Path of Exile(diablo clone)

I get one of those automated security emails (and a locked account) every couple of days. Fortunately, mine are false alarms. What GGG reads as my physical location appears as any one of 3 different locations, close to each other.

So check your account, but also look at where the security lockout message says the last login came from. Of course, being near you doesn't necessarily mean it's a false alarm. GGG's servers seem to be as vulnerable as a marauder trying merciless difficulty in their underwear and armed only with a stick :)
 
I want to start this out properly now. Picked it up before a couple of times only for half an hour each time but it seemed decent. I loved Diablo so I think this could be my new addiction if I get into it properly.

What's the most noob-friendly class to start out as? The talent tree looks massive aswell, I'd have no idea where to start with that one.
 
I want to start this out properly now. Picked it up before a couple of times only for half an hour each time but it seemed decent. I loved Diablo so I think this could be my new addiction if I get into it properly.

What's the most noob-friendly class to start out as? The talent tree looks massive aswell, I'd have no idea where to start with that one.

check out http://www.exilepro.com/builds some really good builds ;)
 
I started playing a witch yesterday. I'm going for a strong summoner build. Good fun! They should have let you use gems you've levelled in lower lvl characters, with the gem just scaling back. I had random gems on my lvl 28 shadow which are now too high level for my new characters to use. oops!


I don't like the witch's back story including child murder!
 
Well no because it wouldn't really fit with the game. Plus you'd be forever swapping them between characters.

I have equipped a few gems that I levelled along with my characters only to realize I didn't really need them and that they are now basically unusable. All part of the game.

And I like how she says it. They crossed me, so I crossed them. Simple as :p
 
I've read the wiki, but I don't know how to view total spell damage like you can with weapons on the character menu. It makes it hard to compare wands. Do I just hover over the skill and it takes into account things like increases to elemental damage?


edit: oh it seems the DPS shown on the character screen is the damage from shooting the wand which is like a normal ranged attack. I guess the spell damage is just what's shown when hovering on the skill, like fireball. I thought I was only supposed to use spells, not the base wand.
 
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I started playing a witch yesterday. I'm going for a strong summoner build. Good fun! They should have let you use gems you've levelled in lower lvl characters, with the gem just scaling back. I had random gems on my lvl 28 shadow which are now too high level for my new characters to use. oops!


I don't like the witch's back story including child murder!

I wouldn't worry too much, I have 3 chars (highest lvl 45) and just had to clear a whole bank stash full of gems purely from loot. You will get the gems you want :D
 
I wouldn't worry too much, I have 3 chars (highest lvl 45) and just had to clear a whole bank stash full of gems purely from loot. You will get the gems you want :D

Woah :D

I have a few, but I was a bit silly levelling them without realising they would not be usable by low level characters. I wanted to use Summon Skeletons with my witch but I ended up finding a Summon Zombie gem anyway with her, so sorted!

And it was quite funny, that very first zombie you kill at the start of the game dropped a Glassblower's Bauble when I played the Witch, which I have never seen before even playing up to lvl 28 with my Shadow :D
 
I want to start this out properly now. Picked it up before a couple of times only for half an hour each time but it seemed decent. I loved Diablo so I think this could be my new addiction if I get into it properly.

What's the most noob-friendly class to start out as? The talent tree looks massive aswell, I'd have no idea where to start with that one.

Marauder. Played straight, it's a heavy melee character so it's the most straightforward class and the most durable in combat.

The talent tree means you don't have to play it straight. Passive skills and equipment play the biggest role in character ability, so you can play a marauder mage if you really want to. You be better off with a mage, since you'd start in a better position in the skill tree for a mage, but there's plenty of scope for cross-skilling builds. For example, there's a very successful marauder using a 1H mace and shield, almost universally seen as a bad move. The player has made it work very well by moving into the mage area of the tree, building intelligence and using auras - one possible warrior mage configuration.

As a rough guide, the skill tree has three areas. The top-middle is witch, emphasising intelligence increases and spell-related skills. Bottom-left is marauder, emphasising strength and damage-per-hit skills. Bottom-right is ranger, emphasising dexterity, attack speed and ranged attacks. Those classes start about in the middle of those areas. The other classes start on the border between two areas (e.g. duelist is on the marauder-ranger border). You can go anywhere in the tree, but you can only select a node that is adjacent to a node you've already got. So the aforementioned maruader mage would have used a fair few skill points to get from their starting point deep in the strength/marauder area into the intelligence/witch area and so they would effectively have fewer skill points than a witch of the same level.

I think that a good starting point is a ground slam marauder. There are various builds for that, but they're all based on a straightforward marauder using two attack skills - ground slam for area effect (many mobs run in packs) and a single-target skill (usually heavy strike) for single powerful mobs. Bang up your damage output and stunning and you can handle most situations. I'm currently near the end of Act 1 on Merciless difficulty and it's working as long as I pay attention. The difficulty ratings are a huge step up in difficulty, so expect to get your head handed to you when you move from normal to cruel difficulty and again when you move from cruel to merciless. You can be death on legs at the end of one difficulty level and then get slaughtered at the beginning of the next.

Watch out for your elemental resistances. They're a lot more important than I expected, to the extent that if I hadn't maxxed them out I'd give more weight to them than I would to armour value.

