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Με αυτά και με αυτά ξεκίνησα ξανά maps και το build έχει γίνει έτσι.

Passive Skill Tree - Path of Exile

Το πρόβλημά μου είναι οτι έχω χαμηλό dps προς το παρόν. Μάλλον φταίει οτι το bow δεν είναι κάτι ιδιαίτερο και δεν έχω βάλει και πολλά damage skill points. Περιμένω να μπορέσω να αγοράσω Lioneyes Glare πριν δω τι θα κάνω με τα final level skills. Έχω 16refund points που μπορώ εύκολα να αλλάξω διαδρομή από life σε armour ή dps οπότε και λάθος να προχωρήσω από αυτό το σημείο η όποια ζημιά είναι εύκολα επιδιορθώσιμη.

Αυτή τη στιγμή τα skills είναι Frenzy για single target και Lightning Arrow ως multi-area και το αναγραφόμενο dps είναι στα 1200 solo ή περίπου στα 2-3k όταν είμαι σε group με auras.

Στο Frenzy παίζει life leech, faster projectiles, mana leech

Στο Lightning Arrow παίζει Lesser multiple Projectiles, Life gain on hit, Weapon Elemental Damage, Faster attacks, Mana Leech.

Είμαι στα 3800hp με 6500armour (50% damage reduction) και 11.000armour (61%damage reduction) με Grace.

Το mana είναι στα 550 και έχω αρκετό leech για να μην σταματά να ρίχνει ο χαρακτήρας ακόμα και να περικυκλωθεί για ώρα οπότε το survivability είναι πολύ υψηλό.

Από resistances είμαι maxed out σε όλα και το chaos είναι στο +4. Έκανα και facetank το chaos Roah boss σε 68άρη Reef Map και δεν είχα κανένα θέμα.

Μοναδικό μου ερωτηματικό είναι πως θα μπορέσω να αυξήσω το dps. Θα αλλάξει κατά πολύ με το Lioneyes και άρα να δώσω βάση σε life/armour skill points ή να χώσω και weapon dmg points;

Αν η μοναδική λύση είναι να αλλάξω τα mana leech στο 6l chest που έχω κουμπώσει το Lightning Arrow με το chain που κάνει εξαιρετική δουλειά το μόνο σίγουρο είναι οτι ναι μεν το dps θα ανέβει κατά πολύ, το πρόβλημα είναι όμως οτι δε θα μου φτάνει το mana για να ρίχνω ασταμάτητα ακόμα και clarity 20lvl να υπάρχει δίπλα μου.

hondo1, Athens για πείτε τίποτα.

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Version 1.0.6:

Major Features/Content:

·Added a new Intelligence skill - Summon Raging Spirit: Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly. Enemies cannot directly engage these spirits and can pass through them.

·Added a new Dexterity/Intelligence skill - Desecrate: Desecrates the ground, summoning corpses and dealing chaos damage to all enemies in the area.

·Added a new Intelligence skill - Flesh Offering: Consumes a corpse, temporarily empowering your minions with swiftness (attack, cast and movement speed). The skill consumes other nearby corpses, increasing the duration for each corpse consumed.

·Added a new Intelligence skill - Bone Offering: Consumes a corpse, temporarily granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.

·Summon Raging Spirit is first available to the Templar and Witch from the "Breaking some Eggs" quest on Normal Difficulty.

·Desecrate is available to the Templar, Shadow and Witch from the "Delving Into Sin" quest and to the Ranger from the "Lost in Love" quest on Normal Difficulty.

·Flesh Offering and Bone Offering are first available to the Witch and Templar from the "Lost in Love" quest on Normal Difficulty and to the Shadow and Scion from the "A Caged Brute" quest on Cruel difficulty.

·Added five new Unique items, two of which were designed by supporters.

·Added two new cosmetic microtransactions: Lightning Skull Helmet Skin and Arctic Skull Helmet Skin.

·Added two new Achievements: Band Together and Full Clear: Ship Graveyard Cave.

·Added two new vendor recipes.

Minor Features/Content:

·You can now add notes to people on your friends list. Right click the contact and select "Edit Note". By default, new friends now have a note saying what their character name was when you added them.

·Hillock now uses the same triggered effect that the Blacksmith does, in Cruel and Merciless difficulties. The damage of the poison cloud produced by his zombies has been reduced in all instances (including Maps).

·The Blood Weta Pet has been renamed to the Gore Weta Pet.

·The client now fetches the next Daily Deal when the current one ends.

