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POE 3.7 - Champion Ascendancy Changes Guide



Champion that which you love. He who tigh for nothing, dies for nothing.

1. Armour and Evasion, Impale Effect
- 15% increased Evasion Rating and Armour
- 8% increased Impale Effect

2. Master of Metal
- 20% chance to Impale Enemies on Hit with Attacks
- Impale you inflict last 2 additional Hits
- If you've Impaled an Enemy Recently, you and nearby Allies have +1000 to Armour
- You and nearby Allies deal 6 to 12 added Physical Damage for
- Each Impale on Enemy
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impling hit to that enemy. Impale lasts for 5 hits)

3. Armour and Evasion, Attack Damage
- 10% increased Attack Damage
- 15% increased Evasion Rating and Armour

4. Unstoppable Hero
- 10% increased Attack Speed while you have Fortify
- +1000 to Armour and Evasion Rating While you have Fortify
- 30% increased Attack Damage While you have Fortify
- Cannot be Stunned while you have Fortify

5. Armour and Evasion, Attack Damage
- 10% increased Attack Damage
- 15% increased Evasion Rating and Armour

6. Fortitude
- You have Fortify
(Fortify grants 20% reduced Damage Taken from Hits)

7. Armour and Evasion, Attack Damage
- 10% increased Attack Damage
- 15% increased Evasion Rating and Armour



8. First to Strike, Last to Fall
- Your Hits permanently Intimidate Enemies that are on Full Life
- Gain Adrenaline for 20 seconds when you reach Low Life if you do not have Adrenaline
- Recover 25% of maximum Life when you gain Adrenaline
- Remove all Ailments and Burning when you gain Adrenaline
(Intimidated enemies take 10% increased Attack Damage)
(Adrenaline grants 100% increased Damage,25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction)
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)

9. Armour and Evasion, Taunt Duration
- 15% increased Evasion Rating and Armour
- 20% increased Taunt Duration
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)

10. Conqueror
- 100% chance to Taunt on Hit
- 6% reduced Damage taken if you've Taunted and Enemy Recently
- 2% of Life Regenerated per second if you've Taunted and Enemy Recently
- Enemies Taunted by you deal 10% less Damage with Hits and Ailments against other targets
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Recently refers to the past 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)

11. Armour and Evasion, Taunt Duration
- 15% increased Evasion Rating and Armour
- 20% increased Taunt Duration
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)

12. Worthy Foe
- Enemies Taunted by you take 20% increased Damage
- Enemies Taunted by you can not Evade Attacks

13. Armour and Evasion, Aura Effect
- 15% increased Evasion Rating and Armour
- 5% increased the effect of Non-Curse Auras from your skills

14. Inspirational
- 15% increased the effect of Non-Curse Auras from your skills
- Banner Skills Reserve no Mana
- When you create a Banner, it gains 40% of the Stages of your placed Banner
- You and Allies affected by your placed Banners Regenerated 0.1% of maximum life per second for each stage
- You and nearby Allies have 12% increased Movement Speed



Tempered by War




- 50% of Cold and Lightning Damage taken as Fire Damage
- 50% less Cold Resistance
- 50% less Lightning Resistance

(Tasalio and Valako test you, child of the volcano. Prove yourself worthy.)



POE 3.7 - Berserker Ascendancy Changes Guide


The Savage path if always swift and sure

1. Physical Attack Damage, Critical Strike Chance
- 12% increased Attack Physical Damage
- 15% increased Critical Strike Chance

2.Flawless Savagery
- 80% increased Critical Strike Chance for Attacks
- Adds 20 to 30 Physical Damage to Attacks if you've
- Dealt a Critical Strike Recently
- 30% to Critical Strike Multiplier
(Recently refers to the past 4 seconds)

3. Physical Attack Damage, Critical Strike Chance
- 12% increased Attack Physical Damage
- 15% increased Critical Strike Chance

4. Blitz
- 2% more Attack Speed per Blitz Charge
- 10% reduced Critical Strike Chance per Blitz Charge
- Gain a Blitz Charge on Critical Strike
- +20 to Maximum Blitz Charges

