What's new
Fantasy Football - Footballguys Forums

Welcome to Our Forums. Once you've registered and logged in, you're primed to talk football, among other topics, with the sharpest and most experienced fantasy players on the internet.

Path of Exile (free to play & now on Xbone) (4 Viewers)

Just found this thread. Took one look and immediately created an account. Haven't done anything yet to create a character or join a clan.

Any and all advice for a noob is welcome. I'll check back after perusing the thread a bit more. TIA.

 
Just found this thread. Took one look and immediately created an account. Haven't done anything yet to create a character or join a clan.

Any and all advice for a noob is welcome. I'll check back after perusing the thread a bit more. TIA.
It is a wonderful game if you enjoy a diablo 2 style. Best advice I can give is fool around with the massive skill tree before playing. There are an almost unlimited types of characters you can build and the tree is so complex, it can easily make the difference between a strong and weak character.

Then just list out as many questions as you want here and we can try and answer them. I have played for easily over 200 hours on multiple characters and I still have questions.

 
Last edited by a moderator:
For you long time players who might be reading, can you suggest a basic character I could try that would use blood magic and at least 2 auras?
bump
Any of the Templar builds, something that is tanky. I run a CI Immortal Tanky Max block build.
How does chaos inoculation and blood magic work? It does not seem like it should since CI puts your health at 1 and Blood Magic makes all mana draw from health instead.
Sorry, didn't realize you wanted to run blood magic. They cannot run together for your needs. I did CI so that I didn't have to worry about chaos damage. Also, FWIW I think that ES is better 1:1 ratio to HP.
The reason I wanted to try Blood Magic was that I have never been able to use a character with an aura because it eats up so much of my mana pool, I am always running out when using skills.

Knowing that I want to run BM and auras, do you still recommend a Templar build?

 
NewlyRetired said:
SHIZNITTTT said:
NewlyRetired said:
SHIZNITTTT said:
NewlyRetired said:
For you long time players who might be reading, can you suggest a basic character I could try that would use blood magic and at least 2 auras?
bump
Any of the Templar builds, something that is tanky. I run a CI Immortal Tanky Max block build.
How does chaos inoculation and blood magic work? It does not seem like it should since CI puts your health at 1 and Blood Magic makes all mana draw from health instead.
Sorry, didn't realize you wanted to run blood magic. They cannot run together for your needs. I did CI so that I didn't have to worry about chaos damage. Also, FWIW I think that ES is better 1:1 ratio to HP.
The reason I wanted to try Blood Magic was that I have never been able to use a character with an aura because it eats up so much of my mana pool, I am always running out when using skills. Knowing that I want to run BM and auras, do you still recommend a Templar build?
Yes
 
Okay, a couple of noob questions after fiddling with the game for a few hours:

1. Most important question so far! (Act 1) I've defeated Brutus in the Warden's Office and returned to the Lions Eye home base for my reward. In order to continue forward in the story, do I need to fight my way all the way back through all the locations (including The Climb and the Lower and Upper Prisons)? Or is there a way to circumvent that arduous journey? Seems insane to have to redo every level if I am near the end of the act (and even if I'm not).

2. My Stash: might I lose it at any point?

3. Leagues, and the Notice Board: should I be investigating those, and joining up anywhere? What's the benefit? So far this feels like a solo game but maybe I'm missing something.

4. I'm now a Level 9 or 10 Templar ("AardPlaar") concentrating on adding Strength, Life and Dual One-Handed weapon in my meager build. Should I shift my focus? I do like pummeling the beasts toe-to-toe so far. Is that a losing strategy, eventually?

TIA.

 
Okay, a couple of noob questions after fiddling with the game for a few hours:

1. Most important question so far! (Act 1) I've defeated Brutus in the Warden's Office and returned to the Lions Eye home base for my reward. In order to continue forward in the story, do I need to fight my way all the way back through all the locations (including The Climb and the Lower and Upper Prisons)? Or is there a way to circumvent that arduous journey? Seems insane to have to redo every level if I am near the end of the act (and even if I'm not).

Use the TP AREAS THE TELEPORT areas. Use can use a portal scroll.

2. My Stash: might I lose it at any point?

You never lose stash gear or any great for that matter

3. Leagues, and the Notice Board: should I be investigating those, and joining up anywhere? What's the benefit? So far this feels like a solo game but maybe I'm missing something.

You can but I would focus on the standard league for awhile and get a good understanding of the game first.

4. I'm now a Level 9 or 10 Templar ("AardPlaar") concentrating on adding Strength, Life and Dual One-Handed weapon in my meager build. Should I shift my focus? I do like pummeling the beasts toe-to-toe so far. Is that a losing strategy, eventually?

your build will mist likely be crap. Have fun join some parties and see something you like and go for it.

TIA.
 
Okay, a couple of noob questions after fiddling with the game for a few hours:

1. Most important question so far! (Act 1) I've defeated Brutus in the Warden's Office and returned to the Lions Eye home base for my reward. In order to continue forward in the story, do I need to fight my way all the way back through all the locations (including The Climb and the Lower and Upper Prisons)? Or is there a way to circumvent that arduous journey? Seems insane to have to redo every level if I am near the end of the act (and even if I'm not).

2. My Stash: might I lose it at any point?

3. Leagues, and the Notice Board: should I be investigating those, and joining up anywhere? What's the benefit? So far this feels like a solo game but maybe I'm missing something.

4. I'm now a Level 9 or 10 Templar ("AardPlaar") concentrating on adding Strength, Life and Dual One-Handed weapon in my meager build. Should I shift my focus? I do like pummeling the beasts toe-to-toe so far. Is that a losing strategy, eventually?

TIA.
1) There are these items on the ground called way points (look for bright colored circles). Once you step on them you will activate the world map at which point you can fast travel to any other way point you have already found (there is one in the first town)

You can also use a portal scroll. It will automatically take you back to the last town you were in. These are extremely plentiful in the game so don't worry about using them.

2) As long as you stay with in the same mode (I assume you started in standard mode), your stash stays with you forever, no matter how many characters you make

3) The notice boards is where you can join other players in co op. You can level pretty fast in co op mode. Feel free to try that out (the notice board will tell you the correct level you need to be to join a proper co op game). Usually it is just a group of players farming a certain area.

Leagues are completely different from the notice board. Just stay in the standard league for now

4) Most of us failed miserably in our first build. Best advice we can give is to just have fun and get as far as you can. If/when you hit a road block some where in merciless, take some time to evaluate the tree and see where you might have gone wrong.

We also use each others eyes to help. Use the online tool and map our your character for ~60 points and then post the link here with your build intentions. Some of us older players might be able to give you some hints on how to better spend your points.

The game is all about the build. The tree is the one thing you have full control over and can map out ahead of time. After that, especially as a beginning player, you are at the mercy of drops to find good gear for the character you want to build.

The beauty of this game is that there is no one good character. You can build almost any character you want to be strong enough for end game if the right choices are made in the tree and you find decent gear.

 
Last edited by a moderator:
For you long time players who might be reading, can you suggest a basic character I could try that would use blood magic and at least 2 auras?
bump
Any of the Templar builds, something that is tanky. I run a CI Immortal Tanky Max block build.
How does chaos inoculation and blood magic work? It does not seem like it should since CI puts your health at 1 and Blood Magic makes all mana draw from health instead.
Sorry, didn't realize you wanted to run blood magic. They cannot run together for your needs. I did CI so that I didn't have to worry about chaos damage. Also, FWIW I think that ES is better 1:1 ratio to HP.
The reason I wanted to try Blood Magic was that I have never been able to use a character with an aura because it eats up so much of my mana pool, I am always running out when using skills. Knowing that I want to run BM and auras, do you still recommend a Templar build?
Yes
If you are running auras I would also recommend pairing the mana leech support gem with damage based skills/spells.
 
