Path of Exile Loot Mechanic Improvement: A Beginner’s Guide

So this is something I’ve been thinking about when playing recently, sometimes looting items can get fairly tedious when you’re picking up a bunch at the same time because you have to click each one and every time you do your character moves a little so you have to reposition your mouse. I think a large part of the source of that problem is that you have 0 looting range so you move a tiny bit every single item you pick up even if they are clustered virtually next to each other.

poe loot

 

Now I have two suggestions which I think would make the looting experience more enjoyable, of course they may not be easily implemented because of how the engine works but it’s just a suggestion.

Suggestion 1:
Add a small “loot reach range” to your character so if you are standing next to say a strongbox then you can reach items on the opposite side of the box without having to move. This would also reduce the issue of unreachable items that sometimes happen that are juust out of reach in an inaccessible spot.

Suggestion 2:
Allow some sort of “swipe to loot” mechanic where you hold down the loot button and click-drag over the items you want to pick up so when you release the button it runs to pick them up. Now this second suggestion would probably be fairly hard to implement in a way that doesn’t seem overly abusable, for example it would have to have a max range between items to pick up (similar to loot reach range) or you’d pick up items on the opposite side of the screen with one swipe.. Alternatively it could queue movement between the items but I doubt that’s something that would fit with the game.

Thoughts? Other suggestions that are better perhaps? I definitely something that makes looting less finicky would improve the general experience but maybe I’m the only one thinking this and everyone else has completely different thoughts on it. What do you think it? The in-game currency is available at the professional online gaming house. The interested gamers can buy poe exalted orbs from those professional online gaming houses in the most affordable cost.

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Bestiary Is A success To Some Extent In PoE

For many Path of Exile fans, Bestiary maybe a failed game design, and not too long ago, GGG announced that they have decided not to retain any element of the league in the core game for now.

But in my opinion, Bestiary seem to me to be at least reasonable game design. Bestiary is a complicated league with many elements: it has special monsters, the ability to capture instead of kill some monsters, and a very involved crafting system with powerful results. Here’s the list:

PoE

1. The crafting and recipes. Lots of variety for various levels of play, and fairly well-balanced too.

2. Challenging fights, especially with how common the legendary beasts are. Everyone likes a nice slugfest against an enemy that doesn’t just fall over when you sneeze at ’em, but can actually be defeated with clever application of your skills.

3. The beast mods, these being things like Tiger Prey, not the aspect mods. They’re all very well-done and engaging, and fit the tone of the monsters they’re usually attached to.

4. The uniques and Aspect skills. Admittedly, a couple might be a touch on the wild side when it comes to balance (looking at you, Farrul’s Fur and Aspect of the Spider) but overall they’re fun to both plan to use and actually use.

5. The ability to grind specific areas for some specific mods. Admittedly, I only really did this for Deep One’s Presence monsters to refill Prophecies, but the element of being able to go somewhere specific and get what you need in a slightly more deterministic fashion is still interesting.

However, GGG said that there may be some parts of Bestiary they will use in future content, and it is possible they would bring Bestiary back for short term events.

Anyway, PoE next challenge league is coming. Let’s look forward to it. Collect enough chaos orbs poe before its arrival.

Path of Exile Can Implement Insane Challenge Leagues

There should be something that makes Standard more worth it. It seems 80% of folk play league, and if you don’t you’re missing out. I like leagues, but it tends to take me almost all 3 months to get to red maps between work, life, and other things. And then I have to start over or miss new stuff.

PoE Flashback lite

What if it was a bit more like this flashback event? Say, every area has a 10% chance to add one old league modifier on top of the usual standard. And it refreshes every hour. It works just like flashback is right now, only with just one mod, and on a low chance. This mechanic would not be in leagues. It doesn’t throw off the power balance terribly, and once in a while everyone goes to farm somewhere earlier in game because a Breach opens up or Harbingers spawn.

Yeah GGG shoukd do a yearly(?) Reset of standard and move everything into like a glacier league so it goes like this

Challenge League 
Resets every 3 to 4 months with the new crazy mechanics GGG want to implement.
Which when it ends transfers all the players into:

Standard League
Resets yearly(?) – GGG use this league to check the ending challenge league’s “will the challenge league be implemented in the core game?” implementation, and any further development of the league that missed their development cycle when the challenge league was first released.
Which when it ends transfers all the players into the:

Glacier league
Never resets. Gets the adjusted and refined long term implementations of the leagues when the standard league ends.
I think this is a pretty good solution because:

GGG can implement insane challenge leagues and gets a chance to give them a good second pass of development. Resulting in them being deeper and more polished as the move into the new standard. People that can’t no-life the challenge league’s will get enough time over a year to explore the leagues in a fresh-ish economy. The in-game currency is available at the professional online gaming house. The interested gamers can poe buy currency from those professional online gaming houses in the most affordable cost.

