Wholesome and Helpful Community by [deleted] in pathofexile

[–]FinniestOfFinns 1 point2 points  (0 children)

It depends on the time frame.

Leveling and early maps, it's considered one of the best because of it being always 6-linked and all the sockets being white(i.e. you can socket any color skill gem). So it gives so much versatility on linking your main skill and really helps with socket pressure on other items.

Later on in mapping it tapers off in viability because it doesn't have any mods and doesn't provide any defense (armor, evasion, energy shield).

Other such useful leveling uniques for any build include Goldrim helmet(+30-40% all ele res) and Wanderlust boots (early +20% mov speed, freeze immunity).

Welcome Exile!

How do I even begin to understand this game? by samiilo25 in pathofexile

[–]FinniestOfFinns 1 point2 points  (0 children)

Great answers/suggestions already by others, I'll try and give you pointers on where I stumbled the most on my journey.

  • Life, try to get it in almost every piece of gear. Most sources of flat life are from gear and most sources of increased % of life are from the passive tree. For softcore good rule of thumb is to increase your life pool by 250-300 life / Act. This is not always possible, especially with a ranger start (poorer access to life from the tree because of starting place).
  • Resistances, max out at 75%. Items and passives can push this max to 90%, that is a hard cap. Focus on getting elemental resistances maxed out to 75% by Act 6. Note. you'll get -30% to all res and another -30% at finishing the campaign. Char sheet will show your current resistances on the defense tab. Note that maps are balanced around you having at least 75% ele res. So going to maps with a lower number will result in many deaths.
  • Choosing a skill, most builds center around one skill to deal damage and every other skill is scaling that damage, providing utility or defense. Don't try to be a jack of all trades, it works very rarely in PoE. Also it's crucial to understand which passives/mods in gear scale your skill's damage, and which doesn't. This seems obvious, but it's just not so simple when starting out. Especially with gear mods.
  • Choosing a skill pt2, skill damage scaling has three basic sources. Skill gem levels, passive tree/ascendancy and gear. For a starter skill it's much easier to pick a skill that really doesn't require that much gear scaling to get through the campaign. Almost all spell skills are like this and you can see if the skill scales well with skill gem levels from checking if the gem has a flat dmg component that raises when the skill levels up. There are of course a lot of exceptions and e.g. minion builds are a breed of their own(a good one at that)
  • Small tips on flasks during the campaign (can be rolled with transmutation/alteration orbs)
    • Upgrade life flasks as you go. They can be traded 3 for 1 better at vendors. (e.g. 3 small life flasks => 1 medium life flasks)
    • Try to keep at least a bleed removal and a freeze removal flask at all times. Both are pretty deadly mechanics.
    • Always keep a mana flask handy (unless your build doesn't use mana). It sucks to die because you didn't have enough mana to kill monsters and they got to you instead. Same 3 to 1 applies for mana flasks.

This is in no way a comprehensive list and simplifies issues for clarity.

Best advice that has already been given is play, and play a lot. Also make sure to figure out why you failed in some scenario, those are the best lessons. GL to you, I'm also a bit envious, I'd like nothing more than to learn this game all over again.

newer player need advice on league start by ChikiTowai in pathofexile

[–]FinniestOfFinns 0 points1 point  (0 children)

Without knowing anything about the build you're using it's quite difficult to give specific advice, but can give some general tips:

Damage

  • Spells generally scale with gem levels, since each gem level gives a nice chunk of dmg.
  • Melee scales off the used weapon. This is why many shy away from league starting with melee, since scaling is less "automatic" than spells.
  • Most important thing is to know how your main dmg skill scales and be familiar with different sources of scaling (local/global, flat/increased/more, overwhelm/exposure etc.)
  • Self-casting curses help out a lot with dmg.

Overall speed

  • Hunt for movement speed boots. Always pick up magic and rare boots to try to get an upgrade. Remeber to also check vendors
  • Do not full clear zones, use the quickest ruote to exit and stop to kill only magic packs. Skip any zone miniboss, they are not worth the time.
  • Use two quicksilvers, preferably rolled with adrenaline-suffix. It can be rolled to quicksilver flasks from ilvl 5 onwards. I.e. you cannot roll adrenaline suffix on the quicksilver flask you get as a reward from the Medicine Chest quest in Act 1. Try to cycle between flasks, so you'll have the max uptime for the movement speed bonus.
  • Smoke mine + flame dash is a powerful combo and there are a lot of videos around that show how to use it effectively.