For you long time players who might be reading, can you suggest a basic character I could try that would use blood magic and at least 2 auras?
bump
Any of the Templar builds, something that is tanky. I run a CI Immortal Tanky Max block build.
How does chaos inoculation and blood magic work? It does not seem like it should since CI puts your health at 1 and Blood Magic makes all mana draw from health instead.
Sorry, didn't realize you wanted to run blood magic. They cannot run together for your needs. I did CI so that I didn't have to worry about chaos damage. Also, FWIW I think that ES is better 1:1 ratio to HP.
The reason I wanted to try Blood Magic was that I have never been able to use a character with an aura because it eats up so much of my mana pool, I am always running out when using skills.Knowing that I want to run BM and auras, do you still recommend a Templar build?
Yes
If you are running auras I would also recommend pairing the mana leech support gem with damage based skills/spells.
hmm....why would I need mana leech if I am using Blood Magic?

I think I am completely confused on how blood magic works :(

 
As an alternative to Blood Magic?
I have tried that. My character building is poor but I can't seem to run auras and use skills even if using Mana Leech which is why I was interested in trying bm

I though if I built a heavy life character with life gain on hit, I could then use finally 2 auras if I used blood magic.

Maybe I am just completely screwing this thought process up.

 
As an alternative to Blood Magic?
I have tried that. My character building is poor but I can't seem to run auras and use skills even if using Mana Leech which is why I was interested in trying bm

I though if I built a heavy life character with life gain on hit, I could then use finally 2 auras if I used blood magic.

Maybe I am just completely screwing this thought process up.
It's very hard to answer the question in general terms, since there are maybe half a dozen ways to do it and your mana consumption and regen will be changing as you level. It's going to depend on a number of factors with your build, and there are a few ways to tweak things:

1. Change your support gems around. Sometimes while you're levelling, support gems have too high a mana cost multiplier (e.g. Chain has a 200% mana multiplier, so it's often hard to use that support gem, but you can possibly swap in Fork, which has a 125% multiplier). Some support gems have no mana multiplier at all (Blind, Mana Leech, Additional Accuracy, etc) and Reduced Mana has a negative mana multiplier, which is obviously helpful.

2. Get Mana Regen from the tree or your gear. It depends on your particular tree, but if there are convenient regen nodes, they can help a ton while you're levelling and you can always respec out of them later. This is just a for-instance but if you can swap an Atziri's Foible into your amulet spot, it's very unlikely you'll have mana issues with your build.

3. Increase your mana pool with +mana on gear. The higher your overall mana pool, the higher your base mana regen rate.

4. Run the Clarity aura. Clarity is a balancing act - the reserved mana goes up with every level, as does the regen. Sometimes a level 5 Clarity is ok, sometimes you want to take it all the way up to 20. Also, you can tweak this with Aura nodes on the tree - some reduce the mana reserved by your auras, others increase the effects of your auras without increasing their cost (in this case giving your Clarity more mana regen).

5. Mana pots - self-explanatory. I almost never use mana pots, although sometimes I keep an emergency one (seething or bubbling).

The Mana Leech gem is an option, but it's currently pretty terrible and very few endgame builds use it. It may work for you while levelling (I never use it) but endgame you're almost always better off using the gem slot on something else.

If instead you decide to go with blood magic on your skills, it's now a question of balancing life leech, life regen, and life on hit with your skill cost, and again this will be build-dependent, but with a very big cost - the Blood Magic gem has a 245% mana multiplier (goes down to just below 200% at level 20), so your skills will cost a lot more life than they cost mana. As a general rule of thumb, life on hit results in more leech at lower levels (when your dps is lower) and life leech surpasses life on hit in terms of effectiveness after your dps reaches a certain level. With a level 20 Life on Hit gem and a level 20 Life Leech gem, the Leech gem surpasses the Hit gem when your damage per hit is higher than 500, although in practice that number is probably more like 750 since Life on Hit is instantaneous and Leech is leeched back over time.

 
Okay, a couple of noob questions after fiddling with the game for a few hours:

1. Most important question so far! (Act 1) I've defeated Brutus in the Warden's Office and returned to the Lions Eye home base for my reward. In order to continue forward in the story, do I need to fight my way all the way back through all the locations (including The Climb and the Lower and Upper Prisons)? Or is there a way to circumvent that arduous journey? Seems insane to have to redo every level if I am near the end of the act (and even if I'm not).

TIA.
It's been a while, but I think after you kill Brutus you're supposed to exit the prison and there's a waypoint right there. If you missed it you might have to do it again, or maybe not if it's the next act, see if you can go to the next town.

 
Last edited by a moderator:
As an alternative to Blood Magic?
I have tried that. My character building is poor but I can't seem to run auras and use skills even if using Mana Leech which is why I was interested in trying bmI though if I built a heavy life character with life gain on hit, I could then use finally 2 auras if I used blood magic.

Maybe I am just completely screwing this thought process up.
It's very hard to answer the question in general terms, since there are maybe half a dozen ways to do it and your mana consumption and regen will be changing as you level. It's going to depend on a number of factors with your build, and there are a few ways to tweak things:1. Change your support gems around. Sometimes while you're levelling, support gems have too high a mana cost multiplier (e.g. Chain has a 200% mana multiplier, so it's often hard to use that support gem, but you can possibly swap in Fork, which has a 125% multiplier). Some support gems have no mana multiplier at all (Blind, Mana Leech, Additional Accuracy, etc) and Reduced Mana has a negative mana multiplier, which is obviously helpful.

2. Get Mana Regen from the tree or your gear. It depends on your particular tree, but if there are convenient regen nodes, they can help a ton while you're levelling and you can always respec out of them later. This is just a for-instance but if you can swap an Atziri's Foible into your amulet spot, it's very unlikely you'll have mana issues with your build.

3. Increase your mana pool with +mana on gear. The higher your overall mana pool, the higher your base mana regen rate.

4. Run the Clarity aura. Clarity is a balancing act - the reserved mana goes up with every level, as does the regen. Sometimes a level 5 Clarity is ok, sometimes you want to take it all the way up to 20. Also, you can tweak this with Aura nodes on the tree - some reduce the mana reserved by your auras, others increase the effects of your auras without increasing their cost (in this case giving your Clarity more mana regen).

5. Mana pots - self-explanatory. I almost never use mana pots, although sometimes I keep an emergency one (seething or bubbling).

The Mana Leech gem is an option, but it's currently pretty terrible and very few endgame builds use it. It may work for you while levelling (I never use it) but endgame you're almost always better off using the gem slot on something else.

If instead you decide to go with blood magic on your skills, it's now a question of balancing life leech, life regen, and life on hit with your skill cost, and again this will be build-dependent, but with a very big cost - the Blood Magic gem has a 245% mana multiplier (goes down to just below 200% at level 20), so your skills will cost a lot more life than they cost mana. As a general rule of thumb, life on hit results in more leech at lower levels (when your dps is lower) and life leech surpasses life on hit in terms of effectiveness after your dps reaches a certain level. With a level 20 Life on Hit gem and a level 20 Life Leech gem, the Leech gem surpasses the Hit gem when your damage per hit is higher than 500, although in practice that number is probably more like 750 since Life on Hit is instantaneous and Leech is leeched back over time.
Thank you for the great info. I was not intending to use a blood magic gem. I wanted to use blood magic from the skill tree so that I would not get caught with the bm multiplier and can build the skill how I want.

I wanted to try something like this

Strength based build

Templar

Concentrate on Life nodes and dps nodes for 2 handed mace weapon along with armor nodes

After getting BM in tree, run 2 auras and never use mana pots again

Pots will be 3 health, 2 misc

Use either life leech or lgoh, as you suggested above

Not sure what two auras I should try on a build like this. What support gems are good for auras?

 
Last edited by a moderator:
NewlyRetired said:
As an alternative to Blood Magic?
I have tried that. My character building is poor but I can't seem to run auras and use skills even if using Mana Leech which is why I was interested in trying bmI though if I built a heavy life character with life gain on hit, I could then use finally 2 auras if I used blood magic.