Minion Balance:

·The life progression of all player summoned minions and totems has been changed. Minions and totems now have more life at lower levels (+50% at level one) and around the same life by approximately gem level 21.

·The damage of Raised Zombies has been increased by around 50%. The additional damage bonuses at higher levels of the gem have been removed.

·The mana cost of the Summon Skeletons skill has been reduced at all levels. Summoned skeletons now do around 40% more damage at all levels.

·The Animate Weapon skill now adds a flat physical damage to the weapon. The animated weapon has had its innate elemental resistance values increased.

·Added five new minion passive skills, added additional stats to existing notables, and updated many minion passives to include Minion Attack and Cast Speed, Minion Life Regeneration, Minion Life Leech, Minion Elemental Resistances, Minion Chaos Resistances and Minion Block Chance.

Duration Balance:

·The Increased Duration support gem duration bonus has been reduced from 50-83% (depending on level) to 45-64%. Its quality bonus has been halved.

·Immortal Call, Blood Rage, Conversion Trap, Animate Weapon and Frost Wall have had their base duration increased by 25%.

·Firestorm, Poison Arrow, Ice Shot, Arctic Armour, Arctic Breath, Curses and Smoke Mine have had their base duration increased by 10%.

General Balance:

·Poison Arrow's damage has been increased at higher levels. It now does roughly 35% more damage at gem level 15.

·Desecrated Ground, created by the unique Lightbane Raiment and the new skill Desecrate, now deals flat chaos damage per minute rather than a percentage of life as chaos damage.

·The damage of the bombs of the Undying Incinerators and Undying Alchemists has been increased.

Bug Fixes:

·Fixed some issues with the DPS display on attacks linked to offensive trigger gems.

·Fixed some optional dialogues required for the All Ears achievement.

·Fixed a bug where Necromantic Aegis did not correctly give base block chance to minions.

·Fixed a bug where the drop audio for Wheel of the Stormsail was for metal rather than wood.

·Fixed crashes with some skills when they were echoed by the Echoing Shrine.

·Fixed a bug where Righteous Fire was not correctly supported by the Item Quantity or Item Rarity support gems.

·Fixed a bug where monsters that use Puncture would not use it if the target was cursed.

·Fixed a bug where no icon would be displayed if Conversion Trap was used on you.

Αυριο βγαινει, και σε ενα μηνα περιπου ερχεται το mini-expansion :p

Έγινε επεξεργασία από ValantisMP
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Με αυτά και με αυτά ξεκίνησα ξανά maps και το build έχει γίνει έτσι.

Passive Skill Tree - Path of Exile

Το πρόβλημά μου είναι οτι έχω χαμηλό dps προς το παρόν. Μάλλον φταίει οτι το bow δεν είναι κάτι ιδιαίτερο και δεν έχω βάλει και πολλά damage skill points. Περιμένω να μπορέσω να αγοράσω Lioneyes Glare πριν δω τι θα κάνω με τα final level skills. Έχω 16refund points που μπορώ εύκολα να αλλάξω διαδρομή από life σε armour ή dps οπότε και λάθος να προχωρήσω από αυτό το σημείο η όποια ζημιά είναι εύκολα επιδιορθώσιμη.

Αυτή τη στιγμή τα skills είναι Frenzy για single target και Lightning Arrow ως multi-area και το αναγραφόμενο dps είναι στα 1200 solo ή περίπου στα 2-3k όταν είμαι σε group με auras.

Στο Frenzy παίζει life leech, faster projectiles, mana leech

Στο Lightning Arrow παίζει Lesser multiple Projectiles, Life gain on hit, Weapon Elemental Damage, Faster attacks, Mana Leech.

Είμαι στα 3800hp με 6500armour (50% damage reduction) και 11.000armour (61%damage reduction) με Grace.

Το mana είναι στα 550 και έχω αρκετό leech για να μην σταματά να ρίχνει ο χαρακτήρας ακόμα και να περικυκλωθεί για ώρα οπότε το survivability είναι πολύ υψηλό.

Από resistances είμαι maxed out σε όλα και το chaos είναι στο +4. Έκανα και facetank το chaos Roah boss σε 68άρη Reef Map και δεν είχα κανένα θέμα.

