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Poe strengthening. Path of Exile - New Supported Skill Showcase

Leagues

When creating a character in you can choose one of the game modes, or rather leagues. You will not be able to interact with players from another league, since these are separate game servers. They vary in difficulty level and the frequency of rare or even legendary items and artifacts.

  • Standard- default game mode. Ideal for people who have just started playing.
  • Hardcore- This is a normal mode with one life. If you die, you will be transferred to the standard league, but will leave all the accumulated experience and equipment.

In addition, the game has a system according to the rules of which two new leagues with their own rules appear every four months.

Characters

There are a total of 7 classes and 3 attributes in the game: agility, strength and intelligence. Three classes have only one attribute, which they upgrade automatically when they level up. Hybrid classes already have two attributes, but they will never become real professionals in the skills that are tailored for “pure” characters.

  • Savage- a born warrior, the embodiment of war. His main attribute is strength, thanks to which he deals enormous damage and can withstand many hits. A real killing machine that happily smashes the heads of its enemies. This character is ideal for beginners. Heavy two-handed axes will allow him to cut his way forward through hordes of enemies.
  • Huntress uses a bow as his main weapon. This is a ranged character who mainly specializes in bows, but can use a dagger or even claws if the situation calls for it. The main attribute is agility, thanks to which the character has incredible accuracy and dexterity, allowing him to avoid enemy attacks. One arrow - one corpse.
  • Witch She looks like a helpless girl, but her powers are incredible. In attack, she relies on magic - spells from different elemental schools (fire, earth, etc.). In close combat she uses a wand or staff. Her intelligence allows her to increase her mana and use her energy shield effectively.
  • Gladiator looks like a typical musketeer with a sword. This is one of the hybrid characters. The gladiator balances between agility and strength. This “cocktail” allows him to use fast and strong attacks, and also gives him good defensive abilities - endurance and the ability to evade attacks. The development of this character is entirely up to you. You can make your character a heavy archer or a dual-sword swashbuckler. You decide.
  • Bandit- a master assassin, a true professional who puts mission success above everything else. Recommended for players who like assassins and two daggers. The main attribute is agility, which gives him mobility and chances for critical hits.
  • Priest- a religious fanatic who combines ancient magic and brute force. In a word, a battle mage whose powers depend on intelligence. Can strike with lightning, and then finish off the enemy with a hammer on the head.
  • Noblewoman is the seventh class in the game, which was added relatively recently. Initially, her skills are distributed equally between strength, agility and intelligence, which makes her an excellent hybrid and allows you to level her up to your heart's content.
  • How to unlock this class? To do this, you need to complete the main line of quests with any of the six proposed classes at the normal difficulty level. On the last floor of the Scepter of God or Finger of God, you will meet a noblewoman in a cage. After freeing yourself and talking to her, you will gain access to this class.

Skills

There are two types of skills in Path of Exile - passive and active. First, let's look at the category that directly relates to increasing character attributes. The hefty skill tree contains all the passive skills. They are presented in the form of nodes. Small nodes make the game much easier, giving an increase in health or damage. Conduits add 10 points to a specific attribute and serve as a conduit to desired passives. Large nodes are improvements of the first category, which gives us large bonuses in percentages or points (not just stat increases). All nodes are associated with a specific attribute. Therefore, when leveling up your character, identify the strengths of your character and improve them. This strategy will provide you with effective development and easy leveling.

When creating your character, carefully consider his entire skill tree and decide how you will level up. A large number of points invested in certain attributes allows you to use more powerful items and stones. Many passive skills give an increase to weapons. Therefore, if you use a bow, then you should increase the accuracy and damage dealt when using a bow. Warriors should focus on stunning enemies and critical hits. And most importantly: never upgrade skills that will be useless for your character.

Skill Stones

In addition to passive skills that cannot be used in battle, the game has active skills that you can and will use in battle. Class skills (physical or magical) are tied to attributes. All skills in the game are made in the form of gems that can be found, knocked out or obtained from NPCs (purchased from other players). After receiving the stone, you must place it in a special slot. The color of the stone and the color of the slot must match. Each item (except amulets, rings, etc.) can have from one to six slots, so you can have a lot of useful skills. For example, when you use the Heavy Strike skill, you perform a powerful blow that knocks enemies away from you. Gems have an experience bar and you can level up a gem when used with a weapon.

