On November 06 2015 07:27 HolydaKing wrote: Doesn't sound THAT amazing to me. Anyway, I'm enjoying Dark Shrines. :D Got all useful gems to 20q now, but still gonna make the others to 20q as well (like Lightning Warp).
Just out of curiosity, how did you manage to do that in 5 days (that's how long it's been running, I think)?
On November 06 2015 07:27 HolydaKing wrote: Doesn't sound THAT amazing to me. Anyway, I'm enjoying Dark Shrines. :D Got all useful gems to 20q now, but still gonna make the others to 20q as well (like Lightning Warp).
Just out of curiosity, how did you manage to do that in 5 days (that's how long it's been running, I think)?
Keep all rare items with Crit Multi, stash them. Then once you got many, run Mud Flats in Normal over and over again and search for Dark Shrines. However, you need to put all items in your stash (including flasks). Then you put the gem you want 20q in your inventory and go Shrine hunting.
On November 13 2015 23:00 Silva wrote: 24hour BLAMT solo race tomorrow. Any thoughts how to progress? Does anyone have any chances of killing Brutus? Merveil ?
Flame totem. It's a 24 hour race so you have plenty of time to take it slow and never get hit by anything. At the start you want to find a wand or bow and avoid getting hit.
On November 14 2015 02:12 Miragee wrote: I guess people will beat Brutus. Merveil will be a lot harder. The only thing that will help is overgearing a lot.
It wouldn't surprise me if people beat Merveil in the one hour today. It's a party race so a bit different, but still.
There are now 4 acts, of which only act 4 will be new to you. The new expansion is not adding another act.
There have been substantial passive tree reworks, substantial rebalances, a LOT of new skills, a slight re-tooling of the entire progression (no more coves area for example), and a few other mechanics added (Masters, Jewels).
Really, it's still the same PoE you know with some additional systems and another act, plus a slightly-pushed-out endgame (maps are 2 levels higher now, a few new T1 mods got added, there is more endgame encounters than just maps, etc). You will have to do a lot of learning if you return, but you wont feel like you are playing a completely different game just a freshened up version of PoE.
It's pretty interesting to see how people are reacting to these "Ascendancy Classes." Some are upset that their two-handed sword Witch won't be able to spec the Duelist skill-specific nodes, when they were already playing a sub-optimal build anyway.
I can't see how they do anything besides add diversity. I mean, the only thing separating Witch/Templar or Marauder/Duelist or Witch/Shadow before when it came to a bunch of builds was what you looked like and your starting stats and a handful of % difference in starting nodes.
It definitely doesn't prevent you from going for your hipster 2h witch build, it just means its not optimal which was the case anyway. The only thing it may do is swap around which class is the most optimal for a specific build which happens every so often with patches normally. Overall seems like a really great expansion.
I dunno, some of the Ascendancy class nodes look extremely OP. Like the templar one from Inquisitor which allows crits to ignore elemental resistances. (see: https://imgur.com/a/wzWFm )
I think some of them look rather meh while others are looking way too good. Like I think the Mara (Juggernaut) one looks meh in comparison to Champion or Slayer (I think both Duelist).
On November 22 2015 00:32 Blitzkrieg0 wrote: Maybe bosses are immune to it or something. Full elemental penetration sounds ridiculously broken.
I don't see them making exceptions like this, they're probably just gonna make the content of the game harder to make up for the power increase from subclasses.
I like the subclass concept though, before when I made a build I could usually choose to start as 2-3 different classes, with marginal differences. Now I'm gonna have some meaningful choices to make.