• Path of Exile V2
    5,001 replies, posted
Not to mention a ton of new (unique) items, opening up a lot of new and fun builds.
What happened to the update? Wasn't it supposed to be released yesterday?
[QUOTE=leonthefox;43008504]What happened to the update? Wasn't it supposed to be released yesterday?[/QUOTE] They are delaying the patch: [url]http://www.pathofexile.com/forum/view-thread/657068[/url] [quote=Chris]As you've probably gathered by now, we're delaying 1.0.2 until our Friday workday (Thursday, US time). There have been some last minute issues that needed attention, and while we absolutely hate delaying patches, we're not going to deploy a potentially broken version to the live realm. The problems found and fixed today have saved a lot of hardcore character's lives (related to the new damage over time changes). We're really sorry about the delay. Thanks very much for your patience! The 1.0.2 patch notes will be posted just before the patch is deployed. I'm sorry about not having them ready earlier. There are lots of cool things in 1.0.2 that we haven't talked about, so we're really looking forward to seeing what you think of it tomorrow. The Storm Call skill is a lot of fun to play with! While waiting for the patch, feel free to speculate about this screenshot :) [t]http://webcdn.pathofexile.com/public/chris/back.jpg[/t][/quote]
Im not really looking forward to a mob combination that increases Corrupted Blood damage :~(
Well, they haven't released the patch yet, but they uploaded the videos for two new cosmetic effects: Orange Portals: [url]http://www.youtube.com/watch?v=M5Rl7mCHsVE[/url] Exile's Essentials: [url]http://www.youtube.com/watch?v=x8bQzii_fVU[/url]
[QUOTE=Malvodion;43013676] Orange Portals: [url]http://www.youtube.com/watch?v=M5Rl7mCHsVE[/url] [/QUOTE] so does the portal look blue when you're in town??
[QUOTE=HeroicPillow;43013695]so does the portal look blue when you're in town??[/QUOTE] I remember seeing an image of it, it was orange in town.
1.0.2 Path Notes [url]http://www.pathofexile.com/forum/view-thread/659400[/url] [quote]Version 1.0.2 Notes: This patch contains substantial balance changes to Damage Over Time calculations. If problems are found, we'll follow up rapidly with hotfixes. Please be very careful when playing in the Hardcore or Nemesis leagues after patches of this size. [B]Major Content/Features:[/B] Added a new intelligence skill - Storm Call: Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast. Storm Call is available to the Shadow, Witch and Templar from the "Breaking some Eggs" quest in Normal Difficulty. Added four new Unique items, three of which were designed by supporters. Added six new cosmetic microtransactions: Seraph Spectral Throw Effect, Lightning Bat Pet, Orange Portal Effect, Exile's Essentials Back Attachment and two Thanksgiving limited-time items: Pilgrim Hat and Ornate Pilgrim Hat. Added two new achievements: Elemental Aegis and Dream Within a Dream. One new vendor recipe has been added. End-game Maps have been increased in size. Map mods that affect size have been removed. More details are provided in the balance section below. [B]Minor Content/Features:[/B] You can now report whisper messages by right clicking on them. Our system for rendering effects on game objects has been improved. Multiple effects on the same object can now co-exist without looking bad. Several skills have had their effects updated to remove additional lights. This should result in fewer performance issues and frame rate drops when these skills are used. A button to view the Path of Exile Credits has been added to the login screen. It doesn't play the awesome music, though. Some skills now display average damage per skill use instead of DPS, as DPS would not make sense for them. Hailrake now has a couple of new effects. Added new visual effects to several unique items: Redbeak, Heartbreaker, Soul Taker, Nycta's Lantern, The Supreme Truth, alternate art Reaper's Pursuit and The Blood Reaper. The Scion is now enabled on your account after killing Dominus, even if she has not been rescued from her cage. Continued to incrementally improve the sound, art, effects and environments. [B]End-game Map Balance:[/B] All maps have been increased in size. All maps will be similar to or larger than they would be if they previously had the Larger or Branchy map mods. Removed "Massive" and "Labyrinthine" mods from maps. Existing maps with these mods will grant 20% quantity, but will not change the size of the map. This quantity won't show on the map, but will appear on the world area once it is made. The following mods have been added: "of Lightning" (causes shocked ground), "Hexproof" (monsters are immune to curses), "Feral", "Demonic", "Bipedal" (these replace monsters with a specific type). The "Villainous" mod has been removed. The "Capricious" mod now grants more quantity and larger pack sizes. The map mod "of Ice" now grants more quantity. "of Flames" grants less quantity. Insect map packs have had their composition changed. Added Vaal Fallen and Serpentine