Path of Exile

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Joeboo

Molten Core Raider
8,157
140
So what is everybodys best method for leveling the Masters?

So far I've just been making quick laps around the Tidal Island in Act 1 Merciless, I'd say a Master appears about 15-20% of the time in that zone and it's a damn small zone that can be run completely through in about 30-45 seconds if you don't stop to kill anything(but I tend to stop and kill Hailrake for drops. Ran through there probably 50 times yesterday, and got 3 unique drops from Hailrake, so it's probably worth the extra 30 seconds to kill him. Maybe.
 

Vitality

HUSTLE
5,808
30
So what is everybodys best method for leveling the Masters?

So far I've just been making quick laps around the Tidal Island in Act 1 Merciless, I'd say a Master appears about 15-20% of the time in that zone and it's a damn small zone that can be run completely through in about 30-45 seconds if you don't stop to kill anything(but I tend to stop and kill Hailrake for drops. Ran through there probably 50 times yesterday, and got 3 unique drops from Hailrake, so it's probably worth the extra 30 seconds to kill him. Maybe.
Mountain ledge baby. My favorite meep. Too valuable because you get the chance at Zana compared to tidal island.

I strung like 15 mountain ledges together (all pack size or magic monsters) of that I'd say I got over 50% master spawn rate, two zanas. Could be just RNG though but masters spawned a ton in mountain ledge for me.
 

Joeboo

Molten Core Raider
8,157
140
How do you have so many of that particular map. Do you just buy them off of Zana? (I havent bought any maps from her yet, as I haven't run low on maps yet)
 

Vitality

HUSTLE
5,808
30
How do you have so many of that particular map. Do you just buy them off of Zana? (I havent bought any maps from her yet, as I haven't run low on maps yet)
That and I trade up lower level maps for them. Maps drop a ton more if you get lots of beyond packs from packsize maps.

I mean it doesn't have to be just Mountain Ledge, in Hardcore though I like to stick to couple maps per level range. Mountain ledge is awesome though, especially when you get pack size +2 exile + vorici.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Thats about what GGG posted, that masters have a 50% spawn rate in maps. Great way to make chaos orbs and masters is by burning those low level maps. Not to mention the linear ones like tropical island are a breeze to get the 1000 kill streak challenge.
 

Selix

Lord Nagafen Raider
2,149
4
So what is everybodys best method for leveling the Masters?

So far I've just been making quick laps around the Tidal Island in Act 1 Merciless, I'd say a Master appears about 15-20% of the time in that zone and it's a damn small zone that can be run completely through in about 30-45 seconds if you don't stop to kill anything(but I tend to stop and kill Hailrake for drops. Ran through there probably 50 times yesterday, and got 3 unique drops from Hailrake, so it's probably worth the extra 30 seconds to kill him. Maybe.
Have you heard of /global 820? If not the next time you log on type that in chat. You're welcome.
 

Harfle

Lord Nagafen Raider
1,055
69
Those gaunts have +es flat, +es %, and MAK. Thats 2 prefix, 1 suffix which means you can add 2 resists and then HP / Leech / or ES + Block recovery if you are pure ES.

I dont know if some of you guys have messed around in D3 with the new seasons but PoE has officially taken a dump on that game. I am still a D3 fan boy for life but what an easy and forgiving game when you have experienced both.
Yeah d3 is cool for all of about 2-3 days of the new shit then just boring. no Risk vs Reward and depth to the game.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Yeah d3 is cool for all of about 2-3 days of the new shit then just boring. no Risk vs Reward and depth to the game.
When I rage from dying its nice to go easy mode in D3 and not have to think about playing. This game has no apologies for its loot system and difficulty and I would never change it.

We're lucky to have a multiplayer game left like this in this day and age =(
 

kitsune

Golden Knight of the Realm
624
35
Now I remember what my ES gloves had - Life!
rrr_img_76848.png


My question here is. Can I put 2 crafted mods on this or only 1 crafted + an exalt? The fact that they have life is so good for me, because I run a life/es build
 

Greyform

Bronze Knight of the Realm
431
17
So now that I sort of know what I am doing (this game does have a learning curve) should I re-roll on Rampage of Beyond or should I just wait until November?
 

