[Action RPG] Path of Exile

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Majes

Golden Member
Apr 8, 2008
1,164
148
106
So this Blood Rage skill is basically turns me into "GO CRAZY & FUCK SHIT UP" mode where I'm constantly losing HP, but I bring it up with lifesteal & potion spam, but in return I go absolutely berserk on everyone.

This. I can support this.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
So evasion is not the way to go apparently. I went all evasion on my shadow, and it is okay until I don't evade then I'm dead. It is like "Oh you can 55% evasion, cool, but you lossed this coin flip and you're dead."

I've made it with two characters to Cruel and am working on my 3rd now.
 

Hacp

Lifer
Jun 8, 2005
13,923
2
81
So evasion is not the way to go apparently. I went all evasion on my shadow, and it is okay until I don't evade then I'm dead. It is like "Oh you can 55% evasion, cool, but you lossed this coin flip and you're dead."

I've made it with two characters to Cruel and am working on my 3rd now.

Its ok in default, but you want HP in hardcore.
 

Zeze

Lifer
Mar 4, 2011
11,395
1,187
126
So evasion is not the way to go apparently. I went all evasion on my shadow, and it is okay until I don't evade then I'm dead. It is like "Oh you can 55% evasion, cool, but you lossed this coin flip and you're dead."

I've made it with two characters to Cruel and am working on my 3rd now.

Evasion sucks because you either evade or die, nothing in between.

Iron Reflexes is a must on Ranger & Shadow. It sets Evasion to 0, and converts it all to Armor (& continues from all your Evasion bonuses in passives). The advantages:

1. You always have 5% minimum Evasion, so free 5% there. With Arrow Dodging, that's 10% evasion on projectile (DOES include some magic attacks!)

2. You will now have have an average of 40-50% damage reduction from armor. No surprises. This will give you time to heal through various ways- life steal, flask, natural regen, etc. MUCH better than Evasion.

Evasion is theoretically designed for run & fight playstyle. But that shit plain don't work as listed above AND some melee bosses get RIGHT IN your face, no choice.
 
Last edited:

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Its ok in default, but you want HP in hardcore.

I won't play hardcore until the fix the desync and random disconnects. =) I have no desire to lose a character due to no fault of my own.

I partied with 2 witches and a templar last night and I couldn't target most mobs due to there being like 45 zombies and some lightning spam. They really need to allow players to enable enemy health bars. I would even donate $5 to get it.
 

Grooveriding

Diamond Member
Dec 25, 2008
9,147
1,329
126
I'm play a full on Summoner Witch and it is glorious. Feels like a real pet class, not the same, but similar to necro in D2.

I went full into all the summoning skills and I am currently in merciless difficulty. I do okay as long as I don't get hit more than three times Otherwise I'm dead. Deciding how I want to work the rest of my skill points towards defence and life attributes. Need to see what I can account for with items without wasting skill points towards that end.

Game has an amazing foundation, just needs some work on the coats of paint and furniture
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Wow, I got an 8 hour mute because I was defending D3's AH and item drop rate in general. Ha! Sad that some GMs abuse their power.

The only real drawback is that I can't party and it is account wide.
 

badb0y

Diamond Member
Feb 22, 2010
4,015
30
91
Wow, I got an 8 hour mute because I was defending D3's AH and item drop rate in general. Ha! Sad that some GMs abuse their power.

The only real drawback is that I can't party and it is account wide.

Why you do this?
 

JEDI

Lifer
Sep 25, 2001
29,391
2,737
126
started playing it.
i dont like the twist on classes in that every class can use any weapon/armor.

i like the classic wizard/witch can only use wands and cloth armor, priests/templars cannot use bladed weapons, etc.

the only difference between the classes are their starting stat distribution of str/dex/int and where they are on the passive skill tree.

since the skill tree are all connected, you can theorectically head into sections of other classes.
ie: you can buff your witch into a warrior tank with 2handed swords.

i would like the connected skill tree better if certain nodes are for specific classes only.

also, it's basically a single player game unless you join a party. a map is specfically created just for you when you leave the towncenter on your quests.

no need to worry about other players camping out farming specific monsters.

and forming a party with random people to make the map harder/more loot sucks because all the good loot gets ninja'd

still going to play a little while longer since it's free
 

JEDI

Lifer
Sep 25, 2001
29,391
2,737
126
I'm still trying to decide what to make my first character. Thinking something ranged, either a witch nuker, a duelist or ranger bow user, or maybe a caster templar. I guess I should play around with the skill tree a bit before I decide.