Jugg Starter Lab Farmer Main Skill in Path of Exile

Second league ever and I started a bit late but I decided to start with a lab farmer for currency and was wondering what main skill to go with. Currently on Cleave but I’ve seen people recommend Norse’s guide where he run’s BF.

path of exile

– Lab is about not dying and being fast once you pass 50k DPS. Any skill can pass 50k dps these days. Cleave is totally fine as lab is basically 4 single target encounters. Blade Flurry is good. So is Cyclone, ice crash, molten strike, heavy strike, EQ, Sunder, Warchief, etc.

– BF is probably the highest single-target melee DPS skill in the game, especially when you combine it with the broken shaper offhands so that is a good option yes. Many skills can do the job though, Uber Izaro is nothing compared to the real endgame bosses nowadays (Shaper, Guardians, Red/Uber Elder etc) so you can make a lab runner lots of ways. Cleave could definitely do the job, just slightly slower than BF. Mines are a popular choice for “instagibbing” him amongst ‘racing’ labbers I believe. Remember to get a totem with culling support, makes the final kill a lot easier.

– It’s up to you really. Cleave is a pretty good skill if you’re running 2 Ahn’s might especially for the jugg. It’s also a lot cheaper to build around. Blade flurry is a T1 bossing skill but its set up might be a little different. You’d want an off hand shaped sceptre and scale on elemental conversion a lot more to reach its full potential. Another great skill to try would be molten strike.

Yea that’s probably your best bet. Ahn’s might swords have pretty high dps and if you can, get the 30% quality corrupted ones. With the fortify from the threshold jewel and endurance charges, you become a lot more durable against Uber izaro’s hits too. For more poe tips and tricks, stay tuned to U4GM. You can choose www.u4gm.com where you can poe orbs cheap.

Path of Exile

Changes To Ignite In Path Of Exile 3.3.0

In Path of Exile 3.3.0, do you know what changes GGG are making to Ignite? They are planning to create more options for fire-based characters by improving ignite in Path of Exile. For more Path of Exile news, you can visit u4gm.

1. Passive Tree Changes:

1) The Elementalist’s Beacon of Ruin passive skill now grants 20% more Damage with Ignite. Its proliferation radius is now 18 (up from 12).

Path of Exile

2) Heart of Flame now grants the same fire damage but the damage penetrates 6% fire resistance (up from 3%). The passive skills that lead up to Heart of Flame are now 15% increased fire damage (up from 12%) while the entry node is now 12% (up from 10%).

3) The passive skills leading up to Breath of Flames have been changed. The Breath of Flames notable passive skill is changed. The Holy Fire notable has also changed in accordance with the above changes so that it can be better used for both ignite and hits.

4) The Celestial Judgement notable has had its damage penetration increased from 2% to 5%. Skill clusters on the tree now have 20-25% chance to ignite per cluster.

2. Gem Changes:

1) Ignite now deals 25% more damage per second. Incinerate has been reworked entirely so that it’s better at both hits and ignites.

2) Flameblast gets more damage with ailments per stage. It now gains 5% chance to ignite per stage. Flameblast now has 110% more damage with ailments per stage, up from 55%.

3) Fireball and Burning Arrow both gain more ignite damage as they level and gain chance to ignite as they level. At level 20 Fireball has 39% chance to ignite and 88% more damage with ignite.

4) The Chance to Ignite Support Gem has been renamed to Combustion Support. Enemies ignited by supported skills lose up to 19% fire resistance. At gem level 20, it has 29% more fire damage, 49% chance to ignite, and -19% fire resistance on ignited enemies.

5) The Deadly Ailments Support Gem now provides a larger damage boost to Ailments and a smaller penalty to hits. At gem level 20, the Deadly Ailments Support grants 64% more damage with ailments and 10% less damage with hits.

6) Ignite Proliferation now provides a more substantial boost to ignite damage. The radius is now up to 20 at gem level 20. This has been increased from its old value of 16 at level 20. It also deals 39% more damage with ignite.

