Showing posts with label poe guide. Show all posts
Showing posts with label poe guide. Show all posts

Friday, April 2, 2021

Path of Exile: PoB Guide for Beginners

Dear exiles, this is the Path of Building Guide for freshmen, which is shared by the Professional PoE Shop MmoGah. In this guide, I will show you how to install, import/export paste bin, and so on.


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Path of Building is short for PoB, which is a useful tool for PoE builds. It is a third-party simulation or calculation program for any path of exile character. You can import characters, path of trees, and PoE Items from the life service or create and save your own builds without having to try them out in the game first. It also offers huge builds in the database for most items and the mods to select and craft your items there.

 

 

1. Download and Install

Download and install the program from the github website https://github.com/PathOfBuildingCommunity/PathOfBuilding/releases. Start it up. It might want to install some updates, just wait until that's done and you're ready to go.

 

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Now, if you're not already on the screen that shows you to the passive tree in the middle and says Unnamed Build at the top left, just press "New" in the top. You can now start experimenting with the classes, tree skills, and items.

 

 

2. Import and Export

If you want to import a build either from a link to the paste bin, the paste bin itself, or the game, make sure to save your current build and create a new one. First select import/export in the top left. Now there are three ways to import a character:

 

The first one is to get it from an actual character in the game. For that, you need to know the characters' account name, press Start, select a character from the list and select which information you want to import.

 

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The second and most common way is to import the character from the paste bin link. You don't have to click the link wherever it is provided. Just copy it. And in PoB, select import from paste bin, paste the link, then import, and import again.

 

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If the second way fails, there is a third way. In this case, open the link in a browser, and copy everything from the paste bin. Go back to your PoB, paste code there, and import.

 

If you want to export your build to share with other players or to save it for yourself, go to import-export again and click "Generate". You can now either copy this extremely long code and send it to other players, which I only recommend if the paste bin website is offline, or click share with paste bin to generate a link you can share.

 

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3. Settings

Once you have a boot loaded up, you can see the passive tree, skills, skill setups, and items. Above the equipped items, you can manage Item Sets. Most players do not use the feature, but in my build, there are sometimes multiple setups with different gear for different use cases or game stages.

 

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When looking at the tree, there is a drop-down menu on the bottom left where it can select different trees without changing the gear. I use it to show passive tree progression while leveling a character. It can also come in handy if you want to try different paths without having to copy the whole build again.

 

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In this skills window, you can find all active and passive skills with the links and where they are socketed. You can edit the labels to make notes or clarify something.  

 

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Something extremely important and where many players experience difficulties is the Configuration tab. If you import it to build, this should all be set already, so don't change anything if you don't know exactly what it does or if it reflects the actual in-game situations. However, if you are doing your own builds as I do, I always select the parameters to show a passing situation, meaning a single target with strong resistances. So, for example, I selected that the enemy shaper or a guardian, and even though this build generates Frenzy Charges on kill, I do not select them because I cannot generate them in an instance boss encounter without minions. Depending on what build you're playing, you might not want to showcase the bossing but maybe a mapping situation. Since you have to set these configurations differently for every single build or even every single passive or item you have, I will not go further into this.

 

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Just remember never to set the enemy is shocked to choose because even if you build the struck an enemy, this will almost always calculate a run value. This leads me to the last thing I want to talk about in this video.

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4. Fork

The normal PoB has a lot of flaws, but there's a fork that is kind of a different version or an add-on of PoB on github which improves and adds a lot of highly requested features made by local identity. Making use of it is extremely simple. You can watch Play Like Jay's YouTube to learn how to install and run the fork.

 

First, you need the normal PoB ready and running. Then go to the directory C program data path of building or to the folder you install PoB. There you will find a file called "manifest.xml". Make a backup copy and then open it with a text editor. Close to the beginning. There are lines that start with the source, and one of those says something with part equals program. Change the part it says open our "arl" path of building community. Save and start your PoB as if nothing has happened.

