Path of Exile

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Discussion about Path of Exile, a free ARPG made by Grinding Gear Games.

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/HHC-5 on 2025-01-05 05:47:15+00:00.


Count Geonor act 1 boss

I designed this boss back when I worked at GGG (2016) and this fight was my first time seeing it finished as I left before it all got implemented. I'm pretty noob and was dying most bosses before Geonor but I beat him on the first try and felt pretty chuffed with myself. Then it dropped me this unique which was exactly perfect for my build :O

I just wanted to share this experience and to say the GGG team have done such an insanely good job with the art and environments and personally I'm enjoying the gameplay more than the first game. They are always such an insanely talented passionate team to collaborate with and deserve huge congratulations to them on the success of early access! 

I occasionally do freelance work for GGG tho I am currently working as a concept artist for film and tv (so don't direct any feedback at me hah) My concept art style has changed a lot in the last 7 years but feel free to check my other concepts of released content and other work here - 

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The original was posted on /r/pathofexile by /u/Zenith_X1 on 2025-01-05 01:44:20+00:00.


Kripparian just dropped a video on how Charms work and for the most part he is correct, however I disagree that Charm Charge generation and increased charges are the ideal modifiers. "#% Reduces Charm Charges Used" is the way to go, and the below information should help illustrate why. Enjoy the post, and I hope it helps you in some way!

TLDR

  • Charms are cheap to invest in. You only need a Belt and the Charm itself. Ornate Belt is best.
  • Charms are most optimal when both the Belt and Charm (and passive tree) have as much "#% reduced Charm Charges used" as possible.
  • You can reduce #% Charm Charges used by as much as ~67%, and you get Charm Charges back more quickly with the 30% x2 campaign buffs (Act 2 idols & Act 2 cruel idols)
  • Anti-Stun, Anti-Slow, and Anti-Freeze Charms are my preferred Charms in maps.
  • Golden Charm is currently bugged? It applies AFTER the rare/unique monster is killed, and not to the activating rare/unique monster.

How Charms Work

  • When a Charm's listed condition is met, the Charm will activate and last for a duration specified on the Charm.
  • Effects of a Charm's modifiers are applied LOCALLY and will be shown on the Charm.
  • Effects of Charm modifiers on other pieces of gear are applied GLOBALLY, which is a separate calculation not shown on the Charm.
  • "Increased Effect of Charms" on the passive tree only applies to the effects of the Charm itself, not to its Prefix & Suffix modifiers.
  • Some Charm effects apply to the activating condition (Slow and Freeze are instantly cleared by Charm activation).
  • Some Charm effects only apply after the activating condition (Stun Charms do not clear the first stun, but do prevent stun-locking).
  • Guard is a Charm-specific defensive barrier that can be activated on Charm activation. It does not persist after the Charm effect ends.
  • If two Charms with Guard are both active simultaneously, the most recently activated Charm will overwrite the Guard of the previous Charm (Guard does not stack).
  • Example: Standing on Chilled Ground. My Slow-Removal Charm activates, reducing Chill effect to 0% and providing me 197 Guard. The 20% chance for a 2nd Charm activation (passive tree) is triggered and my Thawing Charm is activated at no charge cost. My Thawing Charm overwrites the 197 Guard from my Slowing Charm, and gives me the 128 Guard from my Thawing Charm.

Now that we've gotten Charm functions out of the way, let's take a look at how to make Charms more reliable!

1) Sources of reduced Charm Charges used

The following are global modifiers:

  • Ornate Belt = (10-15)% reduced Charm Charges used
  • Belt Suffix = (8-25)% reduced Charm Charges used
  • Passive Tree = 12% reduced Charm Charges used

The following are local modifiers:

Global and Local modifiers are calculated separately. To calculate Charges used by Charms, we use the following equation:

(# Charges per use) x (1 - local %) x (1 - sum(global %))

For a 40 Charge per use Charm, a perfect Charm setup is 40 x (1 - 0.32) x (1 - (0.15 + 0.25 + 0.12)) = 13.056 Charges per use!

This is up to ~67% reduced with the passive tree, or ~60% reduced Charm Charges used without the passive tree.