5. Physical Attack Damage, Warcry Duration
- 12% increased Attack Physical Damage
- 20% increased Warcy Duration

6. War Bringer
- Recover 25% of life and Mana when you use a Warcry
- 100% increased Warcry Duration
- 100% increased Warcry Cooldown Recovery Speed
- If you've Warcried Recently, you and nearby allies
- Have 10% increased Attack Speed
- If you've Warcried Recently, You and nearby allies deal 30% increased Damage
(Recently refers to the past 4 seconds)

7. Physical Attack Damges, Life Leeched per Second
- 12% increased Attack Physical Damage
- 10% increased total Recovery per second from life leech



8. Pain Reaver
- 2% of Attack Damage Leeched as Life
- 2% of Attack Damage Leeched as Mana
- 25% increased Attack Speed if you've been Hit Recently
- 50% increased Maximum total Recovery per second from Life Leech if you've taken a Savage Hit Recently
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously. up to a maximum rate)
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Recently refers to the past 4 seconds)
(A Hit that removes at least 15% of Maximum life is a Savage Hit)

9. Physical Attack Damage, Attack Speed
- 12% increased Attack Physical Damage
- 6%increased Attack Speed

10. Crave the Slaughter
- Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds 
- 1% chance to deal Double Damage per 4 Rage
(Maximum Rage is 50)
(You base 1 Rage every 0.5 seconds if you have not been Hit or gained Rage Recently)
(You gain the following effects for having Rage:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)

11. Physical Attack Damage, Attack Speed
- 12% increased Attack Physical Damage
- 6% increased Attack Speed

12. Rite of Ruin
- Lose 0.1% of maximum life per second per Rage while you are not losing Rage
- Effects granted for having Rage are Tripled
- Cannot be stunned while you have at least 25 Rage
(You gain the following effects for having Rage:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)

13. Physical Attack Damage, Attack Speed
- 12% increased Attack Physical Damage
- 6% increased Attack Speed

14. Aspect of Carnage
- 10% increased Damage taken
- 40% more Damage


POE 3.7 - Slayer Ascendancy Changes Guide




No judge, No jury, Just the executioner.

1. Attack Damage, Critical Strike Chance
- 10% increased Attack Damage
- 15% increased Critical Strike Chance

2. Overwhelm
- Base Critical Strike Chance for Attacks with Weapons is 8%
- +10% to Critical Strike Multiplier per Nearly Enemy, up to +100%
- Nearby enemies have -30% to Critical Strike Multiplier

3. Attack Damage, Attack Speed
- 10% increased Attack Damage
- 5% increased Attack Speed

4. Headsman
- 10% more Damage if you've Killed Recently
- Cannot take reflected Physical Damage
- 20% more Damage against Unique Enemies
(Recently refers to the past 4 seconds)

5. Attack Damage, Attack Speed
- 10% increased Attack Damage
- 5% increased Attack Speed

6. Bane of Legends
- Kill Enemies that have 20% or lower life when hit by your skills
- Gain 20% increased Attack Speed for 20 seconds when you kill a rare or Unique Enemy
- Gain 20% increased Movement Speed for 20 seconds when you kill an Enemy

7. Attack Damage, Life Leech
- 10% increased Attack Damage
- 0.2% of Attack Damage Leeched as life
(Leeched life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

8. Endless Hunger
- 20% of Overkill Damage is Leeched as Life
- Cannot be Stunned while Leeching
- You are Immune to Bleeding while Leeching
(Leeched life is recovered over time. Multiple Leeches can occur simultaneously. up to a maximum rate)
(Overkill Damage is any damage from a hit in excess of the Enemy's remaining Life)

9. Attack Damage, Life Leech
- 10% increased Attack Damage
- 0.2% of Attack Damage Leeched as life
(Leeched life is recovered over time. Multiple leeches can occur simultaneously. up to a maximum rate)

10. Brutal Fervour
- 15% increased Attack Speed while Leeching
- Life Leech effects are not removed at Full Life
- 50% increased Attack Damage while Leeching
- 6% reduced Damage taken while Leeching

