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    Path of Exile Questions Thread - September 07, 2021

    Path of Exile Questions Thread - September 07, 2021


    Questions Thread - September 07, 2021

    Posted: 06 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
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    The smallest character ever

    Posted: 07 Sep 2021 09:02 AM PDT

    Hypnotic Scarab - I made this from scratch. TY Elesshar

    Posted: 07 Sep 2021 09:11 AM PDT

    My PoE tattoo

    Posted: 07 Sep 2021 01:44 PM PDT

    Woke orb has my back

    Posted: 07 Sep 2021 09:57 AM PDT

    Erm .... what's going on?

    Posted: 07 Sep 2021 08:49 AM PDT

    Spent only 18ex crafting this niche claw to save one point on a mana leech node

    Posted: 06 Sep 2021 08:28 PM PDT

    20% Life Hunter Chest with Curse, Crit, and Res

    Posted: 07 Sep 2021 12:01 AM PDT

    Despite disliking the 3.15 changes ahead of launch, i wanted to give the league & patch a fair chance, so after hitting 36/40 here's my feedback.

    Posted: 06 Sep 2021 04:28 PM PDT

    Warning up front, this is gonna be long.

    Like I said, i was reasonably vocal in my dislike of the 3.15 execution ahead of launch, but I didn't just want to skip the league on that alone, I wanted to give it a try and see how it felt, and now that i'm probably done with the league, probably a good time to review it.

    Expedition

    Let's start off with the league mech: it's a mixed bag for me. The overall concept I rather liked. It felt very customizable, catering very nicely to targeted farming. In map encounters you could choose your level of risk via what remnants and mobs you unearthed and in what order, you could choose which types of rewards you wanted to prioritize. And once you got into logbooks, that customization just took a huge step upward with type-assigned chests, much more explosives, much more remnants, etc... logbooks felt pretty amazing tbh. Not just rewarding but genuinely fun to set up, in my opinion. But, there were some big drags to the mechanic.

    • Everyone and their mother has brought up the 'splinter' issue, just way too much stuff to pick up that should be done automatically like azurite. It was just tedious followup, and tedium seldom goes hand in hand with fun. But beyond that, the map encounters kinda throw a wrench into pacing. It's takes a while to walk around finding all the remnants, read through them all, and try to figure out how to plan your placements. Guess the same can be said for a lot of league mechanics, but this one felt even more dragged out than most. I think symbols for the remnant mods would have helped things along, both above the remnants themselves and perhaps on the minimap (maybe just symbols for the suffixes on the minimap?). Idk, sometimes it felt like setting up the encounter and picking up after it took as long as clearing the rest of the map, and i'm not even the zoom-zoom type.

    • The remnant prefixes are an interesting aspect, as well. They're much stronger modifiers than most map mods and such, giving outright immunities or other stronger monster buffs than we're used to seeing. The choice in whether or not to unearth a remnant played into that though... d2-style immunities on regular map mobs would be a hard-pass from me, but since you have a choice here, it's a little more reasonable. Still, though, many of the prefixes feel like a strictly binary situation rather than an effort in 'weighing the risk'; if they're immune to your damage type, there's no real choice in the matter, it's just a straight no. Anyway, if the league mech does go core, it feels like many remnant mods would have to be rebalanced, especially the immunities... having the one expedition encounter you find in a dozen maps ruined because of build-killer remnants would feel pretty awful, it's not as big a deal when they're showing up every map.

    • The mobs themselves were kinda too much. A little overtuned, rather overly swarming, and definitely too offscreen-y. The damage being a bit much isn't unusual, league mobs always tend to be higher damage than core ones. But it's the lack of readability of the mobs that felt like the real issue; between the sheer number of normal mobs unearthed and the long range of the the more remarkable mobs' attacks, it all too often felt like i can't even see what's hitting me. It doesn't feel like difficulty through execution, it feels more like danger through obfuscation. Seems like it's been going around lately in this game in general, and the mobs from this league have just reinforced it. I didn't even try a true melee this league, but my sympathies to those that did; with packs as big and dangerous as this it can't be fun, especially if you don't have the damage to insta the bulk of the mobs down anymore.