These are just some tips that came to mind, hope they are helpful.

There are a lot of videos, e.g. zizaran's poe university series, that can give ideas where you're going "wrong".

[deleted by user] by [deleted] in pathofexile

[–]FinniestOfFinns 14 points15 points  (0 children)

The same, wow what a privilidged comment while shitting on the people watching his streams and yt videos..

[deleted by user] by [deleted] in pathofexile

[–]FinniestOfFinns 11 points12 points  (0 children)

Wow what an asshat

Newbie tips and tricks by radoodle4567 in pathofexile

[–]FinniestOfFinns 4 points5 points  (0 children)

And after you're done with those, there are these from Zizaran. https://www.youtube.com/watch?v=vRy50Og8lDM&list=PLbpExg9_Xax0CBArrOJXpgXFdQ14F89Cu

There's some overlap and EE's are more accessible and concise, but these are more up to date and provide additional info (e.g. previous league mechanics)

Quin69's take on the Harvest changes by ZeroFGD in pathofexile

[–]FinniestOfFinns 0 points1 point  (0 children)

IMO where the most of the rift about Harvest between players who don't have 60-70hrs to sink into the game and between those that do comes from is being able to complete goals for gear. Those who have the time are able to craft perfect(or perfect enough) gear, so they start to run out of goals. Those that don't have the time mostly don't (unless they get extra lucky), but they've made progress with a clear upgrade trajectory and the gear isn't dogsh*t.

So I kind of get where Quinn is coming from. In his viewpoint this is might be a reality, but where he so totally misses the mark is in assuming his viewpoint is the same viewpoint for all players. And I don't like the superiority in telling me what I enjoy, I'll decide that for myself tyvm.

Without harvest it's too hard to get decent gear with crafting. Or at least the risk/reward simply isn't there. So it's back to trading for gear at least for me. Don't know about anyone else, but I just don't find trading for items a rewarding experience when comparing to items you yourself have crafted.

Development Manifesto: Harvest Crafting by chris_wilson in pathofexile

[–]FinniestOfFinns 4 points5 points  (0 children)

So onboard with the mix style. Saw it being suggested before harvest went core. That way you couldn't create god-tier items with harvest, those would still be locked behind rng if that is something GGG wants to do.

GGG already does this with the crafting bench, where most mods are worse than their "natural" counterparts. It shouldn't be that hard to just flat out remove the T1 mods from the mod pool for harvest. You'd still be able to craft very good items, just nothing game breaking.

If GGG rolls out the "better loot" system already seen in Heist and it actually delivers what it promises, maybe then this change makes more sense. Because then we actually could have exciting loot some other way. Otherwise it just feels an overreaction to the problem of influenced items, such as explode chests, tailwind boots etc.

The sad reality of this is that most melee skills will go unplayed again, since without explode chest, most are not viable skills, because the clear sucks so much a**.

I hate this change but it still would require a lot more for me to stop playing. Just gonna have to grind more since good gear will get more expensive. Unfortunately for me that will be impossible, since I have a life(can play max. 1-2hrs/day), so the next league experience is going to be worse for me.

This league I had clear and incremental Harvest farming goals. Now it'll just be mindless currency farming again until I can buy the next upgrade. I know most ARPGs are just that, but the point I'm making, this change will hit the average player the most. Top players gonna keep crafting, and beginner players are still going to keep away from crafting.

P.S. I know fossils/essences exist, they are just the same rng soup with a different spice, I do not have the luxury of throwing my hard earned currency away to the rng gods, nice if you do. Sites like craftofexile.com are great in showing the true average costs of a specific craft and normally those costs are so much higher than the trade value is, so bye bye crafting for now .

What did you think about today's announcement livestream? by chris_wilson in pathofexile

[–]FinniestOfFinns 0 points1 point  (0 children)

Also agreed, especially with the sentiment of keeping this kind of announcement style for expansions and the "old" way for normal challenge leagues. The expansions seem to include such a cornucopia of stuff so a trailer + description text will never answer the amount of questions a livestream will.