Support Gems

As you progress through the story and level up your character, you will visit new and more difficult places, and also receive many new items. More rare and powerful, of course. Support stones fall into this category. They support gems with many skill modifiers, making them even better. At some point you will start receiving items that have stone slots linked. To upgrade a skill gem with a support gem you must place them in slots that have a link. It's simple. For example, the “Double Strike” skill, when combined with the “Cold Damage” skill, allows you to deliver two quick strikes, which at the same time also inflict cold damage.

Item classes

There are four classes of items in the game:

  • Ordinary items. Items are white. At the beginning of the game there will be a lot of them and this is their only advantage. At first this is the only way to protect against monsters, but a little later they become completely useless. However, they will be useful as a basis for creating better equipment.
  • Magic items. Items are blue. They are an improved version of regular items; they have additional characteristics that increase the value of the item. There will be no problems finding these items (at the third level my character was already wearing almost all blue).
  • Rare items. Items are yellow. They are very difficult to find, so a character who possesses them may feel proud. These items provide additional stats (from 4 to 6), which increase stats, increase damage or resistance to a certain element, and so on.
  • Unique items. These are the most exceptional and rarest items in this game. There are about 200 items in total in the game. Finding these items is almost impossible.

This guide describes in detail one of the very powerful character builds, which is as accessible as possible to anyone, is easy to put together and brings a lot of fun.

Preface

The basis of the build is the skill stone Righteous Fire(Righteous Fire). Beginners, when a stone falls out, will think that this is some kind of joke and will immediately throw it away... The catch is this - this stone burns the hero and monsters around, while being based on the amount of your health and energy shield. This means that the more health the hero has, the stronger the heat of the fire will be. Every second the skill deals 90% of fire damage to you, that is, if you have collected 1000 health, you receive 900 damage every second, which means that after 2 seconds you will glue your fins together. This is probably the case when what is written does not make any sense, because the developers have already added fishing rods, without the ability to fish. But, no, on such nonsense you can build one of the strongest builds, and even extremely lazy ones (almost nothing needs to be done in battle).

How the build works

"Righteous Fire" kills quickly if equipped unprepared. In fact, until character development level 65, there is no opportunity to either test the stone or evaluate its damage in battle. The essence of the build comes down to increasing health regeneration as much as possible (thanks to the talent tree, equipment and flasks). Since the final damage is dealt in the form of fire, it is wise to also accumulate a maximum amount of fire resistance. And no, this is not the standard 75%, which is gained by putting on clothes. Ideally, fire resistance should reach at least 90%, thanks to various clever ways to overcome the base limit. Then there remains another 10%, which can be easily covered by life regeneration per second. As a result, 100% of the damage you receive from yourself can be absorbed. What does it mean? That by turning on “righteous fire”, you will not receive damage at all, and the monsters around you will still suffer from a hefty penalty in the amount of 50% of the hero’s maximum health (every second).

Core build

As with all builds, this one has several mandatory items to wear. First of all, you should pay attention to Rise of the Phoenix Mosaic Teardrop Shield. This unique shield helps you get as much as +8% to your maximum fire resistance limit. Accordingly, only thanks to him can the basic 75% be raised to 83%. Another +1% can be taken from the talent tree (you shouldn’t particularly concentrate on fire damage there, by the way). As a result, the hero will have 84% constant resistance to fire at any given time. Then the question remains, how much health regeneration per second can actually be accumulated on a character? The amount varies within 20%, if we are talking about not the hardest grinding and farming.


The second and last important item is Dun Kyubiyari Scepter of Vaal. This scepter allows you to convert your character's power into damage and armor, which simultaneously increases the outgoing damage of the "righteous fire" and resistance to physical attacks. Accordingly, by the time of changing into this build at level 65, the character ALREADY must have about 800 strength for the benefit of the weapon to be significant enough. The most interesting thing is that both the above shield and the scepter on the roar can be bought for pennies, so any character who has reached level 65 can afford them. The remaining items are selected according to a simple principle (increasingly, starting with the most useful): collect the maximum amount of health (60+ on each item) > strength (45+) > elemental resistance (to have 75% of each) > chaos resistance (collect 40- 60% purely on clothes would be just wonderful).


