Jump to content

hondo1

Premium Members
  • Posts

    912
  • Εγγραφή

  • Τελευταία Επίσκεψη

Everything posted by hondo1

  1. hondo1

    Dark Souls III

    Ποστάρω εδω...γιατι δεν εκι ps4 thread καρντια μου? anyway! Αρχίσαμε με ένα χαλαρό mercenary/uchigatana build και τέλειωσα μέσα σε καμιά 20αρια ωρίτσες, 66level ίσα-ίσα σαν πρώτο playthrough, να ψάξω όσο πιο πολλά μπορώ να βρω (blind-offline). Εμμ μετά ξεκίνησα SL1 run (χωρίς leveling εννοείτε) απλά για να δω δυσκολίες και να κανω ενα χαλαρό playthrough για τα επόμενα που θα 'ρθουν (challenges κτλ) και είδα τίτλους τέλους σε 13ώρες. Δεν με εντυπωσίασε τόσο...ειδικα όσοι έχουν παίξει τα παλιά souls, στο πρώτο playthrough τους θα το βρουν γελίο και αρκετα εύκολο, εκτός από 1-2 bosses και areas. Τα iframes είναι απαράδεκτα έως abusive κάτι που το κάνει ακόμα πιο εύκολο σαν game. Κρίμα και περίμενα κάτι δυνατό, αλλά από την άλλη έμεινα πάρα πολύ ικανοποιημένος από το Bloodborne. Τώρα στα υπόλοιπα , lore/design levels/areas/ατμόσφαιρα δεν είμαι ειδικός αλλά ωραία φένονται και μοιάζει να έχει δανειστεί αρκετά στοιχεία απο όλα τα soulsborne games. Όσο αναφορά τα game mechanics, είναι πάρα πολύ καλά έως άψογα μιας και έχει διορθώσει πάρα πολλά πχ chain backstabs, reverse-rolls, animation cancel, parry κτλ, αλλά μας τα χαλάει σε equip load stamina regen και defences (flat only) καθώς ότι και να φορέσεις (όλο το σετ) είναι πάντα 50% extra phys mitigation. Επίσης το poise θέλει επειγόντως fix να limit-αρει κάπως το r1 spam αν και δεν νομίζω πως θα το φτιάξουν. Τεσπα, θα ξεκινήσω new build με το farron greatsword στα 120 level για το PvP (επιτέλους Online ) και τα invades (ναι είμαι κακός :P) καθώς παίζουν τρελά VS ανάλογα τα covenants!
  2. hondo1

    Path of Exile (PoE)