    • The merchants were interesting too, but after a while it mostly just boiled down to caring about Tujen and Dannig. Rog was nice for setting up some basic gear til you can get some higher gear going, i got plenty of reasonable non-influence rares off of him and eventually even a decent frostbite on hit ring. He felt really nice early in the league while i was still starting off ssf. He'll still kinda fall off naturally though, as players get into their more target-crafted gear that he just can't compete with. As for Gwennen... well, it's usually just unique-or-bust with her. She could give decent rares, but it's pretty much the same kinda crapshoot as just picking up a base and alching it with some slight twists every now and then. If her rares had some degree of 'fixing' to them, like preventing a few of the lowest tiers of rolls from spawning or something, she could be more interesting, but mostly I just found myself unearthing runic mobs for logbook chances whenever gwennen showed up if not just skipping her outright.

    • I do wanna add on, I appreciated the lore from this league too. I found myself wanting to turn in all the pieces of lore in logbooks to hear more of Dannig's interpretations and follow the story a bit, it was a nice touch to add in.

    Anyway, I'd say my opinion of expedition is overall positive, even if i brought up a lot of negatives. The upsides outweighed the down, for sure. I very much wish this had been the league for 3.14, I would have loved to play this mechanic in a core patch I enjoyed more, which I guess leads me into..

    3.15

    While Expedition felt like an overall-positive mixed bag, the rest of 3.15 was... not so mixed or net positive. Upsides to it felt very limited.

    • One thing I will say up front is I do think the support gem changes, ignoring the overall loss of damage relative to content, did feel like they accomplished their goal reasonably. I felt a lot more willing to consider support gems I probably would have brushed off in the past, because now the gap is narrower between pure damage and damage+utility supports. Still pretty much not worth considering most pure utility supports that don't improve aoe/number of targets hit, they'll need some serious buffs (and probably damage, let's be honest) to become worth a glance, but at least utility+damage supports don't feel like you're hurting yourself quite as much. I will say tho, that with the nerfs to most supports' damage combined with the buffs to inc crit strikes and inc crit damage, it does sorta feel like crit's moving towards mandatory, which doesn't really sit well with me.

    • Unfortunately, we can't really ignore the loss of damage relative to content like that. That loss of damage hurt, and pretty much did the opposite of the proclaimed intent of expanding build diversity. Build diversity is much harder to come by this patch; it's not unusual for a few skills to rise to the top of popularity, but i have a hard time remembering any patch that's been so dominated by so few (namely SST and FR totems, with a bit of ice traps and TR thrown in), and mostly for the reason that they're just lapses in balance whose overtuned state allows them to still feel good in the wake of the 3.15 damage cull, or they're in the lucky few whose chosen supports managed to evade the major damage nerfs. For the less fortunate mass majority of skills the nerfs hurt too much.

    • For my own part, I tried several less-meta skills out with setups I know would have been fairly reasonable in the past (including a couple setups i've done before)... nothing that would have phased a maven in seconds, but still reasonable to handle all content with maybe 10-20ex in gear. But now... they feel awful. Even a simple red map incursion feels difficult to architect + door now. When GGG nerfed damage, they didn't even lift a finger to rebalance any of the dps or speed gates they've added into the game over the years, and even raised those gates higher by raising monster life yet again. And so now... now it feels like a non-outlier skill needs several dozens of ex just to feel reasonable for endgame content. Which to me pretty much sounds like GGG is telling me to get out of their game... I'm not the type to invest a hundred ex into a build, I'll invest a dozen or two and get by, and for years that's been fine, but suddenly it's unwelcome. Feels pretty bad.

    • The support gem (and flask) changes should have been accompanied by complimentary adjustments to the content, changes to make it actually reasonable to have exchanges with enemies without being killed in an instant, changes to make enemy attacks actually readable rather than relying on offscreening and obfuscated damage, changes to various dps/speed gating levels to keep content accessible, changes to make the rest of the game actually feel like it's being slowed down, rather than only the players being slowed down and weakened in a surrounding game where all the content was designed and balanced around them being faster and stronger.