As a result, the character will have at least six additional slots for gems. Preference should be given to those gems that increase maximum health by 6%-7%, add 10%+ chaos resistance and, if possible, +10-16 to strength. There are also more sophisticated ones that also increase damage by a good 10-15%, but it’s almost impossible to buy them on the market, let alone “knock them out yourself.” So there will always be a small loophole of striving for better things with the opportunity to increase the power of the hero here and there. By the way, for every 10 points of strength, the hero receives +5 health, so you need to gain strength everywhere.

How does the hero feel on the battlefield?

Like a fish in water! In fact, this build allows you to float through maps like a fire deity. If someone starts a conversation in the game chat about totemists (heroes who use totems as a build), a noble war, insults and massive spam begin. This is due to the ease of upgrading the hero to totems, the cheapness of purchases and the ease of building. What’s funny is that using totems is 2-3 times more stressful and more expensive than the “righteous fire” build, but no one will ever mock the firemen. Apparently, creating such a build is not so popular, for reasons unknown to me. The reality is that totems limit the ability to hit from the hand (the hero does not deal damage himself), are demanding on all gear and are not activated immediately after installation. “Righteous Fire” works constantly, there is no need to press its button at all, except for the only time when entering a location. Moreover, fire damage depends on the health indicator, which can be raised and raised, but all the delights of the build do not end there, so I further propose to evaluate its pros and cons.

Pros and cons of Righteous Fire

Some points are not so obvious until you try the build for yourself. Often, the delay in choosing exactly this method of building a hero is associated with a very long period of waiting (up to level 65), and a beginner will not want to wait that long at all. But it's worth it! You shouldn’t think that up to this level 65, playing is boring and tedious - the main thing is to get the rhythm right, but more on that a little later.
pros
The hero has constant health regeneration from 5% to 15%, which makes him feel safe;
A high health indicator (6000-10000) helps you survive most dangerous enemy attacks and react in time;
There are no lags at all, since the build does not involve the use of screen shaking, a lot of animation, effects and the like;
It is enough for a build to have four links of stones, so that its bunch of stones can even be inserted into a helmet/gloves/boots;
Beautiful from a visual point of view, relaxing, looks very good in dark places (all sorts of mines, caves and prisons);
Removes the need to use potions (flasks) in general;
It only requires health and strength for clothes, which allows you to buy them for pennies;
Combines well with any other builds in the group;
High mobility;
It can be used as your first build;
The hero will have protection from the following effects: stun (stun), health theft, burning;
Enemies cannot reflect damage back to the hero because he does not attack with his hand;
Almost will not change in the upcoming major update 3.0.0 (based on the information received so far).
Minuses
You cannot complete atlas maps with properties like “the hero cannot regenerate health/mana”, for obvious reasons;
It is difficult to pass cards with the following properties: reduced maximum resistances, reduced health regeneration, elemental weaknesses;
High rank bosses do not die as quickly as we would like;
In battles with especially fat enemies, you have to constantly stand in close proximity to them, drawing circles (this requires knowledge of the attacks of bosses, especially one-shot ones);
Does not protect against effects such as bleeding, poisoning, curses, freezing, slowing;
You can't survive some one-shots - you just have to learn to dodge in time;
There is no way to determine the exact damage of a build or even approximate damage - everything is done by touch and taken on faith.
Useful points
It is worth noting one more extremely important nuance of the build, which can be considered not bad, but not good either - passive regeneration when “righteous fire” is disabled. When your hero can restore 20-25% of health per second, with 6000-10000 of this health, some game mechanics burst like soap bubbles. For example, you can easily complete master tasks associated with dangerous traps, since regeneration simply compensates for all damage received. This allows you to quickly develop all masters to high ranks without any problems. Also, a walk through the labyrinth becomes a breeze, because the greatest danger there, again, is traps. Fire floors, explosive pylons, poison darts and barbed doors can be completely ignored, because their damage is simply not enough to even wound the hero, let alone kill. And also, unlike the tasks of the masters, in the labyrinth you do not have to turn on the “righteous fire” at all (except for the boss fight), so all the regen is always in full effect. Traps such as thick saws, guillotines and thorny pillars deal a lot of percentage damage and can kill, in theory, but in practice it is enough not to stand in one place for more than 3 seconds, which is quite doable.