11. Attack Damage, Area of Effect
- 10% increased Attack Damage
- 10% increased Area of Effect

12. Impact
- 50% increased Global Accuracy Rating
- +2 to Melee Weapon and Unarmed Attack range
- 5% increased Area of Effect Per Enemy killed Recently, up to 50%
- Deal up to 15% more melee damage to Enemies, based on proximity
(Unarmed Attacks are any Attacks performed with a hand that is not holding any item)
(Recently refers to the past 4 seconds)

13. Attack Damage, Frenzy and Endurance Charge Duration
- 10% increased Attack Damage
- 10% increased Endurance Charge Duration
- 10% increased Frenzy Charge Duration

14. Masterful Form
- 50% increased Endurance Charge Duration
- 50% increased Frenzy Charge Duration
- Your Maximum Endurance Charges is equal to your Maximum Frenzy Charges.



POE 3.7 - Gladiator Ascendancy Changes Guide



1. Attack Speed, Physical Damage
- 4% increased attack speed
- 10% increased physical damage

2. Blood in the Eyes
- Attacks have 25% chance to cause bleeding
- Attacks maim on hit against bleeding enemies
- 10% chance to blind with hits against bleeding enemies
- Enemies maimed by you take 10% increased physical damage
(Bleeding deals physical damage over time, based on the base physical damage of the skill. Damage is higher while moving)
(Maimed enemies have 30% reduced movement speed)
(Blinded enemies have their chance to hit halved)

3. Attack Speed, Physical Damage
- 4% increased attack speed
- 10% increased physical damage

4. Gratuitous Violence
- Attacks have 25% chance to cause bleeding
- 30% increased damage with hits and ailments against bleeding enemies
- Bleeding enemies you kill explode, dealing 10% of
- Their maximum life as physical damage
- 25% more damage to bleeding

5. Attack Speed, Movement Speed
- 4% increased attack speed
- 4% increased movement speed

6. Arena Challenger
- 2% more attack and movement speed per challenger charge
- 25% chance to gain a challenger charge when you hit a rare or unique
- Enemy while in blood stance
- Gain a challenger charge when you kill an enemy while in sand stance
- +10 to maximum challenger charges



7. Attack Speed, Block Chance
- +2% chance to block attack damage while dual wielding or holding a shield
- 4% increased attack speed

8. Versatile Combatant
- Chance to block spell is equal to chance to block attack damage
- Maximum chance to block spell damage is equal to maximum chance to
- Block attack damage

9. Attack speed, Block Chance
- +2% chance to block attack damage while dual wielding or holding a shield
- 4% increased attack speed

10. Painforged
+ 8% chance to block attack damage if you were damaged by a hit recently
- 40% increased damage if you've taken no damage from hits recently
- Cannot be stunned by hits you block
- Your counterattacks deal double damage
(Recently refers to the past 4 seconds)
(Attacks that trigger when you are hit are counterattacks)

11. Attack Speed, Block Chance
- +2% chance to block attack damage while dual wielding or holding a shield
- 4% increased attack speed

12. Violent Retaliation
- +4% to maximum chance to block attack damage
- 8% increased physical damage for each time you've blocked in the past to seconds
- 80% increased physical damage if you've blocked damage from a unique
- Enemy in the past 10 seconds
- +1% chance to block attack damage for each time you've blocked in the past 10 seconds

13. Attack Speed and One Handed Damage
- 4% increased attack speed
- 15% increased damage with one Handed Weapons

14. Outmatch and Outlast
- 25% chance to gain a frenzy charge on kill with the main hand
- 25% chance to gain an endurance charge on kill with Off hand
- 10% more physical damage while at maximum frenzy charges
- 10% reduced physical damage taken while at maximum endurance charges


Sign of The Sing Eater





In Path of Exile: Legion you'll be able to access the Wicked Ward keystone on the regular skill tree



Wicked Ward
- Energy shield recharge is not interrupted by damage if 
- Recharge began recently
- 50% less energy shield regeneration rate
- 50% less maximum total recovery per second from energy shield leech
(Recently refers to the past 4 seconds)
Embrace the forbidden. Let dark energies envelop you.






