Path of Exile

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Goonsquad Officer
5,708
13,692
it sounds strange to use the mechanic. odd builds do well at it. they say it makes a lot of currency, and i hear tatoos are nice.
 

1987

Ahn'Qiraj Raider
3,222
6,962
Noob question. I'm trying heirophant totems. And I did a little reading and it sounds like 6 totems is the max. But with ancestral bond, heirophaint passive, soul mantle, and a shield I only count 5. What am i missing? (Obv not counting multiple totems gem)
 

Arbitrary

Tranny Chaser
27,119
71,808
Noob question. I'm trying heirophant totems. And I did a little reading and it sounds like 6 totems is the max. But with ancestral bond, heirophaint passive, soul mantle, and a shield I only count 5. What am i missing? (Obv not counting multiple totems gem)

Soul Mantle no longer has +1 totems. The two you are then missing are the two from multiple totems to get you to six.
 

1987

Ahn'Qiraj Raider
3,222
6,962
Soul Mantle no longer has +1 totems. The two you are then missing are the two from multiple totems to get you to six.
Thanks. I actually just looked and since multi-totem always spawned 2 I just assumed I had six, since I have ancestral bond and heiro passive. I never noticed that it despawned 1 on my third cast. Good to know.
 

Xevy

Log Wizard
8,601
3,816
Hit 1000 ranking. At 900+ it started shitting out divines. Got a 4 stack and 3 solos between 900 and 1000.

Probably the second most rewarding league mechanic after the Heist exalt printing shenanigans.
 

Penance

Ahn'Qiraj Raider
5,032
4,733
Well got to maps in one day not even playing that hard. Boneshatter might be one of the best starters getting through campaign
 

AladainAF

Best Rabbit
<Gold Donor>
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Could you explain low tier map farming a little? It's an aspect of PoE that I'm aware exists but don't know anything about.

I mean, it's just pick the atlas passives you want, and farm T1 maps repeatedly with that juice in a typically alch and go setup. I am personally setup for expedition, harvest, strongboxes and harbingers.

You'll get much less loot than say a T16, but I can complete an entire T1 map (with picking up loot) in about 2-3 minutes with zero risk. I'm able to explode an expedition without really looking at it, and it's a very grindy, braindead way to play.

But it drops good stuff too. I've made about 20 divine so far and get boatloads of expedition currency, along with fracturing orbs doing nothing but farming T1s with a full atlas. It's just not a playstyle a lot of people enjoy but if you can do it for a bit, you should make ample money to put together a fantastic build. Again, it's not necessairly more rewarding than rolling T16s and if you can blast T16s then do that. It's just when your gear isn't solid yet, its a nice, safe way to make currency while watching netflix.
 

Chris

Potato del Grande
18,206
-337
League Mechanic is spitting out Chaos Orbs, got something like 19 from about 9 tournament rounds including 3 at a fairly low level. I'm in Act 6 lol.

It's the most rewarding currencywise I've ever played.

Key to it seems to be getting a lot of damage and killing the enemies while buying as many minions as possible to kill their totems.

My weird Ice Spear Deadeye cover screen with projectiles build is doing really well at it since it's fucking the entire enemy team.
 

mkopec

<Gold Donor>
25,393
37,475
So obv I missed a few leagues, but when and why did divines take the place of exalts as the ult trading currency?
 

ronne

Nǐ hǎo, yǒu jīn zi ma?
7,920
7,082
Just focus on getting good flankers(fieldmasters and birds) asap and it's pretty easy to consistently win.

Fieldmasters are bait once you get to rank 300+. The wall spam breaks your own mobs AI too badly, and you won't be able to consistently wipe the enemy team as you climb higher. Birds are okay but they die to anything sneezing on them.

Spear dancers and sun callers are what you really want. Sun callers are unique cause they disable the mob whose totem they are channeling, and spear dancers just have better AI than everything else for some reason and do their job the most consistently.
 
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AladainAF

Best Rabbit
<Gold Donor>
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Spear dancers and sun callers are what you really want. Sun callers are unique cause they disable the mob whose totem they are channeling, and spear dancers just have better AI than everything else for some reason and do their job the most consistently.

"You really want these things, because they were coded with better AI"

Good league.
 