    • Now then the mana cost changes? Well, after the walkback they're... okay. I don't mind the notion of needing to invest a little bit more in mana and costs, though GGG picked a very inopportune time to go for it. Having to invest more in mana means having to take away from something else, and with offense and defense being nerfed enough in 3.15 it was an awful time to add in something else to draw even more resources away from those already-nerfed stats. Edit - I do want to clarify that the previous lines about the mana changes only really goes as far as the mana multiplier stuff. I didn't deal with much of any triggering, and didn't even bother with cwdt this league precisely because of the notion of costs screwing me over when it triggers. I haven't tried anything like spellslinger or CoC to see how they feel now, but I'm rather confident in my assumption that they'll feel terrible unless you're building some archmage or cwdt gimmick around them. I suppose my own reluctance to even use basic cwdt defenses ought to tell how i feel about triggering costs, i'm not a fan. I doubt much of anyone is.

    • As for the Act 1 changes? Definitely not loving them. I mean, with prepared leveling uniques it's the same generic slog we've done a hundred times over with bosses that take a while longer, so no real difference there. Without any gear prepared? Even as a very experienced player it was frustrating, I can't imagine anymore how a new player would feel about it, I can't imagine keeping many newbies around if this is the act 1 you're gonna present. Getting killed in moments by a firebreather on the coast before you have any access to resists, or from being freezelocked/stunlocked before you can do anything to protect or react to the situation felt absolutely terrible, and i'm sure newbies wouldn't even know what the hell they're even supposed to do in response. And the massive hp increase, especially on bosses, doesn't feel particularly great either... you didn't make them particularly challenging, you just made them (here's that keyword again) tedious and a massive drain on mana flasks. Overall the act 1 changes mostly just seem effective at making sure your playerbase doesn't expand much more and providing some early-league frustration to the returning ones.

    • Then there's flask changes. For the most part, I'm pretty negative on them. The enchants are interesting, the triggers making piano-ing less necessary is nice, but the charge nerfs just feel terrible. GGG likes to say flasks were never balanced around the kinda mob density we have now, but... neither were our defenses, and flasks being as strong and having such uptime helped make up for that. Now that they're nerfed, we lost not only the raw statistical defense/offense/utility they provided, but we lost their uptime as well. Well, at least the non-zoom-zoom crowd did. And with lower defense from flasks comes a greater need for defense in the tree/gear, which means re-allocating resources away from offense and whatnot, which means... oh, even more trouble with dps/speed gates that weren't rebalanced in the least, just more compounding overnerfs. I could have dealt with the magnitudes of flask effects being nerfed, but the charge recovery compounding it was just too much.

    • And finally, i'll be blunt, f*** the quicksilver nerf, and the movement skill nerfs too. Like slogging between packs or worse yet through long empty stretches doesn't feel bad enough without a high movespeed ascendancy, you had to make it worse and nerf quicksilvers and blink cds too. It's almost like ggg's trying to see how far they can push the tedium before players just break and quit.

    Overall, 3.15 felt absolutely terrible to me. I got 36 challenges, which i have pretty much every league i've been here for since they started doing mtx challenge rewards (except Blight, where computer performance issues resulted in my having to quit around 24), but this is the first time i didn't really enjoy the ride and felt like i was just forcing it. I tried setting up a bunch of different builds, tried to overcome the various nerfs, and i really did enjoy expedition and I do feel some sorrow over the fact that i just can't work up the motivation to play it more in a patch that just feels so damn bad. To be honest, I'm kinda anxious about the prospect of 3.16. I've loved this game for years, it's been an unmatched favorite of mine, and I don't want to give it up, but... i don't know if i can really give another fair chance if a second grim-looking patch in a row comes about.

    edit - tried to make it slightly less of an unreadable wall. Success was questionable.

    submitted by /u/shppy
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    Who needs uniques or div cards to leave your mark on Wraeclast when you can just do this?!

    Posted: 06 Sep 2021 07:13 PM PDT

    Whats the reverse of stealing drops and logging out? I found it :D

    Posted: 06 Sep 2021 08:30 PM PDT

    This absolute hero, named here is a legend. (Good way Mods)
    Short story: He gave me bottled faith drop after I died.
    Longer story: Played cortex map, got to final boss, got him down to 1hp with Southbound gloves, got a couple people to sell it. We go in, and my stupid butt hit the X key and swapped my weapons, causing my totem skill to Not be on that key. instead I didnt kill a 1hp enemy, panicked, and died to DoT pool. Another guy also died. Final guy, the hero of the story, finds the boss, kills him also nearly dying, and drops BOTTLED FAITH. He legit just says "yooo" and then trades it to me 2 seconds later without a thought. Legend. And fail on my part lol

    Edit-Didnt expect this to blow up, thanks for all the nice comments. Really, the majority of the community is much nicer than the scammer minority.

    submitted by /u/parzival1423
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    Does anyone else feel like Cassia, Oshabi, and Tane are in a really awkward place?