Maybe I am just completely screwing this thought process up.
It's very hard to answer the question in general terms, since there are maybe half a dozen ways to do it and your mana consumption and regen will be changing as you level. It's going to depend on a number of factors with your build, and there are a few ways to tweak things:1. Change your support gems around. Sometimes while you're levelling, support gems have too high a mana cost multiplier (e.g. Chain has a 200% mana multiplier, so it's often hard to use that support gem, but you can possibly swap in Fork, which has a 125% multiplier). Some support gems have no mana multiplier at all (Blind, Mana Leech, Additional Accuracy, etc) and Reduced Mana has a negative mana multiplier, which is obviously helpful.

2. Get Mana Regen from the tree or your gear. It depends on your particular tree, but if there are convenient regen nodes, they can help a ton while you're levelling and you can always respec out of them later. This is just a for-instance but if you can swap an Atziri's Foible into your amulet spot, it's very unlikely you'll have mana issues with your build.

3. Increase your mana pool with +mana on gear. The higher your overall mana pool, the higher your base mana regen rate.

4. Run the Clarity aura. Clarity is a balancing act - the reserved mana goes up with every level, as does the regen. Sometimes a level 5 Clarity is ok, sometimes you want to take it all the way up to 20. Also, you can tweak this with Aura nodes on the tree - some reduce the mana reserved by your auras, others increase the effects of your auras without increasing their cost (in this case giving your Clarity more mana regen).

5. Mana pots - self-explanatory. I almost never use mana pots, although sometimes I keep an emergency one (seething or bubbling).

The Mana Leech gem is an option, but it's currently pretty terrible and very few endgame builds use it. It may work for you while levelling (I never use it) but endgame you're almost always better off using the gem slot on something else.

If instead you decide to go with blood magic on your skills, it's now a question of balancing life leech, life regen, and life on hit with your skill cost, and again this will be build-dependent, but with a very big cost - the Blood Magic gem has a 245% mana multiplier (goes down to just below 200% at level 20), so your skills will cost a lot more life than they cost mana. As a general rule of thumb, life on hit results in more leech at lower levels (when your dps is lower) and life leech surpasses life on hit in terms of effectiveness after your dps reaches a certain level. With a level 20 Life on Hit gem and a level 20 Life Leech gem, the Leech gem surpasses the Hit gem when your damage per hit is higher than 500, although in practice that number is probably more like 750 since Life on Hit is instantaneous and Leech is leeched back over time.
Thank you for the great info.I was not intending to use a blood magic gem. I wanted to use blood magic from the skill tree so that I would not get caught with the bm multiplier and can build the skill how I want.

I wanted to try something like this

Strength based build

Templar

Concentrate on Life nodes and dps nodes for 2 handed mace weapon along with armor nodes

After getting BM in tree, run 2 auras and never use mana pots again

Pots will be 3 health, 2 misc

Use either life leech or lgoh, as you suggested above

Not sure what two auras I should try on a build like this. What support gems are good for auras?
You can't do it that way. The blood magic keystone sets your total mana to zero and everything, skills and auras, run off of your life ball. In the state of the game right now, taking the blood magic keystone pretty much means you don't run auras. There's a node behind blood magic that reduces your reserved life by 40%, meaning that if you run a single 60% aura, say Grace, you'll actually reserve 36% of your life instead of 60%. That helps some but not enough, and by the time you get to merc you can't get enough life from gear and the tree to avoid getting killed all the time because your effective life pool is too small. And there's really no way to run 2 auras on blood magic unless you have a death wish.

A lot of builds use the Blood Magic gem, and I've done a number of builds that link most or all of my primary skills to blood magic, then i reserve as much of my mana as possible in auras. If you want to run 2 auras, I'd use the blood magic gem over the blood magic keystone 100% of the time.

As for the general build idea, it looks reasonable - those nodes are pretty conveniently located near each other. If you're a 2h mace go leech over LGOH later in the game for sure. You might end up killing yourself up to physical reflect a lot. As far as auras, it depends. If all of your defensive gear is armor-based, determination is probably a clear choice. I also run Hatred on most builds that do primarily physical damage, since it gives you a nice boost of cold damage that scales off of your physical damage (Anger and Wrath don't do that - they add base damage of a certain element so they're better for high attack speed lower base damage sorts of elemental damage builds, which a 2-handed mace is definitely not). Grace is good if you take Iron Reflexes, but most Templars don't go that far down the tree so you'll probably want to skip it. Haste isn't worth it. Vitality probably isn't worth it. Purity might be good if you can't cap your resists from the tree and your gear - always prioritize capped resists over added damage. So, in short:

1. Determination and Hatred if your resists are already capped

2. Determination and Purity if they aren't

 
NewlyRetired said:
As an alternative to Blood Magic?
I have tried that. My character building is poor but I can't seem to run auras and use skills even if using Mana Leech which is why I was interested in trying bmI though if I built a heavy life character with life gain on hit, I could then use finally 2 auras if I used blood magic.

Maybe I am just completely screwing this thought process up.
It's very hard to answer the question in general terms, since there are maybe half a dozen ways to do it and your mana consumption and regen will be changing as you level. It's going to depend on a number of factors with your build, and there are a few ways to tweak things:1. Change your support gems around. Sometimes while you're levelling, support gems have too high a mana cost multiplier (e.g. Chain has a 200% mana multiplier, so it's often hard to use that support gem, but you can possibly swap in Fork, which has a 125% multiplier). Some support gems have no mana multiplier at all (Blind, Mana Leech, Additional Accuracy, etc) and Reduced Mana has a negative mana multiplier, which is obviously helpful.

2. Get Mana Regen from the tree or your gear. It depends on your particular tree, but if there are convenient regen nodes, they can help a ton while you're levelling and you can always respec out of them later. This is just a for-instance but if you can swap an Atziri's Foible into your amulet spot, it's very unlikely you'll have mana issues with your build.

3. Increase your mana pool with +mana on gear. The higher your overall mana pool, the higher your base mana regen rate.

4. Run the Clarity aura. Clarity is a balancing act - the reserved mana goes up with every level, as does the regen. Sometimes a level 5 Clarity is ok, sometimes you want to take it all the way up to 20. Also, you can tweak this with Aura nodes on the tree - some reduce the mana reserved by your auras, others increase the effects of your auras without increasing their cost (in this case giving your Clarity more mana regen).

5. Mana pots - self-explanatory. I almost never use mana pots, although sometimes I keep an emergency one (seething or bubbling).

The Mana Leech gem is an option, but it's currently pretty terrible and very few endgame builds use it. It may work for you while levelling (I never use it) but endgame you're almost always better off using the gem slot on something else.

If instead you decide to go with blood magic on your skills, it's now a question of balancing life leech, life regen, and life on hit with your skill cost, and again this will be build-dependent, but with a very big cost - the Blood Magic gem has a 245% mana multiplier (goes down to just below 200% at level 20), so your skills will cost a lot more life than they cost mana. As a general rule of thumb, life on hit results in more leech at lower levels (when your dps is lower) and life leech surpasses life on hit in terms of effectiveness after your dps reaches a certain level. With a level 20 Life on Hit gem and a level 20 Life Leech gem, the Leech gem surpasses the Hit gem when your damage per hit is higher than 500, although in practice that number is probably more like 750 since Life on Hit is instantaneous and Leech is leeched back over time.
Thank you for the great info.I was not intending to use a blood magic gem. I wanted to use blood magic from the skill tree so that I would not get caught with the bm multiplier and can build the skill how I want.

I wanted to try something like this

Strength based build

Templar

Concentrate on Life nodes and dps nodes for 2 handed mace weapon along with armor nodes

After getting BM in tree, run 2 auras and never use mana pots again

Pots will be 3 health, 2 misc

Use either life leech or lgoh, as you suggested above

Not sure what two auras I should try on a build like this. What support gems are good for auras?
You can't do it that way. The blood magic keystone sets your total mana to zero and everything, skills and auras, run off of your life ball. In the state of the game right now, taking the blood magic keystone pretty much means you don't run auras. There's a node behind blood magic that reduces your reserved life by 40%, meaning that if you run a single 60% aura, say Grace, you'll actually reserve 36% of your life instead of 60%. That helps some but not enough, and by the time you get to merc you can't get enough life from gear and the tree to avoid getting killed all the time because your effective life pool is too small. And there's really no way to run 2 auras on blood magic unless you have a death wish.