    Path of Exile 2.2.0: Ascendancy Patch Notes Path of Exile 2.2.0: Ascendancy Patch Notes Important Note: Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away. The Trials of Ascendancy: Seeking a worthy successor, Emperor Izaro constructed deadly trials throughout Wraeclast to find candidates. There are six Trials of Ascendancy to solve in each difficulty level. Completing each of these Trials unlocks the Lord's Labyrinth in that difficulty level. Trials are present in the Axiom Prison, Crypt, Chamber of Sins, Crematorium, Catacombs and Hedge Maze. Each Trial introduces you to a particular type of trap. Learn well, as these traps will be combined in complex situations in the Labyrinth. Higher difficulties have more difficult trials. Tagging the plaque at the end of a completed trial will show your progress through that difficulty. It will also open a portal back to the start of the trial so you can resume your exploration. Once you have completed all of the Trials in one difficulty level, you can access the entrance to the Labyrinth in the Sarn Encampment (Act Three town). The Lord's Labyrinth: Having proved your mettle in the Trials of Ascendancy, you earn the right to enter Izaro's Labyrinth. Centuries have passed, but the traps are as dangerous as the day they were activated. The Lord's Labyrinth is a new area full of traps, secrets and puzzles. It is unlocked by completing the Trials of Ascendancy in that difficulty level. Dying in the Labyrinth ends the run for you. You must survive all the way through in one attempt If you leave the Labyrinth (for example, via a portal to town), then you cannot return to that run. You must start the Labyrinth again. The Labyrinth's layout changes once every day. You can run it multiple times on the same day using information you have learnt from previous runs. Hidden passages, along with secret rooms and their rewards stay the same for every run on a given day. You'll encounter Emperor Izaro three times during the Labyrinth. The fight mechanics are randomised each day. The way you play each fight influences how much of that mechanic makes its way into the next fight. You can earn Treasure Keys by killing Izaro and by completing certain challenges throughout the Labyrinth. These keys can be used to unlock reward chests at the end of the Labyrinth, in the reward room. This room also contains the devices that allow you to pick an Ascendancy class and Enchant one of your items. You can attempt the Labyrinth in a party, but once the Labyrinth entrance has been opened, no more party members may join that Labyrinth run. You can access your Stash before each Izaro encounter in the Labyrinth. The solo player who completes the Labyrinth the fastest each day in each difficulty and each league will receive a special Unique Jewel as a reward. You can see the ranking of Labyrinth times for the day on the website. There are different rewards for each difficulty level. There are three difficulty levels and four leagues, so twelve rewards are given out each day. Special Labyrinth Items like keys and trinkets cannot be removed from the Labyrinth. These items also bypass item filters so that they are always visible to you. Ascendancy Classes: Nineteen souls survived the Trials of Ascendancy. Nineteen men and women stood at the gates of the Lord's Labyrinth. Nineteen challengers whose exceptional martial and mystical talents still linger long after their death. Upon completing the Lord's Labyrinth for the first time, your character can choose one of the three Ascendancy Classes available to its core class. There are nineteen total Ascendancy classes. Each core class has three Ascendancy classes available that embody a different playstyle. The Scion has one Ascendancy class that reinforces her mastery of the passive skill tree. Upon completing the Lord's Labyrinth for the first time in each difficulty level, you receive two Ascendancy Skill Points you can spend on skills available to your Ascendancy Class. Respeccing an allocated Ascendancy Skill costs five passive skill refund points. Once you have refunded all your allocated Ascendancy points, you can pick a different Ascendancy Class (at no cost) by completing the Labyrinth again and selecting a new class. Once you have chosen an Ascendancy Class, you can view its skill tree on the Passive Skill Tree near your character's start location. Enchantments: Each time you complete the Lord's Labyrinth, you can imbue one of your items with an Enchantment. Enchanting an item replaces any existing implicits, including previous Enchantments. They are always fixed values, so Blessed Orbs will have no effect on them. Though they share the same colours as master-crafted explicit mods, you can have both on an item. When you enchant your gloves in Normal difficulty, they gain a triggered "Word" skill. This skill can't be modified by support gems, but is powerful enough on its own. It can be modified by your item stats and passive tree stats. When you enchant gloves in Cruel difficulty, they gain a triggered "Edict" skill, a more powerful version of the Word skills. In Merciless difficulty, your gloves gain "Decree" skills, which are even more powerful versions of the Words and Edicts. From Cruel difficulty onwards, you can choose to enchant your boots. When you do this, they gain a powerful stat that only applies when you meet certain conditions. Some boot enchantments are weaker but easier to activate, while others are powerful but harder to trigger. When an enchantment says "recently", it refers to the past four seconds. This new wording is also used elsewhere in the game. In Merciless difficulty, you can choose to enchant your helmet. It'll gain a bonus that only applies to a specific skill. There are two or three of these skill-specific stats for every player skill in the game, amounting to over 300 in total. Perandus Challenge Leagues: Challenge leagues are a great opportunity for a fresh start in a new economy. All your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and climb the ladder! With 2.2.0, there are Standard and Hardcore variations of the Perandus challenge league available. They have the same core mechanics and items. The Perandus Challenge Leagues offer the wealth of the Eternal Empire. Discover caches of Perandus family treasure, slay their guardians, and claim the coins contained within. Trade these coins to Cadiro Perandus himself to receive vital equipment and ancient artefacts. Six of the new Unique Items in this expansion are exclusive to the Perandus challenge leagues. They include one unique map and five ancient treasures. The new challenge leagues include a set of 40 new challenges. When you complete 12 challenges, you receive the Perandus Footprints Effect. At 24, you receive the Perandus Weapon Effect. When you complete your 36th challenge, you receive the Perandus Portal Effect. These microtransactions are only obtainable in this league. From the 19th challenge onwards and for every third challenge after that, you receive pieces of a Perandus Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Perandus challenges you completed during the league. New Skills: Added a new Dexterity/Intelligence Skill Gem - Ice Trap: Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts. Added a new Intelligence Skill Gem - Orb of Storms: Creates a stationary electrical orb that frequently unleashes a splitting bolt of lightning at a nearby enemy. Using another lightning skill while inside the orb's cloud unleashes additional bolts. Casting this skill again will replace the previous orb. Added a new Intelligence Skill Gem - Frost Bomb: Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies that reduces their cold resistance and life regeneration. When its duration ends, the crystal explodes, dealing heavy cold damage to enemies around it. Added a new Strength/Dexterity Skill Gem - Summon Stone Golem: Summons a Stone Golem that grants you life regeneration while alive. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that taunts enemies. Added a new Strength Skill Gem - Earthquake: Smashes the ground with an Axe, Mace or Staff, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. Earthquakes created before the first one has erupted will not generate their own aftershocks. Added a new Strength Skill Gem - Sunder: Slams the ground with your main hand weapon, creating a wave of broken ground that damages enemies in an area in front of you. Enemies hit by the wave will release a circular shockwave, dealing damage to other enemies around them. Requires a Mace, Axe, or Staff. Added a new Strength Skill Gem - Ancestral Protector: Summons an Ancestor Totem which will attack enemies with melee strikes while you stand close to it. Being near it increases your attack speed. New Support Gems: Added a new Dexterity Support Gem - Cluster Trap: Throw multiple traps at random locations in a radius around the target. Added a new Dexterity Support Gem - Trap Cooldown: Reduces the cooldown on supported Trap skills. Added a new Intelligence Support Gem - Elemental Focus: Supported skills deal more elemental damage, but can't cause elemental status ailments. Added a new Intelligence/Dexterity Support Gem - Minefield: Deploys multiple mines simultaneously and lets you have more armed mines. New Unique Items: Added a new Unique Belt: Umbilicus Immortalis Added two new Unique Body Armours: Geofri's Sanctuary and Viper's Scales Added a new Unique Boots: Seven-League Step Added a new Unique Bow: Iron Commander Added a new Unique Claw: Rive Added a new Unique Dagger: Widowmaker Added three new Unique Flasks: The Sorrow of the Divine, The Writhing Jar and Zerphi's Last Breath Added a new Unique Gloves: Wyrmsign Added a new Unique Helmet: Heretic's Veil Added four new Unique Jewels: Cheap Construction, Hair Trigger, Reckless Defence and Unstable Payload Added three new Unique Maces: Clayshaper, Frostbreath and Trypanon Added a new Unique Map: The Perandus Manor Added a new Unique Ring: Essence Worm Added two new Unique Sceptres: Axiom Perpetuum and Singularity Added four new Unique Shields: Advancing Fortress, Glitterdisc, Malachai's Loop and Victario's Charity Added a new Unique Staff: Xirgil's Crank Added three new Unique Swords: Daresso's Passion, The Tempestuous Steel and Varunastra Added a new Unique Wand: Obliteration New Utility Flasks: Added a new Utility Flask - Basalt Flask: Grants additional physical damage reduction. Added a new Utility Flask - Aquamarine Flask: Grants additional chance to avoid cold damage and creates chilled ground on use. Added a new Utility Flask - Stibnite Flask: Grants increased evasion and creates smoke clouds on use. Added a new Utility Flask - Sulphur Flask: Grants increased damage and creates consecrated ground on use. Added a new Utility Flask - Silver Flask: Grants Onslaught. Added a new Utility Flask - Bismuth Flask: Grants elemental resistances. Utility Flask Balance: Resistance Flasks have been reduced to +6% maximum resistance. They all now last for 4 seconds (increased from 3.5). It's getting easier to dramatically increase maximum resistances, so this change is designed to partially counteract the new tools such as the Flask Effect mod and new Ascendancy options. Quartz Flasks, now lasts for 4 seconds (down from 5 seconds) and consume 30 of 60 charges (down from 40 of 60). They now provide 10% Dodge and Spell Dodge, as well as Phasing. Jade Flasks now lasts 4 seconds (down from 5 seconds) and consume 30 of 60 charges (down from 40 of 60). Diamond Flasks now last for 4 seconds (increased from 3.5 seconds) and consume 20 of 40 charges (down from 80 of 80). Quicksilver Flasks now last for 4 seconds (down from 5 seconds). These changes affect existing Utility Flasks that your characters have. No legacy versions are created. Other New Features and Content: Added a new Tier 10 map: Chateau Map Monsters with Nemesis or Bloodlines mods are now indicated differently. Nemesis monsters have orange rather than yellow glows, and Bloodlines monsters are purple rather than blue. When you use an Orb of Fusing or a Jeweller's Orb on an item, the item's quality is no longer consumed. The way that quality affects the result has also been changed. Each 1% quality improves the result by 1%. This makes the Fusing process 20% easier on 20% quality items, for example. Item drops from chests are now staggered so that they drop in sequence quickly. The /remaining command now shows up to 50 monsters remaining in end-game maps. We expect to add this to the map information screen soon. Added a new Flask mod - of Curing: Poison Removal and Immunity Added a new Flask mod - Chemist's: Reduced number of Charged Used Added a new Utility Flask mod - Experimenter's: Increased Duration Added a new Utility Flask mod - Alchemist's: Increased Effect and Reduced Duration PvP-only characters can now access the Sarn Arena from their Hideout. Talk to Leo to do so. Oak and Kraityn now call for reinforcements as they are injured. The Shrink effect from the Rotfeather Talisman now has a buff icon to display the effects on your character. Added a new Keyword - Recently: Refers to the past 4 seconds. Added a new Keyword - Savage Hit: A Hit that removes at least 20% of maximum life is a Savage Hit. Added a new Keyword - Maim: Maimed enemies have 30% reduced movement speed. Multiple maims do not stack. Maim is applied by attacks, just like hinder is by spells. Since maim and hinder are different debuffs, an enemy can be affected by both simultaneously. Added a new Keyword - Elemental Conflux: While you have Elemental Conflux, all damage from hits will cause chill, shock, and ignite. Static Strike now displays a visual effect on your character when you use it. Adding 3D art for the following Unique Items: Chitus' Needle, Winds of Change, Alternate Art The Blood Dance (Race Season Reward), Spine of the First Claimant and Roth's Reach. The Mine Map has been renamed to the Abandoned Cavern Map. It now has a new boss - The Eroding One. Item notes (in public stash tabs) are now shown in the Ctrl+C information for that item, and hence can be filtered by stash tab filters. The alternate art Demigod's Dominance now has unique 2D art that matches its 3D art. This should update retroactively for those who received one in the Winterheart Race Season. Continued to incrementally improve the sound, art, effects and environments. Skill Balance: Bladefall had a bug that caused its damage per volley reduction to apply too early, reducing the damage of the first four stages. This has been fixed, which has raised its damage. To compensate, Bladefall's damage has been reduced