    Posted: 07 Sep 2021 10:28 AM PDT

    I really don't like how there's this group of league NPCs that are just kinda random. I'd really prefer an league mechanic with an NPC and some kind of overarching purpose to either be a master who gives you missions or just not be around. The fact that I run into these guys so infrequently has made them feel pointless to me. The rewards haven't been impressive. I'd much rather be able to grind missions on them.

    This doesn't count leagues that are just "activities" like Ritual, Abyss, Breach, etc. Those properly spice up maps because they're unobtrusive.

    submitted by /u/Metridium_Fields
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    The Dream syndicate

    Posted: 07 Sep 2021 11:46 AM PDT

    Loot from 77 "The Maven's Writ" (Maven Fight) (with Spreadsheet and stuff)

    Posted: 07 Sep 2021 11:41 AM PDT

    I was bored and wanted to do something productive

    Here is my Stats

    Loot Screenshot

    21 Maven Orbs (95ex at current marketprice)

    9 Green Belts, 13 Red Belts, 5 Blue Belts;

    34 Boots

    13 Helmets (1,3ex)

    39 Elevated Sextants (about 12ex~ non bulk Price)

    14 Unique Watchstones (needs pricechecking and stuff)

    and 2 yes 2 Chests, that are worth 10c

    I payed 70ex for 77 Writs on TFT Discord

    Returns of Investment: 109ex~

    Profit: 39ex

    Time spend: about 5 Hours, so 7,8ex per Hour

    Avg time spend in Maven Encounter ~2 minutes according to Mapwatch (I was able to skip 2/3 Memory games, 75% of the time)

    Build used: https://pastebin.com/AkYXmZr3

    Eternity Shroud SST Raider

    Spreadsheet of my runs

    Would i do it again? Sure it was fun

    submitted by /u/LimiTSomethingQQ
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    Thinking of standard

    Posted: 07 Sep 2021 07:59 AM PDT

    Hi all, I'm a dad with very limited playtime.. but love poe. is it worth starting (again) on standard league with limited playtime?

    submitted by /u/SamTheMan0688
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    Skill Comparison and Feedback: Absolution, Dominating Blow, and Herald of Purity

    Posted: 07 Sep 2021 12:21 AM PDT

    Skill Comparison and Feedback: Absolution, Dominating Blow, and Herald of Purity

    Disclaimer: long post ahead.

    Introduction

    I usually play a DB Guardian during league starts so I was looking forward to trying out Absolution for 3.15, but was pretty disappointed by the skill in general even after the mid-league buffs. After quitting the league early, I tried making a table to compare the skill effects of Absolution with DB and HoP (due to the similarities between the minions of these skills) and would like to share my feedback.

    Table

    https://preview.redd.it/nml3sb5k41m71.png?width=1015&format=png&auto=webp&s=bdefa1b4393a52356a7ced34157e3005a99a8fd0

    Subjective Points: Playstyle and Themes

    DB, Absolution, and HoP present an enjoyable playstyle to me that is somewhat distinct from other minion builds in that you "ramp" up your combat effectiveness by actively using your skills against enemies to summon your minions, and then staying aggressive to maintain maximum power.

    From a roleplay or thematic perspective, these skills give off the feeling of being a commander that leads from the front lines rather than safely from the back. The short period where you start to ramp and summon your minions can also be seen as your character struggling against the odds but is then rewarded for their resolve as reinforcements arrive to turn the tide of battle (although the wording on DB implies you "convert" the defeated enemies to your cause). This character fantasy or archetype is probably one of the biggest reasons I stick with DB instead of other minion builds like zombies, specters, or animated weapons.