A lot of builds use the Blood Magic gem, and I've done a number of builds that link most or all of my primary skills to blood magic, then i reserve as much of my mana as possible in auras. If you want to run 2 auras, I'd use the blood magic gem over the blood magic keystone 100% of the time.

As for the general build idea, it looks reasonable - those nodes are pretty conveniently located near each other. If you're a 2h mace go leech over LGOH later in the game for sure. You might end up killing yourself up to physical reflect a lot. As far as auras, it depends. If all of your defensive gear is armor-based, determination is probably a clear choice. I also run Hatred on most builds that do primarily physical damage, since it gives you a nice boost of cold damage that scales off of your physical damage (Anger and Wrath don't do that - they add base damage of a certain element so they're better for high attack speed lower base damage sorts of elemental damage builds, which a 2-handed mace is definitely not). Grace is good if you take Iron Reflexes, but most Templars don't go that far down the tree so you'll probably want to skip it. Haste isn't worth it. Vitality probably isn't worth it. Purity might be good if you can't cap your resists from the tree and your gear - always prioritize capped resists over added damage. So, in short:

1. Determination and Hatred if your resists are already capped

2. Determination and Purity if they aren't
Ok wonderful info again. I have a couple of blood magic gems so I will try and link those when I give this a shot.

 
[

1. Determination and Hatred if your resists are already capped

2. Determination and Purity if they aren't
Question:

Determination and hatred are both 60% mana reserve. I assume I will have seek out some nodes that would help me run both of these or is there a better way to do this with out having to spend skill points?

 
[

1. Determination and Hatred if your resists are already capped

2. Determination and Purity if they aren't
Question:

Determination and hatred are both 60% mana reserve. I assume I will have seek out some nodes that would help me run both of these or is there a better way to do this with out having to spend skill points?
Link them both with a Reduced Mana gem and you can do it without any skill tree points.

 
I am not playing regularly because Hearthstone is eating up my game time but I still intend to play a lot. I kind of wish I did not give everything away in my first go around. I did not think I would come back.

 
Second expansion set to release in about an hour. Patch Notes

Version 1.2.0: Forsaken Masters
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.
New Three-Month Challenge Leagues:
  • Challenge leagues are a great opportunity for a fresh start. All your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new economies, complete challenges and climb the ladder!
  • This pair of challenge leagues will run for three months - from August 20 to November 20, US time.
  • The new challenge leagues include a set of eight new challenges! Players who complete five or eight of the challenges receive an exclusive microtransaction helmet skin. The first 50 players to complete all eight challenges will receive an exclusive Rampage/Beyond challenge shirt.
  • Rampage: Rampage is a standard league where kill streaks cause devastating effects to occur. Each kill causes you to become slightly faster and deal more damage. The kill streak wears off after five seconds of no kills.
  • Beyond: Beyond is a Hardcore league (characters who die are converted to Standard characters). In the Beyond league, demons from another realm are attempting to invade Wraeclast. Monster kills have a chance to cause small portals to appear. If enough portals spawn close together, a larger portal opens and demons flow forth. Several of those larger portals close together can open a third tier that results in one of several truly terrifying entities to emerge.
  • Out of the 15 total Unique items added in this update, there are three new Unique items that can only drop in in the Rampage challenge league, and three that can only drop in the Beyond challenge league.
Core Forsaken Masters Features:

Seven men and women, masters in their fields, stood against Dominus' tyranny. Some with words, others with steel. Seven masters forsaken, sent to die in a corrupted land. Seven masters who lived, learned, and now thrive in Wraeclast. Seven Forsaken Masters who can train you... if you choose to help them.

