Path of Exile 2 Early Access |OT| An Exile like ARPG.

Which ones that?

The moistened bint in the pool?
The one in Kriar Village. A Huntress in a small arena that spams lots of big things that last a long time, take up lots of space and spam other things suddenly makes the game a bullet hell, and then wisps join as well to make it worse. The games audio cues go to shit due to too many of them as well lol
 


nice. Will give it a look over.

Also, started the day with 0 Divs, finished with 4. Need to make some decisions with my Merc, went hybrid Armour/EV and I'm squishy af. My damage is great, but handicapped by grenade cooldowns. Feeling a bit ass to play as I'm barely into t5 maps.
 
Just about to hit maps. Think its took me 40 hours SSF lol although I have spent a fair bit of time on the tree and trying to get my head around crafting. Only walls I hit with my Ranger have been my character burned through mana at 55-65 that i just figured out and I was getting one shot loads in Act 3 until I re-spec'd into loads of evasion.

Pretty smooth sailing, Ranger is definitely easy mode relatively speaking.
 
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fuck it, going full evasion + deflection to see how that feels. Armour/Evasion feels horrible af. Remembering why I dipped out of my merc build last season.
 
well shit I'll have to try that, nice looking out , Mr Hamster

Another thing that I've always wanted to try with Witchhunter is to use Doryani's Prototype. It's a chest piece that makes enemies in your presence have the same lightning resistance as you, so if your lightning res is -100, so is theirs. In the past, this was annoying because it made you very squishy against lightning damage. However, with Witchhunter, you can use Sorcery Ward to mitigate some of that damage. You can also now use armor to mitigate elemental, so it's not so bad either.

Couple that with Myris Uxor, and the new "increased culling threshold" nodes and gear, and you can kill mobs at like 60% health.
 
I completed campaign and have done 3/4 of the ascends, level 75. Absolute breezed through as a Pathfinder poison build.

On to maps and working my way up Tiers easy enough , i want to do the big bosses but not sure i got the grind in me......

Starting to feel i might call it a day or take a break.
 
Messed around on maps for a bit, campaign is definitely better, just feels like im getting rushed every ten seconds by loads of stupid fast mobs.

Having a break for a few days. Might persevere or roll another toon, again.lol.
 
Messed around on maps for a bit, campaign is definitely better, just feels like im getting rushed every ten seconds by loads of stupid fast mobs.

Having a break for a few days. Might persevere or roll another toon, again.lol.
Take a brake and then check your defenses. After i fixed my resistances, the endgame became a lot easier.
Not worth to roll another character to go again through 25-30 hours of campaign. Wait for 0.4
 
Take a brake and then check your defenses. After i fixed my resistances, the endgame became a lot easier.
Not worth to roll another character to go again through 25-30 hours of campaign. Wait for 0.4
I took 50 odd hours this run through lol. I just like messing around with builds.

My resistances aren't terrible but not maxed. Running a mostly my own evasion build deadeye. Although i will say its been my least favourite toon so far as its kinda broken and makes the game too easy and a bit boring. Still enjoyed it.

Not really had a proper go at a sorcerer, quite fancy that. Really don't mind running the campaign again for the 20th time Act 4 was brilliant.:)
 
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I put this unique socketable in a pair of boots that gives 100% effect of socketable items, and now I gotta go fast. I'm at 40% movement speed.

 
Act 4 is a masterpiece (so far, I've just started it).

The QoL changes are *really good* - my only issue is the amount of sun I'm getting on my screen - I'm a Manc we're used to rain and it's been too sunny to play a grimdark game like PoE2!!

I'm also suffering from "need to try a different char" and getting through clearfell then trying something else - I will complete Act 4 as soon as we get some proper weather...
 
Finally reached maps again, the new act and interludes are amazing. I didn't expect the extra content to be this lengthy. GGG did an amazing job so far.

Currently lvl 76, resistances around 50-75% and mainly using orb of storms and arc/spark with some extra combos for bosses. 1.2k hp and 2.2es.

