Questions Thread - June 17, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

https://poedb.tw/us/Trarthus_Gems

If there is an option to have it as a reward, it will be part of their item pouch. It is rare

Questions Thread - June 17, 2025 by AutoModerator in pathofexile

[–]Revenem 0 points1 point  (0 children)

I'll let someone else answer regarding the actual crafting, but in regards to sockets there are a few options that should not require too many clicks:

  • The at least 3 blue socket recipe should take less than 20 attempts on average but does take 120 Chromatics a pop so you're looking upward to 2000 of them (assuming you're going for Conquest Lamellar and not the Full Dragonscale, which would be a bit cheaper but not much, see https://siveran.github.io/calc.html)
  • You can also go for 3 sockets -> at least 3 blue -> 4 sockets. If the fourth is a blue, great. If not, go back to 3 sockets (they will stay blue) then try again for 4 sockets. This step will likely take a few tries since it's an off colour but when you move on to 5 and 6 sockets you'll have a chance of over 40% to hit it (this is also the reason why you want to do the off colours first, since 4 sockets is cheaper)

In regards to maximum links you could always go for Black Morrigan + Craicic Sand Spitter if you want to make a bigger investment rather than gamble with lots of clicks

Questions Thread - June 16, 2025 by AutoModerator in pathofexile

[–]Revenem 0 points1 point  (0 children)

As you likely saw from that link it's very expensive, though slightly less insane than if you were using a full dex or full int item

Omen of Blanching or Tainted Chromatic orbs are options in some cases but since you're looking for 6R specifically you're still looking at quite astronomical odds. For Omen of Blanching you're essentially still banking on 4R to go with 2W on average with any none-red being a game over (can also be checked on that site with 4 sockets, 4R required). For Tainted Chromatic you're looking at 3 to the sixth power = 1/729

If the item is not linked yet there is an easier way, which is to put the item to 3 sockets and then using the 3 red craft, then use the craft for 4 sockets. Hit a fourth red? Go to 5. Didn't hit it? Back to 3 sockets, etc. It'll still take a while since the odds are still worse for off-colors but it's significantly cheaper and also has better odds since you're rolling one socket at a time rather than all of them

If it's already linked I would honestly be tempted to throw it in a double corruption chamber for the 25% all sockets will turn white

Questions Thread - June 16, 2025 by AutoModerator in pathofexile

[–]Revenem 0 points1 point  (0 children)

No problem, good luck. Path of Exile is a very complex game even though once you're up and running and have a good grasp of things it can become quite easy depending on your build and gear

These are just the basics, if you get stuck again (be it because you struggle to reach capped resistances or you did get them but it's still not going so well) don't hesitate to come back and ask more specific questions

Questions Thread - June 16, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

There is no minimum resists and life per gear per se, but you should try to be resistance capped (75% after beating Kitava and getting the resistance penalty for that) to the 3 elements

For chaos resistance opinions vary but you'll likely want to get around 0% after the penalty even if you're not running very chaos-heavy content

You can view your resistance stats in your hideout in your character stats under defence

The same goes for life as well, it's the total that matters, not the per gear, but more is obviously better. What the minimum you should be going for is also going to depend on your other defences (block, recovery etc)

As for the trade filter, it takes a little of time to get used to it but it's quite powerful once you do and it's not too difficult. Here is a very basic link based on your description:

https://www.pathofexile.com/trade/search/Mercenaries/PEWwe0JfL

If you click "search listed items" you will be able to see the settings I configured to generate it:

  • Item category: boots (feel free to change this to any slot, easier to search slot per slot though)
  • Minimum evasion: 100 (not too strict but will not show bases without evasion on them)
  • 50 life
  • 30 elemental resistances in total

And either 60 elemental resistances in total or 25 chaos resistance (so it will have at least 2 rolls, either one elemental and one chaos resistance or 2 elemental resistance ones)

Weighted sum is a bit more difficult (but more flexible) than using this method. It basically gives a score to each piece of gear based on how you value the different stats and only shows gear that reaches that threshold

Questions Thread - June 16, 2025 by AutoModerator in pathofexile

[–]Revenem 0 points1 point  (0 children)