7) The Elemental Proliferation Support has also has its radius increased. It is now 12 at level 1, scaling up to 15 at level 20.

Why Would You Care about A “Favourable Position” in PoE?

After having completed my league end game farm objectives I decided to once again create an MF windripper, but this time expressly run Mao Kun, the unique Shore Map. So I aptly named the character “PirateBootySoHot”. U4GM.com as one of the most professional online store which glad to share more PoE News and cheap poe currency trade with instant delivery.

Currency Drops

I have run many more Mao Kuns than just the 100 I recorded currency drops for in the spreadsheet. At first I used my secondary currency stash tab to calculate profitability on a 10 map run basis. This was in order to learn whether running them at their current market price was profitable at all. After the first few 10’s, it was clearly evident that they were profitable and I stopped calculating my profits on the fly and just ran. After obtaining obscene amounts of wealth from these runs, I decided to get definite values for profit, so I decided to record the important currency drops in a spreadsheet. This excluded unique drops that were valuable like Kaom’s Hearts etc.

I found that the “big” drops in this recording were on average quite a bit lower than what I was used to receiving from the map. I had once gotten 3 exalt drops from the last boss in a single run. Crazy right? xD But that’s RNG, and you will have your own. I’ve also handed in about 7 Abandoned Wealth sets. My IIQ in total for two 8% Ventor’s, Sadima’s touch, Goldwyrn and a Windripper was: 67. I also used a 48% Bisco’s Collar. I share this here so anyone can make an informed decision on running these for profit. If you are looking for an answer to profitability outside of Bestiary league, simply adjust the map asking price to the current league’s market price and then adjust each currency’s chaos weighting at the bottom of the document.

Quick conclusions for the 100:

  • 1739 chaos profit from currency drops
  • 183 chaos per hour
  • Still very profitable without the “big” drops even happening
  • Only 6 of the maps had a breach, so that puts it at a 6% spawn rate in the sample
  • Largest contributors to profit were unsurprisingly: Chaos Orbs -> Journeyman’s Sextants, Fuse and Alchemy Orbs
  • The average map cost for you to break even would be 35 chaos, with the bad luck I had on these 100.
  • So from a pure running for the bonus experience standpoint, this is a good map to run.
  • I went from level 93.5 to 95 with these 100

Thanks for checking this out, it was a lot of fun to run this map during Snooziary league. Looking forward to the mini flashback league coming soon 🙂 See you in game.

How Do I Make An Elder Ring Through Burial Chambers in PoE?

I’ve updated the Elder Ring Finder tool with the following:

Simple tutorial/FAQs for setting up a basic Elder Ring. An example for how to get an Elder Ring through Burial Chambers in the FAQs. Click on the “?” in the toolbar when in Elder mode to view it. Ring Stage list (on the left after finding a ring), allowing you to see possible ways to create paths up until the complete and stable ring. Simply hover or click on a stage on the left to preview a ring stage. If your Elder Ring has 1-2 stages or has a big map count gap between stages, it’s probably going to be very hard to create the ring and you should try to find an alternative. Fixed a bug where the number of maps in a configuration was less than 30 if you had an “anchor” guardian map. The interested gamers can poe buy currency from those professional online gaming houses in the most affordable cost.

path of exile guides

This will probably be the last feature for the Elder Ring Finder specifically, as I feel I’ve done as much as I could reasonably do for the tool. The rest of the work on the tool will probably involve bug fixes and adding more tutorial examples/FAQs. I’m sure there’s still some bugs lurking in the new stage tool, so feel free to point out anything wrong. The most drastic change I can think of is changing the ordering of Elder Rings by the number of subrings, but that’s currently left out due to the time cost generating the stages.

What comes to the T1 maps, here is a loop that would work if there was a verification that Shaper does not take away Elder influenced guardian maps.

I haven’t been able to test it yet myself but there are 2 things that I would really like to get a verification at:

1) Like the above, Elder influenced Guardian map is a safe filler

2) If that way of using it as a filler doesn’t work, would a setup like this make the guardian a safe filler? I have heard one or two people mention something about it, but haven’t gotten enough info or proof that it works. So basically when you unlock Uber Elder, instead of T15 not working as a filler anymore, you could add the T16 on top of it as a filler.

The difference between the two are that on the 1st case you just have a single guardian Elder influenced, but it could possibly be taken away by the T15, if the adjacent T16 are not able to. And on the 2nd setup the quadrant is filled, so the T15 is unable to attack the T16, so if the T16 can’t touch it, it’d be a safe filler, when Uber Elder is unlocked.

