in the game, but this has to be seen relatively. Any aurastacker that currently has an investment of ~200ex (which for most players already is high), will perform much worse than any other meta build at 200ex investment examples can be seen here.
    Other aurastackers though that have an investment of >1000ex easily (and certainly no limit), will perform better than the regular meta build at that point of investment. This is the advantage of aurastackers - a build that is worth to invest in past a certain point, since it does not cap out as fast as other builds examples can be seen here.
    So while it is true that aurastackers can be the strongest builds it comes at a huge cost 99.9% of players are not willing to take.
    Does this mean GGG should nerf the build? Or does this mean that GGG should rather open up other builds to scale as well with investment to give more options for the invested players to have endgame gear to chase for that actually improves their characters significantly?

    To give an option how to solve this problem of aurabots giving too much power at low investment would be to scale the effect auras have on allies. An example would be to include the following effect on each aura:
    20% less effectiveness on nearby Allies Party Members. edit: Going for Party Members would save minion builds so that's probably smarter.

    The less multiplier also scales with aura effect, which at the above investment level would translate to 50% less effectiveness. This 20% nerf will have relatively low impact on any party play that does not have a dedicated aurabot.
    This would still keep the aurabot save, since all the defensive (and offensive) bonusses aren't scaled on himself - granting the full amount of energy shield, resistances, armour and evasion. It would however increase the amount of defense the carry would have to invest into to offset the lessened effect of aura's on him (especially resistances).

    I hope this clears up a bit the confusion between aurabots and aurastackers.

    submitted by /u/jix1991
    [link] [comments]

    Why is one so laggy?

    Posted: 02 Sep 2021 11:17 AM PDT

    [Spoiler] Mushroom Thicket is the biggest mind blow I ever encountered from PoE.

    Posted: 01 Sep 2021 11:47 PM PDT

    A hidden dungeon that is bigger than many maps inside logbook that is INSANELY dense filled with runic monsters. If this dungeon is uncovered near the end of your detonations with all the dangerous remnant buffs applied, this dungeon is probably as challenging as 100% deli map, if not more.

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

    Make whispering ice great again

    Posted: 02 Sep 2021 06:57 AM PDT

    Make whispering ice great again

    Just that... I really liked the mechanics besides this skill and after the first nerf to area and dps it was never viable anymore... Of course you can tryhard it but....

    https://preview.redd.it/o9ufeaevi3l71.png?width=156&format=png&auto=webp&s=4fb60c56f04903f9c2eece45697c3d91cd763b19

    submitted by /u/Minotopo2k
    [link] [comments]

    Searching for Elder influenced maps in map stash is breaking my will to live.

    Posted: 01 Sep 2021 03:49 PM PDT

    I was getting my farm on with Shaper and wanted to do some Elder to complete a set of Uber Elder fight frags. So I goto my stash, type "occupied" and nothing. So I tried "elder" and nothing. Then I tried "enslaver" and nothing.

    Why on earth would these maps end up hidden in a system that has regex built into the search? Is there some reason we have to workaround it by setting our map stash to sale and waiting for it to update so we can find them?

    It's pretty weak that after a couple of years this still isn't a thing.

    submitted by /u/f00ndotcom
    [link] [comments]

    [Announcements] BPL: Dark Ages Twitch Highlights

    Posted: 01 Sep 2021 11:04 PM PDT

    Why finding things through luck is not a better feeling then getting them deterministically

    Posted: 02 Sep 2021 01:54 PM PDT

    The original quote from yesterdays podcast with Chris was

    "its a better experience to find stuff through luck"

    There are many ways to break this down, but I want to come at it from the perspective of someone who had a headhunter drop week 2 in ssf this league. Here is my character so you know I'm not just talking out of my ass:

    https://poe.ninja/challengessf/builds/char/TheXcomTroll/BatChest_?time-machine=week-3&i=1&search=time-machine%3Dweek-3%26name%3Dthexc

    First off, I don't want this to come off as complaining, it was the first individual drop more then 10ex that I have ever gotten, and Its fair to say I was going crazy at the time, but it 100% ended the league for me. I no longer had to work for any of my gear, I was able to go into trade and make any build I wanted (relatively speaking), and I did just that. I quit soon after, with no goals to work towards anymore, no pieces of gear to improve beyond absolute min-maxing, and no interesting builds to get excited about. Having shit handed to you for free is not a good feeling, its why I could never understand why someone would RMT. In comparison determinism in Ritual felt so damn good. You could plan out how you wanted to improve your character, figure out how to craft your own pieces of gear, decide how much you would need to farm in order to afford it, and so much more. I can only speak for myself, but as a mid-tier player, I actually had some control over my progression for the first time. Crafting wasn't completely gated by 100 rng systems anymore, and it felt great. I was so proud of the items I made, items that I poured my heart and exalts into, that it absolutely carried the league for me for the full 3 months. Compared to this league, where I spent 2 hours buying gear that I have no connection with, because I couldn't be bothered to spam 600+ dense fossils.

    I want to end this off by saying luck is needed in the game, it is poe at the end of the day, however it in no way creates a better feeling then determinism ever will imo.

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

    New player need advice on what rolls to get on Watcher's eye / Forbidden rite Hierophant

    Posted: 02 Sep 2021 01:37 PM PDT

    Hi, im a pretty new player need advice on what rolls to get on Watcher's eye for my Forbidden rite Hierophant. im using Clarity and Zealotry, and need help on what rolls would be good on the watcher that would fit in the build :)

    Build Here

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

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel