Path of Exile

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Awesome. Need to actually look up builds for my witch and duelist now. Stopped playing my duelist at around level...50ish I believe? Game got pretty hard, probably hosed my build. Although it may actually have been good now that all the physical damage nodes have been buffed.
 
I wonder how much this will affect facebreaker builds. I have 2 near perfect pairs (996-997%) and a shit geared maurauder I thought I screwed up.
 
Got a question about crit talents.

What's the difference between Spell Crit, Crit, and Global Crit?

I ask because I saw my spell's crit go up when i spent points in regular Crit talents... and i always thought those excluded spells...
 
No doubt. I did this a couple times back in Closed Beta. Completely hosed a couple builds. On the plus side, it taught me a lot about theorycrafting.

Yeah, I made a couple of characters worse as well, but it was Closed Beta and you knew that there was likely another skill tree change/refund right around the corner anyway, so if there was a time to do it it was then.

Awesome. Need to actually look up builds for my witch and duelist now. Stopped playing my duelist at around level...50ish I believe? Game got pretty hard, probably hosed my build. Although it may actually have been good now that all the physical damage nodes have been buffed.

From the thread, it looks like you can actually keep playing with your current build to see if it is fine. In the past they have automatically refunded all points, but this time it will be an optional button you can press in the PST. The button will disappear if you make any regular changes to the tree (spend/refund a skill point), but will remain there until you do.
 
Got a question about crit talents.

What's the difference between Spell Crit, Crit, and Global Crit?

I ask because I saw my spell's crit go up when i spent points in regular Crit talents... and i always thought those excluded spells...

Crit chance on your weapon affects the crit chance of your weapon only (physical attacks) unless it says "global". Spells would be non-physical attacks. Global is everything.

Crit nodes in the skill tree are considered global unless specified otherwise.
 
Crit chance on your weapon affects the crit chance of your weapon only (physical attacks) unless it says "global". Spells would be non-physical attacks. Global is everything.

Crit nodes in the skill tree are considered global unless specified otherwise.

Gotcha thanks.

I got confused because i saw some staff talents that explicitly said "Global crit chance"
 
Do you have a link or anything? I'm redownloading and going to start from scratch to give the game another go.

What's changed in the last couple months?

Somebody just posted a link to an announcement discussing the changes in the 0.11 patch with in the past page. All you had to do was read the past few posts in this thread.

Anyway, new leagues sound good. Balance changes sound alright... not sure why they are increasing player damage though. I never had a problem with damage played ranged OR melee. I think my Duelist is going to be pretty good after the changes though... armor/evasion with grace aura and arrow dodging passive. I took a break after hitting a wall in merciless due to survivability issues, so looking forward to this.
 
Somebody just posted a link to an announcement discussing the changes in the 0.11 patch with in the past page. All you had to do was read the past few posts in this thread.

Anyway, new leagues sound good. Balance changes sound alright... not sure why they are increasing player damage though. I never had a problem with damage played ranged OR melee. I think my Duelist is going to be pretty good after the changes though... armor/evasion with grace aura and arrow dodging passive. I took a break after hitting a wall in merciless due to survivability issues, so looking forward to this.

Thanks asshole.
 
Do you have a link or anything? I'm redownloading and going to start from scratch to give the game another go.

What's changed in the last couple months?

http://www.pathofexile.com/forum/view-thread/400347

There have been quite a few changes in the last few months. This is just for the upcoming patch. You'll have to check older patch notes for the other info. Onslaught league might be up your alley
 
I downloaded this game again. I have not played it since early beta, and even then not very much.

Anyway, I am playing a witch and I passed on the summon skeletons gem a while back as a quest reward thinking I could just buy it or grab it later. I am now level 25 and still cant find it. There is no auction house so am I just fucked? Do I need to just restart the character to get it? From what I am seeing, you are kinda fucked if you don't have it.
 
I downloaded this game again. I have not played it since early beta, and even then not very much.

Anyway, I am playing a witch and I passed on the summon skeletons gem a while back as a quest reward thinking I could just buy it or grab it later. I am now level 25 and still cant find it. There is no auction house so am I just fucked? Do I need to just restart the character to get it? From what I am seeing, you are kinda fucked if you don't have it.

It's the first reward you get after killing Hillock. So you just need to create a new witch, go to town and collect the gem, then put it in your stash. Your main character can get it from the stash. Shouldn't take more than a few minutes.;)

Anyway here you can see the list of gem rewards from each quest. If there's a particular gem you need that is rewarded early on, it's probably faster to create a mule character to collect the gem.
http://en.pathofexilewiki.com/wiki/Quest_Rewards
 
I downloaded this game again. I have not played it since early beta, and even then not very much.

Anyway, I am playing a witch and I passed on the summon skeletons gem a while back as a quest reward thinking I could just buy it or grab it later. I am now level 25 and still cant find it. There is no auction house so am I just fucked? Do I need to just restart the character to get it? From what I am seeing, you are kinda fucked if you don't have it.

You should be able get one from chat trade pretty easily. I wouldn't expect to pay more than an alch for one... if at all.
 
Have they made any changes to the character animations and movement?

There are *some* changes being made in the next patch, which is a huge patch with a bunch of other changes. Don't think it will be anything massive though, "incremental" and some improvements to default attacks (along with their sound effects as well). I never really found them particularly bad, unless you're looking at an under-leveled character with low attack/cast speed, which they don't look nearly as synced to the action with.

----

Speaking of the new patch. There will be new four month leagues, and i'm planning on jumping in on the SC one (Anarchy), not sure what i'll be leveling though...
 

Quoting and Copying just in case big_aug misses your first post.

:cool:

Version 0.11.0
Notes:

Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.
The new leagues don't start until the weekend of June 8. We're deploying the patch a few days beforehand so that problems can be sorted out before the leagues start.



Leagues and Challenges:

Two new four-month leagues (Anarchy and Onslaught) will start at at 1pm Saturday June 8 (NZ time). This is 6pm Friday PST. They will run until October 8.
The Anarchy league contains hostile Rogue Exiles you will occasionally encounter. They use player skills and drop a lot of items on death (including one for each equippable slot).
The Onslaught league is a hardcore league with 20% increased monster attack, cast and movement speeds. These stack with Map mods, so Onslaught is quite a lot more difficult than regular Hardcore. Characters that die in Onslaught are moved to Standard, not to Anarchy.
At the end of the four months, characters in Anarchy are moved back to the Standard league. Characters in Onslaught are moved back to the Hardcore league.
New base type items have been added that only appear in the new leagues: Moonstone Ring, Amethyst Ring, Diamond Ring, Turquoise Amulet, Agate Amulet and Citrine Amulet.
Six Unique items have been added for the new leagues. Two only drop in Anarchy, two only drop in Onslaught and two can drop in either league.
These items will not drop in the Anarchy or Onslaught leagues: Prismatic Ring, Onyx Amulet, Thief's Torment, Lori's Lantern, Astramentis, Carnage Heart, Eye of Chayula and Kaom's Heart.
The new leagues contain eight difficult challenges. These can be viewed and tracked on the Challenges panel (H). When the leagues end, if all eight challenges are complete, we'll ship you an exclusive t-shirt. Note that you have to play in both Anarchy and Onslaught leagues to complete all the challenges, as one challenge is specific to each league.
The challenge that requires you to obtain a set of 90 Unique items requires that you hold those until the leagues end to keep the challenge. If you complete the challenge and then trade a Unique item away, it will un-complete until you obtain it again.



Other Content:

Added a new currency item - Eternal Orb: Creates an imprint of an item for later restoration. Right click an Eternal Orb then left click on an item to create an imprint. This imprint can later be used to restore this specific item to that imprinted state.
Added three new cosmetic microtransaction effects - Ebony Footprints, Infernal Footprints and Radiant Footprints.
Added a quest item (Thaumetic Emblem) that opens the blocked path in the Way Forward quest.
Weathered Stones that describe elements of Karui history have been added to many Act One areas: the Terraces, Tidal Island, Mud Flats, Ledge, Rocky Climb, Ship Graveyard and Coves.
The Blacksmith (the boss of the Dunes and Spider Forest maps) has been redesigned with new stats, skills and AI.
New vendor recipes have been added, some of which only work in the new leagues.
The vendor recipe for Onyx Amulet does not work in Anarchy or Onslaught leagues.
Onyx Amulets have been removed from quest rewards of all leagues.
The Mortem Morsu and Silverbranch Unique items have been given 3D art.



Features:

A party leader can choose an item allocation mode for the party: Free for All, Short Allocation or Permanent Allocation. This is applied to new areas as they are created and is locked in for that area. If you join a party and find that it has an area open with a different mode than the party is currently set to, then just wait for the next area or find a different party.
In all item allocation modes, normal rarity (white) Maps permanently allocate to the creator of the Map area.
There are now options to display mini life bars on allies and/or enemies.
The Orb of Fusing and Jeweller's Orb now consume all the quality on an item to increase the chances of rolling more sockets/links.
Once you're right clicked on a currency item, you can now shift-left click on an item repeatedly to apply that type of currency item multiple times. If you're applying a currency item that increases quality then shift-left clicking will increase the quality to the point where the next usage would not give you full value.
Upcoming race events are now shown on the character selection screen.
The "/remaining" command will now tell you how many monsters remain to kill in the current area. This is useful for some of the new challenges.
Adjusted the height of nameplates on ground items so that they no longer cover the 3D item art.
The friends list is now sorted by account name.
Estimated stats on character sheet now cap out at level 77 monsters.
Continued to incrementally improve the art, effects and environments.



Audio Updates:

Added an ambient sound volume option to the options panel.
Completely overhauled basic weapon impacts.
Added impact sounds for when a target has Energy Shield.
Added new weapon swinging sounds.
Dual wielding with different weapon types now plays the appropriate sound for both types.
Improved Tempest Shield audio.
Improved Sweep audio.
Changed the way volume fades. You can now hear sounds in a smaller area.
Improved Extra Gore audio.
Fixed a gain multiplier issue with certain dialogue.
Previous audio environments should no longer persist into the character creation screen.
More environment and reverb tweaks.



General Balance:

Monster damage has been reduced in all difficulties to accompany the general reduction of Life and Energy Shield passive skills.
Endurance Charges now only provide 4% elemental and physical damage reduction per charge.
The attack range of all melee weapons and many monsters has been increased to better match their animations.
Damage reflection mods for monster auras and maps have been reduced from 20% to 18%.
The Alchemist Poison Bomb has been reduced in damage in all difficulties (beyond the general monster rebalance).
Puncture used by monsters has been significantly reduced in damage in Normal and Cruel difficulties (beyond the general monster damage rebalance).
Unrighteous Fire has been reduced to reflect the different relationship between Life and Damage in monsters.
Hillock now correctly restores a percentage of his maximum life when he draws his sword. This life restoration increases in higher difficulties.
Cruel bandit quest rewards: changed to 18% Physical Damage for Oak and 8% Attack Speed for Kraityn.
Adjusted the player spawn location in the Crematorium Map boss room.
The safety of the Marketplace waypoint has been improved.



Item Balance:

Granite Flasks have been reduced to providing 3000 armour.
The drop rate of Life, Mana and Hybrid flasks has been reduced due to the addition of flask-upgrade vendor recipes in a previous patch.
The amount of mana recovered by high level flasks has been increased. For mana flasks this includes Giant and above. For hybrid flasks, Sacred and Hallowed.
The Rustic Sash implicit mod has been increased from 3-5% to 12-24%.
The 40% quality Flask vendor recipe now takes precedence over the Flask Fusing vendor recipe.
Increased the physical damage mod on The Magnate unique belt. This item now generates with +25%-40% Physical Damage (up from +25%). Existing belts will be unchanged, but their values can be rerolled within the new range with a Divine Orb.



Skill Balance:

Mana recovery from the Clarity aura has been increased.
The damage progression of Ethereal Knives has been reduced.
The base critical strike chance of Spark has been reduced from 6% to 4%, in line with the critical strike rate of other lightning skills.
Freezing Pulse's damage has been reduced.
Life values for minions and totems has been reduced to reflect new damage values for monsters.
Molten Shell armour and threshold values have been adjusted for new monster damage scaling.
Arctic Armour has had its damage reduction adjusted for new monster damage scaling.
Multistrike damage penalty reduced from 40% to 36%.
Melee Splash damage penalty reduced from -20% to -16%.



Passive Balance:

Notable passives with non-unique names have been renamed to their own names.
Life percentage passives and most Energy Shield percentage passives have been reduced in line with the changes to monster damage.
General and weapon-specific physical damage bonuses have been increased throughout the tree.
Axe physical damage notable passives have been increased further than other weapon physical damage passives.
Weapon and melee specific critical strike chance passives have been significantly improved.
Acrobatics now halves your Energy Shield and Armour, rather than removing them entirely.
Elemental Adaptation has been reduced to 2% maximum resists. More changes to maximum resistances are coming in the future. The intention is that players cannot hit 100%.
Diamond Skin and the renamed Crystal Skin notable passives have been reduced from 15% to 12% resistances.
Static Blows: the shock duration bonus has been reduced from 45% to 20%.
Inner Force has been reduced from 18% increased buff effect to 12%. The other increased buff effect passives have been reduced from 6% to 3%.
The Savant notable passive in the Witch start area has been changed to Elemental Dominion. This provides +20 Intelligence and +20% Spell Elemental Damage.
The Agility notable passive in the Shadow starting area has been changed to Coordination. This provides +20 Dexterity, 3% Attack Speed and 3% Cast Speed.
The Savant notable passive in the Templar starting area has been changed to Secrets of the Order. This provides +20 Intelligence and +20 Mana.
The Strength bonus on Heart of the Gladiator (in the Marauder start area) has been reduced to +10.
+10 Strength has been added to the following early Marauder notable passives: Armour Mastery, Troll's Blood, Raw Power and Butchery.
The Soul Raker, Essense Raker and Spirit Raker notable passives have been increased to 4% leech each. Spirit Raker now includes 20 flat Energy Shield.
The Flaying notable passive now includes +6% Maximum Life.
Wicked Blade (the notable passive previously called Cruel Blade, directly south of the Duelist) now includes 6% Attack Speed. The other Cruel Blade notable passive has not been changed.
Renamed the Arrow Dodging keystone passive to Ondar's Guile.



Bug Fixes:

Fixed a bug where items would sometimes not drop from monsters killed by Fire Trap.
Fixed a bug where Spell Totems casting Molten Shell would keep recasting the skill.
Fixed a bug where summoned zombies and skeletons could not enter tight spaces that characters could.
Fixed a bug where Spectres and Zombies could explode during zone transition between town and the Eternal Laboratory.
Fixed a bug where the Letters of Exile could repeat the same letter twice in a row.
Fixed a bug with the Midnight Bargain Unique item. You can no longer reserve 100% of life in conjunction with buffs and not die.
Fixed a bug where skill popups showed off-hand stats when there was no off-hand weapon equipped.
Fixed a bug where Rain of Arrows would treat missed targets as though they had entered the area during the delay and hit them anyway.
Fixed a rare crash related to minion instability and area transitions of minions on low life.
Fixed bugs related to projectiles that chained or forked tracking their distance travelled incorrectly.
Fixed a bug with Conversion trap - anything killed by the converted enemy had the kill assigned to the trap rather than the player who placed it.
Fixed a bug where Shield Charge would deal no damage if used very close to a monster.
Fixed a bug where the Energy Shield stun avoidance check would not apply in the case of a shield block.
Fixed a bug where monsters that channel lightning could still hit targets that had moved out of line of sight or distance during the warmup period.
Fixed a bug where your minions were able to damage a monster you had recently used Dominating Blow on if their attack started before the monster was converted.
Fixed a bug related to raising a Spectre of a monster type that normally starts inactive.



We expect to deploy 0.11.0 on Wednesday, NZ time. The new leagues will start on Saturday, NZ time (Friday for America).

These patch notes are not complete yet. Various tweaks and balance changes are still being made by the hour. I'll update this thread as the changes are confirmed.

If you liked this patch, please support us!
 
From the thread, it looks like you can actually keep playing with your current build to see if it is fine. In the past they have automatically refunded all points, but this time it will be an optional button you can press in the PST. The button will disappear if you make any regular changes to the tree (spend/refund a skill point), but will remain there until you do.
It's going to be a long time before i get another level on my Witch, i wonder if there's any time limit on this entire respec... i could see myself saving it for awhile.

Awesome. Need to actually look up builds for my witch and duelist now. Stopped playing my duelist at around level...50ish I believe? Game got pretty hard, probably hosed my build. Although it may actually have been good now that all the physical damage nodes have been buffed.
I think my Duelist is going to be pretty good after the changes though... armor/evasion with grace aura and arrow dodging passive. I took a break after hitting a wall in merciless due to survivability issues, so looking forward to this.

My 53 claw shadow is going to own some serious shit with all these changes. I hit a pretty tough wall in Merciless Act 2, so i'll bet it smooths things out a lot.

So much good shit. Buffed clarity, nerfed damage, buffed physical damage and life steal... they even got the scraps/whetstones change in for jewellers/fusing.