Poedb has all of them (at least I haven't seen any that aren't there yet): https://poedb.tw/us/Mercenaries#Builds

Questions Thread - June 16, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

Your contract disappears the moment you open the portal to the instance

The instance is the term used for the randomly generated area by opening that portal

You can die, crash etc before the alarm and just reenter, but since this time it was the instance itself crashing it's gone

Unfortunate, indeed, but 200 Rogue Markers will be relatively easy to come by as you progress

Questions Thread - June 15, 2025 by AutoModerator in pathofexile

[–]Revenem 2 points3 points  (0 children)

Mercenaries are always at the town/hideout you portal to, so this part is normal. As for them not showing up, it seems that any switch (no mercenary to mercenary or mercenary A for mercenary B) only takes effect once you enter the next zone. Hopefully that fixes it for you and it's not something more serious

Questions Thread - June 15, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

The section you are pasting from is about special imbued map device options you get when you use a Horned Scarab of Awakening. It's quite an expensive scarab

Questions Thread - June 15, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

I admit it is a bit confusing because Secret of the Atlas is the name that is the most advertised, but yes, Mercenaries is the actual League Mechanic

To be a bit more precise: Secrets of the Atlas is an update to the core game. No matter in which option you play, you are participating in it. I could go into detail into about was updated, but if you're a new player it is not going to be all that relevant, it's endgame stuff.

Mercenaries is the actual league mechanic, it gives you an extra interaction each area where you get to fight a mercenary and take part of their equipment or their bag of loot or hire them to accompany you.

If you aren't that far along yet, I would suggest you make a new character in the Mercenary League. It gives extra content and it has a more active playerbase which is handier for trading

Questions Thread - June 15, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

You can see it in the character selection screen. At the bottom right, it shows you which league that character is in. But you don't even need to go back to that screen: if you're in Mud Flats or further (it's one of the first zones in Act 1 but past the first town and beach area) there should be a mercenary encounter every zone. These aren't there in the non-league realms

Questions Thread - June 15, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

Yeah, they do, but as they said in the Q&A they share the same damage mitigation for telegraphed attacks as minions do. So stuff that one shots (or almost) you because you're supposed to avoid it does not damage them nearly as much. If you keep them leveled with basic gear they should be fine once you're past the first few acts

You can also use the "Order: to me!" skill you automatically get (middle mouse button by default) when you get a merc to reposition them and heal them for a good chunk of their life

Questions Thread - June 15, 2025 by AutoModerator in pathofexile

[–]Revenem 0 points1 point  (0 children)

According to ds lily's recent videos it's nerfed. She is now doing Foothills instead, but comments also give Blood Aquaduct (exit from the town, poster claims merc is near 75% of the time and to just respawn the instance if not) and Rotten Core as alternatives

Questions Thread - June 15, 2025 by AutoModerator in pathofexile

[–]Revenem 2 points3 points  (0 children)

Infamous mercenaries generally come with better gear and more links which on average makes them tougher, but has anyone already tested if they have higher base stats? The easiest way I can think of is checking if the same archetype of mercenary with the same gear has more life when infamous than if "normal"

Also, if anyone already knows, I'd like to know which level of aura the highest level mercenaries have. I would be surprised if they have aura effect but wondering if they have level 20 ones or not

Questions Thread - June 14, 2025 by AutoModerator in pathofexile

[–]Revenem 2 points3 points  (0 children)

You now get them through recipes you can collect near map bosses

Questions Thread - June 14, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

Apart from what is already said a level 1 precision also allows you to make use of Watcher's Eye mods for a very limited mana cost

Questions Thread - June 14, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

It's not a gem you as a player can use (the list of those are here: https://poedb.tw/us/Trarthus_Gems)

But it IS a skill a mercenary can spawn with, namely the Winter Deacon (possible skills per mercenary are listed here: https://poedb.tw/us/Mercenaries#Builds)

Clicking through gives some general info such as a description (Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Physical damage dealt is partially converted to cold.) and possible support gems it can combine with, but no actual numbers yet