by 25% at all levels. Bladefall now does 6% less damage per stage (up from 5%). Its damage effectiveness has been reduced from 120% to 90%. Whirling Blades is now 10% slower. Ice Golem's accuracy has been increased by 40%. Bone Offering now heals less life on block at gem level 21 and above. Spectral Throw now deals 20% more damage at all levels. Vaal Spark has been nerfed in almost every way possible. Its critical strike chance has been reduced from 6% to 5%. The base duration of the Sparks has been reduced from 3.5 seconds to 2 seconds. The number of projectiles has been reduced from 150 to 100. The duration of the spiral has been reduced from 4.5 seconds to 3 seconds at all gem levels. The frequency with which Blade Vortex's can repeatedly hit the same enemy has been halved, but its damage and damage effectiveness have been doubled. Assassin's Mark now causes enemies to take 20% increased extra damage from critical strikes at all gem levels, rather than a value that increased every level. Projectile Weakness now always causes enemies to have a 50% chance to be pierced. Enemies cursed with Projectile Weakness take a further 5% increased damage from projectiles at all gem levels. Blood Rage now casts more quickly (250ms, rather than 1000ms). A one-second cooldown has been added to prevent accidental re-casting. Molten Shell and Vaal Molten Shell now have cast times of 500ms. Support Gem Balance: The Critical Strike Support Gem now grants additional critical strike chance in addition to increased critical strike chance, but the value of increased critical strike chance has been reduced. This brings it closer to other support gems by making its overall effect on DPS multiplicative. Innervate's "Onslaught on Killing a Shocked Enemy" has been increased in duration from 3 seconds to 5 seconds at gem level 1, and from 5 seconds to 7 seconds at gem level 21. Innervate now also grants a fixed 15% chance to shock at all levels. Its mana cost multiplier has been reduced from 120% to 110%. Ice Bite's chance to gain Frenzy Charges on slaying a frozen enemy has been increased from 40% to 50% at level 1, and from 59% to 69% by level 20. Its damage bonus against frozen enemies has been increased from 0.5% to 1% per point of quality. Its chance to freeze has been increased from 10% to 15%. Its mana cost multiplier has been reduced from 120% to 110%. The Poison support gem's mana multiplier has been increased from 125% to 135%. It now has 0.5% poison duration per quality (down from 1%). It has 0% increased Poison Damage at gem level 1 (down from 25%) and gains 2% per gem level (down from 5%). Remote Mine is now available for the Shadow from the vendor after you enter the Prison. Any skill with an associated Threshold Jewel is now supportable by Support Gems that could affect the additional properties added by the Threshold Jewel. The Less Duration Support Gem now grants 20% more damage to supported skills at Level 1, increasing to 29% more damage to supported skills by Level 20. This change was made so that this support gem is a good option for Firestorm, Icestorm, Lightning Warp, Storm Call and similar skills. The Pierce Support Gem now grants 10% more damage at gem level 1, up to 29% at gem level 20. It also grants 50% chance to pierce at all gem levels. Passive Skill Balance: Added a new Keystone Passive - Elemental Overload: 40% more Elemental Damage if you've Crit in the past 8 seconds. No Critical Strike Multiplier. The notable passives Lava Lash, Arcing Blows and Fangs of Frost now also penetrate enemy resistances (of their respective element) with weapons. Adding some new passive skills behind the Conduit keystone passive that grant a chance to gain Endurance, Power, and Frenzy Charges on kill. The Nightstalker notable passive now grants 50% Increased Critical Strike Chance with Daggers (down from 60%). The nodes prior to Nightstalker now grant 20% increased Critical Strike Chance with Daggers each (down from 30% each). One of the nodes on the Adder's Touch path now grants 20% increased Critical Strike Chance with Daggers (down from 30%). Daggers already have the highest implicit critical strike chance for all melee weapons, and have crit on their weapons, so they didn't also need the most critical strike chance in the tree. These weapons still have the most available critical chance/multiplier, just not the highest per skill as well. The passive skills in the Precision cluster (including the notable passive) now each grant an additional 3% cast speed, in order to make the cluster better for casters. As a related change, the two 3% cast speed skills in the Light of Divinity cluster have been replaced by 10% spell damage. The Master Sapper notable passive (in the trap cluster in the Ranger part of the tree) now grants a 15% chance to generate a Frenzy Charge when an enemy triggers one of your traps. The Fatal Toxins notable passive now only grants 50% increased poison damage (down from 100%). The skill prior to it now only grants 20% (down from 25%). The attributes granted by early Shadow passive skills have been adjusted. This is because Chaos casters need intelligence and elemental attackers need dexterity. Coordination has been changed from 20 Dexterity to 10 Dexterity and 10 Intelligence. Trickery has been changed from 20 Intelligence to 10 Dexterity and 10 Intelligence. Fangs of the Viper has been changed from 10 Dexterity to 20 Dexterity. Coldhearted Calculation has been changed from 10 Intelligence to 20 Intelligence. Item Balance: Adjusted the sell prices on all item mods. Many items now sell for more Alchemy Shards. All mods now have a sell price. Magic and Rare items can no longer sell for just a Scroll Fragment. The five Izaro uniques can now only be found in the Labyrinth: Chitus' Needle, Spine of the First Claimant, Izaro's Dilemma, Winds of Change and Izaro's Turmoil. Reduced the maximum resistances on Divination Distillate from 6% to 4%. The Malformation Map now upgrades to the new Chateau Map Base Type. The life regeneration stat on Bino's Kitchen Knife has been changed to a flat value of 200 life regenerated per second. Lion's Roar no longer requires extra charges to use and can be used twice. It now also provides 30-35% more melee physical damage (instead of a fixed 30%). Rotgut now requires between 50-100% extra charges to use rather than 100-150%. The chaos damage conversion on The Consuming Dark has been lowered from 75% to 50%. Taste of Hate now only makes you take 20% of physical damage as cold damage. It now adds 20-30% of physical as cold, rather than always 30%. Vessel of Vinktar has been reduced to 20% Life and Mana leech. It no longer grants "Leech applies instantly during Flask effect". It also consumes more charges when used, so you cannot use the flask twice per fill any more. Other Balance Changes: Tier 15 Core maps can now get the "Twinned" map mod. Be careful out there. There's now more diversity among Cannibals found in maps. You will no longer encounter packs that are entirely flame torch throwers. The Fracturing end-game Map Mod can no longer be generated on maps. Existing maps with this mod will still retain their functionality. Added a new end-game map mod "of Toughness" which makes monsters take less damage from critical strikes. Raging Spirits spawned in Haku missions now deal substantially less damage at all levels. The density of them has also been reduced at level 65 and above. Rampage no longer grants bonuses to minions. The area of effect of Detonate Dead skills used by monsters has been reduced by 18%. Zana Changes: The Zana-specific mod that she sells on magic maps has been changed to: Item Quantity +30% and Monster Pack Size +20%. This Map's modifiers to "quantity of items found" also apply to rarity. The maps that Zana sells to players have been repriced. In general, most are now cheaper. Low-tier maps are now always priced in Orbs of Chance. Mid-tier maps are now priced in Orbs of Alchemy. The price differences for magic and rare maps have been adjusted so that the additional rarity doesn't cost as much. At level 1, Zana missions are now Tier 2 (monster level 69) and she sells Tier 1 maps. At level 2, Zana missions are now Tier 4 (monster level 71) and she sells Tier 2 maps. At level 3, Zana missions are now Tier 5 (monster level 72) and she sells Tier 3 maps. At level 4, Zana missions are now Tier 6 (monster level 73) and she sells Tier 4 maps. At level 5, Zana missions are now Tier 7 (monster level 74) and she sells Tier 5 maps. At level 6, Zana missions are now Tier 8 (monster level 75) and she sells Tier 6 maps. At level 7, Zana missions are now Tier 9 (monster level 76) and she sells Tier 7 maps. At level 8, Zana missions are now Tier 11 (monster level 78) and she sells Tier 10 maps. When opening a map in Zana's map device, the set of prior league mods that can apply to the map is now a set of seven specific ones. The price, order and composition of this list will change every three months. The list for the next three months is: Level 2: Onslaught, 2 Chaos Orbs, 20% increased map item quantity, monsters receive the same benefits Level 3: Anarchy, 3 Chaos Orbs, 4 additional Rogue Exiles, 20% increased map item quantity Level 4: Torment, 4 Chaos Orbs, 3 additional Tormented Spirits, 20% increased map item quantity Level 5: Warbands, 4 Chaos Orbs, 3 additional Warband Packs, 20% increased map item quantity Level 6: Beyond, 5 Chaos Orbs, 15% chance for monsters to spawn a Beyond portal, 20% increased map item quantity Level 7: Ambush, 8 Chaos Orbs, 3 additional Strongboxes Level 8: Nemesis, 1 Exalted Orb Critical Strike Rework/Balance: All sources of increased Critical Strike Multiplier have been changed to additional Critical Strike Multiplier. This change brings the functionality in line with how most players think it works. Because of this, all items, passives and some skills/support gems that used to have increased Critical Strike Multiplier are now 33% less effective on players, despite having the same value. A number of these have been adjusted in value to maintain similar effectiveness. The following have all been increased by approximately 50% for cases when they are on players, and 30% on monsters. For some cases, manual rounding has occurred: All values on the passive skill tree, Increased Critical Damage Support Gem, the Enfeeble Skill Gem and all uses of Enfeeble from monsters and other sources, all monsters with Powerful Crits, the Deadly map mod and the Corrupted jewel mod. Blessed Orbs are required to update the following to their new values: implicits mods on all Rapier base types, implicits mods on Curved Blades, Lithe Blades and Exquisite Blades. Divine Orbs are required to update the following to their new values: All craftable Jewel mods which grant Critical Strike Multiplier, Facebreaker, Marylene's Fallacy, Fragment of Eternity (the Descent: Champions Unique), Bino's Kitchen Knife, Romira's Banquet, Shadows and Dust, Ungil's Harmony, Eclipse Solaris, Death's Harp, Mortem Morsu, The Goddess Scorned and Abyssus. The following were not updated to new values: Maligaro's Virtuosity, all craftable item mods (non-jewel) and master-crafted mods. Master-crafted Critical Strike Chance on Amulets (the "of Puncturing" mod) now has a range of 22-27%, This has been implemented in a way where existing items with this mod will not have their ranges changed when using Divine Orbs. Bug Fixes: Fixed a bug where you could sometimes encounter temporary performance loss when resizing the game window or changing graphics settings. Fixed a bug where the graphical fidelity of certain effects would get worse once the game client had been open for several hours. Inua and Vakali Totems can no longer receive the "Shimmering" mod, as they have no base energy shield. The Shaper's Seed amulet now retains its level requirements when its implicit mod is changed via corruption. The Ghostflame Helmet Microtransaction Skin now correctly suppresses hair on all character classes. The countdown for Haku and Zana missions now starts when the grace period ends, rather than upon entering the area. Fixed a bug where The Three Dragons (a unique helmet) prevented the Pitch Darkness threshold jewel from dropping tar ground. Fixed a client crash related to Daresso dying after you have rejoined his area. Witches using Staves will now play the correct effects when using Double Strike. Fixed a bug where Essence Drain applied to Frost Wall. Fixed an issue where life recovery on block did not work with Bone Offering. Shrapnel Shot is now affected by modifiers specific to lightning skills, such as "Critical Strike Chance for Lightning Skills" on Jewels. Fixed a bug where Vanishing Dye applied to your body armour would cause on-hit effects to not play properly when you were hit. Fixed various issues with The Retch's property that deals chaos damage. It is now also clearer that the portion of life leech that is dealt as damage is dealt as chaos damage. Fixed a bug where it was too easy to select the end portal in corrupted side areas. Fixed a bug where you couldn't pick up some items from the four bosses in Olmec's Sanctum because some locations were blocked. Fixed a bug where The First Rhoa (found in the Untainted Paradise) didn't use regular attacks. Previously it would only use shield charge on far away targets. It will now shield charge more aggressively when not near players Fixed a bug where Bearded Shamans would attempt to cast Shock Nova through walls. Fixed a bug where many of the monsters that use Flicker Strike would aimlessly move around until the cooldown expired. Fixed a bug where it was possible for a quest boss to not drop a quest item in rare circumstances. Fixed a bug where another entity's Blade Vortex effects wouldn't show up for you if you joined the area after it was cast. Fixed a rare bug where the boss room in the Vinktar Square wasn't accessible. Updated! We've added the following patch notes to the above: Static Strike now displays a visual effect on your character when you use it. Added a new Keystone Passive - Elemental Overload: 40% more Elemental Damage if you've Crit in the past 8 seconds. No Critical Strike Multiplier. The notable passives Lava Lash, Arcing Blows and Fangs of Frost now also penetrate enemy resistances (of their respective element) with weapons. Adding some new passive skills behind the Conduit keystone passive that grant a chance to gain Endurance, Power, and Frenzy Charges on kill. The Pierce support gem now grants 10% more damage at gem level 1, up to 29% at gem level 20. It also grants 50% chance to pierce at all gem levels.
  3. hondo1