Large projectiles are now much smaller against the environment, letting them pass through doorways







Strike with the coming of the storm



Wind Dancer- 20% less damage is taken if you haven't been hit recently40% less evasion rating if you haven't been hit recently20% more evasion rating if you've been hit recently
Invite the enemy when you are strong, evade them when you are weak; strike with the coming of the storm.




POE 3.7 - Three Defensive Skills



As part of changes to make early game combat more active, we're introducing the new Steelskin skill, and are changing Molten Shell and Immortal Call. In our lead-up to Legion's launch, we wanted to reveal more information about these skills and how they work! 

Steelskin is a new defensive skill which is available very early in the game. It instantly hardens your skin, granting a damage barrier that absorbs 70% of all damage taken. It has a maximum amount of damage that it can absorb, which increases as the gem levels. It only lasts a few seconds and has a short cooldown, so you'll need to time your use of the skill to protect you from dangerous enemy attacks.


Steelskin is one of three Guard skills, alongside Molten Shell and Immortal Call. These skills are all Instant and share a cooldown which won't expire while any of the skills are active. Both Molten Shell and Immortal Call have received significant changes which give them a more active playstyle that rewards quick reaction times. However, they're still triggerable if you prefer to use them more mindlessly.
Molten Shell now grants armour while active and a damage barrier that absorbs 75% of damage taken. The maximum damage that it can absorb is based on 20% of your total armour, making it a powerful choice for high Armour characters. It also lasts slightly longer than Steelskin. When Molten Shell absorbs its maximum damage or when the duration ends, all of the absorbed damage is dealt as reflected damage in an area around you, with a large damage multiplier. 


Immortal Call is now instant and grants less Physical and Elemental damage taken for its duration. It can consume up to 5 endurance charges, gaining increased duration and additional less Physical Damage Taken. At level 20, this can mitigate 35% of Physical damage taken and 34% of Elemental damage taken. Consuming Endurance Charges adds an additional 10% less Physical Damage taken for each charge consumed. Unlike Molten Shell and Steelskin, the skill has no maximum damage absorbed which makes it a much more effective answer to the deadliest of physical hits. However, it requires more planning and timing to make the most of its effect and no longer grants complete immunity to physical damage.
Overall, these changes give you the opportunity to survive dangerous attacks while still standing your ground. They also reward responsive, skillful play. We are eager to see what kind of character builds you'll be creating in Path of Exile: Legion! If you're waiting for more information to decide your build, you'll be interested to know that on June 5 (US time), we plan to reveal all of the new and changed skill gems at level 20 with 20% quality.




Weapons all attacks visually represented correctly






Chieftain Ascendancy Guide






1. Valako, Storm's Embrace
0.5% of maximum life regenerated per second per endurance charge 3% more damage for each endurance charge lost recently, up to 15% +1 to maximum endurance charges.

2. Life Regeneration, Endurance Charge Duration
0.5% of life regenerated per second
15% increased endurance charge duration

3. Tawhoa, Forest's Strength
35% chance to gain an endurance charge when you use a fire skill
5% increased physical damage per endurance charge
5% increased fire damage per endurance charge


4. Life Regeneration, Endurance Charge Duration
0.5% of life regenerated per second
15% increased endurance charge duration


5. Life Regeneration, Totem Placement Speed
0.5% of life regenerated per second
10% increased totem placement speed



6. Tukohama, War's Herald
1% of damage dealt by your totems is leeched to you as life

50% increased the effect of buffs granted by your active ancestor totems

Ancestor totems have 100% increased activation range

25% increased area of effect while you have a totem

(Leeched life is recovered over time, Multiple leeches can occur simultaneously, up to a maximum rate)



7. Life Regeneration, Fire Resistance
+10% to fire resistance
0.5% of life regenerated per second

8. Tasalio, Cleansing Water
+100% to fire resistance
2% of life regenerated per second
10% of physical damage from hits taken as fire damage
50% increased life recovery rate if you've taken fire
Damage from an enemy hit recently
Unaffected by Ignite
(Recently refers to the past 4 seconds)
(Debuffs you are unaffected by can still be placed on you, but will not actually apply their effect)