  • The seven Forsaken Masters each have their own style of mission and each of these missions has many variations. As you explore deeper into Wraeclast, the pool of available variations increases to challenge you in new ways. All of the missions and their variations can occur anywhere in the game, including within end-game Maps. Once you've helped a master with their mission once, they appear in regular towns to talk to.
  • Completing missions earns you reputation (which contributes to the level of that master) and favour (used for purchasing decorations for your hideout).
  • Each master acts as a vendor for items. The range of items increases with each master level (up to a chance at being offered a Unique item at level 8). Their inventory refreshes after you start each daily mission with them.
  • Each master has one special build-enabling crafting mod that is only available on a magic item sold by them. It's up to you whether you use it as-is, augment it to add one more mod or use Regal/Exalted orbs to try to create an amazing rare.
  • You can claim a personalised hideout for free from any level 3 or higher master. Once you have a hideout, you can travel there using the waypoint panel. Hideouts are shared among all your characters in that league. Each master has their own distinctive hideout tileset on offer.
  • You can allow access to friends, party members and guild members from within your hideout (on the Hideout Stash screen). Hideouts can hold up to 32 players at once.
  • Once masters are at level 2, they can be invited to your hideout. While in your hideout, they offer you daily missions which provide 250% reputation and favour. If your friends help you with a daily mission, they receive normal reputation and favour.
  • The size of your hideout affects how many masters it can hold. It starts with a capacity of two, but can be upgraded to three or four when your master reaches levels six and eight respectively. This also modifies the amount of space in your hideout.
  • Dismissing a master from your hideout removes any reputation they have on their current level.
  • Talking to a master in your hideout allows you to receive a Crafting Bench that can be placed in your hideout. The bench levels up with the master and has more options with each level. You can still use a crafting bench even after you've dismissed that master from your hideout. Visitors can't use your crafting benches.
  • Vorici allows you to modify an item's sockets and links with his crafting bench.
  • Zana allows you to open end-game Maps at a personal Map Device in your hideout. Mods can be purchased that affect the Map as it is opened.
  • The other five masters allow you to craft an mod onto an item. To craft an item, click on the bench, place an item in the window and select a mod. Mods purchased in this way appear in a slightly different colour than normal. They can be removed by level 8 crafting benches.
  • Note that these mods obey normal rules. You can't have more than three prefixes, three suffixes or six mods in total. You can't craft a mod onto a magic item that has both a prefix and a suffix. It must be upgraded to a rare item with a Regal Orb first.
  • Hideout decorations can be purchased from masters in exchange for favour. Each master has a separate favour total. These decorations appear in your Hideout Stash. You can place them in the world by right clicking on them and clicking somewhere in your hideout. They can then be dragged around, rotated (use the radial slider or R/Shift+R keys) or reclaimed (Delete key). The arrow keys can also be used to move the selected decoration. The mousewheel (or PageUp/PageDown keys) cycles between different variations of the decoration.
  • Forsaken Masters supporter packs include hideout banners. These appear in your microtransaction stash and can also be placed in the world as decorations. When reclaimed, these will go to your microtransaction stash. We will later sell some other cosmetic hideout decorations/environments/tilesets in our microtransaction shop.
  • When the new challenge leagues end, your hideout stashes will be merged with the destination leagues (Rampage with Standard, Beyond with Hardcore). Your favour totals will be added together. The highest reputation value with each master will be used.
Major Features/Content:
  • We've added an optional Quest Tracker, which displays your current quest objectives on the right side of the screen. This is also used to display the current objective of the Master Mission you're in at the time.
  • We've added various Tutorials to the start of the game. They're designed to be non-intrusive and can be disabled or reset in the options.
  • Added a new Dexterity skill - Tornado Shot: Fire a piercing shot that travels until it reaches the targeted location. It will then fire projectiles out in all directions from that point.
  • Added a new Strength/Intelligence skill - Herald of Ash: Channel fire through your hands, adding fire to your physical damage. If you kill an enemy with an attack, other enemies near them will be ignited for the overkill damage.
  • Added a new Dexterity/Intelligence skill - Herald of Ice: Channel ice through your hands, adding cold damage to spells and attacks. If you shatter an enemy, they explode and deal cold damage to enemies near them.
  • Added a new Dexterity skill - Poacher's Mark: A curse that reduces enemy evasion, grants you life and mana when you hit them, increases your flask charge gain and has a chance to grant you a Frenzy Charge when you kill them.
  • Added a new Strength/Intelligence support gem - Generosity: Auras linked to Generosity have increased Aura effect for your allies, but do not affect you.
  • Many boss fights (including Brutus and Merveil) have been improved. See the notes below for specific changes.
  • Added 15 new Unique items. Seven of these were designed by supporters.
Minor Features/Content:
  • We've added a new Duelist Rogue Exile called Zacharie Desmarais. This exile uses Molten Strike and Lightning Strike.
  • We've added a new Marauder Rogue Exile called Vickas Giantbone. This exile uses Ethereal Knives totems and Bear Trap as well as Vulnerability curse and Enfeeble on Damage Taken.
  • We've added a new Shadow Rogue Exile called Wilorin Demontamer. He uses Ball Lightning, Storm Call and specialises in Critical Strikes.
  • Added PvP Spectator mode. Use the new /spectate (character name) command or right-click someone on your friends list and choose the Spectate option. The specified character must be a mutual friend currently in a PvP area. You must also meet the quest and level requirements for that area yourself. You can use /town to return to your most recent town. You can use the arrow keys to change the perspective of which character you're spectating.
  • We've substantially improved the detail of error messages for various activities. For example, when a currency item fails to apply to another item, it now gives a detailed error message explaining why.
  • We've improved the user interface and moved many commonly used elements to a menu to make feature discovery easier for new players.
  • When respecialising bandit quests, if the use of the book would fail, you now receive an error message explaining why. If it would succeed, you now see a confirmation prompt that explains what will change.
  • Flasks now refill when entering a PvP area, unless you're in a Famine league.
  • The mouse-over tooltip for skills now has comma delimitation for thousands of DPS.
  • Chickens have been added to the Forest Encampment.
  • Added an effect for long-duration stuns.
  • Added a new Frenzy effect.
  • 3D art has been added for the following items: Prismatic Eclipse, Storm Cloud, Alternate Art Brightbeak and The Three Dragons.
  • Continued to incrementally improve the sound, art, effects and environments.
Content from the Ambush/Invasion Leagues:
  • After the last two challenge leagues ended, we've folded their content into the core Path of Exile experience in the following ways:
  • Strongboxes can now spawn in all leagues, starting from the Submerged Passage in Normal difficulty. The weightings of each Strongbox type has been adjusted with ordinary Strongboxes being much more common than other variants. Mods for these Strongboxes have been adjusted. Cartographer's Boxes now have lower values of some Strongbox mods.
  • The new quiver progression added in Ambush and Invasion has now been introduced to all leagues. The old Standard and Hardcore quivers will no longer drop. The unique Blackgleam will drop on the Fire Arrow Quiver basetype. The unique Broadstroke will no longer drop.
  • The Voideye and Vaal Caress Unique items will no longer drop, as they are homed to the Ambush and Invasion leagues.
  • The Invasion monster pack and guest-monster system has been made standard for the entire game. Early areas have some new monster varieties as a result, and there's more monster diversity in later difficulties.
  • Some Invasion bosses have been reintroduced as regular unique monsters:
  • The Guardian of the Mound has been rebalanced and added to The Prisoner's Gate.
  • Spinesnap has been rebalanced and added to the Slums Sewers.
  • The Revenant has been rebalanced and added to The Docks.
  • Tailsinger has been rebalanced and added to The Riverways.
  • Kall Foxfly has been rebalanced and added to The Blackwood.
General Balance Changes:
  • Player life per level has been increased from 8 to 12.
  • Monster elemental resistances have been reworked. Many of the more common monsters types no longer have resistances in Normal difficulty. Some more challenging monster types will have resistances and Unique monsters will have a large amount of an appropriate resistance. All main questline, Map and corrupted area bosses have elemental and chaos resistance, though at a lower value.
  • All cases of "snapshotting" have been fixed. If you change your items or support gems, then any persistent effects of skills (for example, minions or auras) will update to reflect the changes. You no longer gain benefit from items or gems that are not currently equipped.
  • Shock and Shocked Ground have been changed so that they cause 50% increased damage taken (rather than 30%) but no longer stack. They do not stack with each other either. "Cannot Be Shocked" now prevents players being affected by either Shocked Ground or Shock itself.
  • Higher level maps are now slightly harder than before.
  • Corrupted secret areas offer greater a chance of fragments in later difficulties. The chance of corrupted secret areas spawning has been adjusted.
  • Corrupted secret areas can no longer spawn in the first area of an act (the one before the town of the act).
  • Blind now reduces hit chance by 50% rather than by 75%.
  • Both physical and elemental damage reflection from monster auras have been reduced from 15% to 14% reflection.
  • In 1v1 duels and 3v3 PvP, Conversion Trap no longer affects players.
  • The Trap and Mine support gems now have multiplicative damage bonuses that are specific to traps and mines respectively. This means that you can't cast a skill through a trap and a mine for double bonuses. In addition, Trap and Mine damage bonuses now do not benefit minions cast through traps or mines.
  • The Reduced Mana support gem is now available for all classes as a quest reward.
  • Totem life increases have been increased to compensate for the fixing of a bug where they applied twice.
General Skill Balance:
  • Early quest rewards have been reworked. The Shadow now gets Viper Strike as their first gem, while the Duelist gets Double Strike. Several other early rewards have been changed and adjusted.
  • The mana cost of all skills has been revised. In general most skills have had their mana costs reduced. Much of the mana cost reduction is focused on skill levels that fall between player levels 20 and 40.
  • Vaal skills can no longer be supported by Trigger Gems.
Skill Reworks:
  • Arctic Breath: Cast time has been reduced from 1000ms to 800ms. The mana cost has been reduced further than other skills to account for the change in cast time. Its damage has been reduced by 20%. The same change was applied to monster versions of this skill, though to a lesser or no extent if they had a cooldown or mana cost.
  • Burning Arrow: This skill now deals 130% of base damage, has 50% converted to fire, and has a fixed ignite chance. It gains increased burning damage and physical damage per level.
  • Cold Snap: We changed the freeze chance to 30% at all levels. We increased the damage of Cold Snap by 50% at all levels.
  • Critical Weakness: Life and mana on kill have been added. There's now a chance to gain a power charge when you kill an enemy. This curse has also been renamed to Assassin's Mark.
  • Cyclone: This skill can no longer be supported by the Multistrike support gem.
  • Detonate Dead: This now deals entirely fire damage. It deals 8% of corpse life as well as flat damage. The damage increase per level has been significantly increased. The base cast time has been decreased from 850ms to 800ms. Quality on this skill now offers substantially less cast speed, from 60% cast speed at 20 quality to 20% cast speed at 20 quality.
  • Reave: The skill's base area has been increased by 17%. The area increase per stack has been reduced from 20% per stack to 15% per stack.
  • Viper Strike: This skill now adds 10% of physical damage as Chaos Damage and has a 50% chance to deal 175% of the attack's damage as chaos damage over seven seconds. The effect duration won't be refreshed by new attacks, but there is no limit to how many Viper Strike debuffs an enemy can have.
  • Shockwave Totem: This skill now counts as Spell Damage. Damage has been increased by 15%. Its duration has been reduced.
  • Warlord's Mark: This curse now has Increased Chance to be Stunned and Reduced Enemy Stun Recovery. The life and mana leech are now not specific to physical damage. It now has a lower chance to grant Endurance Charges on enemy death.