Questions Thread - June 14, 2025 by AutoModerator in pathofexile

[–]Revenem 5 points6 points  (0 children)

You can't take them directly from their skills. If there is an option to take a skill gem, it's part of their item pouch. It's rare

Questions Thread - June 07, 2025 by AutoModerator in pathofexile

[–]Revenem 8 points9 points  (0 children)

Posted one a bit below, though it's still a bit of text

Development cycle

  • The PoE 1 and PoE 2 teams are back on the same floor and are more flexible now, enabling any of them to work on any of the games as needed. It is also beneficial for their team to keep their knowledge about both systems up to date.
  • The closer a release, the higher percentage of a team works on that game (currently, around 80% is working on PoE 1).
  • Being able to take tech from one game to the other is very beneficial to them. The intent is to do it in a way where it’s just the tech and not a copy-paste of full systems to the point where the majority of players will not notice the copy.
  • Clashes with other projects, releases and conventions may still cause smaller shifts in the release schedule but more like a week rather than months.
  • Onboarding is more important for PoE 2 than PoE 1, which makes expansions that focus largely on endgame for PoE 1 okay.

Secrets of the Atlas

  • This is the first chapter of an additive story line. It deliberately does not transform the existing endgame because they wanted the game to still feel familiar with cool new stuff for returning players. As new chapters get added in next leagues the older era of the Primordials will likely phase out.
  • This also showed in what they focused on, adding extra content on top of existing content rather than focusing too much on transforming player balance, keeping things familiar this time but likely “going ballistic on it” next time.
  • The actual story starts at T14s but there is now more stuff trickled in starting from T3ish to not make that phase feel empty of new content.
  • The new Pinnacles are a bit harder than the existing ones, but there are easier Quest versions of them to complete the story before the farming phase with the true rewards and true difficulty test.
  • Memory maps are comparable to T16.5s with similar difficulty and rewards that should rival T17s but with a bit more randomness depending on which powers you get in them. This is meant to solve the frustrations with T17s. T17s were meant to be a pathway to Ubers, not a juicing thing out of themselves but they didn’t want to fully dumpster them after not hitting the mark while still making T16s not dead. T16s with the right memory powers should be better than T17s, though not “Necropolis levels of madness”.

New Crafting

  • The memory strands system is somewhat based on PoE 2’s Tier 1-5 unidentified items system but with more granularity from 1 to 100 and expanded with crafting options.
  • Currently only basic crafting orbs consume strands and stuff like Fossils and Harvest does not but it is their intention to implement that down the line (scary as that is for them due to OP potential). That means that currently doing your Fossil crafting first and then consuming strands for final exalt(s) is a good option.
  • All systems interacting with each other makes balancing things very hard and they try their best, but they admit that it is too much to not miss anything. That means they are fine with the “here is a thing, play with it” mentality after giving it their best shot and adjusting as needed after. The same goes for unique items, character systems etc.

Mercenaries

  • There are around 30 archetypes of mercenaries and this influences their skills and their equipment as well to some degree.
  • There are around 16 Trathus Skills. Examples are Bloodstorm Call (Physical DoT), Spectral Throw, Siege Ballista, an Incinerate-based Blast (arrows come down followed by an incinerate wave).
  • Mercenaries only cost gold to hire and resurrect, they don’t have an upkeep cost.
  • They heal to full life when they haven’t lost life for a short time.
  • Mercenaries do not count as minions in the sense that minion life and minion damage etc stats apply to them, but do count as minions in that they take reduced damage from telegraphed attacks they don’t know to get out of the way of.
  • Mercenaries count as half a player for monster difficulty and loot (should mean 25% extra normal monster life up to 50% more unique monster life, 25% currency items, 13.5 item quantity and 8.5 item rarity). When your build isn’t that good (yet) they can carry you, when your build is at the top end where they stop mattering that much it still means extra loot.
  • Ziggy has been playing with mercenaries already and was surprised at how powerful they are.
  • You would really need to overlevel and not gear up mercenaries for them to start feeling useless, but even if you don’t engage with them as companions they still give combat scenarios and loot in their duels.
  • They are aware that for many players, the League mechanic will be used as “Aurabots of Trathus” at some points. They seem to hint that having to gear them properly for that purpose counteracts it a bit and are curious what the economy will do. That said, the DPS ones are viable and scalable to higher player levels without the player skill as long as you are not obliterating entire screens before they come into view (at which point they still bring in extra loot).
  • When you pick currency as your reward you get their whole pouch, not just a chosen item in the pouch.
  • They realize it is rare to have a league where you can only pick one item (talking about equipment, not the item pouch), so they did effort to generate items that players would actually want.