Really looking forward to this one!!
 
Expected Inner Force to be toned down, it's so good at the moment that almost all of my characters have it; was hoping for actual armor changes...seems like going Iron Reflex and HP stacking still remains the best option for tanky types.

The preemptive QQ on the forums about "nerfs" are just too hilarious to read.
 
The preemptive QQ on the forums about "nerfs" are just too hilarious to read.

To be expected in this genre. People typically pick out anything that seems like it might be a nerf and skim over the rest. I'm excited for the patch even though my build took a couple "nerfs".
 
Expected Inner Force to be toned down, it's so good at the moment that almost all of my characters have it; was hoping for actual armor changes...seems like going Iron Reflex and HP stacking still remains the best option for tanky types.

The preemptive QQ on the forums about "nerfs" are just too hilarious to read.

Yea me too. So armor still sucks huh?
 
I'm pretty sure the armor fixes are still going in.

ahh cool.

I really liked the build i was going for on my claw shadow... ER/AR gear dual wielding with lots of block talents = TONS of mitigation and life steal on top.

Was fun until i was getting 1-2 shot lol

Hopefully the armor changes make it in so that doesn't happen anymore.

Also, i hate how quiet they are about their out of sync issues. I still have to spam that ALL the time.
 
Armor will automatically be better with the reduction to mob damage, too. The reason it was poor to begin with was that monsters had huge damage spikes and armor had diminishing returns on the incoming damage scale.
 
My gripe with the current system stems from the fact that it's far easier(at least for me) to get good returns from Determination by running Grace & using hybrid or evasion items/nodes on top of Iron Reflex instead of wearing high Armor(also gets insanely expensive) supported by raw Armor nodes - unless that IS their original design intention due to the extra skill points required (which is a nobrainer investment due to how powerful the synergy is), still would like to see more tweaks down the line.
 
They just need to set mitigation tiers higher for armor vs. damage, with no real soft cap. Diminishing returns are fine, but only up to a certain point. The way it is now, a serious damage spike on level 74+ map bosses could one shot any pure armor character, no matter their effective rate.
 
Any word on a release date? Still waiting for the official release before I put time into this.
 
Any word on a release date? Still waiting for the official release before I put time into this.

This isn't a game about the leveling experience, and if you expect that to *ever* be the quality of a single-finish, solo gameplay+story experience, you're going to be highly disappointed.
 

Nice. I would say I can't wait but I obviously can as I haven't played the beta yet.

Hopefully nothing great comes out in October to pervert my attention from this.

This isn't a game about the leveling experience, and if you expect that to *ever* be the quality of a single-finish, solo gameplay+story experience, you're going to be highly disappointed.

I've seen quite a bit about this. I feel I have a good handle on my expectations.
 
Download it Stevedave and give it a whirl. :)

I have waited this long I can manage a few more months for the official release...I'd hate to be tired of the game before it is even officially out. Also going to tried to get of couple of my groupies in it and it'll be easier to convince them to try out a game that is officially released...Any game is bad ass if you are playing it with friends.
 
I'm not bored with it, and I've been playing it for ~15 months pretty regularly. The constant updates, new gear, new skills and all the other shit they pack into big updates keeps my interest. In fact, I've now played more hours of PoE than I did D2.
 
I'm not bored with it, and I've been playing it for ~15 months pretty regularly. The constant updates, new gear, new skills and all the other shit they pack into big updates keeps my interest. In fact, I've now played more hours of PoE than I did D2.

Still too early for you too say...its not October yet. In 5 months you may be completely done and jaded. I have plenty too play until October.
 
So I finally got the drop I've been trying to craft forever. (like, i've probably spent 100+ alchemy orbs on various kris's (80% global crit dagger) since the mid 40's... finally got one to drop (ilvl 70 too!)--It just needs a divine orb (or several, depending on my luck):

ilvl 70 Kris (80% global crit)
24% Spell Power
15% Spell Crit
30% Crit multiplier
24 mana

I'm a little sad it doesn't have a resist or something on it, but the chances of getting the main 3 i was after is so slim anyway, i can't really complain. I'm tempted to exalt it, but i KNOW i'd get accuracy or some nonsense.

anyway... woot.


I found a ilvl 68 kris (80% chance)
56% spell dmg
60% spell crit chance
dual res

(no crit multiplier)

Any use?
 
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