    Objective Points: Comparison of Skill Effects and Mechanics

    For reference, I usually play DB as main with Holy Relic and have tried Absolution as main this league with HoP. The secondary minions are mostly there to proc feeding frenzy and I fill the rest of my sockets with utility spells and a mix of auras.

    Absolution

    For a skill touted as the spell version of DB, Absolution does not have anything else that sets it apart other than the 50% lightning conversion and being able to cast it safely from a distance. Killing enemies tagged with the debuff works the same as DB (consumes the corpse--which is a good effect to have against on-death effects like the spikes from porcupines), but does not give a bonus effect when the enemy is magic or rare. It also does not have any other effects that scale with gem level other than spell damage. It has the shortest minion duration as well as the lowest maximum # of minions. The skill's AoE feels rather small even with Increased AoE support gem, and the minions do not benefit at all from Spell Cascade Support. Combined with the fact that you can only have 3 minions and cast speed is somewhat harder to scale, clearing higher tier maps feels very slow when compared to DB. The minion's empowered Absolution spell deals less damage in a larger area, but is hard to differentiate from the regular version (the Crusade Slam from DB and HoP minions is easily recognizable from the AoE circle it leaves on the ground). The minions also have a melee attack according to PoEDB and PoB, which appears unnecessary as they only cast the regular or empowered version of the Absolution spell.

    Dominating Blow

    With the bonus effect of summoning extra minions that inherit the mods from magic and rare enemies, DB feels optimal in encounters with hordes of enemies like delve, juiced maps, and the escape phase of heists. Consequently, it tends to feel subpar in end-game boss encounters such as Guardians and Maven invitations since most of them do not spawn enough magic or rare enemies during the fight if at all. There are also certain cases where it can be difficult to ramp up and maintain your minions (assuming no access to a Writhing Jar flask or that you have used up all charges). One example from Harvest league was if you plant all T2 or T3 seeds in a plot as the monsters spawned are all magic or rare respectively, meaning you would have 1-3 minions at most for the encounter (2-6 if you have the corresponding labyrinth enchantment).

    Herald of Purity

    As a herald spell skill, HoP requires you to use a different skill to kill enemies in order to summon minions. The minions scale damage very well and are often used for single-target dps in DB build guides such as those by GhazzyTV and BalorMage. Unlike DB and Absolution, HoP minions have a chance to be summoned on hit vs rare and unique enemies. The minions also have a melee splash attack that is slower than its regular attack but similar in damage (according to PoB) which feels redundant after they gave it the Crusade Slam from the Guardian ascendancy a while back (there is also the option to socket Melee Splash Support).

    Absolution: Analysis and Suggestions

    When comparing Absolution to DB with the assumption that the devs intended Absolution to be similar in power level, it would appear that they placed a significant amount of value in Absolution being a ranged spell which summons ranged minions to warrant not giving it additional effects similar to DB as you and your minions can attack from a safer distance and could have a higher up-time on dps. In its current iteration, I feel that Absolution does not have enough area clear speed or single-target dps to be used as a primary 6-link skill. It also does not provide any type of utility to be used as a complementary skill like Summon Carrion Golems (flat physical damage for other minions) or Raise Spectre (Carnage Chieftain frenzy generation).

    My current suggestions for Absolution aim to bring it in line with the power and mechanics of DB so that it maintains the "ramping" play style, but would specialize into being more of a bossing skill to differentiate it from DB which is more suited as a mapping skill.

    Suggestion 1 ("Ramp"): When a magic enemy is killed while debuffed, the player receives a stacking buff (max 3) for a short duration that increases Absolution's AoE. In the case of a rare enemy, the player receives a buff (max 1) for a short duration that increases Absolution's cast speed. These buffs do not affect the minions' AoE or cast speed.

    Suggestion 2 (Bossing): Absolution spells cast by the player and the minions deal X% increased damage against unique enemies (increases per gem level).

    Suggestion 3 (Utility): Enemies hit by the empowered Absolution spell cast by minions have -X% to lightning resistance. The empowered Absolution spell has increased radius, but deals less damage as a trade-off.