Don't pay much attention to most vendor recipes because patches have made them mostly irrelevant. For example, you can trade 3 rare items with the same name for an orb of alchemy, which is quite valuable. So it's well worth buying some extra stash tabs and popping the rares you find and don't want to use in them until you have 3 with the same name to trade...no, it isn't. A patch increased the number of possible names to such an extent that you would need thousands of rare items to have a decent chance of having 3 with the same name. You're actually better off tediously farming low-value items and trading them up as far as alchemy orbs at vendors (Clarissa in Act 3 does all the trades, other vendors do some of them). There's a few recipes to watch out for (e.g. any item with a red, green and blue slot linked together can be traded at any vendor for a chromatic orb and any collection of items with a total of 40% quality can be traded for a relevant equipment-enhancing item) but most of the vendor recipes are next to useless.


You can find a blank skill tree with maximum skill points available here:

http://www.pathofexile.com/passive-skill-tree

You can use that to plan your build.

Here's the skill tree for my ground slam marauder, level 61:

http://www.pathofexile.com/passive-...vud3E9sbYyZjUj9-y37_k8edS7w7vTvIv9kj3Mve--Os=

I'm currently in the dexterity/ranger part of the tree, working towards Master of the Arena and Acceleration to speed my attacking up a bit because I'm working towards a very heavy, very slow 2H unique mace and I'll need faster attacks to offset that...but I could have gone differently, maybe up into the intellligence/witch area to get better elemental resistances and more intelligence, which would have allowed me to level blue gems higher and maybe used auras all the time, plus increased elemental damage and then used a weapon that did a lot of elemental damage and skill gems that increased elemental damage...there's a lot of flexibility in building characters.
 
I'm starting to see just how important that +5% maximum resistances node is too. Once you cap out at 75% that 5% alone effectively reduces your damage from elemental attacks by a further 20% which as it turns out, makes quite a difference when you think about how much damage they still do. Went into Chamber of Sin lvl3 on Merciless on my Templar and put up Purity which took all my resistances to 82% and Spark was pretty much a non-issue rather than something that would sent my Ranger fleeing from the room in terror.

I can't really decide where to go just yet. This is what my Fire Trapper has so far. Just hit lvl59 and I've got 2 points unassigned now cos I just can't decide where to go next. It's going to be life nodes, I just don't know whether to get the ones by the Marauder start zone which is going to cost me more, the 1 by Unnatural Calm, the 1 near Minion Instability or the 1 near the Templar start. Choices choices :p

I thought that recipe was for the same type of item, ie an Iron Ring, not items with the same name? Only recipe's I've ever really bothered with were the basic ones for quality items.
 
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I thought that recipe was for the same type of item, ie an Iron Ring, not items with the same name? Only recipe's I've ever really bothered with were the basic ones for quality items.

Different recipe for the same thing - you can sell a normal, magic and rare item of the same type for an orb of alchemy, but only if each of them has a 20% quality bonus. If not, you get an orb of augmentation. Which is totally pointless, since the rare alone would sell to a vendor for more than that.

The recipes are here, but it's hardly worth caring. Nice idea, but not really useful.

http://en.pathofexilewiki.com/wiki/Vendor_Recipes
 
Is there any information about the chances of fusing links? It's clearly non-random, but I'm wondering if anyone has any information about how biased GGG has made it. I'm trying to link a 5 socket item and I'm curious about how many orbs I'll probably need.
 
Is there any information about the chances of fusing links? It's clearly non-random, but I'm wondering if anyone has any information about how biased GGG has made it. I'm trying to link a 5 socket item and I'm curious about how many orbs I'll probably need.

Thought it was something like 1/150 chance for 5 link and 1/300 for 6 link. 6 link I've heard several times, not so sure about the 5 link.
 
Is there any information about the chances of fusing links? It's clearly non-random, but I'm wondering if anyone has any information about how biased GGG has made it. I'm trying to link a 5 socket item and I'm curious about how many orbs I'll probably need.

Thought it was something like 1/150 chance for 5 link and 1/300 for 6 link. 6 link I've heard several times, not so sure about the 5 link.

1/150 is about what I heard for 5 link, but 1/300 seems low for a 6 link - I thought the average is believed to be around 1 every 600. Either way, you should only go for that for really end-game gear since almost all builds can run well on 4 links, let alone 5,
 
1/150 is about what I heard for 5 link, but 1/300 seems low for a 6 link - I thought the average is believed to be around 1 every 600. Either way, you should only go for that for really end-game gear since almost all builds can run well on 4 links, let alone 5,

I get bored with grinding and I want to mess with my kit. I have a 5 socket torso armour that I've made into 4 red and 1 green, so if they were linked I could add faster attacks to my ground slam, added physical, added fire and life leech.

On a tangent, is there any way to increase the area of effect of ground slam?
 
The same way you increase the AoE of any skill surely? Increased AoE support gems or AoE nodes on the passive tree.

5 link is where it starts to get seriously pricey if you're not extremely lucky with fusing. Starting to think I might be better off simply forking out for a 6l white armour and attempting to craft something decent myself with Alchemies + Scourings. Though I should probably actually get a chracter into a position to play end-game Maps before I start messing around with that.

On a side note. There is nothing more badass than a Marauder wearing purple Velvet Slippers :p
 
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