Not completely feeling mapping as of yet. I do like the feeling of absolutely wrecking random mobs, some elites/rares still tend to do a lot of damage which is fine but randomly have the potential to almost one shot me which seems off.
Yesterday I came around a corrupted boss of some sort, dodged that mf but apparently his 'base' was an insta kill? So I called it quits there.
Another one is the fast abyss mf on a mount with spears, I couldn't dodge his speedy attacks and it took 3 hits to kill me.
The on death effect are also lame as fuck. An elite apparently poisoned the ground, but I was in a jungle so I had no idea. Lost 2 'lifes' because of that. When he died something exploded and I almost died again. Not fun.
It seems like all my maps get cursed with enfeemble of something, which isn't fun either. Aren't there any other curses?

I'm not sure if I'm doing anything wrong, the game is not good at giving feedback yet. Although it's better than previous patches.
0.3 has been my favorite thus far.

Might call if quits, I keep losing XP progress due to dying to these things but had fun along the way.
 
Act 4 is a masterpiece (so far, I've just started it).

The QoL changes are *really good* - my only issue is the amount of sun I'm getting on my screen - I'm a Manc we're used to rain and it's been too sunny to play a grimdark game like PoE2!!

I'm also suffering from "need to try a different char" and getting through clearfell then trying something else - I will complete Act 4 as soon as we get some proper weather...
God created curtains for a reason my man.
 
I finally got around to organizing the guild stash more. It is less cluttered now, and culled the weaker items. I also put all my extra low level runes in there for anyone who needs them while leveling.
 
I finally got around to organizing the guild stash more. It is less cluttered now, and culled the weaker items. I also put all my extra low level runes in there for anyone who needs them while leveling.
i'm one that probably clutters it a lot, i'm sorry i usually play with gamepad and dump items in the lvl range without moving them around in the tab, every couple of days i try to remember to log with k&m to reorganize (way easier with mouse) but hadn't much free time lately... at least i usually put rare equip in the guild stash and only recycle them if the corresponding stash is full :messenger_grinning_sweat::messenger_grinning_sweat: :messenger_tears_of_joy:
 
i'm one that probably clutters it a lot, i'm sorry i usually play with gamepad and dump items in the lvl range without moving them around in the tab, every couple of days i try to remember to log with k&m to reorganize (way easier with mouse) but hadn't much free time lately... at least i usually put rare equip in the guild stash and only recycle them if the corresponding stash is full :messenger_grinning_sweat::messenger_grinning_sweat: :messenger_tears_of_joy:

Don't worry about it, organizing the stash is primarily my job, so you use it how you like :)

If you can pitch in to help organize once in a while, that's awesome, but please don't feel bad if you don't. Just have fun 🐹
 
I added some uniques yesterday.
I got back to the Monk as I'm not that interested in the endgame right now.
I ditched the Sorc gear to use Monk skills but it's really harder lol
 
i'm one that probably clutters it a lot, i'm sorry i usually play with gamepad and dump items in the lvl range without moving them around in the tab, every couple of days i try to remember to log with k&m to reorganize (way easier with mouse) but hadn't much free time lately... at least i usually put rare equip in the guild stash and only recycle them if the corresponding stash is full :messenger_grinning_sweat::messenger_grinning_sweat: :messenger_tears_of_joy:


To elaborate, basically my filter settings for what stays and what goes is this :

All helmets, body armors, gloves, and boots need +armor, evade, or energy shield, and some resistances, with a few exceptions.

Helmets: +minion skills is the exception
Body Armor: High roll of +spirit is the exception
Gloves: Lots of +added attack damage is the exception
Boots: High roll of movement speed is the exception

Rings should have +resistances, +added attack, +life, +mana as a priority
Amulets should have those too, but also +spirit and +skills and +defense

Belts should have resistances, life, and/or mana

Martial weapons for the most part should have a high physical damage modifier as well as +attack speed, +crit chance, or +skill levels

Wands and Staves should have +skills.

