Deficiencies And Shortcomings In PoE Bestiary

In Path of Exile, I hate Bestiary, but its sudden disappearance gave me some disappointment. I have to say that unlike poe currency buy, Bestiary does have a lot of flaws:

1. It doesn’t add mob density.

In a vacuum, this isn’t necessarily bad, but high mob density is fun and Bestiary not adding large amounts of extra mobs make it feel worse compared to other leagues. Besides being much more fun to fight large crowds of monsters, the lack of density in Bestiary had pretty large effects on currency and the economy throughout the league.

Path of Exile

People struggled to sustain alcs for their maps and they struggled to break into red maps. It really highlighted the issues the game has with having a strong build but not being able to play content that challenges said build due to RNG.

2. The progression is heavily RNG-gated.

Finding the specific beasts you need (without trading for them) can be incredibly tedious and painful – there’s no way to target farm for specific rare and legendary beasts, and specific mods don’t occur often enough that you’ll be finding them regularly.

This makes reaching the league’s end-game – the spirit beasts – feel entirely beholden to RNG. Abyss has a similar issue with its Depths spawns (but it doesn’t feel as bad because it has all the added monsters).

Look at leagues like Breach, Perandus and Harbinger, where you get a small amount of progression for each and every time you interact with the league mechanic, via breach splinters, coins or shards. With Bestiary (and Abyss) you can interact with the league mechanic many times in a row and not progress at all, which just feels bad;

3. It doesn’t really have its own, immediately identifiable aesthetic.

This really shows during the current Flashback race – it’s very easy to identify Breach monsters, Harbinger monsters, Abyss monsters, Perandus monsters, along with Breaches, Harbingers, Abysses and Perandus chests, all with a quick glance.

You know exactly what kind of mechanic you’re up against, what kind of reward to expect, etc. With Bestiary, the monsters often just look like regular monsters, especially if it’s particularly chaotic on-screen. I’ve had situations where I’ve not even realised I’ve been fighting a Bestiary monster. Sure, they’re marked on the map, but I don’t think that’s enough.

Personally, despite the list of negatives I’ve just given, I’m disappointed Bestiary isn’t going core. While I don’t think it was good as a league, I think it’d be a good addition to the game.

Path of Exile’s Latest Challenge League Adds A Slew of New Content

Path of Exile: Incursion is being called a cross between an expansion and a new Challenge League, offering some new challenges, along with some story content that will further flesh out the mysterious island of Wraeclast. The Incursion Challenge League will introduce a relic hunter named Alva Valai, who seeks out the lost temple of Atzoatl. Within the temple walls lie the secrets of the Vaal civilization and also great fortune, but there’s a little problem. The idea of Incursion is for Alva to send players back in time via Temporal Incursions. This gives players a chance to walk through the walls of the temple as it’s being built. The trouble is that it’s full of demons, monsters, and other hard-hitting enemies.

poe news

But the biggest change will arguably go to the game’s trap skills, giving them an extra degree of aggressiveness. Grinding Gear helpfully sent a list of the upgraded trap skills, which are:

Explosive Trap
Throws a trap that creates a large explosion when triggered, dealing spell damage in an area. A number of smaller explosions occur around this area in quick succession after the first.

Lightning Spire Trap
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. Modifiers to cast speed will affect how frequently it strikes.

Flamethrower Trap
Throws a trap that will release a number of flames in different directions around it when triggered. The flames will last for a duration, rotating around the trap and repeatedly dealing damage.

Siphoning Trap
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams will chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.

Seismic Trap
Throws a trap which, once triggered, will repeatedly release a number of waves for a duration. Each wave deals damage in a series of small bursts in a line, ending with a larger burst. Modifiers to cast speed will affect how frequently it releases waves. https://www.u4gm.com/

What’s the Best Gem Setup for Endgame in Path of Exile

Please help me with my gem setup because I have no idea how to organize them on my boots and gloves. I am a relative noob and this league I am playing a sunder jugg. I know it’s not too original but I wanted to try and get to the lvl 15 maps. With my current setup I finished my first lvl 14 map yesterday. Please help me with my gem setup because I have no idea how to organize them on my boots and gloves.

path of exile builds

I’m by no means the most experienced at PoE but here are some obvious changes I would make:

Boots
CWDT + Immortal Call + Increased Duration + Summon (whichever) Golem. You’re levelling up your CWDT so you can make use of that by adding some quality of life with your golem. Herald of Ash is getting no benefit being linked here.