Constructs as the signature monsters for the Maze Map. Removed Devourers as the signature monster in the Labyrinth Map. Added additional large skeleton packs to the signature monsters for the Museum Map. Added additional Vaal Construct packs to the signature monsters for the Vaal Pyramid Map. The "of the Warlord" mod has been removed (Warlord's Mark Curse). The additional quantity granted by the "of Hemomancy" mod has been increased to 25 from 15. The "Fleet" mod has been increased from 20-25 attack speed, cast speed and movement speed to 25-35 attack speed, cast speed and movement speed. [B]Damage Over Time Balance:[/B] Previously, modifiers to damage dealt applied only to damage on hits unless they specifically said otherwise (for example, Increased Burning Damage). Generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time. Modifiers based on how the damage is dealt will apply as appropriate - for example, increased area damage and increased projectile damage will both apply to the poison clouds from Poison Arrow, as it fills an area and is an effect of a projectile. Viper Strike can be supported by Melee Splash, now that the damage penalty also applies. Damage conversion does not apply to damage over time. The changes in this patch apply to most damage over time in the game (i.e. both players and monsters). One exception is that damage increases will not apply to damage over time that you cause on yourself. For example, having 100% increased damage won't make the chaos damage over time from Blood Rage more powerful. Note: This is a functional change to Righteous Fire. Previously this skill did increase the burning damage on you by your increased burning damage modifiers. Increased burning damage will still affect the burning on enemies. Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause. On hit effects do not apply to damage over time. The Ignite status ailment now deals only 20% of the original hit per second for 4 seconds. This has been reduced as it can be increased in more ways with the damage over time changes. Several skills have had their scaling adjusted. As these skills now have many more things that can scale them up, their built-in progression has been reduced. They are potentially more powerful if you specialise in them. [B]General Balance:[/B] Cast When Stunned now has a 250ms cooldown. On the passive tree, the Deadly Draw and Heavy Draw bow group has been changed. It now only has one entry and has been made symmetric. The Heavy Draw arm offers life, while Deadly Draw offers more consistent critical bonuses. General Gravicius' Molten Shell now has a 30 second cooldown in all difficulties. The Devourer's Emerge skill has had its damage reduced. The priorities of several vendor recipes have been reordered. Recipes with multiple components should now take priority over recipes with one component. Some higher value recipes have been moved up in priority relative to others. The Endless Ledge now increments one monster level per area after monster level 30, until monster level 60. Areas repeat at level 60s. Only after 100 total Endless Ledge levels do you wrap back to the first area. [B]Bug Fixes:[/B] The hybrid flask recipe now correctly gives rarity and itemlevel based on the component flasks and no longer provides quality. This is now consistent with other recipes. Fixed a bug where initiating a trade with your stash open would cause the trade to cancel. Fixed a bug where right clicking could close the stash panel. Fixed a bug in the character selection screen where pressing escape with the options panel open would log out instead of closing the options panel. Fixed bugs related to Dominus' charge attack. Fixing a bug where flask-use sounds wouldn't play if you had reduced flask charges used. Fixed a bug where shield crabs did not drop items in certain situations. Fixed a bug where monster outlines disappeared when monsters were on low life. Fixed a bug involving spectres and trigger supports. Fixed a bug where Lightning Warp cast at the caster's feet would always default to casting in the same direction. Fixed a bug where some Nemesis mods with casted effects would not work if the monster was hidden. Fixed Cast on Death preventing curse application on hit, which is not a triggered cast.[/quote]
[quote] The 1.0.2 patch was aborted due to a technical issue. We have rolled back to 1.0.1c until the issue can be resolved. We are working on a fix. [/quote]