Xevy

Log Wizard
8,601
3,816
At rank ~1100 now

Flankers: Tbirds, Fieldmasters, Sunset Sages, Ravagers
Escorts: Anything mobile or anything that buffs you
Attackers: Anything that can soak up other attackers/escorts really, not even sure this slot REALLY works
Defenders: Caster types and Blade Dancers if you can spare them. Multi Proj Tidecallers are really good

The fieldmaster thing for flanker is best paired in the same lane with a Tbird because they can teleport around their walls or a sunset sage/tidecaller because they can range a totem beyond the fence. They do cockblock your own teammates, but not NEARLY as bad as they cockblock the opponents. For 600 they're a really good unit. Beware enemy Blade Dancers and Spear Fishers apparently walk through their fences.

Sunset Sages are maybe tied with the best flanker. They're slow, but they have a blink skill to avoid attackers. They freeze the enemy whose totem they're banishing. They have OMEGA range on their totem banish which I believe is unique among all of the units. Even tidecallers/sages have to get close to hand-channel. Throw on a Massive Chisel, Proxy Shield, or Just 100% hp and they're fuckin'.

Thunderbirds are best paired with the bauble that heals their hp while banishing, birthing spoon, 50% insta revive, 50/50 block item, prox shield, or 100% health. They're VERY squishy, but they're hard to nail down. The low health leads to the REAL problem higher up:

Death's Guides. These guys have a chaos aura around their totem. Why is this a problem? Because none of your units have any chaos resist. So it can literally be ONE Death's Guide totem versus 4 flankers and it may take them all 3 lives EACH to take that down. And UNFORTUNATELY it is usually accompanied by a Mystic who HEALS the totems making it impossible for anyone outside of a Sunset Sage who can out range it to take it down. I have 75% chaos resist and even with my full hp every 4 seconds bullshit I still have to use a pot once or twice during a single channel to take it down.

Titanic Shells are still a problem. One turtle can, as of last night, protect 7, SEVEN, fucking totems at once. And the real problem is your flankers won't attack it. They attack totems, not mobs so even if it's the ONLY monster on that side of the field, they will just mill around aimlessly or get goalied by attackers. I sat dead for 20 minutes last night hoping, HOPING, that of my 4 flankers and 4 attackers left SOME ONE would walk across the field to kill the half dead turtle. Never happened. The other teams escorts/attackers slowly wittled down everything one by one because I even had defenders. Statistically I should have won, but the AI is in a port state versus some elite units. Same goes with Death's Guides. In the right position they'll consume your flankers over and over again and if paired with a mystic you're flankers will never kill a single totem without you.
 

GhenghisKhan

Molten Core Raider
140
102
Fieldmasters are bait once you get to rank 300+. The wall spam breaks your own mobs AI too badly, and you won't be able to consistently wipe the enemy team as you climb higher. Birds are okay but they die to anything sneezing on them.

Spear dancers and sun callers are what you really want. Sun callers are unique cause they disable the mob whose totem they are channeling, and spear dancers just have better AI than everything else for some reason and do their job the most consistently.
I'm almost at 1400 and I've had zero issues with Fieldmasters. I've used them almost exclusively as flankers. I don't even know what a sun caller is lol :( Spear dancers are defiantly a good choice as well though.
 

ronne

Nǐ hǎo, yǒu jīn zi ma?
7,920
7,082
Man y'all are crazy with the field masters. The amount of times I've watched my own team stand around with their dicks in their hand cause a wall broke whatever pathing they were trying to do means I will never, ever use another field master.

I'd sell them to buy base navali troops before I added them to my team again
 

Khane

Got something right about marriage
19,829
13,342
You're crazy, fieldmasters at 600 tribute are probably the best unit in the mechanic. If you hate them as flankers put them on defense
 

Xevy

Log Wizard
8,601
3,816
1693198388270.png


Confirmed best gamer.
 
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Deathwing

<Bronze Donator>
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Has anyone loaded up a melee build with tons of strike range tattoos? I've been trying out Boneshatter and I dislike how small the "bubble" of reliable clear is. Sure, indoors, you can get those nice pulse chains, but you cannot reliable on them.

I'm wondering if slapping +20 strike range on a melee skill will give it similar clear to something like Smite. Smite can reach top and bottom of the screen with very little help.