Gloves
Leap Slam + Faster Attacks + Fortify + Endurance Charge on Melee Stun. The fourth gem here can be whatever – you could also put in Culling Strike or Blind Support or whatever else. You can leave this in your helm but it’s a good habit to get your movement skill in your gloves in case you ever try to craft some Insanity Gloves (using an Essence of Insanity on gloves). Not super important that it goes here but I just consider it a good habit.

Weapon 1
Blood Rage, Hatred, Herald of Ash. All these three don’t need to be linked to anything, so put them all together to free up the rest of your slots.

Helm
Ancestral Warchief + Ruthless Support + Faster Attacks + Conc. Effect. Move AC to a 4-link to give it another support gem. Not sure if Faster Attacks is the best support for it, but it’s definitely not a bad one. If you leave Leap Slam in your helm then obviously put this in your gloves.

Weapon 2
Dealer’s choice. I would personally put another CWDT setup here. You could, for example, put: CWDT + Molten Shell + Life Leech Support. That’s not a bad one that I’ve seen a few other builds use. You could also do something like: CWDT + Curse of choice + Something else

Body
Leave as is. Obviously you’d love to 6-link this for Sunder, but there’s nothing wrong with how it’s set up now. If you’re up to farming t15 maps then you might have enough currency to buy a 6-link rare. Not sure what armour you’re aiming for but you might be able to get something comparable to what you’re wearing now, but 6-linked.

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Path of Exile

Thoughts On The 3 New Gems In Path Of Exile

In Path of Exile, what are your thoughts and opinions on the 3 new gems in 3.2, namely Summon Phantasm on Kill, Spectral Shield Throw and Tectonic Slam?

Apart from poe currency buy, have you tried using them and are you still using these gems? How effective they are in clearing mobs and fighting bosses? Did you have fun using these gems?

Path of Exile

For me, I actually love summon phantasm on kill, but I think it’s a shame that it’s purely “on kill” based.

It follows the trend of gotta go fast synergy in this game, the faster you kill, the better your DPS and consistency of DPS is, if you don’t kill rapidly, you have less phantasms, thus punishing you. It’s similar to Vaal Skills, OP flasks, stuff like Headhunter, basically every on kill effect.

That said, the concept of adding an additional summon to your arsenal is awesome to me, and the concept of that extra summon being a support gem is equally awesome. I love playing with it while levelling, and I enjoy the availability of it for just general build tinkering and theorycrafting.

I just don’t like the on kill aspect of it, how weak it is for bossing as a result, and how it exacerbates the gotta go fast design philosophy of the game. Make it summon phantasm on hit, reduce the chance to spawn it relative to that, increase the duration lifespan of the phantasms and I’d be completely happy with it.

Tectonic slam I have used Quite a bit and while I like it and it makes for a better boss killer than a lot of other melee skills it has a few problems which in the end make it less appealing to use.

Comparing it to sunder the positives are:

  • Faster animation
  • Faster attack speed
  • Wider AoE
  • Fire conversion (easier to build for the ele meta)
  • Potential as a single use clearing/boss skill

Negatives are:

Mana cost is a bit too high. Needs to be 8 not 10.

The endurance charge gimmick is probably best ignored or thought of as an added bonus, but I’d rather have max endurance charges than a bit more damage. I think they should get rid of the charge consumption and make it so you get more damage and fissures per endurance charge (like 3% more per).

Less range than sunder and using concentrated effect compounds this. This is fine but when sunder does almost the same basic but CAN use conc effect without penalty that little point becomes a factor in whether or not you use the skill. What about you?

poe change

How Much Did Your Planned Passive Tree Change From the PoE 3.3.0

In Content Update 3.3.0, we’re planning to create more options for fire-based characters by improving ignite in Path of Exile. Now U4gm.com will share what Path of exile 3.3.0 Passive Skills Tree Changes.

Passive Tree Changes
We’ve made some changes to the passive tree for 3.3.0. In the long term we have many more changes that we’d like to make but this would involve a much more significant rework. We’ve listed the changes we’re making in the meantime below.

The Elementalist’s Beacon of Ruin passive skill now grants 20% more Damage with Ignite. Its proliferation radius is now 18 (up from 12).

Heart of Flame now grants the same fire damage but the damage penetrates 6% fire resistance (up from 3%). The passive skills that lead up to Heart of Flame are now 15% increased fire damage (up from 12%) while the entry node is now 12% (up from 10%). The idea behind this is to make both hits and ignite more rewarding for your investment.