Skill Buffs:
  • We have increased the critical strike chance of most lightning spells.
  • Ball Lightning: Damage has been increased by 30% at all levels.
  • Cleave: This skill no longer has a damage effectiveness penalty. When dual wielding it now deals 65% of weapon damage.
  • Flame Surge: We have increased the width of the Flame Surge area of effect.
  • Freezing Pulse: We have increased its projectile speed. Damage is increased by 50% at level 1 (to 40% at level 20).
  • Glacial Cascade: The area of effect of each ice section has been increased. This also increases the area of overlaps of sections.
  • Glacial Hammer: We have increased its damage effectiveness from 125% to 130%.
  • Ice Nova: We have increased the high-level damage of this skill (up to 15% by level 20).
  • Ice Shot: The area and arc size has been increased. Additionally we have added damage effectiveness of 120%.
  • Ice Spear: We have increased the damage by 33% at level one, to +87% at level 20.
  • Lightning Strike: This skill now deals more base damage (up from 120% to 130%).
  • Raise Spectre: The penalties this gives to monster life, damage and Energy Shield have been reduced by a flat 10% at all levels.
  • Raise Zombie: Raised zombies now have 13% more life.
  • Spark: Spark does 20% more damage at all levels. It now bounces off Frost Walls, regardless of whether they are cast by players or monsters.
  • Sweep: Damage effectiveness increased from 75% to 85%.
  • Summon Skeleton: Summoned Skeletons deal 50% more base damage than they did previously.
Skill Nerfs:
  • All curse skills have had their power reduced so that available bonuses for them could be moved into the passive tree. Elemental resistance reduction curses have been further reduced to compensate for reduced monster resistances.
  • Anger: The damage this aura provides has been reduced at higher levels (from no change at level one, to an 18% reduction in damage at level 20).
  • Arc: We have reduced the damage by 15% at all levels.
  • Clarity: The cast time of Clarity has been increased to 1.2 seconds to line up with other auras. The mana reservation of clarity has been increased and the mana regeneration rates adjusted.
  • Elemental Weakness now gains -8% Enemy Resistances at 20% quality, instead of -10% at 20% quality.
  • Enfeeble: In addition to the general curse reduction, the duration of Enfeeble has been reduced.
  • Flameblast: We have reduced the critical strike chance from 6% to 5%. We have reduced the damage by 15% at all levels.
  • Frenzy: This skill now has constant attack speed per frenzy charge of 5%, rather than increasing as the gem levels. Its quality bonus has been reduced from 7% attack speed to 4% attack speed per frenzy charge at 20 quality.
  • Projectile Weakness: No longer reduces the enemy's chance to evade projectile attacks.
  • Searing Bond: Damage at all levels has been reduced by 18%.
  • Spectral Throw: We have reduced the damage effectiveness of this skill by a flat 8% at all levels.
  • Summon Raging Spirit: The damage done by the summoned Raging Spirits has been reduced at higher levels, up to a 20% reduction in damage at level 20.
  • Vulnerability: In addition to the general curse reduction, Vulnerability no longer affects Energy Shield. The Energy Shield Recharge Delay Increase and Energy Shield Recharge Rate Reduction stats have been removed. In addition, the Increased Chance to be Stunned and Reduced Enemy Stun Recovery stats have been removed as well. Vulnerability now only increases physical damage and degeneration damage.
  • Wrath: We have reduced its damage at higher levels, from no change at level one to a 24% reduction in damage at level 20.
Support Gem Balance:
  • Added Chaos Damage: The mana multiplier has been reduced from 150% to 140%.
  • Added Cold Damage: The mana multiplier has been reduced from 140% to 130%.
  • Added Fire Damage: The mana multiplier has been reduced from 130% to 120%.
  • Added Lightning Damage: The mana multiplier has been reduced from 140% to 130%.
  • Block Chance Reduction: The amount of penetration has been reduced by a flat 10% at all levels.
  • Cold to Fire: This gem now converts 50% for cold damage to fire damage at all levels, and also adds a percentage of cold damage as fire damage, starting at 10% at level one.
  • Curse on Hit: This trigger gem now has a 100% chance to cast socketed curses. It has 10% reduced curse effect at level 1, up to 9% increased curse effect at level 20 of the gem. The quality bonus has remained the same.
  • Cast on Critical Strike: The chance to cast has been reduced by a flat 20% at all levels.
  • Chain: The mana multiplier has been reduced from 200% to 175%.
  • Fork: The mana multiplier has been reduced from 125% to 115%.
  • Lesser Multiple Projectiles: The mana multiplier has been reduced from 150% to 140%.
  • Greater Multiple Projectiles: The mana multiplier has been reduced from 200% to 165%.
Passive Skill Tree Balance:
  • The Witch and Shadow passive tree starting area has been redesigned. The area surrounding the Witch, Shadow and Ranger has been redesigned. Many clusters throughout the tree now have new notables. Many values have been adjusted.
  • There are now large Fire, Cold, Lightning, Wand, Dagger, Trap/Mine, Claw, Bow, Sword and Dual Wield clusters that have higher values than found in the rest of the tree.
  • Percentage-based life increases have been reduced slightly and redistributed more evenly through the tree. Players receive more life per level now to compensate.
  • There are now two Life and Energy Shield clusters.
  • Increased Maximum Elemental Resistances have been removed and element specific bonuses are now available in smaller values on three specific defensive notables.
  • Mortal Conviction has been changed to 60% less mana reservation (from 40% less).
  • Curse Effect, Cast Speed, Curse Duration and Curse Area of Effect are now available in the tree. The Whispers of Doom keystone has been changed into a notable. Hex Master has changed to be 100% increased Curse Duration and is now a notable. There is a new Curse Effect notable called Skittering Runes.
  • Aura Reservation Costs and Aura Effect bonuses have been reduced across the tree. A new Aura notable called Champion of the Cause has been added.
  • Some special stats have been added to a few select notables. More similar stats will be coming in future patches.
Item Balance:
  • All bows have had their base damage increased by 11%. This affects ones that already existed including Unique items.
  • The first two tiers of weapons (with bows it's the first and third tiers) now have higher attack speeds and lower damage to compensate.
  • The second tier of bows (Short Bow) has a lower attack speed and increased damage to compensate.
  • The Decimation Bow and Death Bow have been given the same Increased Critical Strike Chance implicit mod as the Harbinger Bow.
  • The Recurve Bow and Sniper Bow have been given the same Weapon Elemental Damage implicit mod as the Maraketh Bow.
  • New tiers of life and mana flasks (Divine and Eternal) have been added at levels 65 and 70.
  • Mid to higher tiers of life flasks have been buffed substantially.
  • The life portion of hybrid flasks has been buffed.
  • The Sapping mod on flasks now only increases life recovered by 40% (down from 60%).
  • Bandit respec books can now be sold back to the vendor for 20 Orbs of Regret.
Unique Item Balance:
  • The rarity tiers of many uniques have been changed. Notably, two of the experience gain items have been made much more rare. The two "additional curse" items have been made rarer.
  • The rarities of uniques dropped by the uber version of Atziri has changed. Atziri's Acuity is now the rarest drop from her.
  • Chin Sol has had its Increased Physical Damage increased from 75-100% to 150-180% and its attack speed increased to 10-14%, from 5%. Rerolling values using a Divine Orb on this item will also update your item.
  • Crown of Eyes now only applies increased and reduced spell damage to attack damage. Multiplicative damage bonuses are not converted. This affects existing versions of the item.
  • Crown of Thorns now grants 60-80 flat energy shield. Existing versions of the item will change to a value in the new range if a Divine Orb is used on it.
  • Darkscorn now has Additional Physical Damage of 6-10 to 10-14 damage. This mod cannot be caused to spawn on past versions of the item.
  • Dying Breath now grants 18% increased Aura Effect, instead of 18% increased damage taken. Old copies of the item have been automatically updated.
  • Infractem now has Additional Physical Damage of 25-35 to 36-45 damage. This mod cannot be caused to spawn on past versions of the item.
  • Mon'tregul's Grasp now grants 2000 life to Zombies, up from 500. Rerolling values using a Divine Orb on this item will update your item.
  • Shackles of the Wretched now gives "You cannot be Shocked for 3 seconds after being Shocked", up from 1 second. Old versions of the item can be rolled to the new value with a Divine Orb.
  • Shavronne's Revelation: Energy Shield Regeneration has been reduced from 4% to 3% per second. Existing versions of the ring will only be updated if a Divine Orb is used on them.
  • Soul Mantle now has +50% totem life. This has been increased as the result of fixing a bug with totem life - the change won't affect the power of the item. Existing versions of the item will have the smaller value, which will have less impact on totem life than it previously did. Older versions can be updated with a Divine Orb.
Specific Monster Balance:
  • Gneiss has been reworked. He now has a new skill where he slams the ground, dealing area of effect damage and summoning miniature minions out of the rubble to assist him.
  • The Deep Dweller has been reworked. He now has two new skills - in his first form he can disturb the ground, calling Sand Spitters to emerge and assist him. He also has an additional skill in his second form where he will fire a spray of projectiles at enemies. He no longer has the slowing aura.
  • Fairgraves has been reworked. He now has his own version of Spectral Throw and Summon Raging Spirit.
  • The Brutus and Merveil boss fights have been redesigned. These changes also affect their end-game Map equivalents. One of the Merveil encounters now only includes the first stage of the fight. All Map versions of these fights have enhanced versions of some of their skills.
  • Brutus' hook now only pulls the target that he was aiming at.
  • General Gravicius in Descent: Champions and the corrupted side area boss The Sunburst Queen have been given a new skill to replace their Incinerate Novas. This skill will repeatedly pulse out fire damage waves that increase in damage with every additional cast.
  • Hatebeat in The Crematorium now uses Molten Strike.
  • The water elementals summoned by The Goddess of Purity in Solaris Temple Level 2 or by Asphyxia in the Reef and Waste Pool Maps now cast Ice Nova when they are killed.
  • The Vessel of the Vaal's Ball Lightning skill now ticks much more frequently and does slightly less damage. This brings it in line with other Ball Lightning skills.
  • The Weaver's life has been increased, following changes to her resistances.
  • Chatters in the Lower Prison will now trigger a cold version of Storm Call when he hits you. His Glacial Hammer can no longer freeze you on Normal Difficulty.
Bug Fixes:
  • Improved preloading of game assets to remove some small stutters during gameplay.
  • Fixed a bug where players could not be selected in towns until they move for the first time.
  • Fixed a bug where holding an amulet from one bandit leader would prevent you from doing other bandit quests.
  • Improved the mana reservation system so that multiple percentage reservations don't round separately. This means that a 60% aura can now never prevent a 40% aura from being reserved.
  • Fixed a bug related to trade where the user interface could become unresponsive.
  • Fixed a bug where Curse on Hit prevented Echo supporting a spell.
  • Fixed a bug where totem life bonuses counted twice.
  • If an Animated Guardian is unsummoned and resummoned when not on full life, it will now return with the same amount of life it had before.
  • Fixed a rare bug that could cause the game server to freeze when corrupting an item.
  • Fixed a bug where the three attribute totals on the Passive Skill Screen would not scale correctly when zooming in or out.
  • Discharge now only deals damage if you had charges.
  • Fixed a bug where you couldn't log into another account after clicking Cancel on the unlock code window.
  • Fixed a bug where players could exceed their maximum Zombie counts with Mon'tregul's Grasp.
  • Fixed a bug where auras could affect hidden monsters.
  • Fixed a bug where Puncture did not benefit from Increased Item Rarity or Increased Item Quantity.
  • Fixed a bug where Tempest Shield would not transition between areas if you didn't have enough mana to cast the skill again at the time you transitioned.
  • Fixed a bug where life and energy shield bars rounded to the nearest whole percentage.
  • Fixed bugs with positioning of small life bars.
  • Fixed a bug where buff counts over 99 did not display correctly.
  • Fixed problems that could lead to monsters spawning too close to waypoints in the Docks, Barracks and Gardens.
  • Fixed a bug with Molten Shell and mitigated physical damage reflection.
  • Fixed the Barracks tents that didn't cast shadows.
  • Fixed a bug where Rogue Exiles and Invaders could spawn in inaccessible rooms.
  • Fixed a bug where all of a minion's skills were treated as having been trapped if the minion came from a trap.
  • Fixed a bug where Unique monsters in a pack would not spawn when the pack contained a rare monster.
  • Fixed a bug where Goatman Shamans with auras didn't cast Molten Shell.
  • Made webcam streaming (from in the client) more efficient.
 