 

It will now and in future download updates related to this fork. Once it's done downloading, which can take a minute, it'll tell you that an update is ready. Click on it and press update. You will already be able to see differences when looking at the stats, but the biggest difference is the PoB now correctly calculates things like impale, shock, or elusive. An important thing to note here is that there are sometimes problems when trying to import a build made with the fork corrosion of PoB to the original POB. So if you're not sure if the other person has the fork installed, you have to revert the changes made to the manifested xml file. It will then install the normal PoB. Open the build in there and generate a new paste bin. This is why I keep a copy of the original manifest file to quickly change between PoBs.

 

 

Congratulations! You can now use the basic functions of Path of Building. You can come to MmoGah to view more helpful PoE Guides, and you can also buy Cheap and Safe Exalted Orbs and Chaos Orbs here. Last but not least, thanks for Jay's useful guide on PoB.

 

Source: https://www.mmogah.com/news/poe/path-of-exile-pob-guide-for-beginners

Monday, February 8, 2021

PoE Guide 3.13: How to Delve and Make Easy PoE Currency

Welcome to MmoGah exiles. Today we will talk about Jorgen's guide on how to delve and Make PoE Currency Easily. I cleared like 200 Chaos Orbs and a couple of Exalted Orbs. How am I doing it? What's my strategy? That's what we're going to talk about in this guide. Now the quick disclaimer. Suppose you're an elitist, and this is not what you like doing in Delve. In that case, this guide will not be for you, but if you want to generate quick PoE Currency, if you want to Delve, or if you want to understand how Delving basically run, let's get into the guide.

 

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Market and why you should Delve

The first thing that we need to understand about Delving overall is the market and how it's operating. We need to look at a couple of things, and first of all, we need to get a poe ninja.

 

Secondly, we want to look at Fossils. So right now, the fossil market is actually doing pretty well. You can sell those for a pretty penny. But you know we're talking about selling high bulk volumes in Delve. That's how we make our currency.

 

Next, let's look at Resonators. Again, the market's doing pretty well. It's not a profitable mechanic, and these drop pretty commonly throughout delve, and we'll talk about that as we go through the video.

 

Now the other side is Scarabs. We'll talk about generating Sulphite in the next segment of this video.

 

That's pretty much why you should delve. It's incredibly profitable from a market perspective right now, just selling bulk volumes. We'll get into the next section of the video, which will generate Sulphite.

 

 

How to get Sulphite?

How do we generate Sulphite? I get asked this question a lot. The first and foremost way is running Scarabs. So you can get Sulphite Scarabs, you get Rusted about 1.5 Chaos. It's a little bit more for what was polished. And then Gilded. You can get winged for about 18 Chaos. And basically, you bang that in your map device, and Nico pops up.

 

The other way to do it is running the Niko missions, which are here. As you can see, I got 17 banked up because I have only just started delving for the league, but that's your other alternative here.

 

The other way you can do it now is these two map nodes that you can use Lex Proxima and unlock the Rich Veins, Sulphite Infusion, and the packed with energy nodes. Sulphite infusion in particular because basically on the completion of red tier maps if you do in general farming. You're going to get five additional Voltaxic Sulphite on completion of that map, so that's pretty cool. And the other side of that is New Vastir, which means you can add a Mad Devotion and Out of the Blue, which will generate more Sulphite, when you run Sulphite rotors or Sulphite scarabs or Sulphite Nico missions on these areas. That's pretty much the overall how to get Sulphite.

 

 

What to Level up first in the Voltaxic Generator?

You figured out how to and why you should delve, you figured out how to get Sulphite, so the next is what we level up at our Voltaxic generator.

 

The first thing you want to get is Darkness Resistance. You want to get Sulphite Capacity, Darkness Resistance, and Light Radius. These are your first three things that you want to level up. You want to get these to a level you want to be on at least 75 percent all the time, but that's not necessarily going to happen all the time. But you want to have enough darkness resist, so you're not negative, and the light radius is pretty key because that's going to keep you alive in the nitty-gritty situations now.

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For Flares, you will want to keep pushing your flare number up, but I would suggest radius to be max out when you're looking at flares. You can have fewer flares. It just means you can't go into as many side areas if you don't have a sustaining character or a darkness runner.

 

For Dynamite, I've got mine up to six, but you know I'd usually level Dynamite last. The first thing you want is Sulphite capacity to run more delves darkness resist and light radius, alternate between the two, and then focus on light radius on your flares total number of flares and duration last. That's pretty much what you need to level.