Scepters should have +spirit and +minion levels
 

0.3.0c Patch Notes


Changes and Improvements

  • There is now a short grace period at the start of a sprint where being hit will not heavy stun you. This is equal to the minimum sprint duration, so you can now never be stunned out of an accidental sprint. The minimum sprint duration has been increased slightly to support this change.
  • The Undying Will Monster modifier no longer affects other Rare Monsters with Undying Will.
  • Players can no longer revive if they die while having a stolen Kurgal's Last Gasp modifier.
  • The duration of the ground effects from the Infested Cadaverand Blackblooded Proboscite Abyssal Monsters has been halved.
  • Zelina, Blood Priestess no longer heals from her attacks that hit player minions.
  • The sorcerers surrounding Torvian, Hand of the Saviour's arena now have visuals indicating when they are actively empowering Torivan.
  • Various skills used by The Prisoner are now red-flash abilities.
  • Improved how the Vessel of Kulemak's cold beams function in party play.
  • Draiocht Hengestones, Karui Beacons, and Temporal Tether all now dynamically spawn near the player on Map completion.
  • Many Act Four Monsters can now be bound as Spectres.
  • Ancestral Warrior Totem now uses the weapon in the Weapon Set it has been assigned to, and no longer disappears if swapping to an invalid weapon or Weapon Set.
  • The Gemling Legionnaire's Integrated Efficiency Passive Skill now actually applies by modifying each skill, which means those modifications also apply to minions from those skills. The description has been updated to clarify that the bonuses also apply in the case where supports and skills are socketed together in meta gems.
  • Chance to not consume crossbow ammo stats found on Ammo Conversation support gems and the Passive Skill Tree now roll their chance per ammo spent instead of once per skill use, meaning they interact correctly with the Hailstorm Rounds skill. Their wording has been updated accordingly.
  • Volcanic Fissure's fissure limit is now displayed and can be modified by sources of + to limit.
  • Toxic Domain now requires a Bow, Spear, or Crossbow to use.
  • The His Scattering Calamity Skill granted by The Unborn Lich Unique Staff now has "Duration between Launching Wellsprites is 1.2 seconds", which can be affected by modifiers to Skill Effect Duration.
  • The Turn the Clock Forward Notable Passive Skill once again provides 20% increased Projectile Speed.
  • The Fairgraves' Curse Unique Bow can once again be obtained.
  • Added a button to the character selection screen to have your character be logged into town/hideout instead of the last area. This is identical to the existing behaviour where you can Ctrl + Click on the login button.
  • Boulder Ants are no longer considered beasts, and have been temporarily disabled as a Spectre.
  • Updated the wording on Omen of the Sovereign, Omen of the Liege and Omen of the Blackblooded to clarify that they can only be used with Weapons and Jewellery.
  • Updated the Molten Shrine world map icon to indicate that it provides a permanent bonus.
  • Improved the performance of some Abyssal Monster skill effects.
  • Improved audio telegraphing for some Abyssal Monster skills.
  • Improved the performance of some Abyssal Monster modifiers.
  • Improved the performance of the Benedictus, First Herald of Utopia boss fight.
  • Improved the telegraphing of Benedictus, First Herald of Utopia's maze skills.
  • Improved the visibility of The Seven Pillars world map icon for Qimah.
  • Improved stash and stash settings navigation when using a controller.
  • The Hostile Takeover Quest can now be completed by speaking to Ange in any of your Hideouts. Previously, this quest could only be completed by speaking to Ange in Shoreline Hideout specifically.
  • The Stash and Guild Stash in The Ziggurat Refuge have swapped locations.
  • Dodge Roll Effects and Level-up Effects are now listed under their own sections in the 'Extra' tab of the Cosmetics panel.
  • Re-enabled the Demonfire Ember Fusillade microtransaction.
  • Time of Need's audio no longer plays in hideout areas.