Skill stones and slots for them

Let's move on to the digital and more detailed part of the guide. The hero will need to have a certain set of stones to increase his survivability in various situations. All these stones are purely variable, so they can be replaced with something more useful, which I will further indicate in each example.
Gloves, boots and helmet
You will need to insert the core of this build into one of these items, but this is not so easy to achieve, because you will have to make three blue and one red holes. This is a difficult undertaking, because we use armor gear for greater resistance to physical damage. And armor gear, as you know, likes to generate 3-4 red holes, less often 1-2 blue ones, and super rarely 3 blue ones. By “super rare,” I mean having to waste about a hundred colored spheres just to repaint an item of clothing in the right colors. It will be problematic to buy a ready-made one on the market, so give preference to characteristics rather than holes, and then use the art of crafting on your own. Below I have written where each bundle is inserted, but this is not critical (a set of boots can be inserted into a helmet, etc.).

In the helmet
Blue, blue, blue, red - Righteous Fire, Elemental Focus, Increased Area of ​​Effect and Increased Burning Damage. It is also worth noting that in battles with fatty enemies, it is better to replace the “extended area” with the blue “concentration” (Concentrated Effect). Why such a set? Righteous Fire is different from most skills, especially now in version 2.6.0. This is, as it were, periodic damage (such as poison or bloodstream) that deals fire damage, while at the same time not allowing you to steal health from enemies at a percentage of fire damage, because they do not burn directly. It is boosted by total damage, fire damage, elemental damage, area damage and damage over time (the latter will be fixed in version 3.0.0). For this skill, it is beneficial to use “elemental concentration” to increase elemental damage, as well as “extended area of ​​effect,” which increases the radius of the skill by 3 times. And believe me, it is better not to even try to clear levels without an extended area. “Increased burning damage” is also suitable for us, since we are constantly setting enemies on fire. It is likely that the Burn Damage Stone will function differently after Update 3.0.0.


Into boots
Red, red, red, green - Shield Charge, Fortify, Enduring Cry and Faster Attacks. Why such a set? Shield Bash will be the main source of mobility for this build, and with Attack Boost, that mobility will begin to produce amazing movement speed results. Also, attacks with a shield will provoke the effect of elemental equilibrium (more on this later), which is very important for us. “Fortification” allows you to apply a temporary 4-second buff to yourself, giving you a 20% increase in protection against enemy attacks in melee. And we will constantly get into close combat. Finally, the “Cry of Fortitude” will allow you to issue a cry that generates stamina charges without any problems. These charges increase the hero’s defensive characteristics (protection from the elements, physical damage and subsequently health regeneration). In general, the cry does not have to be placed in this particular combination, but it is a very good option.

In gloves
Red, red, red, blue - Cast When Damage Taken, Vortex, Immortal Call and Summon Stone Golem. Why such a set? To reduce the stress of this build on the player (to press fewer buttons), we will need to automate the triggering of some skills, which the “cast enchantments when receiving damage” stone will help with. As soon as the hero receives a certain amount of damage, all the stones in the chain, of which there are three, are triggered at once. “Summoning a stone golem”, I think, is an understandable thing - it saves time on manually summoning a golem every time it dies. The golem sometimes provokes enemies to attack itself, which is good for us. It also adds a little health regeneration, but to be honest, I personally don’t see much point in it (it’s better to exchange it for another, more useful golem, whose passive properties will give a more significant increase). "Call to Immortality" absorbs all stamina charges on the hero, extending the duration of its effect - complete invulnerability to physical damage for "x seconds". “Blizzard” is needed purely to activate the elemental equilibrium, so it can be sacrificed (especially since there will be even less lag).

Weapon and shield
To arms
Red, red, red - Cast When Damage Taken, Molten Shell and Life Leech. Why such a set? About “casting spells when receiving damage” has already been said above - for automation. “Molten Shell” is the main skill of the bunch here, as it not only adds armor, but also deals good damage. Our weapon has a built-in level 30 Iron Will bonus, which translates hero power into spell damage. Accordingly, the shell hits taking into account the 800 strength that we have accumulated, and also steals health from enemies for a percentage of this damage (due to stretching). An excellent bundle for maintaining survivability.