9. Life Regeneration, Totem Placement Speed
0.5% of life regenerated per second
10% increased totem placement speed

10. Arohongui, Moon's Presence
Totems are immune to fire damage
Enemies near your totems deal 8% less damage
Enemies near your totems take 16% increased physical and fire damage

11. Life Regeneration, Fire Damage
10% increased Fire Damage
0.5% if life regenerated per second

12. Ramako, Sun's Light
25% chance to Ignite
15% more burning damage
Damage penetrates 15% fire resistance
(Ignite deals fire damage over time, based on the base fire damage of the skill, for 4 seconds)

13. Life Regeneration, Fire Damage
10% increased fire damage
0.5% of life regenerated per second

14. Hinekora, Death's Fury
1% of fire damage leeched as life
20% chance to cover rare or unique enemies in ash for 10 seconds on hit 
10% increased strength
(Leeched life is recovered over time. Multiple leeches can occur simultaneously, up to a maximum rate)
(Enemies that are covered in ash have 20% less movement speed and 20% increased fire damage taken)
(Being covered in ash applies 20% less movement speed and 20% increased fire damage taken and lasts for 4 seconds)

15. Life Regeneration, Fire Damage
10% increased fire damage
0.5% of life regenerated per second

16. Ngamahu, Flame's Advance
50% of physical damage converted to fire damage
Every 10 seconds, gain 100% of physical damage
as Extra fire damage for 4 seconds

17. Life Regeneration, Fire Damage
10% increased fire damage
0.5% of life regenerated per second


POE 3.7 FAQ:



Q: When can we expect the changes to the Map Tab that specifically help Standard users?
A: We expect to deploy these changes before 3.7.0 launches. We don't have a specific date lined up yet but will let you know when we do. 

Q: Do the new Legion Jewels change the passive skills within the radius of the jewel on the Passive Skill Tree or just the Keystone?
A: We're careful to tease these in a way that helps you understand their potential over time, but I can confirm that at least one of the Legion Jewels does change every single passive within the radius. 

Q: When can we see changes to some of the melee-based Ascendancy Classes? Also, we've seen a lot of non-melee reveals so far, will we see some melee ones soon?
A: Hopefully soon. Just putting the finishing touches on them and then we will reveal! 

Q: Are you making any balance change to 2H weapons?
A: There are buffs to added damage on weapons, improvements to many 2h weapon passives, and some new mechanics are available that benefit more from the higher hit damage relative to the slower base attack time of 2h weapons. 

Q: Will the changes to melee apply to monsters?
A: Generally, yes. This prompted a lot of rebalancing of early campaign areas. Monsters and bosses now signal their damage better with slower wind-ups and do more damage when they hit. 

Q: Are you making any changes to Armour?
A: Not the core mechanic or base types, but there are some improvements to armour skills on the passive skill tree, and Molten Shell now directly rewards armour investment. In addition, new melee mobility improvements are a massive benefit to your defenses. 

Q: Will Winter Orb survive 3.7.0?
A: It has received balance adjustments to bring its power slightly closer to other skills. The main change is that it fires less frequently when not channeling, though there are other adjustments too. 

Q: Can items be traded while they have Incubators on them?
A: Yes, Incubators can be traded in all cases. 

Q: Will a Divination Card Incubator drop a Divination Card based on what area you're in at the time?
A: When a Divination Card Incubator spawns the card, it does so ignoring whatever map you're in at the time. You get a random card. 

Q: Will incubation items stack? Will we have to micromanage Incubators?
A: Incubators are valuable rewards from Legion content. While it's certainly possible to spend your currency trading for a lot of them if that's what you desire, the average player won't be overflowing with Incubators. The number of kills required to trigger one generally takes a handful of maps (more for the valuable ones), so we don't expect micromanagement to be a problem. They do not stack on your items. 

Q: Will incubation items work with worms and other free monsters?
A: No, they only work with kills that grant experience/items. 

Q: Are Incubator kills shared with your nearby party members?
A: Yes. If you would gain experience from a kill, you'll get Incubator credit. 

Q: Will there be an indication of how much time is left on the monolith?
A: We plan to add a timer to make it clear how long is left before the effect ends. 

Q: Does the Monolith effect always last for the same duration?
A: It lasts for a bit longer in the early game and slightly shorter in the late game. 