Μοναδικό μου ερωτηματικό είναι πως θα μπορέσω να αυξήσω το dps. Θα αλλάξει κατά πολύ με το Lioneyes και άρα να δώσω βάση σε life/armour skill points ή να χώσω και weapon dmg points;

Αν η μοναδική λύση είναι να αλλάξω τα mana leech στο 6l chest που έχω κουμπώσει το Lightning Arrow με το chain που κάνει εξαιρετική δουλειά το μόνο σίγουρο είναι οτι ναι μεν το dps θα ανέβει κατά πολύ, το πρόβλημα είναι όμως οτι δε θα μου φτάνει το mana για να ρίχνω ασταμάτητα ακόμα και clarity 20lvl να υπάρχει δίπλα μου.

hondo1, Athens για πείτε τίποτα.

:D

1on . Το reef έχει την Asphyxia το cold Ambusher το roha που πολέμησες ειναι στο mudgeyser και ειναι απο τα πιο εύκολα bosses :D ( χωρίς να θέλω να σε αποθαρύνω απλα διορθώνω . )

2ον Στο skill tree δεν κόβεις fast paths κανεις κύκλους και σε κάποιο σημείο (παράδειγμα) μπορείς να πάρεις +3 strengh αφου αφαιρέσεις 3 dexterity και να ενώσεις το μονοπάτι κερδίζοντας phys dmg σε projectille αφου εχεις iron grip + life .

3ον Δεν εχω καταλάβει τι ακριβώς προσπαθείς να στήσεις . critical points δεν παιρνεις , physical dmg σε bow δεν παίρνεις σε iron reflexes πηγες . Επικεντρώνεσαι μόνο σε life και armor Γιατί δεν ξεκίνησες απο την αρχή πχ εναν marauder με τόξο να μην παιδευεσαι κιολας να απλώνεσαι απο την μία ακρη στην αλλη .

Σε ranger πας για τα critical , το ondars Guile ( το οποιο θα καταλάβεις ποσο σημαντικό ειναι οταν σε ξαναβάλουν στην μέση devouria σε κανα map με resistances . ) Εφοσον αυτα δεν τα παιρνεις και κανεις overuse life nodes και armor καλυτερα κατα την γνώμη μου να έκανες hybrid archer marauder.

Το lioneyes glare ειναι καλο και χρυσό θα σε πάει με την μια 100% chance to hit ( no evade ) αλλα μην περιμενεις θαυματα αν εχεις ρίξει το 50% των points σε life armor nodes και το αλλο 50 να πας στον marauder πανω .

Επισης το leech (life + mana ) εχει να κανει με dps ( % of damage leech as life ) θες και καποιο dmg για να leechareis αξιοπρεπως

Στο θεμα του mana κοιτάς να βγάλεις dps με τον οικονομικότερο τρόπο σε mana ( εκτος και αν εχεις blood magic με pool 6k life ) καλα ειναι τα 6linked αλλα αν βαλεις οτι ακριβότερο σε mana multiplier και σου βγαζει 100μανα cost ανα hit ειναι δωρον αδωρο .

λες εχεις 550mana . Αυτο τι ειναι Pool η συνολικο ? εχεις δλδ 550μανα ελευθερο ? Η δεν τρεχεις καμία αύρα ?

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Μου πεσε ένα ωραίο bow σήμερα. ήταν 1 socket και λέω δε ρίχνω μερικά jewel να δούμε τι γίνεται; Στο 3ο jewel είχα 6s 4link. Τώρα ψήνομαι άσχημα να το λινκάρω περισσότερο αλλά ξέμεινα από fusing (hondo1 ακούει;):p

Μου ανέβασε το dps και νομίζω οτι ίσως αξίζει να φάει ένα exalted orb αφού γίνει 5 ή 6link.

Athens πολλές ερωτήσεις και χάθηκα.

Εν συντομία. 550mana pool. Με ανοιχτό wrath+grace έχω ελεύθερο 50mana και μου αρκεί για frenzy hits. Στο lightning arrow έχω blood magic.

post-30461-1416078099,3038_thumb.jpg

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exalt με την καμία..είναι μια χαρά το bow :D

η γνώμη μου όπως σου έχω πεί είναι ότι πρέπει να φτιάξεις τα gems σου..ενώ έχεις πολύ καλό gear, στο tree και στα gems τα έχεις κάνει λίγο σαλάτα :p

εκτός αν σε party είσαι ικανοποιημένος επειδή έχεις καλό survivability

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91S3UIHBvzL._SL1500_.jpg

Version 1.0.6b

  • Improved the minion AI regarding when they'll switch targets based on your actions.
  • Fixed an issue where Raging Spirits could cause arrows to magnify in size.
  • Fixed a bug where corpses created by Desecrate weren't limited by the level requirement of the gem.
  • Fixed a client crash with Searing Bond.