Into the shield
Red, red, blue - Purity of Fire, Vitality and Flame Dash. Why such a set? Since we spend almost no mana, we get the opportunity to equip two auras of our choice. The first one is definitely “salvation from fire”, since at maximum pumping it gives +4% to maximum fire resistance, which saves as much as 4% of health regeneration. "Vitality" can be called a "temporary measure", since it only adds 1.65% health regeneration per second, so it can be easily replaced later with something more appropriate (for example, increased running speed or an armor aura). “Fire Charge” is also a kind of dog’s fifth paw - it allows you to escape from dangerous situations when you need to pierce through physical objects, which cannot be achieved with a “shield strike”. Personally, I don’t use it at all, because the enemies are already dying vigorously. In other words, the shield bundle can be customized to suit personal preferences.

Body
It is best, of course, to get a six-link (six connected holes), but four will do just fine.
Red, Green, Blue, Blue, Blue, Blue - Cast When Damage Taken Level 1, Blade Vortex Level 8, Curse on Hit, Flamability and optional level 7 storm shield (Tempest Shield) + ice spear (Ice Spear). Why such a set? Let's start with the fact that the presence of an “ice spear” and a “storm shield” is purely variable; these skills are needed to activate the elemental equilibrium. In fact, any non-fire type skills will work here. When receiving damage, we activate a “blade whirlwind”, which constantly cuts enemies around the hero, which is necessary to activate another stone - “curse on hit”. But the latter is vitally important, as it allows you to cast a curse of flammability on enemies around you, which significantly reduces their protection from fire. You were hit > blades came out > cut the enemy > cursed the enemy. It's simple. Be sure to keep an eye on the levels in this combination, since on the first one “casting a spell when receiving damage” will work much more often, and if you pump out storm shield and blade whirlwind above levels 7 and 8, respectively, they will stop working.

Elemental Equilibrium

So, what is this oft-mentioned monster? This is the effect we get from the talent tree. When we deal damage to one of the elements, we automatically increase the enemy's resistance to that element by 25%, reducing the resistance to all other elements by as much as 50%. The catch is that our "righteous fire" does not activate equilibrium because it does not deal damage from the hand, instead being treated as a periodic burning effect. However, he very much receives an equilibration bonus from enemy vulnerability to fire of 50%, on top of which a flammability curse is also applied. The enemy's fire defense melts before our eyes, as does the health indicator. Equilibrium is activated by “shield strike”, “ice spear”, “storm shield” and “blizzard”. But a shield hit does fire damage, right? Here there is a nuance - if you collect ice/lightning damage on one of the pieces of equipment, then the shield will hit with exactly this ice/lightning upon contact, and the explosion that the shield eventually creates is, again, not taken into account. Something tells me that many similar points can be corrected in update 3.0.0, but let’s not guess... It works - we use it.

Bandits

As the story progresses, there are several encounters with bandits. On the first difficulty, you should help Oak, for which you will receive +40 health, which will eventually turn into 160. On the second difficulty, we kill everyone, for which you will receive +1 talent point for the tree. On the third difficulty, we again help Oak so that he increases the maximum number of our stamina charges by one.

Endurance Charges

Our hero will eventually have 5-6 stamina charges, each of which increases physical and elemental defense by 4%, and also adds almost 1% health regeneration. This is quite a lot, 5%, so when rushing into a bunch of enemies using a “shield strike”, you should immediately press the “cry of fortitude”, which will add charges to the maximum. In case of danger, these same charges will be absorbed to increase the duration of physical immortality. In other words, you can remove immortality so that the charges do not burn out, in which case they will be maintained constantly, but it is better not to risk it, because developing a hero from level 80 to 100 is not an easy task, and unnecessary deaths are oh so undesirable (it takes up to a couple of hours download with one death, in the form of loss of experience).

Talent tree

In essence, you need to stuff the hero as much as possible with health regeneration, increased health as a percentage, and also, if necessary, extra percentages to elemental resistances or bonuses to characteristics. Fortunately, the latter can be easily gained on nodes of +30 to agility/intelligence, so that when pumping the stones do not become stuck in place. You should also get at least 6 holes for gems, where you can successfully insert +7% health, + 10%-13% chaos resist, which in total will give +42% health and + 60%-78% chaos resist. This does not mean that chaos on items should be ignored, because at the final difficulty the hero has as much as -60% vulnerability to it, accordingly, even with cool gems, the remaining 75 percent still needs to be found somewhere.
Talent tree links:
early stage of development;
middle stage (this is already a level close to 70-80);
final stage.
As for the development of the exaltation tree, we take this:
Tavhoa (increases survivability significantly, gives a lot of strength and resistance);
Ngamahu (+ damage to burning enemies, and they will all burn constantly);
Ramako (our stamina charges begin to wildly regenerate health);
Two small bundles for health regen and damage. Why not Hinekora? Because our skill works strangely, health won’t be stolen, and we don’t use totems.