    Path of Exile (PoE)

    Content Update 2.1.0 Patch Notes These patch notes are provisional and may change by release. This update will be deployed in a few days! For more information about the update and its release timeline, check out this post! Important Note: 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. Support for Brazilian Portuguese: We have launched in Brazil! Path of Exile is now optionally available in Brazilian Portuguese. Brazilian users can play on servers in São Paulo which are part of the existing Path of Exile realm.Path of Exile now supports multiple languages on the same realm. You can select the language either in the launcher or the in-game options screen. We plan to release other languages next year.We now support multiple languages of chat channels and public parties. You can set your default language for chat and public parties in the options independently of your client language.Please respect the language of public parties and global chat channels. If you use the wrong language, you may be muted by a moderator.You can temporarily enter a global or trade chat channel in another language by using a chat command. Append the name of the language to the channel name. "/global 1 en" or "/global 1 english" ("br", "pt" and "portuguese" work also). Talisman Challenge Leagues: Challenge leagues are a great opportunity for a fresh start in a new economy. All your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and climb the ladder!With 2.1.0, both the Standard and Hardcore challenge leagues are variations of the Talisman challenge league. They have the same core mechanics but slightly different items available.In the Talisman challenge leagues, monsters have been possessed by ancient Ezomyte Talismans. These monsters are indicated by green Talisman symbols over their heads. The Talismans grant them additional strength and properties in battle. Killing one of these monsters allows you to claim its Talisman for yourself.There are several tiers of Talismans, each with many different types available. There are some base types specific to the Standard version of the league and some specific to the Hardcore version of the League.All Talismans have extremely powerful implicit mods, but spawn in a corrupted state so that they can't be crafted. You can use sets of five different Talismans of the same tier at special Stone Circles to summon a monster possessed by a higher-tier Talisman. The rarity of the output Talisman is selected at random from the five input ones.If you use five third-tier Talismans at a Stone Circle, you summon a portal to an area where you can fight Rigwald, the Wolven King. He is possessed by a special fourth-tier Talisman that has two random Talisman properties.There are 12 new Unique Items that can be found in the Talisman leagues, including four that only drop from Rigwald himself. These items are detailed in a later section of the patch notes below.The new challenge leagues include a set of 32 new challenges. You will receive a piece of the exclusive Rigwald's Armour Set for each eight challenges completed. This armour set is only awarded during the Talisman challenge leagues.From the eighteenth challenge onwards and for every second challenge after that, you receive pieces of a Talisman Totem Pole decoration that can be displayed in your hideout. The Totem Pole permanently displays how many of the Talisman challenges you completed during these leagues. New Microtransactions: Added a new Armour Set: Gore Armour SetAdded a new Armour Set: Ghostflame Armour SetAdded a new Skill Effect: Ghostflame Herald of AshAdded a new Skill Effect: Ziggurat Totem SkinAdded a new Pet: Parasite PetAdded a new Armour Effect: Vanishing Dye (Prevents an armour piece from being displayed)Added a new Armour Set: Rigwald's Armour Set. This can only be obtained by completing the challenges in the Talisman challenge leagues! New Bow Skills: Added a new Dexterity Skill Gem - Shrapnel Shot: Fires an arrow that pierces through enemies. Arrows are fired with such force that they create a burst of lightning, damaging all enemies in a cone in front of the archer.Added a new Dexterity Skill Gem - Blast Rain: Fires an arrow up in the air, which splits and rains down in a series of four explosions over an area. The explosions will always overlap on the targeted area.Added a new Dexterity Skill Gem - Siege Ballista: Summons a totem that attacks with piercing arrows. It attacks slowly, but deals increased damage. New Physical Damage Spells: Added a new Dexterity Skill Gem - Blade Vortex: An ethereal blade spins around you for a duration, repeatedly damaging enemies that it passes through.Added a new Dexterity Skill Gem - Bladefall: Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of five volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap. New Chaos Damage Spells: Added a new Intelligence/Dexterity Skill Gem - Contagion: Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, it spreads to other enemies.Added a new Intelligence/Dexterity Skill Gem - Essence Drain: Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.Added a new Intelligence Skill Gem - Wither: Casts a debilitating effect on enemies in an area, Hindering their movement and applying a stacking debuff that increases the Chaos Damage they take. New Support Gems: Added a new Intelligence Support Gem - Blasphemy: Converts your curses to auras, applying them to nearby monsters without manual intervention.Added a new Intelligence Support Gem - Controlled Destruction: Reduces the critical strike chance of supported skills but causes them to do more spell damage.Added a new Dexterity/Intelligence Support Gem - Void Manipulation: Reduces the elemental damage of supported skills but causes them to do more chaos damage.Added a new Dexterity Support Gem - Rapid Decay: Reduces the duration of supported skills but causes them to do to more damage over time.Added a new Dexterity Support Gem - Poison: Causes supported skills to poison enemies on hit and increases their poison damage. New Unique Jewels - Threshold Jewels: Threshold Jewels are a new type of Unique Jewel that grant improvements to specific skills if you meet a threshold of nearby attributes.Added four new Unique Crimson Jewels: Shattered Chains, Weight of the Empire, The Vigil and Rapid Expansion.Added five new Unique Viridian Jewels: Pitch Darkness, Steel Spirit, Growing Agony, Volley Fire and Spirit Guards.Added four new Unique Cobalt Jewels: Rolling Flames, Winter's Bounty, Spirited Response and Dead Reckoning. New Unique Items for Talisman Challenge Leagues: Added three new Unique Belts: Feastbind, Faminebind and The Retch.Added five new Unique Talismans: Night's Hold, Blightwell, Natural Hierarchy, Rigwald's Curse and Eyes of the Greatwolf. One is specific to the Standard version of the Talisman league and one to the Hardcore version.Added a new Unique Ring: Rigwald's Crest, which can only drop from Rigwald.Added a new Unique Sword: Rigwald's Command, which can only drop from Rigwald.Added a new Unique Axe: Rigwald's Savagery, which can only drop from Rigwald.Added a new Unique Quiver: Rigwald's Quills, which can only drop from Rigwald. New Unique Items: Added two new Unique Amulets: The Aylardex and Extractor Mentis.Added a new Unique Claw: AllureAdded two new Unique Staves: Agnerod West and Femurs of the SaintsAdded a new Unique Axe: Hezmana's BloodustAdded three new Unique Flasks: Vessel of Vinktar, Coruscating Elixir and RotgutAdded a new Unique Shield: Kongming's StratagemAdded a new Unique Boots: SkyforthAdded a new Unique Bow: Roth's ReachAdded two new Unique Wands: Storm Prison and Eclipse SolarisAdded a new Unique Sceptre: BitterdreamAdded a new Unique Gloves: RepentanceAdded a new Unique Sword: The Goddess UnleashedAdded two new Unique Maps: The Vinktar Square and Caer Blaidd, Wolfpack's Den New Divination Cards: The Warlord: A set of six can be redeemed for a level 83 Six-Link Coronal Maul.The Demoness: A set of five can be redeemed for the Death's Hand Unique Sceptre.The Traitor: A set of four can be redeemed for a corrupted Unique Wand.The Offering: A set of eight can be redeemed for the Shavronne's Wrappings Unique Armour.Lost Worlds: A set of eight can be redeemed for a Tier 15 Map.The Lord In Black: A set of six can be redeemed for a magic level 83 Ring of Bameth.A Mother's Parting Gift: A set of six can be redeemed for the Fertile Mind Unique Jewel.The Body: A set of four can be redeemed for a Unique Body Armour.Turn The Other Cheek: A set of three can be redeemed for a Corrupted Pacifism Unique Jewel.Glimmer Of Hope: A set of eight can be redeemed for a Unique Gold Ring.The Ethereal: A set of seven can be redeemed for a Six-Link Vaal Regalia. New Content: Added three new Rogue Exiles: Dena Lorenni, Lael Furia and Vanth Agiel.The art has been changed on several flasks to create a better progression.Added 3D art for Trolltimber Spire, Incandescent Heart and the alternate art items from the Soulthirst Race Season: The Princess, Eclipse Staff, Soul Taker and Crest of Perandus.Continued to incrementally improve the sound, art, effects and environments. New Features: You can now have two pets out at once. The Reclaim Pet button above the microtransaction stash can be used to reclaim one or both of them.Maps found in mission subareas of maps are now allocated to the maker of the original map.More options have been added for abandoning Master Missions. The "Abandon Mission" talk option is now available even if you haven't received the mission. You can now also talk to other Masters in your hideout and they too will have an "Abandon Mission" option if any daily portal is open.Being muted globally no longer prevents you talking in Guild Chat.Jewels and Vaal fragments are now allocated to players in the various item allocation modes.Enemies ignited by skills that have a Ghostflame microtransaction effect now visually burn with Ghostflame fire.You can now type /reset_xp in chat to reset the experience-per-hour estimation tool.Added support for liquid armour as an impact sound type (for Water Elementals and similar monsters).We've made performance improvements to ground effects. They now use considerably less bandwidth and server resources. Disconnections or lockstep stuttering near ground effects should occur far less often. General Balance Changes: Characters now get 6 mana per level instead of 4.Point Blank now has less of a penalty to ranged damage, scaling down to 50% of normal damage. Previously it scaled down to no damage at maximum range. This affects both the support gem and the Keystone.We have changed the way that bonuses from non-flask items (notably several unique belts) applied while drinking a flask work. Previously, these worked by augmenting each flask to give it the associated bonus effect. This meant they would be wasted if using multiple flasks, because flask bonus effects don't stack. Now, these are treated as conditional bonuses that are in effect as long as any of your flasks are active, similar to "on low life" bonuses. This means they are no longer buff-like flask effects that are modified by flask effect modifiers. These are now worded as "[effect] while using a Flask" to make the new behaviour more clear. Local "during Flask Effect" bonuses on flasks themselves are unaffected by this change.Spells that reduce movement speed now do so with a new debuff called "Hinder". You can only have one Hinder effect on you at once, so multiple movement-slowing spells will not stack. This is currently used on Abyssal Cry and the new Wither skill.Rather than dealing the damage of the highest hit (as Ignite does), poison can now have multiple stacks. This means that every hit counts, rather than just the occasional big hit. This also lets it scale much better towards end-game, and differentiates it from other damage-over-time effects.Poison can now only be applied by Chaos and Physical damage. This is for both thematic reasons, and to have it act as a reward for builds that have less of a focus on auras and elemental supports for damage boosts.These poison changes are also reflected in monsters. Item Balance Changes: Surgeon's Flasks now have a chance to gain a charge on critical strike, rather than being unconditional. Old flasks are unmodified.The required and drop level of resistance and item find rings has changed from level 12. Sapphire Rings appear from level 8, Topaz Rings from level 12, Ruby Rings from level 16 and Gold Rings from level 20.Early-game Bows have had their levels and damage changed:The damage of Crude Bows has been increased from 4-9 to 5-13.The damage of Short Bows has been increased from 4-13 to 6-16.The damage of Long Bows has been increased from 6-23 to 6-25. Their level has been reduced from 10 to 9.The damage of Composite Bows has been increased from 11-26 to 12-26. Their level has been reduced from level 15 to level 14.Recurve Bows have been reduced from level 20 to level 18. Their damage has been reduced from 12-36 to 11-34.Bone Bows have been reduced from level 24 to level 23. Their damage has been reduced from 12-37 to 12-36.Serrated Arrow Quivers now drop at level 5 and have a level requirement of 5.The Blood Dance now only gives 0.5% Life Regeneration per Frenzy Charge instead of 1%. Old copies of this unique item are unaffected.The Unique Jewel, Chill of Corruption, now has 50% chance to gain an additional Vaal Soul per enemy shattered, down from 80%.Introduced the new Nihilist's prefix mod that grants +1 level to Chaos Gems. This is available only on Wands, Staves, Daggers and Spirit Shields. Map Balance Changes: Areas created by Vaal Fragments in map devices are now two levels higher.The Terrace and Mine maps now generate with better pathing and more consistent layouts.The Volcano map has been updated to be more open and to contain more monsters.Sallazzang (the Terrace Map boss) no longer performs its "machine gun ethereal knives" skill, as it was unfair to players. Sallazang instead spawns more devourers. This boss is now much easier than it was before but is still entertaining to encounter. Tier Seven maps were underplayed and this was one of the factors.Shock and Horror (the Torture Chamber boss), now has her totems die when she dies. Her spawn no longer create lightning storms when they die. Monster Balance Changes: The rare resistance aura mods will no longer occur on monsters before level 40.A short instance-wide cooldown has been added to many monster skills. Monsters with "bursty" skills have had this cooldown applied to reduce player deaths from fast, hard-to-predict damage. This includes skills such as Leap Slam, Flicker Strike, Shield Charge, Lightning Warp and Arctic Breath. Most of the affected skills are appropriate as initiation skills, but are not ideal when many monsters perform them simultaneously.After fixing a bug that caused the bleed from Atziri's puncture skill to do negligible damage, you should expect to take more bleed damage from her spear puncture attacks. It now deals around deals 12 times more damage when not moving and 2.5 times as much damage when moving.Torchoak Grove, the unique Vakali Totem from Kaom's Dream has had a variety of bug fixes and reductions to damage in order to reduce his unreasonable lethality.Nightwane (the unique Voll's Vanguard monster in The Dried Lake) and the Mirage of Bones have had their life halved. Visual changes have been made to make them and their clones larger, so they stand out from normal monsters in the area. AI changes have been made to Mirage of Bones to make him less clone-spammy. You should be able to identify him better by the fact he moves more frequently.Kall Foxfly, the unique Shadow Archer in The Riverways, has had his damage reduced. His Cruel and Merciless Lightning Arrow attacks have been further reduced in damage.Vaal Fallen and Colossal Vaal Fallen monsters no longer always get critical strikes, but will now always inflict status ailments. The damage has been increased to compensate.Monsters that use the Summon Raging Spirit skill now have their own dedicated version so that it can be balanced separately. There have been various rebalances, but in general it has been made stronger at high levels.Rakango monsters now appear in maps less frequently.Volcanic Golems can now appear in maps. Master Balance Changes: Zana's limited-portal missions have been changed. Upon speaking to Zana, the quest tracker on the right says "Don't die or leave Zana's Map". This reminder will stay with you inside the map. Zana will now open one portal per player in the area OR per player in your party, whichever is greater. If you leave Zana's map, you cannot re-enter it, even if there are still portals up. If you die or leave Zana's map, you fail the mission. Entering map subareas doesn't count as leaving the mission.The Warbands Zana mod is now available at Zana level 7 and costs 12 Chaos Orbs.The Tempest Zana mod is now available at Zana level 6 and costs 6 Chaos Orbs. Skill Damage Effectiveness Changes: Various skills have had their damage effectiveness values increased. This is the ratio of how much they are affected by Support Gems. These skills are: Shock Nova (from 50% to 60%), Lightning Warp (from 50% to 60%), Fire Nova Mine (from 20% to 30%), Magma Orb (from 80% to 125%) and Shockwave Totem (from 50% to 60%). Spell Skill Balance Changes: Many spells have had their base damage increased at higher levels, to bring their power in line with attacks and to reward the risks of spellcasting. The following spells have had their damage increased by around 20% higher at level 20: Arc, Ball Lightning, Ethereal Knives, Fire Trap, Firestorm, Flame Surge, Flameblast, Freezing Pulse, Glacial Cascade, Lightning Tendrils, Lightning Warp, Magma Orb and Storm Call.In addition to having more damage, Arc now increases in number of chains more often as it levels up. At level 20, it chains seven times. Previously this was five.Ethereal Knives, in addition to its damage buff, now gains 1% projectile speed per gem level over 1.Freezing Pulse, in addition to its damage buff, now gains 1% projectile speed per gem level over 1.Magma Orb, in addition to its damage buff, gains an additional chain at level 10, and another at level 21.Fire Nova Mine damage has been increased by around 35%.Flame Surge damage has been increased by around 20% at all levels.Flame Totem cast speed has been reduced from 200ms to 250ms. Flame Totem now does 25% less damage at Level 1, up to 24% more damage at Level 20. When combined with the cast speed changes, this now does 40% less DPS at level 1, up to 0% at level 21. It does more damage at levels 22 and beyond.Ice Nova damage has been increased by 20% at level one, improving to a 35% increase in damage by level 20.Searing Bond damage has been increased by 10%. It now grants an additional totem without drawbacks.Incinerate is no longer affected by Spell Echo, as was intended in 2.0.0. Incinerate now only adds 50% more damage for each stage, down from 100% more damage. Incinerate's damage has been increased by 15% at level 1 and reduced by approximately 8% at level 20.Shockwave Totem damage has been increased by 20% at level one, up to an increase of 10% by level 20.Shock Nova damage has been increased by 20% at level one, improving to a 35% increase in damage by level 20.Spark damage has been increased in damage by 10%, and starts at 4 projectiles, increasing by an additional one at levels 9, 17 and 25.Skills which detonate corpses (such as Detonate Dead, Abyssal Cry and Infernal Blow) have had their radius increased by 22%.Righteous Fire's radius has been increased by 60%.Storm Call's radius has been increased by 25%Glacial Cascade's radius has been increased by 25%. Minion Skill Balance Changes: Dominating Blow mana cost has been reduced substantially. The attack now deals 125% of base damage at level 1, increasing to 155.4% at level 20. Minions created by it now deal 35% less damage at all levels.Zombies now attack faster. They also now have an area of effect slam skill and 30% greater stun threshold.Summon Raging Spirits duration has been increased from 3.5 seconds to 5 seconds. The mana cost has been reduced from 6 to 5 at level one and reduced from 15 to 12 at level 20. The cast speed has been reduced to 500ms from 800ms. The damage dealt by Raging Spirits has been substantially reworked and is lower at high levels. Raging Spirits are now more likely to target enemies who are attacked by fewer Raging Spirits, except when enemies are close to the caster.The penalties to the life and energy shield of Summoned Spectres have been halved at all levels. Melee Attack Skill Balance Changes: Attack skills that have their damage based on the wielded weapon have their mana costs fixed in place from level 1 onwards. Increasing the level of the gem does not increase the mana cost of the skill. Dominating Blow still increases in mana cost, as the mana is also paying for the minions.Cleave now gains increased area of effect radius of 1% for each level after the first.There was a display bug that caused Cyclone to show the wrong DPS value and attack speed. We have fixed this bug, so you'll now notice the visual DPS almost double and the attack speed on the gem shoot up a lot. In addition, we have reduced the damage of Cyclone by around 10% and have reduced the damage of its initial hit.Frost Blades has been improved from 2 additional projectiles at all levels to 4 additional projectiles at level 1 and 7 additional projectiles at level 20. It has also been increased from +14 weapon range at all levels to +18 weapon range at level 1 and +21 weapon range at level 20. It now gains 1% projectile speed per level after the first (19% at Level 20) and its base projectile speed has been increased by 25%.Ground Slam now gains increased area of effect radius of 1% for each level after the first.Lightning Strike has been substantially reworked. It is now a Dexterity Gem that starts at player level 12. It shoots five projectiles at level 1, increasing as it levels. Its damage has been increased. It went from dealing 70% of base damage to 75% of base damage.Spectral Throw has also had its damage increased. It went from dealing 38% of base damage to 45% of base damage at level one. At level 20 it went from dealing 64.6% of base damage to 75.4% of base damage.Wild Strike's damage has been increased by a flat 10% at all levels. Wild Strike now grants two additional projectiles at all levels. The radius of the Wild Strike explosion has been increased by 9% (from 22 to 24).Vaal Ground Slam now requires 50% more souls per use, and can only store three uses. The area of effect radius bonus has been reduced from 30% to 20%.Viper strike now applies poison on hit and has a 100% chance to do so. Viper Strike now has 25% of its physical damage converted to chaos (instead of 10% physical added as chaos). Poisons applied by Viper Strike have a base duration of 8 seconds (up from 7 seconds). The Base Damage of Viper Strike has been increased from 100% to 130% at level 1, and from 122.8% to 160.4% at level 20.Sweep's radius has been reduced by 8%. Projectile Attack Skill Balance Changes: Blink and Mirror Arrow clones now show as the player they are impersonating on the minimap.Burning Arrow's base damage has been increased from 130% to 150% at level 1 and 160.4% to 184.2% at level 20.Tornado Shot's base damage has been increased by a flat 10% at all levels.Ice Shot's chilled ground duration is now 1.5 seconds at all levels.The number of additional arrows that Split Arrow grants at level 20 has been reduced from 8 to 6. It still starts at four additional arrows at level 1, with the levels in between interpolated.Barrage damage has been increased from 40% to 50% of base damage at level one. At level 20, it now has been increased from dealing 47.6% to 61.4% of base damage.Lightning Arrow's base damage has been increased by a flat 10% at all levels. The mana cost at level one has been reduced to from 8 to 7.Poison Arrow has been renamed to Caustic Arrow as part of the poison changes. The damage of this skill has been increased by around 37% at level 1, but reduced by around 42% by level 20. This reduction is more than compensated for by supporting the skill with the new supports. Caustic Arrow's mana costs have been increased, from 5 to 8 at level one, and from 13 to 16 at level 20.Power Siphon has had its base damage increased by a flat 5% at all levels.Rain of Arrows has had its base damage increased by a flat 10% at every level. Its quality bonus has been changed back to Area of Effect radius, after being damage throughout 2.0.0. The mana cost has been reduced, from 9 to 7 at level one and from 12 to 11 at level 20.Ice Shot's radius has been increased by 9%. Support Gem Balance Changes: Melee Splash now applies to a significantly larger area, has no penalty on its primary hit, and increases in radius as the gem levels up. Passive Skill Tree Changes: The Ranger and Shadow sections of the passive skill tree have been substantially reworked. The Ranger's tree changes have made pathing more efficient as well as being more friendly to all attack builds. The Shadow's tree changes have improved support for builds using the newly introduced skill gems.Poison passive skills (and groups of skills) have been added to support other poison changes included in this update.Bleed and degeneration passive skills (and groups of skills) have been improved and added to improve degeneration builds as well as bleed-specific builds.Area of Effect skills have been reworked, with the net result being less area of effect available in the tree. As mentioned above, the damage of those skills has been raised.Leech passives for melee have been substantially buffed, and some now offer leech for all attack damage, not just physical attacks.Adder's Touch now only grants a chance to poison, rather than poisoning with every hit.Elemental Dominion has been changed to Occultist's Dominion and grants spell damage rather than elemental spell damage. Bug Fixes: Fixed a bug where some of the larger pets would follow your character too closely.Fixed a bug where Shift-Attack worked incorrectly with Movement skills.Fixed a bug where Nightmare Manifest (the Malformation boss) would move to the edge of maps, making her beam unavoidable.Fixed a bug where Headhunter could cause proximity shields to last indefinitely.Fixed a bug where Malachai could be culled before his third heart was destroyed.Fixed a bug where some passive skills converted by the Fireborn and Cold Steel Unique Jewels did not work for unarmed builds.Fixed a bug where Molten Shell could be applied multiple times via Spell Echo.Fixed issues with Malachai's red orb projectile skill when used in maps with increased cast speed.Fixed a bug where some Tempest effects lasted longer on minions than on players.Fixed a bug where Shield Charge did not break breakables.Fixed a variety of bugs where the Vaal Oversoul could get into states where he would not target close enemies.Fixed a bug where the PvP daily mission could disappear from the quest tracker.Fixed a bug where item allocation on daily missions would not be set to a player's default when they started a mission while not in a party.Fixed a bug where you could not type numbers bigger than 9 in the currency unstack window.Fixed a bug where chaos degeneration damage could wrap around, changing large damage to very small damage.Fixed a bug where chests in the Hall of Grandmasters could cause desync.Fixed a bug where the Death's Oath aura dealt too little damage to monsters and too much damage to players.Fixed various problems where armour pieces visibly clipped on Templars.Fixed a bug where Fairgraves' footprints could appear on top of fog.Fixed issues with Maramoa's audio related to the Lost in Love quest.The text for the master option that removes crafting mods has been updated to reflect that it removes all master mods, not just one.
  4. hondo1