The patch as been released, for reals this time. They have also revealed new post-release supporter packs: Survivor Pack - Warrior Pack - Champion Pack - Conqueror Pack [url]https://www.pathofexile.com/purchase/[/url] [quote=Chris]We've just deployed the 1.0.2 content update. Its patch notes have been [url=https://www.pathofexile.com/forum/view-thread/659400]posted here[/url]! In addition to [url=https://www.pathofexile.com/shop/category/new-items]new microtransactions[/url] (including some limited-time Pilgrim's Hats), we're proud to announce [url=https://www.pathofexile.com/purchase/]new Supporter Packs[/url]! There will also be a Premium Stash Tab Bundle sale on both days of the weekend. I wanted to take a moment to thank you guys for your patience, feedback and support. We're extremely proud of 1.0.2 and hope you have a lot of fun with it. Enjoy the new supporter packs and have a great Thanksgiving weekend! To clarify, the Premium Stash Tab Bundle sale will start approximately 26 hours from now and will run all day Saturday and Sunday, Pacific Time. We're aware that some supporters are waiting for a Regular Stash Tab Bundle sale and we'll try to have one up in a few weeks! Please note that Portal Effects and Back Attachments aren't limited to the new packs. While the ones in the packs are exclusive status symbols, we have added some to the regular microtransaction store and have more complex awesome ones coming up. The new Supporter Packs don't include a custom Unique option! While we'd love to offer this, we have to first get through our backlog of existing ones from Closed and Open Beta. It'll be offered again in the future once we're all caught up. Custom Portal Effects don't currently display on end-game Map Portals because they're not created by players. Using a Portal Scroll in a Map just moves the portal to you. We're investigating allowing those Portals to be overridden also in a subsequent patch. Steam users are able to buy either of the first two new Supporter Packs by pressing "M" in-game and clicking "Buy Points". Larger ones exceed the amount we can process on their service, but if you're interested in upgrading to a higher one, it can be done on our site. Go to your profile and you'll find a list of transactions that can be upgraded. If you've purchased Point Packs since Release and would like to combine them towards a Supporter Pack, please email Support for help! They have a small email backlog at the moment but will get to you as soon as they can. Thanks again for the support! Edit: As you know, deployment of 1.0.2 hit a technical snag and we had to roll back to 1.0.1c for a while. Jonathan is currently writing a postmortem with a full explanation of what happened and what we're doing to avoid it in the future. It was a harrowing experience, but it's all working now. Enjoy the patch![/quote]
At least they're kind enough to provide a decent explanation on things going wrong. I like the GGG development team just for doing this, shades of Gaslamp Games when it comes to the community at large. I'm also going to go for another post-release pack (most likely champion, possibly conqueror if I can put by enough once the game as such is released.)
Welp, I lost my lv 57 Scion in Nemesis. I enter Crossroads and attack two times with EK, see that mobs take no damage so I /oos to resync myself, only to be desync again when running away. I then sync back in the middle of 3 mobs so I logout immediately with still a good 2.3k HP left. I try logging back in, only to find my character in the default league. Pretty lame, and my Scion was fairly tanky aswell (Arctic Armour, Mana Schield, still 2.3k life left). I have no clue how I died so fast. Ohwell, gonna start an Explosive Arrow ranger this time.
You know until I lost my first character I didn't realise how fun it was to mess around with new builds. I was dubious about it but you can accomplish so much so quickly in this game compared to other games of these types.
apparently double strike got nerfed p. hard because of the DoT changes. rip double strike barely knew ye.
[QUOTE=Kai-ryuu;43016922]apparently double strike got nerfed p. hard because of the DoT changes. rip double strike barely knew ye.[/QUOTE] That makes 0 sense what-so-ever. [editline]29th November 2013[/editline] You should read patch notes better before saying shit like that
[QUOTE=Kai-ryuu;43016922]apparently double strike got nerfed p. hard because of the DoT changes. rip double strike barely knew ye.[/QUOTE] wat But the only thing they did was enable damage boosters to DoT, and nerfed ignite to compensate. What does Double Strike have to do with it? It's not even a DoT. And in case you meant to say VIPER Strike: It wasn't nerfed either.
I'm surprised there isn't an option to use rapipago/dineromail, other F2P games with brazilian/south american servers have that option.
How does cast on melee kill work? I can't get it to trigger anything.
[QUOTE=Rents;43018086]How does cast on melee kill work? I can't get it to trigger anything.[/QUOTE] Link Cast on Melee Kill to your Melee ability, then put a spell(!) in the link and it'll cast that spell when you kill something with that melee skill. Note that it HAS to be a spell, stuff like Rain of Arrows or Double Strike won't work since these are attacks and not spells [editline]29th November 2013[/editline] Note that it still has a CHANCE to cast on melee kill, so you won't ALWAYS proc it. The higher level it is, the more chance you have.
oh apparently the tool tips for some of the skills like double strike are bugged apparently. They'll only show your average dps and not what your total dps is for some reason thank god.