One thing everyone should be aware of:
http://www.pathofexile.com/forum/view-thread/15223

There are a multitude of special merchant "recipes" where selling the correct combination of items to a merchant gives you something special in return, instead of the basic wisdom shards.

Particularly nice early on is the onyx amulet.

Recipe: Amulet + red Gem + blue Gem + green Gem
Reward: "Onyx" Amulet +10-20 to all stats

Also note that you can trade a combined 40% quality worth of armor (or weapons, or other item type) for a quality increasing item, so when you are deciding which junk items to pick up it's often worth taking items of quality even if the item is garbage otherwise.

yeah, i created a +20 onyx amulet! problem is i'm using a 3life/sec regen amulet.

rumor: if you use a whetstone an unidentified rare, you get +5% quality like it's a white item.
(whetstones on identified rare items = 1% each.)

yes/no?
 
Last edited:

Zeze

Lifer
Mar 4, 2011
11,395
1,187
126
started playing it.
i dont like the twist on classes in that every class can use any weapon/armor.

i like the classic wizard/witch can only use wands and cloth armor, priests/templars cannot use bladed weapons, etc.

the only difference between the classes are their starting stat distribution of str/dex/int and where they are on the passive skill tree.

since the skill tree are all connected, you can theorectically head into sections of other classes.
ie: you can buff your witch into a warrior tank with 2handed swords.

i would like the connected skill tree better if certain nodes are for specific classes only.

also, it's basically a single player game unless you join a party. a map is specfically created just for you when you leave the towncenter on your quests.

no need to worry about other players camping out farming specific monsters.

and forming a party with random people to make the map harder/more loot sucks because all the good loot gets ninja'd

still going to play a little while longer since it's free

Lots of misinformation here.

1. Not every hero can do any build. I think they have a perfect balance between customization and retaining class identity. Because of each class' different starting position in the skill tree, making a 2H, axe-wielding tanky Witch waste lots of skill points just to get there.

2. Because skill gems' levels are restricted by attribute requirements (Fireball requires lots of Intelligence, Shield Charge requires Strength), not everyone can use all spells efficiently. A barb can still use curse spells nicely to compliment his skills, but he can never be his first skill like Witch because the skill will stop upgrading due to Barb's lack of Intelligence.

3. Some skills require specific weapons. Cleave requires sword & mace, Shadow Strike requires dagger/claw. Classes retain their identity very well. [edit] Same goes for armor. Witch class armor always has Energy Shield and requires high Int. Same for Barb with high armor requiring STR, and Ranger with high Evasion garb requiring Dex. Also same for hybrid classes (Duelist & Templar) requiring 50/50 of their stats.

4. ? Lots of key nodes ARE class specific without actually restricting others to use them. Barb can get his lifesteal node + Blood Rage which sets his mana to 0, and spends his life instead. It's perfect synergy to lifesteal as you spend life. Witch can do the same thing by reaching Barb's side of skill tree by spending additional 20~ points. Then it's also useless for her to spend HP for mana when all she has is mana. The skill tree is beautifully done.

5. All instances are single player unless you join a party. This isn't new. Actually Diablo 3 and Torchlight 2 already did this.

6. Loots don't get ninja'd. Similar to D3 & TL2, your loot is exclusive to yours in a party. Some items have a visible timer (for your first access), then it's open for everyone to pick up if they wish.

It's a great game.
 
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JEDI

Lifer
Sep 25, 2001
29,391
2,737
126
the game is open beta but they also have microtransactions accompanying it, so honestly, while it's not a full release of the game (devs have said they have a 10 year plan for the game), they do have a revenue stream to work with

people also paid $10 to get into their Closed Beta and many paid more for their Supporter packs. 150 people paid $1,000 for the Diamond Supporter Pack.

10yr plan?!

how much startup $$$ did they have to begin with?
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Lots of misinformation here.