Q: Is it possible to free all the Legion monsters before the effect wears off?
A: It's possible, for a sufficiently powerful build running into a set of monsters that are all spawned close together, but we don't think it'll be likely* early in the league. Note that you do actually have to deal enough damage to the monsters to break them out, so it's quite tricky to hit that many monsters that hard in that short a time. 

*Despite this, I somehow suspect I'll be watching twitch with a concerned look on my face as someone manages to do exactly this, as it's not unusual for the community to exceed our expectations. 

Q: How do you break out Legion monsters with minions/totems/stormbrands/traps?
A: These skills all work like normal and target the frozen monsters until you have dealt enough damage to them and they are broken out, at which point the skills target the next monsters like they normally would. 

Q: Does breaking an enemy out trigger on-kill effects?
A: Generally speaking, we have tried where possible to have these on-kill effects trigger. These have had to be added on a case-by-case basis, so we have hit the most popular ones first. There are several technicalities like corpse destruction effects not occurring (because no corpse is destroyed). If we missed some cases then we'll look into the practicality of solving those post-release. 

Q: Patch Notes When?
A: I just asked her. They'll be posted on the evening of Tuesday, June 4, US time. 



9. New Divination Cards Guide



1. Dark Dreams - Bone Helmet (Elder Item)

2. Alluring Bounty - 10X Exalted Orb

3. Buried Treasure - Sulphite Scarab

4. Burning Blood - Xoph's Blood (Corrupted)

5. Echoes of love - Fidelitas' Spike (Two-Implicit Corrupted)

6. Imperial Legacy - Six-Link Imperial Bow (Item Level:100)

7. The archmage's right hands - Glyphic Prophecy Wand (Item Level:100)

8. The Fool - 20X Orb of Chance

9. Vanity - Tabula Rasa (Corrupted)


The Sorrow of The Divine - Here's the new version of The Sorrow of the Divine Flask





Power of Purpose


80% of Maximum Mana is Converted to twice that much armour(Empowered by the divine, you fear no weapon of man)





New Version of Honourhome







Dance with Death


Can't use helmets
Your critical Strike Chance is Lucky
Your Damage with Critical Strikes is Lucky
Enemies' Damage with Critical  Strikes against you is lucky




As a small quality of life feature, Rage is now tracked over the mana globe!






Boss Fight Improvements in Path of Exile: Legion



In Path of Exile: Legion we're making improvements to several existing map boss fights. Among the boss fights being improved are those that take place in the Lava Lake, Belfry, Sunken City and Basilica maps. Each of these fights has been improved by adding monster combat that improves item rewards and experience during Immunity Phases. Check out a preview video below! 






Greater Spell Echoes



Greater Spell echo causes supported spells to repeat twice but have no cast speed modifier. Repeats deal more spell damage and have increased area of effect per repeat.




Glancing Blows



Chance to block attack damage is doubled
chance t block spell damage is doubled
you take 50% of damage from blocked hits




Eternal Youth



50% Less Life Regeneration Rage
50% Less maximum total recovery per second from life
Energy shield recharge instead applies to life





New Skills - Bladestorm, Blood and Sand



Path of Exile: Legion introduces a number of new Melee attacks alongside new skills that enhance them. Among these are the Gladiator-themed Blood and Sand skills. These abilities change their behavior based on your stance, letting you adapt your playstyle to the situations you find yourself in. 

The new Bladestorm skill performs a spinning attack, damaging enemies around you. It also creates a spinning storm that hits nearby enemies for a portion of your weapon damage at a rate based on your attack time. You can have multiple storms active at once, letting you cover a small area in storms to continuously damage foes. 

In Blood Stance, the storm created will be a bloodstorm that causes enemies it hits to bleed. Bladestorm will have more attack speed while you are in a bloodstorm. In Sand Stance, the storm created will blind enemies. You'll have increased movement speed while in the sandstorm. The sandstorm will also move forward, damaging enemies in its path. 