Selix

Lord Nagafen Raider
2,149
4
Rampage for a little bit of a challenge increase. Beyond if you think dying and learning from dying over and over again is fun.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Holy patch.... TLDR

Masters missions redesigned
Boost to solo player cart boxes
Elreon lvl 8 mod for multi up from 1 divine to 2 ex (holy shit lol)
Herald of Ice +20% range +100% damage on shatter

Tora mobs finally got the volatile blood removed also
 

Vitality

HUSTLE
5,808
30
1.2.3 Notes:

Ratings, undocumented changes, and bugs available @ nerfed.gg

We are expecting to deploy this patch on Monday (NZ Time).

Version 1.2.3
Content/Features:

.Added three new cosmetic microtransaction pets: Blue Land Crab Pet, Formosan Deer Pet and Nursery Web Spider Pet.
.Added a new monster, designed by a Ruler of Wraeclast supporter, to some Act Two areas.
.Added two new Unique Maps designed by supporters.
.Flasks will now refill when equipped in a hideout.
.The secondary arrow from Tornado Shot has had its effect changed. The secondary arrow no longer leaves a permanent arrow in the environment.
Tora Missions:

.Added new beast variations and unique bosses to Tora missions.
.Removed the Volatile Blood mods from the list of available bonuses the corrupted beasts could have and added new mods to take their place.
.Changed the way the Enrage on Low Life system works so it is visible before the monster reaches low life and doesn't look like a Nemesis mod when triggered.
Haku Missions:

.The Karui spirit now has a variety of new spells it can use when it has been picked up.
.Reworked many of the mission variations. Monsters will not always be raised or summoned and the spirit will not always have effects.
.Variations where you start at the spirit now have a time restriction for picking up the spirit. Holding the spirit will not revive or summon monsters.
.Removed the falling rocks variation from missions where you start at the spirit.
.Replaced damaging totems with new totem varieties with delays between series of casts. Only one totem variation is chosen. Missions with totems cannot have more than one spirit effect.
.Bosses now only appear on mission variations where they guard the spirit, and don't revive when the spirit is picked up.
.Reworked some boss skill sets.
.Removed the additional area mods.
Vagan Missions:

.Added a new combat variation for Vagan.
.Added new ally types for variations where Vagan fights alongside his companions.
.Added a new duel variation where Vagan places traps before the fight.
.Added new mods that can apply to Vagan.
Vorici Missions:

.Exiles will now escape when you successfully complete a mission where they must survive.
Elreon Missions:

.Added new monsters that can spawn in waves.
.Added new Rare and Magic monster waves to Elreon missions at higher levels. Unique bosses with their own wave can sometimes appear at higher levels.
.The life on the "Kill the Relic" mission variation has been increased greatly at higher levels.
.Removed the Defend the Relic variation with multiple relics to defend.
Balance:

.We have rebalanced Cartographer's Strongboxes. These chests were incorrectly double-dipping on map bonuses and party bonuses. The number of people in your party no longer increases map drops from these chests. We have also reduced how often they appear, but have significantly boosted their drops. Solo players will notice a substantial boost to drops from these Strongboxes, while parties will no longer receive too many maps.
.Herald of Ice: The shattering damage area of effect radius has been increased by 20%. The damage on shatter has been increased by 100%.
.Reduced the number of guest monsters relative to signature monsters that can appear in several areas.
.The rarity of higher tiers of the flat Physical Damage weapon mods have been adjusted.
.The price of the "of Crafting" mod (which grants the ability to have multiple crafted mods) has been changed from one Divine Orb to two Exalted Orbs.
.Elreon now correctly sells Sceptres and Staffs when in a hideout, rather than swords and axes.
.Stun Threshold Reduction now applies to spells and secondary damage, as well as attacks.
Bug Fixes:

.Fixed a bug where buying Hideout decorations from Zana when she is in the Eternal Laboratory would fail.
.Fixed a bug where daily missions in the Industrial Docks area would have an additional broken exit portal.
.Fixed a bug introduced in 1.2.0 where Headhunter would not work with some mods.
.Fixed the corrupted implicit mod that grants Assassin's Mark to correctly display as Assassin's Mark (instead of Critical Weakness).
.Fixed a bug where shattering Shield Crabs did not correctly reduce the remaining monsters count.
.Fixed a bug with the Dream within a Dream achievement not working in Zana maps.
 

Joeboo

Molten Core Raider
8,157
140
.Exiles will now escape when you successfully complete a mission where they must survive.
BOOOOOOOOOOOO

I liked going back and killing the loot pinata after turning in the mission