[QUOTE=MrFlashcat;43018591]Link Cast on Melee Kill to your Melee ability, then put a spell(!) in the link and it'll cast that spell when you kill something with that melee skill. Note that it HAS to be a spell, stuff like Rain of Arrows or Double Strike won't work since these are attacks and not spells [editline]29th November 2013[/editline] Note that it still has a CHANCE to cast on melee kill, so you won't ALWAYS proc it. The higher level it is, the more chance you have.[/QUOTE] Oh, I thought it proc'd on any melee kill, didn't realise you had to link it to a melee skill too.
[QUOTE=Rents;43018727]Oh, I thought it proc'd on any melee kill, didn't realise you had to link it to a melee skill too.[/QUOTE] Gem description is pretty clear though: "Supported Melee Attacks have a (50 to ?)% chance to Cast Supported Spells on Kill" Supported Melee Attacks means you have to support the Melee Attack with the Cast on Melee Kill skill.
[QUOTE=Kai-ryuu;43018639]oh apparently the tool tips for some of the skills like double strike are [b]bugged[/b] apparently. They'll only show your average dps and not what your total dps is for some reason thank god.[/QUOTE] Wow, I just said read patch notes better before saying shit like this...
[QUOTE=MrFlashcat;43018856]Gem description is pretty clear though: "Supported Melee Attacks have a (50 to ?)% chance to Cast Supported Spells on Kill" Supported Melee Attacks means you have to support the Melee Attack with the Cast on Melee Kill skill.[/QUOTE] To be fair I found the description unclear at first, if you don't know the games use of the word supported. In other news my ranger had some trouble on Dominus and gets wrecked on cruel beaches.
[QUOTE=MrFlashcat;43018591]Link Cast on Melee Kill to your Melee ability, then put a spell(!) in the link and it'll cast that spell when you kill something with that melee skill. Note that it HAS to be a spell, stuff like Rain of Arrows or Double Strike won't work since these are attacks and not spells [editline]29th November 2013[/editline] Note that it still has a CHANCE to cast on melee kill, so you won't ALWAYS proc it. The higher level it is, the more chance you have.[/QUOTE] Would this work with Discharge + Enduring Cry, and run with Blood Rage + Flicker Strike/Frenzy? Every time it procs, you'd discharge, gain bonus endurance charges and bonus frenzy charges, giving you an instant boost ready for next discharge?
[QUOTE=Bordellimies;43020468]Would this work with Discharge + Enduring Cry, and run with Blood Rage + Flicker Strike/Frenzy? Every time it procs, you'd discharge, gain bonus endurance charges and bonus frenzy charges, giving you an instant boost ready for next discharge?[/QUOTE] As far as I know, yes. You have no control over it though, so if you kill something in an elemental reflect pack you might die instantly.
Could I get some help with my passive tree? I'm focusing on traps (lightning and fire traps for now) as scion Current tree [url]http://www.pathofexile.com/passive-skill-tree/AAAAAgAACGcZhipNLag_J0YrSshOm1YtbqpvnoMJks2S86xHrH-xkLXyt9bDOspK21nrLA==[/url] And this would be the final build [url]http://www.pathofexile.com/passive-skill-tree/AAAAAgAABS0IZw5IEZYVIBg8GNsZhhvgHNwelCFgJDwnqSmlKk0s6S2oMZ4zeDWSOuE_J0CgRZZGK0ZxSVFKfUrITeNOKk6bVvpabVuvW7tgS2egbBZuqm-ecFF0QXTxd9d9W36wf8aDCYPbhTKHdojxkA2SzZLzkyeTOqZXp1ysP6xHrFmxkLQMtfK3dbfWvSfKSs5x2FTbWdxX3Q3jhOc652PrLO4V8XbyRfno_Ev8xf4K_o8=[/url] But it's 88 points, I would like to optimzie, and in case the passives I picked are silly some guidance about should I get
I'm pretty satisfied with my skill setup on my claws shadow at the moment, I've got whirling blades and clarity on their own, bloodrage with a longer duration linked to it, and then double strike with faster attacks, melee splash and life leech.
[IMG]http://i.imgur.com/IIuSfhG.jpg[/IMG]
I found aurumvorax or whataever that unique rapier is called. Do any builds use it or it's just good as leveling gear?
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