Characters start in Blood Stance, but by using one of the new reservation skills, you'll be able to switch back and forth between Blood and Sand Stance instantly. A low-level skill, Blood, and Sand reserve 10% of your mana, and while you're in Blood Stance you will deal more area damage with melee skills but have less area of effect. Sand Stance grants more area of effect with melee skills but you will deal less area damage. Repeatedly using the skill instantly switches stances. 

The second reservation skill, Flesh, and Stone reserve 25% of your mana to create a zone around you. In Blood Stance, nearby enemies are maimed, which also increases the Physical damage they take. In Sand Stance, nearby enemies are blinded, and you take less damage from enemies that aren't nearby. As with Blood and Sand, using the skill instantly switches between the stances. Both of these skills share a short cooldown. 





Melee Change



- Over the podcast, kept repeating that it is hard to "see" this in action. It's something you need to play and feel. No video/text write-up can fully explain how good it feels

- Animation Canceling applies to BOTH Melee and Spells

- Double Strike will allow you to cancel animation just after one swing. Looks like it borrows a thing or two from D3/Grim Dawn's combat, which is great news.

- If you use one skill and then instantly use another skill, the first one won't even happen because it's been canceled. The example shown was Default Attack followed by Double Strike. There also seems to be action queueing. If you use one skill and wait until the very last moment to use another skill, it'll be queued up as soon as the first one is done.

- Except for obviously being stunned, you can cancel any animation with a movement skill. At level 4, every Class now gets a defensive movement skill. Not meant for traveling.

- All movement skills are now instant when getting in and out of combat, but repeated usage will not be instantaneous. You still go through with the animation timings from repeated usage of consecutive Leaps.

- Name Re-locking is now a thing. If you've name-locked a monster and it dies while you're still holding down the button, simply moving the cursor over the next monster will re-lock onto it, and over and over until the entire pack is dead. This also works when you're simply running and targeting the ground, and then decide to mouseover the monster. With that being said, if you intentionally want to target the ground (ie. Earthquake), you can still do so.

- If you target your skill near a monster and then immediately mouseover the monster, the game will auto-target that monster for you by name-locking to it. So if you "miss" your click, you'll still be able to recover and hit it.

- Players will essentially be given a "free move" in between attacks that don't sacrifice your actions per minute due to animation canceling.

- Previously, every single Melee skill would have their attack time equal to the weapon's attack speed. Additionally, all of the Melee skills' animations would be rendered to all have matching times, when in reality, all of these animations have truly different times. To fix this, every single Melee skill will now have a hidden modifier called "Attack Time Modifier" which they will balance accordingly. They realized they can make certain attacks more powerful just by slowing them down and increasing damage, to match their animation speed. They have generally done this for all of the "Slam" and "Heavy Strike"-esque types of skills to give it more oomph. If you're killing a pack in one hit, you won't notice the slowdown with these skills.

- All Melee skills will have a small amount of Added Damage as the gem levels up. Takes a little bit off a load of how good your Melee weapon needs to be. This way, they can fine-tune Damage Effectiveness to compensate for it.

- Previously, every single-target Melee skill only hit one target. Now, every Melee attack can hit multiple enemies - whatever it looks like your animation swing should hit, will hit. It's technically not giving AoE to single-target attacks, but rather, having to do with your Weapon Range can allow you to hit multiple enemies if they're standing very close to each other.

- Every single Skill in the game now renders it's AoE distances correctly.

- Base Cyclone AoE is still normal. The one you saw in the trailer had very high Weapon Range. As part of Cyclone's rework becoming a Channeled skill, it will stop as soon as you let go of the button. Having the cursor on yourself means you spin in place forever, and moving the cursor slightly away from you means you Cyclone at a slower speed... and moving the cursor very far away means you'll move at the maximum speed you can. There will be 3-4 gradations.

- Ancestral Call will work as normal and be updated to these changes.

- They're still in highly discussing this internally, but a question raised if for example a skill like Molten Strike - if the simple animation of swinging hits multiple enemies, should ball spawn per each enemy hit? Currently, they're saying no, but it may or may not change once Legion releases. They will tune each skill on a per-Skill basis to answer this question.

- Steelskin is a new defensive skill that will allow you to mitigate 70% of damage, capped at a specific value of total mitigation for a given hit. This value increases as you level up the gem.