    Final Thoughts and Other Suggestions

    One effect that I feel takes a significant amount of the power budget for these skills is the life refresh when they are re-summoned. It appears very strong as an effect (full heal), but is hard to notice or appreciate in most cases and devalues investment into skills, gear, and passives that provide regen and leech for minions (I think refreshing the minion duration on re-summon is fine as it is). Removing the health refresh on re-summon would help to open space for improving other aspects of these minion skills that are more noticeable and engaging.

    Suggestion 4 ("Ramp"): Add X-Y% chance to summon a minion on hitting an enemy based on its rarity (normal 10%, magic 15%, rare 20%, unique 30-40%). With this change, you will not have to rely on killing white mobs to start ramping up your offence, especially in cases where white monster hp can be very high (expeditions and deep delve) or when there is a lack of white monsters nearby (magic and rare mobs in the earlier Harvest example). Thematically, you are still "struggling" against the odds in such scenarios, but you can expect reinforcements to arrive before it's too late. Against bosses, I feel like a higher chance is required to ramp back up in cases where you have to dodge attacks frequently (Maven), wait out immunity phases (Shaper and Elder), or chase the boss (Sirus).

    Suggestion 5 (Minion Duration): Normalize minion duration for Absolution, DB, and HoP to 14-16 seconds. The 10 second duration on Absolution minions feels short for sure, but I do not have much issues with the duration for the other skills other than it would be easier to track how long the minions will last while waiting out immunity phases. For reference, the minions from the Summon Phantasm Support have a 15 second duration and have a similar amount or maximum # of minions as DB.

    Suggestion 6 (Herald of Purity): Replace its area melee attack with Leap Slam and change effect of gem quality to minion damage like the other skills. The area melee attack is redundant since it has access to Crusade Slam and would give it a mobility skill similar to DB's Shield Charge to close in on enemies. This would also reduce the need to have minion movement speed for its gem quality.

    If you have managed to read this far, thanks and I hope this was helpful to you in some way.

    submitted by /u/Cute_Signature_2758
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    Interaction between the 3 dragons helm and shaper of winter.

    Posted: 07 Sep 2021 07:20 AM PDT

    If I'm wearing the 3 dragons helm it says that my cold damage can't chill, but shaper of winter says that all damage can chill. Would this let me Chill and ignite with a single cold spell?

    submitted by /u/CazyTheNerd
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    Vaal Blight Saves my Leveling Ass (Warning this is Beginner Content)

    Posted: 07 Sep 2021 09:48 AM PDT

    So I have never played the old faithful build everyone talks about - ED and decided to use it as a leveler on my way to a Bane Occultist. I debated on adding in Vaal Blight while leveling just given leveling is usually so easy without any add-ons. But then, my noob ass got surrounded and BAM I fell in love with it. Thank you Vaal Blight, I will use you forever!

    https://reddit.com/link/pjqwdy/video/sw62vs9424m71/player

    submitted by /u/shanopla
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    If I give my friend 10 Ex is there any chance I'll get autobanned somehow?

    Posted: 07 Sep 2021 08:59 AM PDT

    I was going to give some friends of mine who are new some currency to fix their builds, but I'm worried there might be some autobanning computer system that mistakes stuff like this for rmt.

    submitted by /u/laerteis
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    Freezing / getting booted

    Posted: 07 Sep 2021 02:54 PM PDT

    Is anyone else experiencing game lag/ freezing and or getting booted at the same time If so is there a fix or just quit the game

    submitted by /u/Mondoguz13
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    Tried buying 20 chromatics for 2 chaos and denied in 2 seconds but accepted after my reply.

    Posted: 07 Sep 2021 02:25 PM PDT

    So story is chromatics are going for 2-4 chaos on the marketplace (average of 3) and I sent a random non priced stack for 2 chaos. My offer got rejected within the blink of an eye. I replied back with a wisdom scroll and then the outcome was THIS...

    As a noob player THANK YOU! You literally put me in tears as I'm struggling and struggling irl. You truly made my day!

    submitted by /u/uFawked
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    Logbook Instance Lost?

    Posted: 07 Sep 2021 02:22 PM PDT

    Assume the answer to this is 'tough shit', but literally just finished a logbook and after looting like three chests I got logged out and all of the portals to the expedition area disappeared after logging back in. The stuff i picked up from those first three chests is gone as well...there's no way of getting that expedition instance back, is there?

    submitted by /u/mrflash7
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