Accordingly, as a hero I used Savage, and when choosing an elevation I took Leader. Other options are quite possible, but they will change something, usually negatively. It is quite possible to create this build with a bet on energy shield, which will be as much as 20,000, compared to the current maximum of 10,000 health. But the cost of such a build will require months of farming, so the option is eliminated.

The choice of flasks depends on personal preference, but several options are still more useful. For example, a basic ruby ​​flask adds not only 50% fire resistance, but also +6% to the resistance limit. In dangerous situations, this effect can be used to generate an extra 6% health regeneration. The second useful thing is a granite flask, which adds +3000 armor. While its effect is active, my physical defense increases from 35% to 60%. The sulfur flask is also not bad, because it adds 40% damage, although it is impossible to check whether the damage bonus worked, because our main skill does not have a damage tooltip. Finally, all that remains is to take something for running and for banal treatment. These flasks should be used to freely collect poisoning, bleeding and freezing remedies. The effect of "remove burning" will cancel the effect of "righteous fire". On the other hand, if you suddenly need to manually interrupt this action, the only way is to remove the combustion... Well, or die. Although, don't worry, when the amount of health drops to 1, the fire automatically stops burning the character and is removed.


The ideal option would be to use the blue Scorching Ray skill, which releases a huge fiery beam. This skill should be paired with “Cast on Channeling”. Since the beam must be maintained constantly, the Firestorm skill is placed on top of all this. So you have to run with the storm all the way up to level 38, because that’s when you can equip a full bunch (you can’t equip “maintenance enchantments” earlier). In this way, you can maintain a beam, which provokes the appearance of meteorites much more often than with a separate call of meteorites. The entire field is covered in fire, the lags reach their apogee, the monsters die in droves. After completing a side quest in the library of Act 3, the hero becomes available to a special store near the ghost there, offering to buy almost any skill stones.


When the main build is ready, what else can you strive for?

First, you should try to get the right bonuses on some items, thanks to the blessings at the end of the maze. For boots, it wouldn't hurt to increase health regeneration by 2% if an enemy was killed recently; for gloves, the power of light (creates holy ground underfoot, adding regeneration); for a helmet, bonus on damage or radius of “righteous fire”. Getting the necessary blessings is extremely problematic, since only one is allowed to be applied in one run, and the power depends on the level of the labyrinth. And they are generated randomly. Masters can also add additional enchantments, but this will require months of leveling up and a whole ton of wasted gear. A helmet, for example, can receive an additional bonus of elemental damage by as much as 30%.

Initially, I created a build without direction, and then abandoned it for a good FIVE years. This is not a game where you can sculpt just about anything out of anything, it requires a strict approach. After a long break I came back and pumped out the Totem Master since everyone said it was a simple and effective build. It turned out that totems greatly limited the hero’s capabilities, were inconvenient to use, and I didn’t like them at all. Then an ice archer build was created with branching arrows that attack a bunch of monsters in a chain at once, and even give out terrible crits. It turned out that these monsters with reflection return crits back to me, killing them with a blow. The only way to get around this problem is to reduce damage (which is not an option) or play it safe (also not an option, pfft).

Then I started looking for a really fast build that can clean the entire game without problems. I needed a durable hero, mobile, with such a set of skills that I didn’t need to constantly stop and do something manually. At the same time, I wanted to preserve the possibility of manual recoil, for which there are bottles and a cry of perseverance. In the end, it didn’t go wrong - “righteous fire” is perfect for any situation. Of course, the damage here is not phenomenal, as some people claim for a couple of millions, but it is enough for lightning-fast cleaning. On the bosses, on the other hand, the hero is quite tenacious, compared to any archers and hundreds of times cheaper than stuffed magicians.