2) Charms Overview

Note: this can be increased up to 136 if you choose #% increased Charges as your Charm suffix

  • Charms have a base cost of 40, 50, 60, or 80 charges
  • Resistance Charms last 4 seconds
  • Non-Stun Ailment Charms last 3 seconds
  • Stun Charm last 2.5 seconds
  • Rarity Charm lasts 1 second
  • "# Charm Slots" rolls on Belts and is a suffix modifier
  • You can get +1 Charm Slot from the passive tree, so you do not need a +2 Charm Slots belt modifier in order to use 3 Charms
  • +1 Charm Slot is relatively cheap to Anoint on your amulet. It costs 3x Distilled Paranoia.

3) Charges Per Use

| Base Cost | 0% reduced | 32% local reduced | perfect w/out passive tree | perfect w/ passive tree | |


|


|


|


|


| | 40 | 40 | 27.2 | 16.3 | 13.1 | | 50 | 50 | 34 | 20.4 | 16.3 | | 60 | 60 | 40.8 | 24.5 | 19.6 | | 80 | 80 | 54 | 32.6 | 26.1 |

4) Uses Until Charges are Depleted

| Base Cost | 0% reduced | 32% local reduced | perfect w/out passive tree | perfect w/ passive tree | |


|


|


|


|


| | 40 | 2 | 2.94 | 4.90 | 6.13 | | 50 | 1.6 | 2.35 | 3.92 | 4.90 | | 60 | 1.33 | 1.96 | 3.27 | 4.08 | | 80 | 1 | 1.47 | 2.45 | 3.06 |

5) Discussion

Players who stack a LOT of #% reduced Charm Charges used will be able to solve huge defensive holes with ease!

For example, players using Chaos Inoculation (CI) need to invest a bunch of passive points to use a % of Energy Shield as their Stun threshold. The Stone Charm gives 2.5 seconds of stun immunity and consumes 40 charges by default. However, maxing out reduced Charm Charges used reduces consumption to 13.1 charges. This means that you can get 2.5 x 6 = 15 seconds of stun immunity at perfect Charge reduction. 15 seconds is plenty of time to continue generating charges to push this duration even further. You can pair this stun immunity with the passive node "Lucky Rabbit Foot" which gives 30% increased damage and 6% increased movement speed while a charm is active. Additionally, each activation of a Charm can give Life, Mana, or Guard (see #6 below), with Guard being particularly useful as a source of overshield.

Without "#% of ES as Stun Threshold", all hits against you will stun, meaning your charm will get actived all of the time. The net result in this example is that as long as you maintain your Stun Charm charges, you get:

  • Never Stunlocked (though you still get stunned once)
  • +6% Movement speed
  • +30% Damage
  • Guard (HP/ES overshield)
  • No need for stun threshold bonuses on the passive tree (saves passive points)

6) Additional Charm Bonuses (Prefixes)

  • (16-40)% increased Charm Duration
  • Recover (4-82) Life when Used
  • Recover (3-47) Mana when Used
  • Gain (15-209) Guard when Used

Note: Guard is a Buff that absorbs damage from Hits, taking the damage before your Life or Energy Shield until depleted. Guard does not linger after the Charm effect ends!

7) Refilling Charm Charges

Sustaining your Charms comes down to a) slaying lots of monsters or b) charge regeneration. You could use the Charm suffix "#% Chance to gain a Charge when you Kill an Enemy" or "#% increased Charges gained", however these compete with the reducing Charm Charges used suffix. Here are options which do not compete with this suffix:

  • Belt Suffix = (5-40)% increased Charm Charges gained
  • Double Belt Implicit = (20-30)% increased Charm Charges gained
  • Normal Act 2 Valley of the Titans Idol = 30% increased Charm Charges gained
  • Cruel Act 2 Valley of the Titans Idol = 30% increased Charm Charges gained
  • Total on the passive tree = 76% increased Charm Charges gained

There is also a Charm suffix which passively regenerates 0.15-0.25 Charm charges per second, a passive point (Vale Shelter) that gives 0.15 charges per second, and Elevore gives 0.5 charges per second. If you had at least 100% increased Charm charges gained (not too high investment) and all sources of Charm charge regeneration, you would receive 2 * (0.5 + 0.15 + 0.25) = 1.8 charges per second, or 0.9 charges per second without Elevore.