Bug Fixes

  • Fixed a bug where you could be unable to dodge roll out of sprinting with the "Keep Sprinting While Moving" option selected.
  • Fixed a bug where you could not target objects while sprinting.
  • Fixed a bug where Crossbows occasionally jammed and ignored reload/shoot inputs when the reload button was released too soon.
  • Fixed a bug with Herald of Plague where anything that caused the ongoing buff to recalculate, such as changing the reservation amount, caused it to add the base spread radius to itself again.
  • Fixed a bug with Berserk where anything that caused the ongoing buff to recalculate, such as changing the reservation amount, caused it to add the base stats to itself again.
  • Fixed a bug where the Feast of Flesh Skill was not granting any recovery on consuming a corpse.
  • Fixed a bug where the following skills were not scaling with modifiers to area damage: Toxic Growth, Magma Barrier, Whirlwind Lance (whirlwind only), Freezing Mark, Voltaic Mark, and Bloodhound's Mark.
  • Fixed a bug which caused Blasphemy to become indefinitely disabled in a weapon set after you failed to meet the Spirit requirements for it.
  • Fixed a bug where leech applied to you by totems via the Font supports was much higher than it should be due to not being affected by enemy leech reduction.
  • Fixed a bug where leech applied to you by totems via the Font supports did not account for level scaling in party play.
  • Fixed a bug where Living Lightning Support was not triggering correctly after the explosion of a Poison Cloud.
  • Fixed a bug where Rapid Casting III was not providing increased Cast Speed for each different Spell you had Cast in the last eight seconds.
  • Fixed a bug where triggering some skills while moving could reapply movement-speed penalties from previously used skills. This was most noticeable with the Corpsewade Unique Boots.
  • Fixed a bug where Ancestral Warrior Totem using Molten Blast would deal no damage if you are dual wielding Maces.
  • Fixed a bug where Perfection Support's buff couldn't accumulate more than one stack and wasn't being removed properly.
  • Fixed a bug where Encase in Jade didn't consume Jade stacks if it didn't grant any Guard.
  • Fixed an issue where too much Area of Effect could prevent Shield Wall from being used with the Ahn's Citadel Lineage Support.
  • Fixed a bug where the benefits provided by Quality on Banner Skills were not functioning correctly.
  • Fixed a bug where allocating the same weapon for each weapon set with the Giant's Blood Keystone allocated could cause your second weapon set to become invalid after area transitions.
  • Fixed a bug where charges gained because of the Combat Frenzy skill weren't considered to have come from that skill, and thus were not affected by some Supports applied to Combat Frenzy that affect charge gain.
  • Fixed an issue preventing Orb of Storms and Solar Orb from being supported by Unleash. These skills are still unintentionally unable to be supported by Spell Echo and Spell Cascade — this will be fixed at a later date.
  • Fixed a bug where Sealed Vaults could sometimes fail to spawn an Idol of Estazunti nearby.
  • Fixed a bug where the Boar, Fox, Ox, and Rabbit Talismans could not be obtained.
  • Fixed a bug where Essences that can be applied to Armour could not be applied to Foci and Bucklers.
  • Fixed a bug where the Essence of Hysteria could not be applied to Bucklers.
  • Fixed a bug where one of the arena blockers in the final Act 4 boss fight wasn't being disabled at the correct time.
  • Fixed a bug where the final Act 4 boss could fail to progress the fight after knocking the player down.
  • Fixed a bug where you could skip the Torvian, Hand of the Saviour boss fight by skirting around the edge of the area.
  • Fixed some cases where Diamora, Song of Death could fail to return to her arena after diving into the water.
  • Fixed a bug where the visuals of the Vessel of Kulemak's triple beam could become incorrect when slowed.
  • Fixed a bug where Krutog, Lord of Kin, could lose aggro during his stomp skill.
  • Fixed a bug which caused some terrain in the Flotsam Map to sometimes be inaccessible.
  • Fixed a bug that sometimes prevented players opening the Derelict Mansion and Sacred Reservoir Maps.
  • Fixed a bug where the Wisps leading to the Derelict Mansion sometimes did not display correctly
  • Fixed a bug where it was not possible to reach the final part of the Vessel of Kulemak fight if a player had died and revived during the fight.
  • Fixed a bug where active blocking the snowball created by Rakkar, the Frozen Talon could sometimes fail to prevent the damage.
  • Fixed a visual bug where effects in the Slick Map area could become over-brightened.
  • Fixed an issue where players on Xbox could lose sound effect audio, which persisted until relaunching the game. We're still investigating similar issues for PlayStation users.
  • Fixed a bug where Navali would show up in your hideout uninvited and refused to leave your waypoint.
  • Fixed an issue where The Hammer of Kamasa was unobtainable in Standard (or the Standard version of a league) on a character that had died in the Hardcore version of that league.
  • Fixed an issue that prevented you from completing The Grand Quest (quest) and from obtaining your first 2 Expedition Skill Points if you had held a Logbook before talking to Dannig and obtaining your rewards.
  • Fixed an issue where Respawning at Checkpoint after opening a chest that dropped a Torn Map Piece didn't drop that quest item in the new instance.
  • Fixed a bug where opened strongboxes would not visually appear open after respawning at a checkpoint.
  • Fixed an issue where if you entered Act Four underleveled from normal the Vendors wouldn't have any Act Four items available for purchase.
  • Fixed a rare issue where players could get stuck behind The Hooded One in the Ziggurat Encampment.
  • Fixed an issue where you were incorrectly told that Alva has completed one of your Currency Exchange orders instead of Ange. Ange deserves the credit for her hard work!
  • Fixed a bug where Map Node and Waystone descriptions were not displaying increased Experience or Gold gain when applicable. These were still applying, just not displayed.
  • Fixed an issue where killing some Map Bosses counted as killing their campaign variants, causing some Map Pins on the World Area to be marked as if you had killed them in the campaign.
  • Fixed a bug where modifiers to minion duration would not be correctly reflected on the skill information panel. This is purely a display fix, as they were already being applied correctly in practice.
  • Fixed an issue where Magma Barrier had an outdated, misleading Duration tag.
  • Fixed an issue where some small Passive Skill names had not been updated to the new function they have in 0.3.0.
  • Fixed a bug where the dynamic culling for the King of the Mists' pustules effect was too aggressive.
  • Fixed a bug where the dynamic culling for the Amanamu's Void ground effect was too aggressive.
  • Fixed a bug where Rog constantly invited you to come visit his shop sometime.
  • Fixed a bug where the stash user interface could extend off-screen in some aspect ratios when using a controller.
  • Fixed a bug where you could fail to use skills near a Tempest Bell on controller if the skill was bound to the same button as interact.
  • Fixed a bug that caused you to be unable to apply Skin Transfers when using a controller.
  • Fixed a bug where some microtransactions that are unavailable to be purchased directly could show up in the Microtransaction Shop's 'New Items' section.
  • Fixed a client crash that could occur with the Steward of Kulemak Abyssal Lich Notable Passive Skill.
  • Fixed 5 other client crashes.
  • Fixed 4 instance crashes.
 