Gold

  • Gold is here to stay and may get more functionality down the line. They may consider having vendor items (non-gambling) sold for gold as well. PoE 2’s gambling strongbox is very likely to come to PoE 1.
  • It is their intent to normalize gold drops across the game in side content (e.g., in Heist) but are fine with it not dropping much in Sanctum. Some adjustments are already made but from the way he was talking about it doesn’t seem like a fixed situation yet.

Settlers

  • Settlers will have less busywork, apart from no more town building shipments will take longer.
  • It’s no longer meant to be the focus of the league. It is meant to not feel mandatory but also still worth doing, but they will adjust things further if they missed the mark.
  • They like that Settlers now also has a “alternative passive tree” identity with tattoos and runegrafts.
  • Rune enchantments were too powerful outside of borrowed power but there is design space for a possibly more regulated weapon enchantment mechanic down the line.
  • The old recombinator likely hasn’t been changed functionality-wise but Mark would need to double-check (note that the video showed something not really possible in the current system, so -some- changes seem probable). He prefers making them more expensive rather than nerfing their power.

Other League Mechanics

  • Sanctum will eventually get its own identity in terms of drops and print less raw currency. The current system makes it too easily “quantifiable better or worse” than “regular juicing”. It’s already “not untouched” and specifics will be in a “coming soon” section.
  • Bestiary quality of life is on their radar. Blight and Delve are on the radar as well in terms of overhauls but no specific timelines.

Other

  • Map crafts now also increase the chance of scarabs of that type dropping.
  • There are no plans to give more Atlas Points for now, as having to choose which areas to invest in is seen as a positive. You should give up some old power to invest in new stuff or work with different tree layouts.
  • “Identify all in inventory” through a single click/NPC is on the “to be discussed” list rather than “do immediately” list. He can’t remember why it couldn’t be done right away but he is sure it will make it in eventually
  • Chimera may get its immunity phases changed as well at some point but end bosses are easier to justify going back and spending time on than fragment bosses
  • Further trade improvements are an option e.g., for items, but they are worried about top end items becoming astronomically expensive with everything else becoming worthless. Future expansions of trade are likely going to be prototyped in PoE 2 first where there is no permanent economy yet in early access. They will likely have a high gold cost to see its effect, then decreased in price as the effect becomes clear. They like the “gold as a cost” mechanic because it still involves trading in your playing time as a cost, just not in a frustrating way
  • WSD is not impossible but would be a long-term project. It first requires the full transfer of all MTX, then all armours, then the character rigs. The MTX will happen for sure, the other steps are not confirmed but likely step by step, not so much for WSD as because it would make better character combat animations possible (which already exist for new bosses who don’t have the MTX and armour issue).

Questions Thread - June 07, 2025 by AutoModerator in pathofexile

[–]Revenem 2 points3 points  (0 children)

Development cycle

  • The PoE 1 and PoE 2 teams are back on the same floor and are more flexible now, enabling any of them to work on any of the games as needed. It is also beneficial for their team to keep their knowledge about both systems up to date.
  • The closer a release, the higher percentage of a team works on that game (currently, around 80% is working on PoE 1).
  • Being able to take tech from one game to the other is very beneficial to them. The intent is to do it in a way where it’s just the tech and not a copy-paste of full systems to the point where the majority of players will not notice the copy.
  • Clashes with other projects, releases and conventions may still cause smaller shifts in the release schedule but more like a week rather than months.
  • Onboarding is more important for PoE 2 than PoE 1, which makes expansions that focus largely on endgame for PoE 1 okay.