    Path of Exile (PoE)

    Talisman League Mechanics With the release of the Talisman Challenge Leagues fast approaching (at the end of next week!), we wanted to go into more detail about how you can find higher-tier Talismans by summoning monsters at the stone circles. Today's news post is a mechanical explanation of this system. For a general introduction to Talisman, including a video and examples of Talisman items, make sure to read the 2.1.0 Announcement first. You'll encounter a monster possessed by a Talisman approximately once per area. This is an average - the actual number can be zero, one, two, or more per area, but averages to approximately one. The properties of the Talisman affect the monster fight. For example, if the Talisman grants +1 Additional Maximum Zombies, then a monster possessed by it will certainly have some Zombies in tow. Each monster possessed by a Talisman will drop that specific Talisman. There's no chance or conditionality here. When item allocation is enabled, Talismans are allocated to players like other valuable items. If a Talisman is lying on the ground, other monsters will try to pick it up to gain it's power. You'll then have to kill that monster to get the Talisman. The set of Talismans for Standard and Hardcore are different from each other - you can find a few base types specific to each league. Talismans are always corrupted (i.e. can't be crafted), but have very strong implicit mods. For low-level players, Talismans without other mods will often be more powerful than whatever amulet they would otherwise be using. Talismans can also drop as magic, rare and unique. Magic Talismans are a large upgrade over normal ones because they have up to two mods in addition to their strong implicit. Obtaining a rare Talisman is a big improvement also, because it can have up to six mods. Some magic Talismans with two good mods are better than regular rare amulets. Rare Talismans with six good mods are among some of the hardest-to-find but most powerful items in the game. Talismans come in multiple tiers (of base type). The tier of Talisman is subtly but noticeably indicated in the art. The lowest tier ones are found by killing possessed monsters in the world. When you encounter a Stone Circle, you can sacrifice five Talismans to summon a monster possessed by a higher-tier Talisman. The five Talismans must be of the same tier, and must all be of different base types. If you manage to kill this monster, you will receive its Talisman. The rarity of the Talisman you receive is directly influenced by the rarities of the Talismans that you sacrificed to summon the monster. There are five slots, and each one contributes a 20% chance towards the next-tier Talisman being of that rarity. For example, if you sacrifice three normal Talismans, a rare Talisman and a Unique talisman, there's a 60% chance of getting a normal next-tier Talisman, a 20% chance of getting a rare next-tier Talisman, and a 20% chance of getting a Unique talisman from the next tier. You'll have plenty of spare normal Talismans, a few spare magic Talismans, and occasional spare rare Talismans. Using Stone Circles, you're able to turn failed rolls of these items into a chance to get a good roll of the next tier up. While putting five rare Talismans into a Stone Circle guarantees a new rare one, you can sometimes put only one or two rares in and luckily get a rare as the outcome. There are three main tiers of Talismans. Combining five first-tier ones gives you a second tier, and combining five second-tier (i.e. 25 first-tier) gives you a third-tier one. If you're able to combine five third-tier Talismans (125 first-tier!), then you can summon a portal to fight Rigwald, the Wolven King. He drops a special type of fourth-tier Talisman. These talismans have two random Talisman mods from lower tiers. As usual, its rarity is based on random selection between the Talismans used to summon him. While normal versions of his Talisman can be amazing, magic and rare ones are even more so. Imagine a lucky roll on a rare fourth-tier Talisman that has two good Talisman implicit mods and six explicit mods. Needless to say, if you're able to chain unique Talismans up from the first tier, Rigwald is able to drop a unique fourth-tier Talisman. Because you can pick the rarity and item level of the Talismans that you put into the Stone Circles, you're able to customise the difficulty and rewards of the eventual Rigwald encounter. Higher rarity Talismans result in higher rarity rewards. Higher item level Talismans result in a wider pool of mods that can spawn if you roll a lucky rare. (The item level of the output Talisman is slightly better than the average item level of the input Talismans). We're incredibly excited about the itemisation possibilities in this league. It's a really fun and rewarding league to engage with. We've purposely designed the league to not be too disruptive to normal play (lol Invasion) but to provide a lot of rewards for players who want to engage with it. We're expecting to see some insanely powerful Talismans spawned in the next few months! Note that this article describes our current internal version of Talisman, which may change as we continue to test it before its release on December 11!
  5. hondo1

    Path of Exile (PoE)

    σαλάκια! :jumpy: :jumpy: http://www.pathofexile.com/ascendancy
  6. hondo1

    Path of Exile (PoE)

    HOLYYYY MOLYYYY The Talisman Challenge LeaguesDecember's 2.1.0 Content Update marks the start of both a Standard and Hardcore version of the Talisman Challenge League. These leagues have self-contained economies and provide an opportunity for you to enjoy a fresh start and demonstrate your mastery of Path of Exile. Ancient Ezomyte TalismansTalismans are infused with the power of the First Ones, the primeval gods of the ancient Ezomytes. The creatures of Wraeclast are instinctively drawn to these relics and the feral vigour they impart. As you play in the Talisman challenge leagues, you'll occasionally encounter monsters that are under the influence of Talismans. The ancient magic improves their abilities, resulting in dangerous encounters if you choose to engage them. Talismans have such a strong lure that monsters are irresistibly drawn to them. If a monster possessed by one is slain, other monsters will rush to claim the Talisman for themselves. Given their power, can you resist equipping one yourself? Talismans as ItemsTalismans are amulets that drop in a corrupted state, so they cannot be crafted. They have extremely powerful implicit mods, so ones that luckily drop with good mods are very desirable compared to regular amulets. There are many different types of Talismans, spread out over several tiers. As their power escalates, so does the difficulty of the fight required to claim one from a monster. The Standard and Hardcore versions of the Talisman league both have slightly different sets of Talismans to find. Each has a few exclusive and powerful properties of its own. Some examples of first-tier Talismans Stone CirclesAs you explore Wraeclast in the Talisman leagues, you'll encounter circles of floating stones, assembled by ancient Ezomyte Druids. You can sacrifice a set of five different Talismans from the same tier to summon a monster possessed by a Talisman from the next tier up. We've added many new Unique Bosses for these encounters. Defeating the summoned monster to claim their Talisman allows you to either improve your build with its powerful implicit properties or to save up a set of Talismans to try for the next tier. Sacrificing magic, rare or unique Talismans at a Stone Circle grants a chance to summon a monster possessed by a Talisman of similar rarity. Some examples of second-tier Talismans Thane Rigwald, The Wolven KingRigwald the Wolven King led the Ezomytes during the Purity Rebellion. To ensure the ongoing freedom of his people, he recovered the Talismans of the First Ones and called upon those ancient Ezomyte gods to help him. It was a First One called the Greatwolf who answered, and it soon became apparent that the Wolven King had bitten off more than he could chew. When you sacrifice five of the third tier of Talismans, a portal will open to the Den of the Wolven King, where you can challenge Rigwald himself. Possessed by the greatest of Talismans, he poses a lethal threat, but one yielding a substantial prize. Challenges and RewardsThe Talisman challenge leagues contain 32 challenges that ascend in difficulty. You will receive a piece of Rigwald's armour set for each 8 challenges you complete. In addition, once you reach 18 challenges completed, you receive a piece of the challenge Hideout Totem to display. Subsequent Totem pieces are awarded for each two challenges completed. New Skills and Support GemsContent Update 2.1.0 introduces eight new Skill Gems and four new Support Gems. Three categories of skills are being introduced, to both power-up existing builds and to provide entirely new builds that didn't previously exist. New Bow SkillsOne of our design goals for 2.1.0 was to increase the variety of skills available for bow users. Three new bow skills have been introduced. Shrapnel Shot fires a piercing arrow with a cone of lightning damage, for high close-range damage. Blast Rain bombards an area with a series of fiery arrows that explode when they land. The damage is focused around the middle, making it a reliable way to remove tougher enemies while also destroying those gathered around them. The Siege Ballista skill creates a mechanical crossbow that fires a powerful, piercing bolt after a build-up time. It's extremely useful for bow characters, delivering a deadly shot if you're able to draw enemies into its fire. New Physical Damage SpellsUntil now, very few spells in Path of Exile dealt physical damage. We're adding further support for physical casters with two new spells in 2.1.0. Blade Vortex summons ethereal weapons that spin around you, slicing up nearby enemies. Bladefall causes a wide cluster of blades to rain down in a row, carpeting an area with ethereal weapons. The blades spread out and cover a wider area as they travel away from you. Both of these skills encourage physical caster builds where clever positioning is key. New Chaos Damage SpellsPlayers have frequently requested more skills to enable chaos damage spellcaster builds. Contagion applies a chaos damage over time effect to your foes, which spreads to other nearby enemies as they die. Essence Drain fires a projectile that applies a chaos damage over time effect, which can be spread by Contagion. A portion of the damage dealt by Essence Drain is recovered as life. Wither applies a slowing effect to enemies and makes them more vulnerable to chaos damage. It can combine with the new chaos skills or existing ones like Caustic Arrow or Viper Strike. New Support GemsThe Controlled Destruction, Void Manipulation and Rapid Decay Support Gems boost one aspect of your spells, while reducing another. For example, Void Manipulation increases your chaos damage but reduces the damage you deal with other elements. The Blasphemy Support Gem allows you to convert your curses to auras, applying them to nearby monsters without manual intervention. Melee and other close-range characters will find this incredibly useful. Continued Balance ChangesIn this content update, we're rebalancing most skills and making mechanical changes to many. We're also improving several game systems including: monster damage, leech, the passive skill tree, mana costs for melee skills, spell progression for high level casters, the power of low-level bows and the power of early minion skills. All players will receive a one-off passive tree reset so that they can adjust their characters to these changes. New Unique ItemsNo Path of Exile update is complete without a generous helping of new Unique Items. In addition to regular Unique Items, the 2.1.0 Content Update introduces an entirely new type of Unique Jewels: Threshold Jewels that modify the behaviour of existing skills when their thresholds are met. Coming on December 11, 2015!Content Update 2.1.0 will be released at 1pm on Friday December 11 (US Pacific Time). This is 10pm in the CET timezone and 10am on December 12 in New Zealand. The Talisman Challenge Leagues will also start at this time. This article does not contain the full patch notes for the 2.1.0 update. We'll be releasing more details on specific features over the next couple of weeks, culminating in the final patch notes a day or two before the update is released. We also plan to announce details of Path of Exile's next major expansion (being released in Q1, 2016) at the end of next week!
  7. hondo1