Permanent Charm uptime would require far more than 1.8 Charm Charges per second, so I currently do not see a method for maintaining permanent passive Charm uptime.

8) Charms can have Quality

  • Quality on Charms increases their duration by the % Quality listed

(20% increased quality = 20% increased duration)

  • Charms can drop with % Quality.
  • Vaal Orbs can add % Quality.
  • On a perfect quality Charm with a perfect "increased Charm Duration" prefix (40%), you can achieve 60% increased Charm duration, or even more if your Vaal Orb raises quality further.

9) Charm Effect

Some Charms benefit from increased Charm effect. A total of 45% increased effect of Charms is available on the passive tree. As mentioned earlier, increased Charm effect does not apply to your Charm's prefixes or suffixes. At maximum effect, you receive:

  • +36% Fire, Cold, or Lightning Resistance
  • +26% Chaos Resistance
  • +29% increased Rarity of Items found when Killing a Rare or Unique Enemy.

Hope this helps everyone!

-Zenith_X1

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Dimonzr on 2025-01-04 19:57:23+00:00.


POE2 has significantly less movement speed compared to POE1. I recently tried playing with the Temporalis chest piece, and I found it to be incredibly unbalanced. I hope it won't remain in its current state for the full release and gets substantially nerfed, as it reminds me of Enigma from Diablo 2.

For those who haven't played Diablo 2, Enigma was introduced in the Lord of Destruction expansion. While the armor provided various benefits, its most significant feature was granting access to the Teleport skill. It became the most overpowered body armor in the game, allowing players to clear zones 20-30 times faster than normal. Enigma somewhat ruined Diablo 2 for me because no other chest piece was a realistic option anymore.

Please don't let this happen to POE2.

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The original was posted on /r/pathofexile by /u/OneStrangeBreed on 2025-01-05 00:40:59+00:00.

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The original was posted on /r/pathofexile by /u/mossyblogz on 2025-01-05 00:04:05+00:00.

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The original was posted on /r/pathofexile by /u/wrightosaur on 2025-01-04 23:24:30+00:00.

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The original was posted on /r/pathofexile by /u/fi_bo_nacci on 2025-01-04 22:43:17+00:00.


Staying at range is not really an option if all the one hit mechanics are not observable due to being hidden by the HP bar or other mechanics. In the image above I can barely see the the boss behind the tornado and even then - the bar on top obscures it even more. Not to mention that the ailments show underneath and hide even more. The bosses are fantastic and the mechanics are great, but making sure players see them at all times should be a must.

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The original was posted on /r/pathofexile by /u/WeenieWang_ on 2025-01-04 17:57:14+00:00.


For a bit of context. I, a filthy casual res capped blood mage running around t14/15's with normally 6k (or so) hp and who knows how much es have finally been forced to view the character selection screen every time my health even so much as goes below half. Legit, scary af and not even worth risking the death.

On the flip side, this has caused me to gain an appreciation for the level of detail we have in the character select / login screen. Just, such wow!

Oh, and do NOT get me started on the pure magnificence that is the life orb/bar. It is truly a spectacle to behold. My newfound focus has shown me the light, the glistening hope it provides (half the time when I'm not logging out of course), the near perfect and seamless animation.

10/10 would buy login screen mtx.

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The original was posted on /r/pathofexile by /u/Alkorz on 2025-01-04 13:19:09+00:00.

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The original was posted on /r/pathofexile by /u/AL4M4N on 2025-01-04 20:55:54+00:00.

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The original was posted on /r/pathofexile by /u/Competitive_East_521 on 2025-01-04 19:47:55+00:00.

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The original was posted on /r/pathofexile by /u/Snoo_72948 on 2025-01-04 19:39:50+00:00.

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The original was posted on /r/pathofexile by /u/Bluedot55 on 2025-01-04 18:52:05+00:00.