The manual was prepared specifically for the site

Update 2.4.1 (with sextant improvements and other Atlas changes) for the action RPG Path of Exile is scheduled for Friday, October 14. In the meantime, many players are eager to see the new skills that will be released in update 2.4.2 a couple of weeks after the release of 2.4.1.

The developers are not yet ready to fully show these abilities, but they offer you to watch a short video of the first of three new supported skills.

It's also time for another vote for a unique item that ZiggyD is developing together with Grinding Gear Games and the community. Based on the results of previous votes, the type of item, its purpose, special enhancements, name and accompanying text were determined. Today's vote will determine the 2D design of the belt.

Read more
- Perseverance. Hastat Belt (new base item type):
  • +305 to armor and evasion.
  • 1% increased attack damage per 300 lowest Armor or Evasion.
  • 15% chance to gain Fortify when stunned in melee
  • You gain Onslaught while under the effect of Fortify.
Just below you will find four sketches for the future belt. Please note that each of them will be brought into line with the type of items existing in the game. These are not the final versions of the belt, but they give a good idea of ​​the color and shape.

A striking feature of Path of Exile is its carefully thought-out crafting and trading system. It was this feature that greatly contributed to the popularity of the game. In our guide you can learn in detail about how this mechanic works.

Trade

This system in the game seems very chaotic at first, in particular due to the fact that there is no single currency and no auction. Most participants do not know what and how much it should cost. Therefore, in order not to make purchases at exorbitant prices and sell for pennies, you need to delve into, understand and bargain. By spending time analyzing supply and demand, you will be able to purchase goods at reasonable prices. To get started, you can simply open a trade chat, study who is selling and buying what, and ask the cost of lots, adding “just asking.” Trading is carried out in English, since everyone plays on the European server.

Types of spheres and their uses

In Path of Exile, the revised property of Diablo 2 is noticeably noticeable in many ways. For the transformation of objects, there are special spheres that have different effects on the characteristics of things:

  • Orb of Transmutation. They transform white things into blue (magic). Very useful at the beginning of the game. In the end, they are usually used for crafting cards, gems, etc.
  • Orb of Augmentation. Used to enhance magical items.
  • Orb of Alchemy. Transform white things into yellow (common into rare).
  • Regal Orb. They make rare things from magical ones, adding one attribute to them.
  • Orb of Chance. These are orbs of luck that can turn ordinary items into magical, rare or unique ones. There is a chance of getting unique armor as a result of randomness, as well as the risk of being left with magical junk.
  • Orb of Alteration. The properties of magical objects are being reshaped. Very useful in cases where the result after using the Orb of Transmutation leaves much to be desired.
  • Chaos Orb. The main currency when trading with players. Capable of creating new characteristics of rare items.
  • . Used to ascend rare items, adding one more characteristic to them if the limit is not filled (6 properties). They are also used in trade to value expensive items and to improve initially good equipment.
  • Jeweler Orb, Chromatic Orb, Orb of Fusing. Change the number, color and number of connections in the sockets accordingly.
  • Divine Orb. Generate stat values ​​on any item in a new way.
  • Orb of Scoring. Turn blue/yellow things into white.

Each item in the game has a quality that affects the initial damage of weapons, armor characteristics, etc. This indicator varies from 0 to 20%, and can be improved through spheres. The latter are obtained using recipes and exchanged with merchants, craftsmen and ordinary players.

Sockets

The type of item determines the number of sockets and connections between them, and this affects the bundles of gems that can be used in a certain item. For example, one-handed weapons and shields require three sockets. The color of the latter depends on the characteristics of the equipment: strength - red, agility - green, intelligence - blue.

Crafting rare items

In order to craft rare items without extra expenses, you can use the following scheme: use Orb of Alchemy on a white item, and then Chaos Orb until the desired result is obtained. A cheaper option is to use Orb of Alchemy, and then Orb of Scouring if the solution is not satisfactory. For crafting weapons and gems, it is considered appropriate to use Orb of Transmutation, then Orb of Alteration, and after that Regal Orb. To create armor and two-handed weapons, white objects with an extremely large number of sockets and connections are used as a basis. As for small equipment, it is easier to immediately purchase products with characteristics that suit the maximum.

It is worth noting that in patch 1.2.0 there are craftsmen that allow you to reduce the randomness factor when crafting. So, now you can get the exact number, color of sockets and connections between them for a certain number of specific spheres.