We’ve also propagated this change onto the Heart of Ice and Heart of Thunder notable passive skills for a general buff to spell damage.

The passive skills leading up to Breath of Flames have been changed to the following:
10% increased Fire Damage and Burning Damage
10% increased Fire Damage and 5% Chance to Ignite
10% increased Fire Damage and Burning Damage

The Breath of Flames notable passive skill is now:
20% increased Fire Damage
20% increased Ignite Duration on Enemies
20% increased Burning Damage
20% Chance to Ignite

The Holy Fire notable has also changed in accordance with the above changes so that it can be better used for both ignite and hits. It is now:
20% increased Fire Damage
40% increased Burning Damage
15% Chance to Ignite

The Celestial Judgement notable has had its damage penetration increased from 2% to 5%.

Skill clusters on the tree now have 20-25% chance to ignite per cluster. Ideally this should mean that if you have either leveled Skill and Support Gems or a leveled Skill and a few clusters taken on your tree you should be able to acquire 100% chance to ignite.

These changes should be a lot more beneficial for characters that want to utilise ignite and hits and create some alternatives to characters that lean on pure burning damage. We would like to further address the options for spellcasters in future expansions as we are able to. The in-game currency is available at the professional online gaming house. The interested gamers can poe currency buy from those professional online gaming houses in the most affordable cost.

All Possible Ways To Consistently Keep Your Mana Low in PoE?

I’m interested in all the possible ways in PoE to consistently keep your mana low (for Soulthirst), while being able to use abilities. So far I’ve found the following options:

1. Soul Taker + using abilities off mana.
2. Righteous Fire + MoM
3. Oni Goroshi + MoM
4. Death’s Oath + MoM
5. Disintegrator + MoM
6. Shimmeron + MoM
7. Hopeshredder + MoM
8. Eye of Innocence + MoM
9. Hiltless + MoM
10. Blood Rage + MoM (too little degen to counteract a mana flask)
11. Nebuloch + MoM (somewhat inconsistent)
12. Heartbound Loop + MoM (pretty much useless without fully gimmick building around it)

The helm Scold’s Bridle is not on this list because (from what I can see) there is no way to use it while being able to cast skills (does not work with blood magic or 100% reduced mana cost). Because of conflicts with Soulthirst and/or flasks the following are excluded as well: Coralito’s Signature, Gluttony, Doedre’s Elixir, Lavianga’s Spirit.

As another note, you can disable your base mana regen with Shavronne’s Revelation, although this does not stop mana regen from flasks.

All of the above except soul taker require a way to have 0 mana cost skills. I could think of 4 options:

1. 100% reduced mana cost through Hierophant (possibly 80%+ with Elreon jewelry)
2. 100% reduced mana cost through The Vertex (not recommended – limited to 4L, possibly 80%+ with Elreon jewelry)
3. Some reduced mana cost with Elreon jewelry and/or Watcher’s Eye -mana cost.
4. Blood magic through The Covenant, Hiltless, Hezmana’s or Vagan Mastermod (Prism Guardian for 3l).
5. Blood magic gem
6. Vaal Clarity (p. much requires Chill of Corruption for souls if used with Soulthirst)

Are there any options in either category I’ve missed? Do you want to poe buy items? If you do, you can visit U4GM to have more guides and methods about this.

Any Info about Upcoming May Races in Path of Exile?

So we are getting close to the May, would be nice to have any info about what races GGG are planning to run. Would like to know if its worth waiting since everyone know Bestiary is pretty boring at current point in the league with pretty lacking mechanics and kinda the same meta over again. Races like Mayhem was always fun to play and im hoping GGG gonna run sth similar. The in-game currency is available at the professional online gaming house. The interested gamers can poe currency purchase from those professional online gaming houses in the most affordable cost.

poe news

1) We should be announcing this information early next week. It’s a Flashback Event that’s slightly different to the ones we’ve run in the past. It starts on May 4th (NZT) and ends alongside Bestiary on May 29th. This is the current plan at least but it’s best to wait until you hear the official announcement.

2) TFW basically the entire last month of Bestiary has another league which will likely be significantly more popular. Can’t wait for it, but looking in it sort of says something about the state of the current league. They are well aware of the overlap after the reception of bestiary and pretty sure added the three week flashback to try and get some players back. Races like this also re-hype people up for the next league by given us some bonkers off the wall stuff they can consider “not a real league”.