1. Not every hero can do any build. I think they have a perfect balance between customization and retaining class identity. Because of each class' different starting position in the skill tree, making a 2H, axe-wielding tanky Witch waste lots of skill points just to get there.

2. Because skill gems' levels are restricted by attribute requirements (Fireball requires lots of Intelligence, Shield Charge requires Strength), not everyone can use all spells efficiently. A barb can still use curse spells nicely to compliment his skills, but he can never be his first skill like Witch because the skill will stop upgrading due to Barb's lack of Intelligence.

3. Some skills require specific weapons. Cleave requires sword & mace, Shadow Strike requires dagger/claw. Classes retain their identity very well. [edit] Same goes for armor. Witch class armor always has Energy Shield and requires high Int. Same for Barb with high armor requiring STR, and Ranger with high Evasion garb requiring Dex. Also same for hybrid classes (Duelist & Templar) requiring 50/50 of their stats.

4. ? Lots of key nodes ARE class specific without actually restricting others to use them. Barb can get his lifesteal node + Blood Rage which sets his mana to 0, and spends his life instead. It's perfect synergy to lifesteal as you spend life. Witch can do the same thing by reaching Barb's side of skill tree by spending additional 20~ points. Then it's also useless for her to spend HP for mana when all she has is mana. The skill tree is beautifully done.

5. All instances are single player unless you join a party. This isn't new. Actually Diablo 3 and Torchlight 2 already did this.

6. Loots don't get ninja'd. Similar to D3 & TL2, your loot is exclusive to yours in a party. Some items have a visible timer (for your first access), then it's open for everyone to pick up if they wish.

It's a great game.
The loot system might as well be called free for all. The "timer" is worthless for the most part. Being a ranged class means that timer is gone before you get to the item and there is always someone standing next to it just waiting. I know it is the system, so I am not complaining about it, just stating the facts.

The classes get way to muddy, especially the dex classes. I can build a ranger, shadow, and a duelist to be nearly identical. I can't speak for the other classes, as I haven't tried them yet.
 

MrA79

Member
Aug 11, 2012
199
1
76
Only started playing a few nights back, but for an f2p it's definitely a perfectly adequate time killer. Quick and dirty thoughts, noting that I haven't even looked at the microtransaction list -

Pro
*Love the skill tree. Reminds me of what they did in the later Final Fantasy games.
*Seems to be plenty of loot to go around
*Lots of character build options
*Pretty generous stash size by default

Con
*Underwhelmed by the graphics engine and animations as a whole. Sort of reminds me of Titan Quest but less fluid.
*Not wild about not being able to bind portal scrolls to a hotkey, especially since you have to start back in town when you get splatted
*Seems like you really need AOE abilities to be able to get through the early acts without constantly getting killed.

Overall, fun game for free. Wouldn't pay for it yet, but definitely looking forward to see what they do with it.
 

JEDI

Lifer
Sep 25, 2001
29,391
2,737
126
anyway to use mouse buttons #4+5?

say mouse 4 = use heath flask in slot1
mouse 5 = mana flask in slot5
 

JEDI

Lifer
Sep 25, 2001
29,391
2,737
126
Evasion sucks because you either evade or die, nothing in between.

Iron Reflexes is a must on Ranger & Shadow. It sets Evasion to 0, and converts it all to Armor (& continues from all your Evasion bonuses in passives). The advantages:

1. You always have 5% minimum Evasion, so free 5% there. With Arrow Dodging, that's 10% evasion on projectile (DOES include some magic attacks!)

2. You will now have have an average of 40-50% damage reduction from armor. No surprises. This will give you time to heal through various ways- life steal, flask, natural regen, etc. MUCH better than Evasion.

Evasion is theoretically designed for run & fight playstyle. But that shit plain don't work as listed above AND some melee bosses get RIGHT IN your face, no choice.

thx. i plan to play a bow ranger next. (currently playing maurader on normal act2.)

for maurader, life is my bread + butter. all my equipment has +life. i'm a tank that wades into mobs. getting bored with that.

for a bow ranger, i should concentrate on equipment that has +evasion?
or just tank with +life equipment till i get iron reflexes, then switch to +evasion gear?
 