    Path of Exile (PoE)

    Important Announcements Soon Since the release of The Awakening in July, we've been hard at work on some secret stuff. We recently locked down our schedule for when we'll be announcing and releasing the next two major updates to Path of Exile! Full details of the 2.1.0 Content Update will be announced at the end of next week. This update includes the Talisman Challenge Leagues, many new skills, unique items, balance changes and bug fixes. It will be released in December, once the Darkshrine events have ended. Many astute community members have noticed clues related to an upcoming larger expansion. We'll be announcing Path of Exile's next major expansion (internally numbered 2.2.0) in late November. This expansion will be released in Q1 2016, when the Talisman challenge leagues end. In the meantime, keep an eye out for other clues in places you don't expect. In other news, the Soulthirst Race Season started today. Best of luck!
  8. hondo1

    Path of Exile (PoE)

    Upcoming Race Season Information We're planning to start the next race season late next week. Today's news post is a summary of some of the changes we're making in this race season, and notes on a few that will be in later seasons.Path of Exile's fourteenth race season is likely going to be called "Soulthirst", after the name of the Unique belt that is being created for it. This name may change before the final announcement. The signature race will also be themed around the Soulthirst theme, in a similar way to the Emberwake and Bloodgrip events. We are probably introducing a "Headhunter" race type for this season. Dead characters are fully eligible for prize points in this and future race seasons. This means you can push ahead without having to worry about losing your standing if you die. In higher difficulty levels, you still lose experience when you die. We're planning to remove some of the variance in the Ship Graveyard, so that the playthrough duration of that area doesn't vary so wildly from one person to the next. The points awarded for hitting certain levels in the races have been tweaked. They're now also balanced around the least performant of the classes, so good players can hit the top level trophy regardless of their class choice. Points are now awarded in a way that is more proportional to the length of the race. While the special races in this season are mostly Descent races, there are some Endless Ledge (including some Burst races) and Descent: Champions races, due to popular demand. There have been many changes to the Descent races: The levels of many areas have been adjusted. The life of bosses in first eleven areas have been reduced and normalised. The chests for every class have been redone in most areas. Skill gems are present in both chests, rather than being a choice. The Capricious Tomb has been replaced by the Mortal Tomb. This area is now filled with living humanoids rather than Goatmen. The Spinner of False Hope in Descent no longer hides at 50% life. The statues in the Tomb of Statues use ice shot far less frequently Necromancers in the third area do not use enfeeble any more. There are no longer full packs of Undying Grapplers. They now spawn alongside other monsters. The weapons in the starter chests now all have three linked sockets. In the Endless Ledge, the second and third areas now also use a restricted set of monsters that don't include Act Four monsters. There's now a ramp up towards dangerous monsters by the time you hit the fourth area. Boss races are now fixed seed (the same for everyone racing it) but without the revealed map. The seed is different for each boss race. BLAMT races have returned this season. We are considering running a 24 hour BLAMT boss-kill race with high point rewards for bosses that are unreasonable to kill with those mods In addition to not having Rogue Exiles or Masters, Signature races no longer have Strongboxes, Tormented Spirits, Bloodlines Mods or Nemesis Mods. Signature races no longer give points for side objectives, like full-clearing zones or being the first to complete quest objectives. They're entirely about racing. Due to the additional race points and above changes, it is now easier to achieve alternate art unique item rewards than it ever has been before. As discussed on the State of Exile podcast a few weeks ago, there are some other changes that we'll be making in later seasons. The changes in this season just represent the changes we could easily make while also working on larger system changes for the future. I should stress that these changes may not necessarily be in for Season 15 (December 2015). In future seasons, we will be moving towards an asynchronous race-of-the-day system where solo non-signature races can be played at any time of the day. We are discussing extending Descent and Descent: Champions to add Act Four areas and monsters to them. Further improvements to Endless Ledge are being considered such as party support and additional chests with support gems. The Aqueduct tileset would make a great Endless Ledge candidate. We will also continue to add new race types over time. The team have some awesome ideas. We're looking at changing the levels of resistance rings in the game in general so that the Sapphire Ring is more easily obtainable before Merveil. Early game bows are also being worked on. In addition to the changes in this season, we have plans to continue to improve race rewards over time. We are considering selling a microtransaction that would make a permanent cross-league skin transfer of an item. This would allow you to remove your race reward in a challenge league, use it for that league, then make a skin transfer of it for future seasons. Feedback is appreciated, as always! (Also, if you missed it, please check out the Halloween Microtransactions we released yesterday!)
  9. hondo1

    Path of Exile (PoE)

    Annoucing the Five-week Darkshrine Events Today's news post is about the experimental Darkshrine events that we are running from November 2 to December 7. There is both a Standard and a Hardcore event, and they bridge the gap between the Flashback events and the upcoming new challenge leagues.________________________________________________________________________ A few weeks ago, we realised we had a problem. The Flashback events would be ending on the 2nd of November but there would still be five weeks after that until the next challenge leagues could be released. Since all our developers are busy working on future content, there would have to be a gap where Standard and Hardcore would be the only leagues running. We weren't really happy with that. Back in the good old days of Closed Beta when both the company size and player expectations were smaller, we used to be able to throw together some content and have players testing it in a short amount of time. So I decided to see what I could throw together. Could I put together a fun league entirely by myself in a week? We had a look at some of the past ideas for challenge leagues that had been rejected. One of them in particular stood out: Darkshrine. The idea behind Darkshrine was that the player would encounter shrine-like objects in the world that they could put a rare item into to sacrifice. Depending on what item was sacrificed, there would be some kind of interesting effect. The more powerful the item, the better. You might get a powerful buff for the area. An item in your inventory might be modified in some way. Hard monsters spawned in the level. The monsters in the level might even start fighting each other. It should be unpredictable at first and hopefully surprising. Darkshrine was a challenge league idea that we rejected in the past because it had two problems. The first was that it probably wasn't substantial enough for a full three/four month league on its own. The second was that we thought it might be a bit oppressive for all the new players that we get for a fully-marketed challenge league release. Neither of those are problems for a fun and short league like this, designed for experienced players. So over the last few weeks I've been working on Darkshrine. It has been a lot of fun coming up with ideas for the league. I also haven't had a chance to work on gameplay for a long time now so getting back to that has been an enjoyable experience. I really hope you enjoy it. I want to stress that there is a lot of content reuse in this league. I couldn't make new bosses or art by myself! You should expect some of your favorite mechanics from past leagues like the Corrupting Tempest to turn up as Darkshrine rewards. Any stat or mechanic that looked like it could be a cool Darkshrine outcome was thrown in. There is a lot of interesting variety there though, so I think people will have fun finding out some of the crazier Darkshrine effects. In no other league will all the monsters in the level be spontaneously set to 1 life. Or an inconspicuous barrel somewhere on the level have a unique item put in it. Don't always expect it to be fair. Darkshrines are capricious and arbitrary. Event Times: (displayed in your local timezone) The events will start at: Nov 02, 2015 9:30 PM (EET) The events will end at: Dec 07, 2015 9:30 PM (EET) Prizes: The following microtransaction prizes are being randomly given to players who reach various level thresholds in an event. There is a separate prize pool for each event: 100 random players who reach level 30 will receive the Skin Transfer Bundle (10) 70 random players who reach level 40 will receive the Steam Powered Portal Effect 20 random players who reach level 50 will receive the Lightning Skull helmet skin 20 random players who reach level 50 will receive the Arctic Skull helmet skin 20 random players who reach level 50 will receive the Infernal Skull helmet skin 20 random Players who reach level 60 will receive the Seraph Wings back attachment 10 random players who reach level 70 will receive the Steam Powered Armour Set 5 random players who reach level 80 will receive Demon King Armour Set and Demon King Horns In addition, the top twenty players (from each event) by experience will receive an alternate-art Demigod's Beacon. We are also inviting community members to post videos or screenshots of crazy encounters that they experience in the Darkshrine events. At the end of the event we'll pick our favourites and award additional microtransactions to those winners. On the day that the events start, we'll also post where to make these submissions! In the Hardcore event, dead hardcore players are eligible for prizes. The single highest level character in each event on your account will be considered. If you play with multiple accounts, we will use the highest character from between them. GGG Staff members are not eligible for prizes.
  10. hondo1

    Path of Exile (PoE)

    Ναι είναι αρκετά defensive, αλλά το dmg δεν έρχεται από το tree αλλά από τα flat-phys (rings-amy), την belt meginords, το attack speed (frenzy, rings, jewels), ίσως το abyssus αλλά δεν το συνιστώ γιατί είναι 99.9% rip και τα support gems σε ένα 5L (faster attacks, melee phys, added fire, fortify). Aπό auras λογικά την ash και grace ή ash και anger. Λογικά ξεπερνάει τα 20k στο tooltip αλλά ίσως να φτάνει και τα 30κ+ που είναι gg και πάλι! Για τα frenzy charges μπορείς και από το blood rage gem (που θα το φοράει εννοείτε) αλλά επειδή είναι 25% on kill μόνο, θέλουμε οπωςδήποτε το quill rain για swap. Δεν είναι τόσο δύσκολο, απλά συνήθεια είναι...ίσα-ίσα που με το που πατάς για swap είναι τόσο γρήγορο το attack speed του quill rain που μαζεύονται σε 1sec απλά το bloodrage κάνει sustain τα charges όσο παίζεις και όταν έχεις χάσει τα charges γυρίζεις swap μαζεύεις και πάλι swap σε facebreaker απλά θελει λίγο στρίμωγμα με τα gems , γιατί θέλει και το lightning warp για movement κτλ κτλ... Στο Sire of shards Arctic breath build σου γιατί δεν πήρες τα nods από το tree με το chance to freeze? εφόσον θες να τα κάνεις freeze και δεν πήγες τόσο για crit....συνολικά 25% chance to freeze μπορείς να πάρεις ακόμα...εκεί κοντά είναι όλα. αν έχεις για respec δοκίμασε το.
  11. hondo1

    Path of Exile (PoE)