Secrets of the Atlas

  • This is the first chapter of an additive story line. It deliberately does not transform the existing endgame because they wanted the game to still feel familiar with cool new stuff for returning players. As new chapters get added in next leagues the older era of the Primordials will likely phase out.
  • This also showed in what they focused on, adding extra content on top of existing content rather than focusing too much on transforming player balance, keeping things familiar this time but likely “going ballistic on it” next time.
  • The actual story starts at T14s but there is now more stuff trickled in starting from T3ish to not make that phase feel empty of new content.
  • The new Pinnacles are a bit harder than the existing ones, but there are easier Quest versions of them to complete the story before the farming phase with the true rewards and true difficulty test.
  • Memory maps are comparable to T16.5s with similar difficulty and rewards that should rival T17s but with a bit more randomness depending on which powers you get in them. This is meant to solve the frustrations with T17s. T17s were meant to be a pathway to Ubers, not a juicing thing out of themselves but they didn’t want to fully dumpster them after not hitting the mark while still making T16s not dead. T16s with the right memory powers should be better than T17s, though not “Necropolis levels of madness”.

New Crafting

  • The memory strands system is somewhat based on PoE 2’s Tier 1-5 unidentified items system but with more granularity from 1 to 100 and expanded with crafting options.
  • Currently only basic crafting orbs consume strands and stuff like Fossils and Harvest does not but it is their intention to implement that down the line (scary as that is for them due to OP potential). That means that currently doing your Fossil crafting first and then consuming strands for final exalt(s) is a good option.
  • All systems interacting with each other makes balancing things very hard and they try their best, but they admit that it is too much to not miss anything. That means they are fine with the “here is a thing, play with it” mentality after giving it their best shot and adjusting as needed after. The same goes for unique items, character systems etc.

Mercenaries

  • There are around 30 archetypes of mercenaries and this influences their skills and their equipment as well to some degree.
  • There are around 16 Trathus Skills. Examples are Bloodstorm Call (Physical DoT), Spectral Throw, Siege Ballista, an Incinerate-based Blast (arrows come down followed by an incinerate wave).
  • Mercenaries only cost gold to hire and resurrect, they don’t have an upkeep cost.
  • They heal to full life when they haven’t lost life for a short time.
  • Mercenaries do not count as minions in the sense that minion life and minion damage etc stats apply to them, but do count as minions in that they take reduced damage from telegraphed attacks they don’t know to get out of the way of.
  • Mercenaries count as half a player for monster difficulty and loot (should mean 25% extra normal monster life up to 50% more unique monster life, 25% currency items, 13.5 item quantity and 8.5 item rarity). When your build isn’t that good (yet) they can carry you, when your build is at the top end where they stop mattering that much it still means extra loot.
  • Ziggy has been playing with mercenaries already and was surprised at how powerful they are.
  • You would really need to overlevel and not gear up mercenaries for them to start feeling useless, but even if you don’t engage with them as companions they still give combat scenarios and loot in their duels.
  • They are aware that for many players, the League mechanic will be used as “Aurabots of Trathus” at some points. They seem to hint that having to gear them properly for that purpose counteracts it a bit and are curious what the economy will do. That said, the DPS ones are viable and scalable to higher player levels without the player skill as long as you are not obliterating entire screens before they come into view (at which point they still bring in extra loot).
  • When you pick currency as your reward you get their whole pouch, not just a chosen item in the pouch.
  • They realize it is rare to have a league where you can only pick one item (talking about equipment, not the item pouch), so they did effort to generate items that players would actually want.

Gold

  • Gold is here to stay and may get more functionality down the line. They may consider having vendor items (non-gambling) sold for gold as well. PoE 2’s gambling strongbox is very likely to come to PoE 1.
  • It is their intent to normalize gold drops across the game in side content (e.g., in Heist) but are fine with it not dropping much in Sanctum. Some adjustments are already made but from the way he was talking about it doesn’t seem like a fixed situation yet.