There are currently 2 melee archetypes in poe 2, and everyone seems to be in agreement that monk/quarterstaff feels good, while warrior/mace feels bad, in their current state. I think a lot of this comes down to their defenses and how they compliment their playstyle

Monk

Monk and warrior have a slightly different play style they seem designed around, while still both being melee. Monk is designed for close-mid range skirmish, with movement and evasive play being used. This is apparent through the fast attacking light skills that tend to give you some range options, and allow you to keep enemies at a slight distance, avoiding getting many attacks on you. This perfectly compliments their defensive options of evasion&energy shield, since evasion will help mitigate the few hits that get through, and allow energy shield to tank the rest, recharging while evasion dodges a few more hits.

This gives you useful mitigation vs all damage types, with small attacks/projectiles being mitigated mainly by evasion, and by some energy shield, and big slam/AOE hits being mitigated by the energy shield, or by an optional point of acrobatics, which allows your evasion to apply to everything, if at a reduced effectiveness.

Warrior

Meanwhile, the warrior play style emphasizes trading hits with large crowds to wind up big hits to kill many enemies at once. You have armor and block, with life as your defensive options. Armor, despite its flaws, tends to do rather well for mitigating the many small hits you get while trading with crowds like this, until you start to factor in other modifiers in endgame. Once enemies start using more aoe attacks, spells, and general elemental damage, this defense starts to fall apart. You don't have any good way to mitigate AOE damage, since armor doesn't apply to elemental damage, shields cant block it, and you can't effectively stack near as much life or life recovery as energy shield builds. This makes it very hard to be able to play offensively when your attack time is long enough that you will need to eat numerous attacks to get your own attack off, despite not having any effective mitigation vs it.

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The original was posted on /r/pathofexile by /u/Acotje on 2025-01-04 16:23:42+00:00.

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-04 15:25:04+00:00.

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The original was posted on /r/pathofexile by /u/c0mpu73r on 2025-01-04 15:01:51+00:00.


The problem is every time there is a msg in chat (doesnt matter if you see it or not ) CPU latency spikes resulting in stutters. The solution I thought of is entering empty General, Trade channels (Just disabling them does not work). More detailed explanation and demo is shown in the video I made. I hope this is the fix for your case GLHF

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The original was posted on /r/pathofexile by /u/Jayypoc on 2025-01-04 14:16:10+00:00.

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The original was posted on /r/pathofexile by /u/Valgresas on 2025-01-04 13:59:27+00:00.

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The original was posted on /r/pathofexile by /u/ObiWanKokobi on 2025-01-04 12:50:37+00:00.

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The original was posted on /r/pathofexile by /u/Keldonv7 on 2025-01-04 12:49:00+00:00.


Temporalis:

Missing currency/items:

I literally logged to someone else account in PoE 2 twice by accident, on launch and recently. And its not like i was trying to do that. It also happened in PoE 1 few years ago, it seems (based on my experience) to be happening again in Poe 2.

Plenty of people reported it on launch day, because just like years ago, it probably happens way more often the more folks are online. Heres post from GGG regarding the issue from few years ago:

Thats comment i made few times already, but it happened for third time today. EU gateway, i simply log into the game and see someone else characters, at this point i will probably start recording when i log into PoE 2. My ISP is Starlink, but doubt that matters personally. I guess GGG messing with database on launch date wasnt greatest idea.

Also fun fact, instance crash for certain crafting outcomes (mainly corruption) is still up too, resulting in high amount of desired corruptions on chase uniques on the market. Yesterday we had almost 100 90%+ ingenuities on the market, from barely 2-3 at any time before crashing exploit was widespread knowledge.

Theres also rumor of being able to delete atlas fog in the game files. Maybe thats the reason why Arbiter fragments dropped in price so much, both sanctum farming and rushing maps to find citadels were my main incomes so im totally not salty /s

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The original was posted on /r/pathofexile by /u/ileGTi on 2025-01-04 12:41:36+00:00.

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The original was posted on /r/pathofexile by /u/twotwofivenine on 2025-01-04 12:39:10+00:00.

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-04 12:35:56+00:00.

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The original was posted on /r/pathofexile by /u/Spizak on 2025-01-04 12:14:49+00:00.

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The original was posted on /r/pathofexile by /u/BiglyHeart on 2025-01-04 11:06:10+00:00.

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