Last edited:
Nov 7, 2000
16,403
3
81
The loot system might as well be called free for all. The "timer" is worthless for the most part. Being a ranged class means that timer is gone before you get to the item and there is always someone standing next to it just waiting. I know it is the system, so I am not complaining about it, just stating the facts.

The classes get way to muddy, especially the dex classes. I can build a ranger, shadow, and a duelist to be nearly identical. I can't speak for the other classes, as I haven't tried them yet.
IIRC the amount on the timer is calculated by how far away you are. i havent played MP so I dont know how well its implemented.

id like to see a combination of individual and group loot. all loot drops are individual until you have been out of combat for some amount of time, then it becomes visible to all. allows easily sharing with a friendly party, but also guarantees you get your fair share.
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
Why you do this?

Personally the AH is half the fun for me. Playing the auctions and making bank has been one of my favorite things to do in just about any game with one. Not having one sucks.

And I agree with the class analysis. Having nothing distinguishing them besides appearance and 'starting location' is pretty uninteresting, I'm not even sure why they bothered. To me, as a min/maxer type, it's like most subraces in NWN; all they did was increase/decrease the max/min of something rather than actually make something new possible.

Sure you can make a marauder summoner but it's going to be basically identical to a witch summoner except inferior in almost every metric. I think allowing for some basic character creation aesthetics, starting everyone at the same central location, and then allow the stats/nodes themselves to further tweak your character appearance (similar to what Fable does) would have been way cooler.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
Sure you can make a marauder summoner but it's going to be basically identical to a witch summoner except inferior in almost every metric.

This is what so many people think, yet some very successful builds very much involve taking abilities from all across the passive skill tree. For example, blood magic is mostly a marauder ability, but one of the more popular ranger builds involves taking it and stacking strength.

If you don't like the idea of working into another class's skills, you don't have to do it, but for a player like me who loves to build and tweak characters it's a great option.

I'm making a blood magic witch right now. Could have started as a marauder to get blood magic easily, but I wanted a lot of the base magic damage passives from the witch side first, and now I need to traverse all across the passive skill tree to reach blood magic and several strength and hp talents from the marauder area. So far, it's working, will it be the best build ever? Doubt it, but I don't really care. I enjoy the process of testing it and playing with it and maybe coming up with a better version of it next time.
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
This is what so many people think, yet some very successful builds very much involve taking abilities from all across the passive skill tree. For example, blood magic is mostly a marauder ability, but one of the more popular ranger builds involves taking it and stacking strength.

If you don't like the idea of working into another class's skills, you don't have to do it, but for a player like me who loves to build and tweak characters it's a great option.

That's just the point, the builds are the builds no matter what, they're class agnostic. The only 'impact' the class has is on the first "X" number of auxiliary nodes until you reach the build 'path'. You can take that same "ranger" build and make it from any of the other classes, it just takes longer to get there and you (presumably) get fewer relevant stats along the way; the min/max shifts, that's all.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
You can take that same "ranger" build and make it from any of the other classes, it just takes longer to get there and you (presumably) get fewer relevant stats along the way; the min/max shifts, that's all.

I think this is a good thing, you don't?

It's a skills-based game with classes included which have a minor impact. I love it.

Though, in addition to your starting position on the passive tree, class also determines some of the skill gem quest rewards.
 

Zeze

Lifer
Mar 4, 2011
11,395
1,187
126
I suddenly hit a brick wall.

My Ranger can't advance in Act 3 of Cruel mode. They hit way too hard and I don't deal enough damage.

Rare items are just garbage. How can I advance?
 

JEDI

Lifer
Sep 25, 2001
29,391
2,737
126
I suddenly hit a brick wall.

My Ranger can't advance in Act 3 of Cruel mode. They hit way too hard and I don't deal enough damage.

Rare items are just garbage. How can I advance?

how do u handle chaos damage?
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
I suddenly hit a brick wall.

My Ranger can't advance in Act 3 of Cruel mode. They hit way too hard and I don't deal enough damage.

Rare items are just garbage. How can I advance?

Sorry, I can't advise you there. I'm only up to the end of Act 2 normal. A bit of addiction to making alts and a bit of playing hardcore only is slowing down my progress big time.

That said, next death will probably switch me to softcore, at least for one play-through.
 
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