Been awhile since I have seen anyone on here playing.

Anyone from FBG's still playing if so hit me up. Shoot me a PM.

IF you are not playing please give me your stuff. I could use it. Play almost everyday still.

 
I was watching Kripp play the new Awakening release last night. It looks incredible!

I think I might get back into this game sometime this summer.

 
Awakening release date set at Friday July 10th.

Awakening Trailer

New Challenge Leagues

Awakening adds a ton of content.

  • Adds an entire 4th act with 9 new bosses.
  • Divination cards, a type of faux currency that only drop in specific areas but can be turned in to NPCs for items.
  • Passive jewels which are items that can have a maximum of 4 affixes, each being worth roughly a passive point worth of stats and can be socketed into your tree to provide the bonuses - my personal experience with Jewels is that they are very hard to roll for a specific build, but provide a huge benefit to builds if rolled well.
  • Added several new skills and support gems. Further streamlined progression with many zones being much more straightforward now.
  • Basically doubled the number of unique items.
  • Balanced old uniques making them much more appealing to use.
  • Added lockstep mode and several more server locations all but eliminating desync - feels absolutely amazing.
This games development never ceases to amaze me. Having played up to the mid 80s in the closed beta twice - with only half of the content added I can safely say the game feels fresh and better than ever. I can't wait to play the live version.

 
Awakening release date set at Friday July 10th.Awakening Trailer

New Challenge Leagues

Awakening adds a ton of content.

  • Adds an entire 4th act with 9 new bosses.
  • Divination cards, a type of faux currency that only drop in specific areas but can be turned in to NPCs for items.
  • Passive jewels which are items that can have a maximum of 4 affixes, each being worth roughly a passive point worth of stats and can be socketed into your tree to provide the bonuses - my personal experience with Jewels is that they are very hard to roll for a specific build, but provide a huge benefit to builds if rolled well.
  • Added several new skills and support gems. Further streamlined progression with many zones being much more straightforward now.
  • Basically doubled the number of unique items.
  • Balanced old uniques making them much more appealing to use.
  • Added lockstep mode and several more server locations all but eliminating desync - feels absolutely amazing.
This games development never ceases to amaze me. Having played up to the mid 80s in the closed beta twice - with only half of the content added I can safely say the game feels fresh and better than ever. I can't wait to play the live version.
This looks so good! I put in close to 350 hours on this game a while back and would love to try again.

Do you know if this game could run on the Microsoft Surface 3? Here are the specs

Microsoft Surface 3 specs

Component Description

Screen size 10.8 inches

Screen type ClearType Full HD Plus Display

Resolution 1920 x 1280

Pixel density 210 ppi

SoC Intel Atom x7-Z8700

Type Quad-core

Speed 1.6GHz (with Intel Burst up to 2.4GHz)

GPU Intel Gen 8

RAM 2GB / 4GB

Storage 64GB / 128GB

Expansion microSD

Camera 8MP autofocus

Flash None

Front-facer 3.5MP

Battery 10 hour

OS Windows 8.1 (with Windows 10 upgrade coming)

Bands LTE version not due until June

SIM type n/a

Bluetooth Bluetooth 4.0

WiFi 802.11 a/b/g/n/ac

 
Do you know if this game could run on the Microsoft Surface 3? Here are the specs
At first I assumed not then I searched for it. Reddit thread

Is it a Surface Pro 3? Idk if there is any distinction between the two or not. But from the thread it suggests Surface Pro 2 and 3 can reasonably run POE.
Thanks for the link.

No it is not a surface pro 3, it is the new Surface 3 they released recently. I don't actually own it yet but was considering it and it would make it an easier purchase if I knew it could play POE.

 
I have been playing about 5 hours so far on my new Surface and the game is running very smoothly.