    το 1 month θα είναι τρελό απ'οτι φένεται (πάλι) ποιό καίδι θα πάρει το alienware? χαχαχα Πολύ όμορφα τα build-άκια σου! βάλε και το passive tree όμως να τα βλέπουμε πιο αναλυτικά Έγω δεν μπόρεσα να απολαύσω το tempest σχεδόν καθόλου και έκανα μερικά races for fun. Το build που είχα ετοιμάσει για tempest ήταν από Ranger, Ice-Crash με Facebreaker/Shield (eva) και σε swap το Quill Rain (frenzy gem) για το μάζεμα frenzy charges και πάλι swap σε facebreakers για ice-crashing! 5 jewels, acro/phase, 250+% eva, 195% life, 7frenzy charges (merci bandit), ικανοποιητικό block (γύρω στα 30% με την shield) + 280%defences από shield (evasion) και 71%attack speed (από passive+charges+bandit μόνο!) και τα πιό βασικά items: facebreaker, quill rain, magnate ή meginords, high eva gear (Eva+life+res), flat phys dmg-attack speed rings και mana leech στο amy http://www.pathofexile.com/fullscreen-passive-skill-tree/AAAAAwIBm42v6wgu7YMZjgBe0359de96_rruDvajo4oVICP2LOkJMy2DjX1Nkoaz0TYZtDB84iy-p2qTUUewq2VNTP-NvzfUPs_Egr02QzEFtdQj-uvtP73mivBHfsMz2sHo1sLsMHGS8-lGhNlaGi5TdO2bJjqttMXdqF5FAdzTbwUtMgFvhGKsDPJLeHfjeu-yGf8cnapsjKXLOkKpbs96eWjAGmHrwQRvO3pTXz8UIO8OUEfkUWebrj7GrsT2PC1yqa-ng1_3MhzOPQ982StQfLsGOQ3NOtj7qv5UJy_zBpBVUWAaOA== εύκολο και φτηνό, απλά είναι λίγο δύσκολο το gameplay του με swap (συνήθεια είναι) και από τα 50-60 level αρχίζει το build αν προλάβω θα το κάνω στο 1-month, αλλά θα έψηνα κανά necrosummoner...
  12. hondo1

    Path of Exile (PoE)

    Full Details of One-month Flashback Events We're running a pair of Flashback leagues starting next weekend (after the Warbands and Tempest challenge leagues end). One of the events is Hardcore and one is Standard. Today's news post includes full information about when they start and end, the final list of Flashback mods, their challenges and prizes (including hardware generously provided by Alienware!) Event Times The events will start at: PDT: Noon Friday, October 2 CEST: 9pm Friday, October 2 NZDT: 8am Saturday October 3 UTC: 7pm Friday, October 2 The events will end at: PST: 11am Monday, November 2 CET: 8pm Monday, November 2 NZDT: 8am Tuesday November 3 UTC: 7pm Monday, November 2 Please note the daylight savings changes in various countries during this period. Schedule of League Mods Day 1-4: Warbands, Invasion, Nemesis and Domination. Day 5-7: Warbands, Anarchy, Bloodlines and Beyond. Day 8-9: All league mods except Tempest. Day 10-12: Tempest, Domination, Nemesis and Beyond. Day 13-14: Tempest, Ambush, Invasion and Torment. Day 15-16: All league mods except Warbands. Day 17-19: Warbands, Anarchy, Nemesis, Invasion and Torment. Day 20-21: Warbands, Rampage, Ambush, Beyond and Onslaught. Day 22-23: All league mods except Tempest. Day 24-26: Tempest, Rampage, Bloodlines, Invasion, Nemesis and Torment. Day 27-28: Tempest, Beyond, Rampage, Ambush, Domination and Onslaught. Day 29-31: All league mods except Warbands. What the League Mods Do Ambush: Areas contain an additional Strongbox. Anarchy: Areas are inhabited by an additional Rogue Exile. Beyond: Slaying monsters close together can attract monsters from beyond this realm. Bloodlines: Magic monster packs each have a Bloodline mod. Domination: Areas contain an additional Shrine. Invasion: Areas are inhabited by an additional Invasion Boss. Nemesis: Rare monsters each have a Nemesis mod. Onslaught: Monsters have 20% increased Attack, Cast and Movement Speed. Rampage: Slaying enemies in a kill streak grants Rampage bonuses. Tempest: Wraeclast is battered by magical Tempests. Torment: Areas are inhabited by an additional Tormented Spirit. Warbands: Hostile Warbands fight to control Wraeclast. Warbands-specific items can be found from these Warband members, because part of their implicit behaviour is to drop the special items. Challenges Complete these challenges to earn pieces of the Golden Seraph Set! Full Clear: The Fetid Pool: Fully clear the Fetid Pool. Identify a Unique Item: Identify any Unique Item. You can trade it away afterwards. Kole the Cruel: Kill Kole in Cruel difficulty or higher. Room to Grow: Create a medium-sized Hideout. The Golden Hand: Complete the quest "Through Sacred Ground" in Merciless difficulty. Full Clear: Vaal Fragment: Fully clear a Vaal Side Area that was created using a Map Device. Kill a Unique Map Boss: Kill the boss of a Unique Map. Reach level 85: Reach level 85. Defender: Kill any Invasion Boss. Exorcist: Kill a Unique monster that has been possessed by a Tormented spirit. Bait: Open an unidentified Rare Strongbox. Unstoppable: Reach the fifth Rampage tier. Finder of the Trove: Kill a pack of Magic monsters with the Keepers of the Trove Bloodline mod. Assassination: Kill any Warband Leader. A Worthy Foe: Kill the Boss of a Tier 8 or higher Map while it has Onslaught. Seal the Portal: Kill a Unique Beyond boss. Weather the Storm: Fully clear a Rare map that is affected by both a Tempest prefix and suffix. Treasure Hunter: Kill a Rare monster with the Inner Treasure Nemesis mod. Fall of the Phoenix: Kill Igna Phoenix. Reach Out and Touch Faith: Touch a Divine Shrine. Challenges completed in either event contribute to your challenge total. Prizes The top player by experience (or first player to reach level 100) in each event will receive an Alienware Alpha computer bundle (see below). One random player in each event who reaches at least level 50 will receive an Alienware Backpack. Upon completing 5 challenges, you will receive the Golden Seraph Boots skin. Upon completing 10 challenges, you will receive the Golden Seraph Gloves skin. Upon completing 15 challenges, you will receive the Golden Seraph Body Armour skin. Upon completing 20 challenges, you will receive the Golden Seraph Helmet skin. 100 random players who reach at least level 30 will receive a Stash Tab Bundle (6 tabs). 50 random players who reach at least level 50 will receive a Premium Stash Tab Bundle (6 tabs). In addition, the top twenty players (from each event) by experience will receive an alternate-art Demigod's Beacon. We'd like to thank Alienware for their participation in this event! The Alpha bundles that they have generously provided include: An Alienware Alpha gaming console TactX Keyboard TactX Mouse
  13. hondo1

    Path of Exile (PoE)

    Path of Exile 2.0.0: The Awakening Patch Notes
  14. hondo1

    The nVidia ForceWare Driver Thread

    Ένα μικρό tip/help να μου κάποιος τελευταίους stable/overall οκ drivers για Nvidia; Πήγα σε passive gtx 750 της asus μετά από 15ετία Με ένα μικρό search έπεσα στους 335.23 και 347.25 αλλά θα εκτιμούσα αν μου δίνατε τα φώτα σας edit: 347.52 και ολα οκ ελπίζω να την παλέψει!
  15. hondo1

    Path of Exile (PoE)

    ! ! 1 week cutthroat επιτέλους! One-Week Cut-Throat EventThe one-month Flashback Leagues ended today. We've awarded alternate-art Demigod's Eyes to the top 20 players in each event. During the month, more than 900 players received Closed Beta keys from these events. Today we're pleased to announce that the next event will be a one-week Cut-Throat league! It'll start at 2pm Wednesday Pacific time (9am Thursday, NZ time). A link to the thread for this event is here. Cut-throat is an optional fun mode where players can invade each other's instances. Full hostility is always on (friendly fire even when cooperating with friends), and players drop their equipped items (but not gems or flasks) when they die. There's constant combat with other players, so you're rarely safe for long. It's really worthwhile to build up spare sets of gear in the stash so that you have items to fall back on when your current ones are taken. I should stress that this mode doesn't use your normal characters and is completely optional. If you aren't interested, then you don't have to make a character in one of these events. Some specific notes about this event: This event is not a hardcore event. In previous testing, we've determined that non-hardcore cut-throat is preferable. Grabbing your backup set of items and trying to hunt down your killer to get your stuff back is so much fun. While permadeath is cool, it prevents a lot of the recovery aspect of cut-throat. Players can't form parties. This helps solve the roaming-death-squad problem while also opening up some awesome friendly fire situations. You have to really trust your friends if they could take advantage of your low health by firing a few well-placed fireballs and taking your gear. The Map Device isn't available in cut-throat. By restricting the end-game to Merciless difficulty, players are able to hunt each other for experience in a much more effective way. The concept of Maps with their limited number of portals and private access isn't appropriate or fun in cut-throat. We've introduced rules that prevent you entering areas that have low level players in them. While people with better items will always pose a major threat, you won't have to fight people substantially higher level than you. This event has no prizes. It's for fun. Summary of general Cut-throat rules: This is a separate short-duration league that has its own stash (as usual). At the end of the event, characters and stashed items will be moved to Standard. There's a PvP damage multiplier because players start with a lot more life than they do damage. This multiplier will be adjusted substantially based on feedback from this event and others. Players are hostile by default to all players. You can ctrl+click on the entrance to an area to use the Instance Management screen to manually enter other players' instances of an area. Cut-throat instances can hold a maximum of 12 players. This test is not a hardcore league. When you die, you lose the normal experience penalty for your difficulty plus 30% of your current level. You also drop all inventory and equipped items. Your flasks, skill gems (even ones in your inventory) and quest items are not dropped. If you were killed by another player, your lost experience is given to them. If you attempt to abruptly leave the game (such as pressing Alt+F4) in a non-town instance, you have to wait 5 seconds and are unable to move or use flasks. The grace period of invulnerability upon entering an area is 20 seconds. This should start once the player is mostly done loading. Non-partied players only show up on the map if they're nearby. There are no notifications for players joining or leaving areas. Portals cannot be used until they have been up for five seconds after they have been cast. You cannot apply microtransaction effects to items in cut-throat. You may dance and have pets. Cut-throat events are not experience races. There's no prize for being highest level. There are no prizes at all other than the fun of participation. There's a level limit on entering areas that contain other players. If you're much higher level than the lowest level player in the area, or much lower level than the highest level player, you can't join. The guild stash is not available. Remember to approach this event with the expectation you're going to get griefed repeatedly. It's very different than normal Path of Exile play but feels so rewarding if you're the guy with everyone's items standing in a pile of dead foes. We generally find that the players who have the most fun are the ones who know they're going to lose their items and keep spare stashed sets of gear so that they can still kill other players after dying. Players who rage and quit are those who only kept one set of gear and then have nothing to fall back on. You will die and you will need spare items. Stash everything - even arbitrary normal and magic items are far better than nothing. This is the longest Cut-Throat event we've ever run on our servers. We're excited to see how it goes!
  16. hondo1

    Mechanical Keyboard Club

    Ε Π Ι Τ Ε Λ Ο Υ Σ ! Μετά από 1 μιση χρόνο αναμονής ήρθαν στην πόρτα μου τα thick PBT cherry profile keycaps! Αμήν! Το εντατικό καθάρισμα όπου ακολούθησε γρασάρισμα και λάδωμα μου έφαγε αρκετή ώρα αλλά χαλάλι του... (sorry για την ανάλυση/ποιότητα) Filco majestouch 2 tenkeyless με red switches από (http://www.keyboardco.com/keyboard/usa-filco-ninja-majestouch-2-tenkeyless-nkr-soft-linear-action-keyboard.asp) Custom thick PBT cherry profile keycaps από GeekHack GB (https://geekhack.org/index.php?topic=50935.0). Το μαλλί για keyboard + keycaps = 200 ευρά
  17. hondo1

    Project C.A.R.S.