3) Events/Races have always been during the league. Imagine GGG would say as you suggest. They end bestiary after 3 month and THEN do events/races. Many casual players would still not be done with their Bestiary challenges and don’t want to play short races. Why shouldn’t we allow them to continue bestiary when there is no new league? And it’s not OK to make even more people quit. Why not make it that as many people as possible can have fun playing the game?

It’s a Flashback Event that’s slightly different to the ones we’ve run in the past. It starts on May 4th (NZT) and ends alongside Bestiary on May 29th. This is the current plan at least but it’s best to wait until you hear the official announcement.

MapleStory 2

MapleStory 2 Opens The Sequel Features A Variety Of Classes

The free-to-play massively multiplayer online role-playing game (MMORPG) MapleStory 2 will have a closed beta in the Americas, Europe, and Oceania territories next month. The beta will start on May 9.

MapleStory 2 has been out in a test form in South Korea, Nexon’s home country, since 2015. The original MapleStory came out for PC in 2003 and has attracted millions of players over its long life. While the original is a 2D game, MapleStory 2 features 3D environments.

After such a long life, the original MapleStory has a devoted fan base. That’s why making the sequel so different is smart. Fans who are invested in the original will still have a reason to stick with it, but the sequel is likely to attract their curiosity. In the best case scenario, players could be active on both games.

Aside from bringing “the magic of depth” to the Maple World, the sequel features a variety of classes built to take advantage of any combat style you like, whether that be with swords, daggers, bows, or wands. All those classes have a unique story detailing a rise from humble origins through your rise as one of the great heroes of the world.

Customization is key, with a wide variety of tools to build your corner of the world however you like. That means building your own home, customizing your character how you like, or getting all fashionista to make your own outfits.

If that all tickles your fancy, publishers Nexon are taking closed beta signups right now for players in the Americas, Europe, and Oceania. That closed beta begins on May 9. Meanwhile, it is important for you to have more Maplestory mesos.

Bless Online: Your Class Does Not Become Complete Until Max Level

Bless Online: evolution of high fantasy MMO Dive into the beautiful world of Bless with breathtaking experiences that feels surreal. Bless offers variety of contents such as RvR battles, field PvP, dungeon exploration, field raids, monster taming. However, how to choose your classes?

Guardian – Tank

This class is an extremely strong class as far as small scale PvP. In 1v1s, this class is King. They are CC gods (but require smart mitigation), have good attack and lots of defense. Arena is also where this class shines. Just go into Arena and CC lock and annoy the healer/healers as much as possible and you will mostly always win, as long as you have an Archer on your team who isn’t a bad player. Buy Bless Online Gold is important.

Bless Online

Mage – DPS

Another very strong 1v1 class and very good for Arenas. Fire and Ice builds are King. You have tons of CC, loads of damage, and will constantly catch people with meteor if you mitigate your CCs well. In large scale your job is to CC and spam spells. Lightning and frost is the way to go for arenas and pvp in general, lightning or wind can be used in both pve and pvp, and also frost is really good against melee.

Paladin – Heal

This is a healing class. You definitely can DPS if you want to at times but your main job is healing. Please do not go into this game playing Paladin thinking you will be on the front lines. You are a healer, and mostly single target but you do have some AOE that is effective.

Zerker – DPS

This class is an AOE DPS class and you have lots of damage. This class has very low defense, and has been nerfed in the rebuilt version of the game in many ways. They basically had a skill where you could CC about every 5 seconds with sometimes the skill getting reset automatically so it could basically be spammed in a way. This skill has been nerfed so it is no longer a CC but now a ground stun.

Assassin – DPS

Very good class but low defense. Your job is to stealth and CC lock with big damage from behind. Pretty much all you will be doing in mass scale as well. Assassin has an aoe poison build which can be used in 100v100 and pve trash mobs but its no where near the amount of aoe dmg a Zerker or Mage can pull off but they have some form of aoe.

Mystic – Heal

Top AOE healing class. Vital for mass scale.

Archer – DPS

This class is ridiculously good. Now, they nerfed alot of the Archer’s skills but also added and changed up some, and it’s still a very good class. Extremely strong and vital for Arenas and large scale. Your job, set traps, drop smoke, and pump out that huge DPS. They also changed alot of skills from “charge up and wait” to an instant cast. It’s extremely strong also VERY good for Dungeons and has a decent amount of AOE. Having this class is pretty much a yes for anything in the game.

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