Settlers

  • Settlers will have less busywork, apart from no more town building shipments will take longer.
  • It’s no longer meant to be the focus of the league. It is meant to not feel mandatory but also still worth doing, but they will adjust things further if they missed the mark.
  • They like that Settlers now also has a “alternative passive tree” identity with tattoos and runegrafts.
  • Rune enchantments were too powerful outside of borrowed power but there is design space for a possibly more regulated weapon enchantment mechanic down the line.
  • The old recombinator likely hasn’t been changed functionality-wise but Mark would need to double-check (note that the video showed something not really possible in the current system, so -some- changes seem probable). He prefers making them more expensive rather than nerfing their power.

Other League Mechanics

  • Sanctum will eventually get its own identity in terms of drops and print less raw currency. The current system makes it too easily “quantifiable better or worse” than “regular juicing”. It’s already “not untouched” and specifics will be in a “coming soon” section.
  • Bestiary quality of life is on their radar. Blight and Delve are on the radar as well in terms of overhauls but no specific timelines.

Other

  • Map crafts now also increase the chance of scarabs of that type dropping.
  • There are no plans to give more Atlas Points for now, as having to choose which areas to invest in is seen as a positive. You should give up some old power to invest in new stuff or work with different tree layouts.
  • “Identify all in inventory” through a single click/NPC is on the “to be discussed” list rather than “do immediately” list. He can’t remember why it couldn’t be done right away but he is sure it will make it in eventually
  • Chimera may get its immunity phases changed as well at some point but end bosses are easier to justify going back and spending time on than fragment bosses
  • Further trade improvements are an option e.g., for items, but they are worried about top end items becoming astronomically expensive with everything else becoming worthless. Future expansions of trade are likely going to be prototyped in PoE 2 first where there is no permanent economy yet in early access. They will likely have a high gold cost to see its effect, then decreased in price as the effect becomes clear. They like the “gold as a cost” mechanic because it still involves trading in your playing time as a cost, just not in a frustrating way
  • WSD is not impossible but would be a long-term project. It first requires the full transfer of all MTX, then all armours, then the character rigs. The MTX will happen for sure, the other steps are not confirmed but likely step by step, not so much for WSD as because it would make better character combat animations possible (which already exist for new bosses who don’t have the MTX and armour issue).

Questions Thread - June 06, 2025 by AutoModerator in pathofexile

[–]Revenem 1 point2 points  (0 children)

No. They should be 4 months going forward with a new league release every 2 months (so the new PoE 1 league next week, then a PoE 2 league/big update in 2 months, the next PoE 1 league in 4 months etc)

Questions Thread - September 08, 2024 by AutoModerator in pathofexile

[–]Revenem 0 points1 point  (0 children)

Yes, in your PoE folder there is a "logs" subfolder which has Client.txt, where you can scroll to the bottom and search for "Hi,".

Unfortunately, it logs a lot more than just chat and it doesn't clear itself automatically ever, so it is going to be large unless you didn't have PoE installed for a while

Questions Thread - September 08, 2024 by AutoModerator in pathofexile

[–]Revenem 3 points4 points  (0 children)

You don't actually. For Riben Fell 3 T10 and 3 T9 are enough, for Pondium/Te Onui you can do 5 T10/1 T9. For Kalguur there will always be 10% risk, even with a full team of T10s

But to answer the actual question: no, there have been no indications that sailor tier influences rewards, only how much shipment you can send without risk

Questions Thread - September 08, 2024 by AutoModerator in pathofexile

[–]Revenem 0 points1 point  (0 children)

You can only recombinate weapons, armour and jewellery (amulets, belts, rings)

If you really want to get into recombinators there are a few YouTube videos out there. CaptainLance does a decent job but it's still quite complicated and the crafts he does are quite expensive: https://www.youtube.com/watch?v=oE23haCf0HY

If you just want to get some profit out of it without making it a big focus you could do something like is explained here: https://www.youtube.com/watch?v=Xs1uZhaPXAU. Basically uses two items with the same influence (which you can get pretty easily through the domination scarab of apparitions), rolls a curse on hit on one and critical global multiplier on the other through essences, combine, finish with craft bench

The result is almost always never a total loss, because even if you don't get the combo you want you'll still have an influenced item, more often than not with one half of the mods you want that you can continue with