I think I'm getting pretty good at crafting nice gear for cheap. I've been buying 1 exalt gear and then using crafting methods to turn it into end game gear. Generally I spend around 30 exalts on crafting materials and then spit out a +2 projectile skills +35 spirit amulet that sells for 200 exalts. It's a little difficult to do this on my own because all the instant buyout trades I'm doing means I'm constantly using all of my gold. I've been looking for ground drops that have the base stats that I need in order to save on gold.

This is what I'm thinking -

A new quad tab in our guild stash for crafting items. Basically, the right items with the right mods that I would need to make strong crafts for pretty cheap. You guys can put in some of the trash you find that is not good to use but good to craft on, and then I can use those to make better items for us to use. Just provide me with enough gear to craft on and I can make some cool shit.
 
This game is pretty much unplayable on PS5 Pro with some builds, isn't it? I'm running a fissure Titan build with Herald of Blood/Plague and when I'm mapping with high density, fps on my PC drops like a stone, so I tried it on the console and 15fps is frankly unplayable.

GGG really needs to do some optimization.
 
I saved a random Gemini Bow on the ground, used a perfect Transmute Orb, and got T2 physical damage increase. Then I sold it for 2 divine orbs. Yee haw.

Damn. Here i am happy to be selling all these white belt drops for 3-4 a pop and making 20 ex a day out of it lol
 
Damn. Here i am happy to be selling all these white belt drops for 3-4 a pop and making 20 ex a day out of it lol

As I've made more crafts, I realized that one of the best things to have is a starting magic item with a really high roll of an important mod. For example, The Gemini Bow sold for a lot because it would be very easy to use the Greater Essence of Abrasion to add flat phys to the item to make it super strong. Then you can slam a suffix Greater Exalt with by using that suffix only Omen. Then you can use one of the "gain as x% cold/fire/lightning" to add the last prefix guaranteed by also using an Omen of Dextral Crystallization to make sure that when it removes an affix it only removes a suffix and keeps the phys damage prefixes intact. Already right there you have a guaranteed banger bow.

In hindsight, I probably should have just crafted it myself lol.
 
Oh fr I see the logic. I restarted as an Ice strike monk as the merc was hitting too many annoying walls, so I'm just about into the endgame again. Item levels aren't at the point where I can use anything but low tier versions of currency to build them, so haven't bothered 😂
 
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