- Molten Shell now mitigates 70% of damage while the Shell is up, up to a cap which is determined by the amount of Armor you have. The damage Molten Shell deals as it breaks it also scaled with how much Armor you have.

- Fortify has been buffed, but he forgets the specifics. There are nodes on the Passive Tree that buff Fortify, so you can invest in it if you so choose.

- There is now Animation Queueing. Say you get stunned and press Leap slam to get out of combat as a panic button, your Leap Slam will be queued as soon as it wears off.

- You will be unable to rotate between 3 of the new movement skills to travel at crazy speeds due to some of the movement skills having a global shared cooldown.

- TL;DR, they switched from Manhattan Distance to Euclidean Distance to help fix movement skills getting stuck on a pebble. It was not an issue with collision, but rather, different systems disagreeing with if the player was truly able to make that move.

- You are now able to contextually dodge monster/boss attacks so long as it makes sense animation-wise. If Hillock makes a right-wing... you can now dodge the attack by moving to the left... whereas if you were to move to the right, you'd still get hit by the attack.

- While using console commands to respawn instances of Twilight Strand to showcase new things, Jonathan accidentally spawns an instance with Uber Hillock / Oni Goroshi. Dat RNG doe.

- Some monsters, like Hillock, have slower wind-ups to some of their attacks while unleashing the blow is at normal speed. This is to help anticipation for defensive skills/mechanics/dodging. This occurs at other parts of the game too, with the idea of increasing monster damage but allowing for more windows of opportunity to dodge them. As another example, Fire Fury's firestorm AoE is now smaller but deals more damage. The majority of focus for this is just an early game because over time, the early game has become too easy.

- Accuracy is now capped at 100%. They've tweaked the Accuracy equation and increased the sources of Accuracy to the point where getting 100% Accuracy is not a problem for most players. Just need a few sources of it.

- Players will still block 100% damage, but some monsters will now have % Chance To Block, and when blocked, they will take reduced damage from the hit. Not 100% sure with Spell block.

- There is now a sound effect when you miss a hit.

- Base stun duration from Melee hits is now longer whereas the base stun duration from Spell hits is shorter. You also need less damage from Melee attacks to stun a target compared to damage from Spells. Also, Elemental Damage has less weight contributing to a stun whereas Physical Damage has more weight contributing to a stun.

- As part of the Melee revamp, they found tons of bugs to squash, making everything feel better overall.
- All of the single-target Melee skills have been significantly buffed in terms of damage.

- Elemental Damage on Abyssal Jewels will be lowered while Elemental Damage on Weapons will be raised.

- There will be a bunch of new Support Gems, and there are ones that are specific to each of the weapon types. One for claws, one for daggers, one for axes, etc. Also, one Support Gem to reward slower and larger hits.

- Glacial Hammer has been redesigned to be a 3-hitting skill. Two small hits and then a gigantic third hit, which gives bonuses to its Freeze stats.

- Leap Slam will now always stun bosses that are on Full-Life.

- Shield Charge's damage is now calculated similarly to how Shield Spectral Throw is calculated. Shield Spectral Throw's damage has been buffed as well.

- Daggers are getting a new line of Caster-Dagger variant bases that do not roll attack mods.

- Staves are getting a new line of Attack-Staff variant bases that do not roll caster mods.

- The goal of the Armour buffs was to make it work against Boss fights.

- All of the counterattack Melee skills (ie. Riposte) where on the list to get buffed, but he forgets how specifically they are getting buffed.

- If you hold Shift while pressing Quick Dodge, your character will backstep the opposite direction of the cursor. So if you're using slam-based skills, you can slam -> backstep -> slam in that direction again as a sort of tactical retreat mobility move. Quick Dodge can also go up and down ledges and Spellcasters can also use it. There is also an unannounced new movement skill for Casters.

- Many of the Acts 1-3 monsters are getting new abilities / buffed abilities.

- Jonathan's favorite skill in this patch is Cyclone.

- There are buffs to Bleed and Poison but he forgets what they are.


Map warehouse page improvement


The map warehouse page will provide a one-click conversion to the corresponding latest alliance
- Convert the map to the same base

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