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Bless Online: What Class Do You Consider Is The Hardest To Master?

What class do you consider is the hardest to master that if you play really well, it would be considered the strongest class? I’d say Paladin, regardless of the mechanical challenge and upcoming changes because:

1. You get focused by the enemy, you’re a high priority target since you just keep filling everyone’s health bars if they don’t kill you first.

2. You need to prioritize between yourself and various allied targets on the fly, even if you are under someone else’s attack you can’t just become a turtle spamming heals on yourself and forget about the rest of your team. Enough Bless Online Gold is necessary.

Bless Online

3. You are rooted for most of your casts, so choosing when and where to cast requires commitment to every action

4. Limited range, while you’re ranged for heals you still need to follow your companions otherwise they’re too far from you and will just die when they expected you to have their backs.

5. Cleansing and buffing, you need to be aware when someone is affected by something that requires a cleanse spell on them, and also know when it’s not needed because cleanse has a cooldown afaik so you can’t just spam it. Same for buffing, knowing when buffing is worth the trouble and when it’s not or knowing if it’s safe top stop healing to apply some buff.

6. Moderate to low dps, you’ll struggle to kill anyone trying to kill you unless you’re over geared and know exactly what you’re doing and what they’re capable of doing, timing your cc when they’re charging something strong or when they’re going to get away. 1v1 is a battle of atrition, so you can just keep healing yourself until they have nothing left in them, but in that amount of time is very likely someone else will join in and change the odds dramatically.

7. Skill/gear selection, it’s very challenging to choose how much tankyness, how much healing and how much cc/damage you can squeeze without losing crucial functionality. This is specially troublesome because people interact with various healers that are focused in one aspect, and then they expect you to be as good at them at surviving/tanking/healing/ccing/damaging as someone they met who was specifically tailored towards being excelent at one task.

8. The psychological trauma, knowing someone died when you could have saved them but screwed up makes you feel bad about it, and a lot of the time they will blame you regardless of being your fault or not, just because they won’t accept they died because of their own incompetence.

Overall I’d say being a bad healer is easy, you just heal yourself to max in one or a few casts and switch to the lowest target if you are not at risk. But being a phenomenal healer is the hardest role when you are under pressure, and people will notice and love you forever when you do a great job, it’s a lot of responsability having to babysit people who are reckless or don’t have any idea of the mechanics and at the end of the day is usually a thankless job with an extra burden on your back.

Playing Bless Online Will Be A Good Decision

Bless’s developers are adamant on the community’s worries about Pay-to-Win. The game’s director has repeatedly said in interviews that Pay-To-Win “isn’t going to happen”. If you worry about that you should be able to rest assured.

Even though they haven’t reached a final decision about the payment model, they have said that Buy To Play is the most likely candidate. The game will feature both vertical and horizontal progression. Basically Bless aims for a fun leveling experience and fun end-game content, not one of the two.

Bless Online

Bless also has a Faction system, when creating a character you MUST choose between Hieron or Union. Below are points that make it “stand out”.

Combat:

Even though there aren’t any major details, Bless’s combat will feature skill combos and strategy. Players will be able to increase their combat efficiency by “growing” abilities and skills.

Bless also aims to create a variety of playstyles for each class. Meaning that even if you have the same class and even the same gear, you will still be able to adopt your own different playstyle and combat approach. Sounds sandbox-y.

PvE:

Even though Bless originated from Korea. the director has said that they will adopt a more “Western” style of MMORPGs. Doing dungeons, quests and going through the story will be more rewarding (in terms of EXP and probably gear) than “mob” grinding.

Bless has a Taming system that allows the player to tame almost every monster as a pet or a mount. For the raid lovers, Bless will feature 20-man field bosses and 40-man raid bosses. End game and early game dungeons are also included in the game.

PvP:

Keep in mind Bless has a Faction system. Bless will feature massive scale War that stretches from land to sea and sky. No details or video clips have been released on this but, this is a thing that the game’s director believes will make Bless stand out a lot from its competition.

Being “high” level opens up Open World PvP. To give you a very basic idea, the Japanese version of the game has Open world PvP from around level 30. Instanced PvP includes Arenas (probably 1vs1, 2vs2, 3vs3) and 15vs15, 10vs10 battlefields.

There are also “sieges”. A guild can choose to attack an opposing castle that will be defended by an opposing guild. These can reach 100vs100 and more. Hopefully the servers will handle that.