There are SO MANY changes since the last time I was playing. I think I have missed two major updates.

Looks like hundreds of more hours of fun! :)

 
Last edited by a moderator:
I have a question that some one on here might be able to answer.

I have the following 4 gems linked.

Enduring Cry

Cast When Damage Taken

Immortal Call

Increase Duration

I am confused a touch on this set up. Am I suppose to continually cast Enduring Cry to build up endurance charges or do I only cast it in certain places? If I understand this set up correctly, I want to build the endurance charges via Enduring cry and then allow Cast When Damage Taken to proc Immortal Call when I get in trouble.

??

 
NewlyRetired said:
I have a question that some one on here might be able to answer.

I have the following 4 gems linked.

Enduring Cry

Cast When Damage Taken

Immortal Call

Increase Duration

I am confused a touch on this set up. Am I suppose to continually cast Enduring Cry to build up endurance charges or do I only cast it in certain places? If I understand this set up correctly, I want to build the endurance charges via Enduring cry and then allow Cast When Damage Taken to proc Immortal Call when I get in trouble.

??
Your CWDT gem cannot be lower level than your other gems to trigger them.

It casts the skills when you take a certain amount of damage. Putting both Immortal Call and Enduring Cry in the same CWDT linkage is a bad idea, I believe.

What you want is like a setup of CWDT(level 1) linked with Enduring Cry

And then another setup of CWDT(lets say level 4) linked with Immortal Call

Now lets suppose level 1 of CWDT casts the skill when you get hurt for 100 damage (just for simplicity of numbers and lets suppose level 4 of CWDT casts the skill when you get hurt for 400 damage.

Now over time when you get damaged for 300 damage by monsters, Enduring Cry will have triggered 3 times. This leaves it so the next time you get damaged for 100 damage for a total of 400 damage, it casts Immortal Call. Get it now?

copy and pasted for you. Hope this helps.

 
NewlyRetired said:
I have a question that some one on here might be able to answer.

I have the following 4 gems linked.

Enduring Cry

Cast When Damage Taken

Immortal Call

Increase Duration

I am confused a touch on this set up. Am I suppose to continually cast Enduring Cry to build up endurance charges or do I only cast it in certain places? If I understand this set up correctly, I want to build the endurance charges via Enduring cry and then allow Cast When Damage Taken to proc Immortal Call when I get in trouble.

??
Your CWDT gem cannot be lower level than your other gems to trigger them.

It casts the skills when you take a certain amount of damage. Putting both Immortal Call and Enduring Cry in the same CWDT linkage is a bad idea, I believe.

What you want is like a setup of CWDT(level 1) linked with Enduring Cry

And then another setup of CWDT(lets say level 4) linked with Immortal Call

Now lets suppose level 1 of CWDT casts the skill when you get hurt for 100 damage (just for simplicity of numbers and lets suppose level 4 of CWDT casts the skill when you get hurt for 400 damage.

Now over time when you get damaged for 300 damage by monsters, Enduring Cry will have triggered 3 times. This leaves it so the next time you get damaged for 100 damage for a total of 400 damage, it casts Immortal Call. Get it now?

copy and pasted for you. Hope this helps.
The bold does not look correct to me based on the recent changes.

I might be more confused than what I originally thought but I think from what I have read, Enduring Cry is no longer affected by CWDT.

Enduring Cry was changed from a Spell to a War Cry for the 2.0 release. As such as it is a War Cry it can not be triggered by CWDT as CWDT only triggers spells.

http://pathofexile.gamepedia.com/Enduring_Cry

So I think what I need to do is:

1) Keep my endurance charges up manually

2) Then when ever I take enough damage, CWDT will automatically trigger Immortal Call.

 
I finished up the main run with my first character (dual flame totem). I ended up at level 73 after about 50 hours. Total beginner build as I had zero currency.

The character is pretty weak over all and I think I died about 40 times to the last boss Malachia. If they ever reset his health every time I died, I would have never killed him.

Absolutely love all the changes/additions they made the last few years. So much stuff to do.

I am going to continue this character and try and get some currency built up so that I can maybe run a real character in the future with good gear.

So next for me will be running some maps, farming divination cards (mostly focusing on the Gem Cutters) and cleaning up some basic achievements along the way.

 
Last edited by a moderator:
Hit level 100 last night. Embarrassed to say how many hours it took of play time. Anyone still play?
I have not played since 2.1 launched but I will be getting back shortly.

I have 2 characters at level 87. One is maxed out but one still has a little bit left to maybe get me to 88 or 89.

 
I havent paid attention to this game in some time. Any major changes worth talking about?
How long has it been for you?I stayed away for about a year and when I restarted there were so many changes I was amazed.

Masters

Corrupted Areas

Jewels

Act 3 Part 2

Act 4

Divination Cards

And many other things

I believe a new big release is coming out this month adding even more stuff. Here is a trailer

https://www.pathofexile.com/ascendancy

If you are unfamiliar with the large changes of the previous release, here is a Krip video that discusses 2.0

https://m.youtube.com/watch?v=kUIxdd4_vF4

 
Last edited by a moderator:
Last edited by a moderator:
I havent paid attention to this game in some time. Any major changes worth talking about?
How long has it been for you?I stayed away for about a year and when I restarted there were so many changes I was amazed.

Masters

Corrupted Areas

Jewels

Act 3 Part 2

Act 4

Divination Cards

And many other things

I believe a new big release is coming out this month adding even more stuff. Here is a trailer

https://www.pathofexile.com/ascendancy

If you are unfamiliar with the large changes of the previous release, here is a Krip video that discusses 2.0

I forgot one more huge change.

Item Filters. This really is a huge improvement in game play.

 
Just a bump to see if anyone still plays POE.  PM me if you are not playing anymore.  I could seriously use your stuff if you are no longer going to use it.   Thanks. 

 
I still play, just trying to build up some currency for Ascendency.

Do you guys know if I need to start a brand new character in standard when Ascendency drops or can I continue with a current character?  I am still a little confused how the new sub classes come into play.

 
Continue with same characters

I ask the same thing every few months.  I would hate for someone to quit the game and just leave. 

 
I still play, just trying to build up some currency for Ascendency.

Do you guys know if I need to start a brand new character in standard when Ascendency drops or can I continue with a current character?  I am still a little confused how the new sub classes come into play.
Standard is a permanent league and is the repository for all leagues.

The challenge leagues are the 3-4 month leagues that happen every big update and each one has special qualities and new items. When Ascendancy drops it will be an update to the core game, in addition to the Ascendancy update a new challenge league will begin on Marth 4th. I personally love new leagues and play them almost exclusively. 

The details of that new league have not been released yet, but as we are less than two weeks from the release, keeping with the pattern of information released by GGG, we should probably be getting information tonight, Tuesday, Thursday and next Sunday. Information that has yet to be released is the final Ascendancy class the one for Scion, new uniques, a few new skills have yet to be revealed and new divination cards.

The Ascendancy update is going to be very interesting. While all of the Ascended classes are incredibly strong, some are much more so than others especially when min/maxed. Its true that some of the classes are build defining and others are build expanding, people have a lot of concerns about them actually limiting build diversity.

For instance, the Shadow Ascended class the Assassin is incredibly powerful for practically all crit builds, the notable "Deadly Infusion" grants 15% critical multiplier per power charge as well as 0.5% base critical chance per power charge. Since its possible to to achieve 7, 8 and even 9 power charges for some builds that means its possible to increase your base critical strike chance (the chance that everything scales off of) by 3.5-4.5%. Thats huge, a lot of the really powerful spells have intentionally lower base crit chances most around 5%, adding 3.5-4.5% base crit chance almost doubles your possible crit, were talking like 80-90% crit for some of the best spells and weapons - the additional crit multiplier provided is more than you can even reasonably acquire from the tree further multiplying your damage. The concern is basically, why would you ever play any of the other classes for a crit-centric build. Thats probably the most damning example, but crit-centric builds are very prevalent in the meta so its a pretty big issue for some.

 

Users who are viewing this thread

Top