    έχω 2 απορίες πάνω στο time trial 1) πχ. στην laguna seca στην κατηγορία road cars, υπάρχει τρόπος να δείξει leaderboards για το κάθε αμάξι ξεχωριστά; 2) την κατηγορία historical cars/retro, την "πέταξαν" από τα trials; ...............τελικά ήταν στα touring! ότι να'ναι
  18. hondo1

    Path of Exile (PoE)

    Καλό Μήνα...με 3 events για το Σ/Κ 4 Hour Endless Ledge (1) - 7 το πρωί του Σαββάτου http://www.pathofexile.com/forum/view-thread/1256756 4 Hour Endless Ledge (2) - 11 το βράδυ Σάββατο http://www.pathofexile.com/forum/view-thread/1256757 4 Hour Endless Ledge (3) - 1 το βράδυ, ξημερώματα Δευτέρας http://www.pathofexile.com/forum/view-thread/1256758 Dead characters will still be able to receive reward points in Endless Ledge events. Prizes: The top 10 players by experience will receive Closed Beta Access at the end of the event. All players who reach level 25 will go into a pool. 10 accounts from this pool will receive Closed Beta Access at the end of the event. You may only enter this event with one account.
  19. hondo1

    Path of Exile (PoE)

    οχι...δεν με καίει να πάρω key γιατί θέλει feedback οπωςδήποτε και ούτως η άλλως δεν είναι όλο το act4 διαθέσιμο στην closed beta επίσης κάτι ανέφερε ο chris για κάρτες ingame "There's a locked section about Divination Cards which are something you'll find out about next week!" http://www.pathofexile.com/theawakening/items Τέλος εκτός από αυτά ανακοίνωσαν 5-day race solo self-found league "We'll also be running some events in-game over the next few weeks that award keys. Tomorrow's news post is about a solo (trading disabled) five-day event that we'll be running starting on the weekend." οπότε μια εικασία είναι ότι θα έχει διάφορα τέτοια Events/races για beta keys σαν prizes
  20. hondo1

    Path of Exile (PoE)

    Ναι είναι μεγάλη ιστορία όντως...γιατί από την στιγμή που έχεις trading στο game αναγκαστικά θα έχεις και αυτό. Και online arpg χωρίς trading ΔΕΝ υφίσταται. θα υπάρχουν τα flipping/scam, όλων των ειδών τα rmt (ακόμα και από forums με gold όπως το πανάρχαιο d2jsp από εποχές d2) απλά πάντοτε στο hc είναι αρκετά μειωμένο όλο αυτό. Ξέρω ότι στα sc leagues είναι αυξημένο και γι'αυτό ένας παραπάνω λόγος να παίξεις σε μια πιο σταθερή οικονομία που είναι αυτή στα hc leagues. Αυτή είναι η πραγματικότητα πχ τώρα στα 1month αμά δείς αναλυτικά τα challenges γίνονται με "κουβάλημα" / trade lvl 80 κουβάλημα σε party 1 unique boss Kill σε trade encounters και missions κουβάλημα και trade Ναι γίνεται, αλλά δεν έβρισκα ποτέ το νόημα να τα κάνεις με αυτό τον τρόπο γιατί "χάνεις" όλη την ουσία...ευτυχώς δηλαδή που δεν υπάρχει και powerleveling και άλλες τέτοιες χαζομάρες αλλιώς bye bye PoE Τώρα γι'αυτό το build που έδειξα δεν είναι κάτι το δύσκολο για 1month, ίσα ίσα που γίνεται με λίγο currency λόγω του βάρους των δυνατών points που έχω ρίξει στο tree...απλά παίζεις με self-cast μέχρι cruel και μέτα ξεκινάει το summoning. Τα nodes αξίζουν γιατί πρώτον αφού θα έχω purity fire+light, θα usaρω και Ruby+Topaz flasks....τα point εκεί θα μου δώσουν 30% increased flask effect που σημαίνει +3% max resist όταν θα usaρω τα ruby+topaz..... πολύ δυνατά nodes για το συγκεκριμένο setup
  21. hondo1

    Path of Exile (PoE)

    Τα PvP Season 2 invitational live τώρα: http://www.twitch.tv/pathofexile
  22. hondo1

    Path of Exile (PoE)

    ωραία τα build σου @phm, αλλά αυτό με το glacial hammer είναι λιγάκι inefficient... γενικά χρειάζεσαι ένα aoe (χωρίς aoe είναι δύσκολο το gameplay) θα μπορούσες να κάνεις focus σε cold theme με το glacial hammer... αντι να έχεις κ'άλλο 1 single skill (heavy strike) γι'αυτό και όπως λες είναι μέτριο το dmg του.... ε καλά challenge που έχουν πχ clear κάποια high area maps + bosses ή πχ κάποια ghosts ή quests που δεν βγαίνουν από τους masters... όταν κάποιος τα έχει και τα πουλάει μέρος του game είναι και αυτό... γιατί να μην το εκμεταλλευτεί? εγώ σκέψου στο bloodlines πήγα όλους τους masters (εκτός leo) 8lvl και δεν πήρα ούτε 1 φορά το paradise map, ούτε το find the unique item από zana... αφού τα έιχα κάνει σχεδόν όλα εκεί...πήγα atziri με κλειστά τα μάτια στα 91 lvl...(μέχρι και abaxoth βγήκε στα blue packs) και αφού πέρασα κομπλέ τα double vaal και το trio...κατέληξα να φάω 1shot από double flameblast.... 6k life instant στο μηδέν και δεν μου άφησε ούτε χιλιοστό να αντιδράσω.... + με ruby + 50% reduced extra crit.... τόσο γκαντεμιά... αλλά οκ for fun ώραια ήταν στο bloodlines! τώρα στο 1month hc θα παίξω χαλαρά aura/supporter summoner CI από witch...γιατί έχουμε και το bloodborne που βγαίνει στο ps4 ....(μέγιστη hardcoria 3d person arpg, από δημιουργούς Demon's Souls/Dark Souls 1) αυτό είναι το tree..μέχρι τα 80 lvl είναι ez http://www.pathofexile.com/passive-skill-tree/AAAAAgMA34rpAkuuGyXZW20ZfRgRUCL07Ipr2zW5bAtMs6crHU8NjUJLRX4c3IXFDlx_xpMnyT3fvmr6wcW0DL-X7BiIQiy_RnHquvIecLsd2YaugwnhiDQKDXzZE0NUFddvnh2qN2ZXyS9v9HFWY8pK_kkspij6N4PDOqbr6-6Cx5u1uJP56NP7GYqnCDLRqH0TbPsJj0bZC0VHWpEGSfbaSOcdFJuhKpiIQGqsGo_60vfX-oCmrBcvzLyESJAzZOcksEQEqsRca-L3VdZCoxCXhWDDbQFvgKRNuYt6 και στο περίπου τα gems 5l chest spectres + supports 4l helm +2 zombies/skelies + supports 3l shield flesh offering + duration + convocation 4l gloves discipline + purity fire/light + clarity/reduced mana 4l boots vaal discipline + supports 3l wand lighting warp, faster casting, reduced duration
  23. hondo1

    Path of Exile (PoE)

    Full Details of One Month Torment/Bloodlines Events and their Prizes Our two one-month Torment/Bloodlines hybrid events (one standard and one hardcore) start early next week! Today's news post discusses how they work and how to earn prizes in them. The events start at the following times and last for one month: Pacific Time: 10am, Tuesday March 24 Central European Time: 6pm, Tuesday March 24 New Zealand Time: 6am, Wednesday March 25 While the leagues have the properties of both Torment and Bloodlines, Unique items specific to those leagues will not drop in these events. These two leagues both contain four challenges. Completing the challenges awards you with pieces of the previously unreleased Cerulean Seraph Set (for the standard event) or the Sanguine Seraph Set (for the hardcore event). The Seraph pieces are awarded to you in a specific order, regardless of the order you complete the challenges in. One challenge complete: Cerulean (or Sanguine) Seraph Boots Skin Two challenges complete: Cerulean (or Sanguine) Seraph Body Armour Skin Three challenges complete: Cerulean (or Sanguine) Seraph Gloves Skin Four challenges complete: Cerulean (or Sanguine) Seraph Helmet Skin Yes, competing in both events allows you to win both sets. In addition, the top twenty players (from each event) by experience will receive an alternate-art Demigod's Eye. Expand this to see the full challenges. Note that several of these challenges require that you merely complete a subset of the full list, rather than every single objective.
  24. hondo1

    Path of Exile (PoE)

    Torment/Bloodlines Challenge Leagues End Date and One-Month Leagues! The Torment and Bloodlines Challenge Leagues will end in two weeks, at 10am NZ time on Tuesday March 24 (this is 2pm Pacific Time on Monday March 23, and that night in Europe). Carl has posted an article explaining what will happen to various league content after the leagues end. We will be running a One-Month Torment/Bloodlines League Event that starts the following day, lasting until April 22 (NZ time). There will be both a Standard and Hardcore version of this event, running simultaneously. We'll announce more information about the prizes and exact details next week. To clarify, both the Standard and Hardcore versions of the one-month event have the Torment and Bloodlines league mods enabled. The two simultaneous leagues have similar but distinct prizes. Playing in both can earn you both sets. The Totem Pole hideout decoration (that shows how many challenges you've completed) is almost ready and we're expecting to deploy it next week, prior to the leagues ending. I'm very sorry about it taking so long, but it looks awesome. Go complete those challenges in the last two weeks! What's Being Kept from Torment/Bloodlines? Challenge leagues (like Torment/Bloodlines) are a great place to test out new game mechanics while receiving plenty of feedback and data about how players interact with them. When challenge leagues end, we have to choose what parts of these new features to roll into the core game. Some systems like Rogue Exiles (Anarchy) and Shrines (Domination) came from challenge leagues in this way. The updates described in this document will not all happen as soon as the leagues end. Most of these changes will be rolled into the upcoming expansion. Torment League Tormented Spirits are an interesting game element to add to areas. While there’s more we can improve with their AI, the additional challenge and item drops have been popular. We’ll be rolling them into the core game, though at a lower spawn rate than they currently have. Torment will also still be available as a Zana Map Device option. We will increase the occurrence of spirits for the Zana mod. We are looking at adding Tormented Spirits as a mod for Ambush chests, but we don't think we will add it as a mod for maps. Bloodlines League Bloodlines heavily followed the model of the Nemesis league. Like Nemesis mods for rare monsters, Bloodlines has proven to be a solid addition for magic packs. Magic packs will have a chance to spawn as Bloodlines packs in the next expansion. Bloodlines also introduced tools for us to add game elements that interact with monster packs specifically. You will see more interesting things with pack mods and behaviours in the future. Bloodlines will still be available as a Zana Map Device option. For general map mods, we are looking at using specific bloodlines mods, rather than a general Bloodlines mod (all packs have Phylacteral Link?) Additional content With the all the various additional content options that have been added from leagues, the number of random special occurrences that can occur in the game has become very high. We will be rebalancing the introduction and chance of additional content like side areas, ambush chests and tormented spirits in the upcoming expansion. Leo and PvP The 1.3.0 patch was a continuation of Forsaken Masters. It added one new master and more PvP options. Leo has proven popular, both for PvP players and players who want to use his tileset and decorations for their hideouts. As Leo is levelled by participation in PvP rather than in general game content, his progression curve and rewards are treated differently than other masters. The higher levels of Leo have proven too difficult for most players, especially for those playing in the temporary leagues. We will rebalance the rewards and thresholds for levelling Leo as a master. The additional attention on PvP has successfully increased participation levels, but it hasn't had the level of popularity we were hoping for. Based on participation and feedback, we will continue to support PvP, but not at the expense of PvE content. We will look at more ways to make PvP more accessible for players in the future. Unique Items None of the Torment/Bloodlines-specific unique items will drop as part of normal play once these challenge leagues end. Zana's Map Device will offer some ways to obtain them. We may also use them for alternate art race/PvP rewards or in other forms in the future.
  25. hondo1

    Path of Exile (PoE)

    Σάββατο στις 5 το απόγευμα ξεκινάει ο όλεθρος! Race Season 11 http://www.pathofexile.com/seasons EU PvP Season 2 http://www.pathofexile.com/seasons/pvp/season/EUPvPSeason2 US PvP Season 2 ( με 180-200ms είναι unplayable ) http://www.pathofexile.com/seasons/pvp/season/USPvPSeason2 όλα μαζί τα events http://www.pathofexile.com/events Prizes από Alienware για τα events στα invitational! i'm ready to kick some ars!!!
×
×
  • Δημιουργία...

Important Information

Ο ιστότοπος theLab.gr χρησιμοποιεί cookies για να διασφαλίσει την καλύτερη εμπειρία σας κατά την περιήγηση. Μπορείτε να προσαρμόσετε τις ρυθμίσεις των cookies σας , διαφορετικά θα υποθέσουμε ότι είστε εντάξει για να συνεχίσετε.