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Patch Notes said:Archnemesis modifiers are able to be gained by characters through sources such as Headhunter and Inspired Learning, though you are only able to have one instance of each modifier at any given time.
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Patch Notes said:Archnemesis modifiers are able to be gained by characters through sources such as Headhunter and Inspired Learning, though you are only able to have one instance of each modifier at any given time.
Big relative buff to inspired learnings (+ mageblood)
Big relative buff to inspired learnings (+ mageblood)
I might be misremembering the livestream but i was under the impression monsters wouldn't have a long shopping list of mods anymore. If that is the case then IL when put against HH would grab 2 mods out of 4? instead of 2 out of 10 or something like it is now.Mageblood yes, but IL? I dunno. IL will grab only 1 of the mods, and it can grab a dupe (and thus do nothing) where as HH would grab something new every time unless you already had every mod.
I like Cutedogs take. 6 weeks into the league, people still playing want to juice. But yeah Mageblood + IL is gonna be about as good as it gets for juice.
I might be misremembering the livestream but i was under the impression monsters wouldn't have a long shopping list of mods anymore. If that is the case then IL when put against HH would grab 2 mods out of 4? instead of 2 out of 10 or something like it is now.
Also im not aware if theyve clarified at all if IL would grab a mod you already have and do nothing or refresh the timer, or if it avoids mods you have.
Where did "extra hp" and "extra mp"(what is this?) come from then?There's like 12 Archnemesis mods, but remember that these are only replacing the old rare/magic mods. All the mods like "Extra HP" or "Extra MP" etc are still going to be there. So if you have a mob with 4 AN mods, and 3 non-AN mods, HH will pick up 7, and IL will pick up 1.
The HH was nerfed, and it sucks. But it's still probably going to be a 30-40ex item if I had to guess, only because of movement speed alone.
Where did "extra hp" and "extra mp"(what is this?) come from then?
I think those are mods inherent to the mob type and not stealable. Never played with a HH or Inspire Learning though, so take that for what it's worth.
Have you tried the build? It is immortal until it isn't. CaptainLance had a wrapup video on it and I agree with almost all of what he said.I don’t understand how they can be ok with the afk ward loop builds being unchanged. Maybe the items will just be a lot rarer? Those builds are basically immortal
If that's the case then I'm not sure. But if that's the case then IL and HH probably have little discernable difference. I always assumed that HH stole all mods, including inherent ones. I guess we'll know in the future!
I would say this is a point against. From EGG:![]()
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That would suggest that 4 Archnemesis mods are uncommon in regular maps, which is what Chris said. And there's a way to get 5 mods(map affix, corruption, enchant, atlas passive, etc) that makes it enough of a slog to put it in EGG. If extra HP or extra phys damage or "block spells" were a mod(and thus stealable), I don't think 5 mod would be an EGG.
- Defeat 100 5-mod Rare Monsters in Tier 16 Maps