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πλάκα με κάνεις...κάτι είχε πάρει το μάτι μου για new class..........:eek:

δεν ξερω αν ειναι new class απλα την ειδα την φωτογραφια στο reddit

και ελεγαν διαφορα...ας ελπισουμε πως θα ειναι new class και οχι απλα ενα art.

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Our first major update to Path of Exile (a mini-expansion with version number 1.1.0) will be released on March 5. This update has a name and theme that will be revealed next week. We've lined up several teasers and updates for you during the month of February and wanted to shed some light on when you can expect various reveals.

As usual, we're working on this content right up until the last minute. We're expecting to tease features over the course of the month (with early screenshots). We will fully announce how the new systems work at the culmination of our press tour in late February, as the details will be locked down by then.

The following dates are in the US timezone.

Thursday, February 13: The name and theme of the mini-expansion will be announced. A 20 day countdown will start on the website and in the game client.

Thursday, February 20: After some teaser screenshots during the week, we'll post some more information about features of the mini-expansion.

Friday, February 28: After a week of visiting press on the West Coast of America, our full press embargo will be lifted and a brand new gameplay trailer will be posted. Full information about the mini-expansion will be announced.

Wednesday, March 5: Path of Exile 1.1.0 is released and the new four-month leagues start!

I am so pleased with the amount of creativity and effort the team is putting into this update. You're going to love it.

:-O :-O :-O :-O :-O :-O

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The four-month Domination and Nemesis challenge leagues will end at 8pm PST on February 23 (this is 5pm NZT on February 24). This news post describes how the process works and what properties of those leagues will make their way into the core game afterwards.

The characters in these leagues will transfer to their parent leagues. Domination characters will transition to Standard and Nemesis characters will transition to Hardcore. Please note that this process is not instant - it can take some time.

Your stash tabs from the challenge leagues will also transition to their parent leagues as remove-only tabs. This is so that you aren't penalised for not having enough stash tabs. Remove-only tabs will last until the items are removed from them. Once you remove an item from a remove-only stash tab you cannot return it to that stash tab.

New challenge leagues will start on March 5 (when the 1.1.0 mini-expansion is deployed), so there is a period where the only leagues are Standard and Hardcore. This is a good opportunity to consolidate your long-term wealth and share items between characters from different past challenge leagues.

One of the purposes of the challenge leagues is to trial new game features that may later be incorporated into the game as a whole. There are some previously trialled changes which will be applied to the permanent leagues, but these changes will not be made until the 1.1.0 update on March 5th.

Here are the set of changes related to Domination/Nemesis that are being made to the main game:

The new base types introduced in the challenge leagues will be joining the main game. Two-Stone Rings, Sanctified Life and Mana Flasks, Quartz Flasks and Jade Flasks will drop in all leagues from 1.1.0 onwards.

Prismatic Rings will no longer drop, but can still be obtained from vendor recipes.

The Unique items from the challenge leagues will not drop any more, but may return as race rewards or drops at some later time.

Item quantity will be revisited in 1.1.0. We are highly likely to prevent the Item Quantity support gem from dropping in 1.1.0 and to prevent the Item Quantity mod from spawning on magic or rare items. Item Quantity will continue to exist on Unique items, but we may review its magnitude.

Old mods and items will not be removed or changed for players who currently have them. Powerful legacy items are a feature of the permanent leagues.

Nemesis mods will start to occasionally spawn on rare monsters in the core game. When a rare monster spawns, there's a percentage chance that it receives a Nemesis mod. It will still be in addition to prefixes and suffixes. Some Nemesis mods will be adjusted, removed, or transformed into a regular prefix or suffix.

Shrines will be added to the core game. They will not spawn as frequently as in the Domination league and some may be rebalanced.

The new challenge leagues begin on March 5, and will include exciting new league mods, challenges, unique items and base item types. In addition, the substantial changes in the 1.1.0 mini-expansion (which is deployed as the new leagues start) bring new game features to all leagues.

Players who completed all eight challenges in Domination and Nemesis will be sent a special t-shirt. We'll announce the winners and collect their details once the leagues have ended.

The new challenge leagues will have their own sets of challenges and a similar prize for people who complete them all. We've taken extensive feedback into account when designing these challenges. Many of the challenges relate to either new league-specific properties of new 1.1.0-specific content. More information on this (including the names of the new leagues) will be available in the coming weeks!

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