 

 

What are Biomes?

You've gotten that far, you're going to start delving, and you're figuring out what do all these colors in here mean. What the hell does this mean? It's all patchy, and there's random crap. These refer to as Biomes. So depending on the biome, there's a higher probability of different types of fossils dropping. For example, perfect fossils and corroded fossils have a really good cell value, so you want to focus on Fungal Caverns if you want to go for those now if you're farming for actual crafting. You know you might need Metallic fossils for lightning damage or Frigid for frost damage, or cold damage Scorched for a fire. These are generally more worthless than the fossils, but that might be the fossil you need for your build.

 

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This is essentially your guide to finding fossils and where and how to farm these fossils predominantly. So if you were wondering what the colors are, that's what they are. They're called biomes. They dictate the types of fossils that drop in those areas.

 

 

Basic Delve Strategies

You can delve a few ways. The first thing I would say to anyone who's starting on delve and want to make currency out of it efficiently. You don't have to go down to crazy depths, and you don't have to have a delve runner. You can go down to about 150 to 250 is optimum for most fossils that turn a profit, and also, you'll get a decent amount of volume down there at that Level. It's not too hard. You can usually do that at a pretty proficient level once you get to level 90. We're talking Level 83 zones, but good drops down there you want to get a little bass chaos when you're down. You also get a lot of fossils and resonators at about those levels as long as you're in the right biomes and your rng is playing on your field. Normally you'll walk away out of a full Sulphite I guess meter, you'll walk away with a bit of stuff to recover on that Sulphite that you've had to generate, so you'll turn a profit. You'll generally make about an exalt or if you're focusing on rotors and things like that now. There are two ways to delve. You can continually push down and push down, and I would suggest this if you've got a character that can handle that. Still, some people will hit a point where you get to a brick wall, and that's when you can go horizontally, and as you can see, I haven't gotten to that point yet, but when I get to a stage where I'm like this is too hard, I'll move up. I'll go horizontal all the way through, and that's how I'm going to generate a ton of currency from just fossil farming, and that's pretty much as simple as it gets.

 

 

Thanks, Jorgen, for this useful delving guide. You can come to mmogah.com to view more PoE Guides, and you can also Buy Safe PoE Items here.

Reference: https://www.mmogah.com/news/poe/poe-guide-3-13-how-to-delve-and-make-easy-poe-currency

Tuesday, October 20, 2020

Path of Exile 3.12 Heist: Basic Guide

Hey exiles, welcome to Navandis Gaming's Path of Exile guide, this time MmoGah will be telling you everything you need to know about the Heist mechanic. I'll be covering the very basics, such as how to run your first heist, crew members, and how to get your full team, their skills, perks, and gear, all the way up to grand heists. I'll also talk about what rewards you can expect from each type of heist, as well as a few tips and tricks on how to maximize your heist profit.

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Before diving into the guide properly, I need to add two short disclaimers. First, while the core mechanic is unlikely to change, some aspects might be tweaked and balanced as the league progresses. For example, a few weeks from now, lockpicking heists may no longer be the most profitable ones. Since I can't really predict the future, I'll leave it to you to keep an eye on patch notes and up to date with any changes.

 

Okay, with that out of the way, let's talk about Rogue's Marker, Contracts, and Blueprints. These are found either as drops from literally any mobs outside heists or in "smuggler's caches" which can spawn in each act of the campaign or Atlas maps.

 

Rogue's Marker has two basic uses; first, while in your hideout or any town, you can right-click on them to open a portal to the rogue harbour. Once in the rogue harbour, most services provided by various NPCs there, including your crew members, will cost some amount of rogue's marker. As they say, no honor or freebies among thieves.

 

Contracts are the PoE Items used to open up a heist, and if you're familiar with Atlas maps, they're the equivalent for the Heist system. They can be crafted using PoE Currency such as orbs of transmutation, augmentation, alteration, alchemy, etc. That will generally increase the amount and rarity of the loot you'll get and make the resulting heist more dangerous.

 

Finally, blueprints are the Path of Exile Items used to start a grand heist, which is a collection of several regular heists. I'll come back to grand heists a bit later with a few extra twists. Still, I'll add that markers, contracts, and blueprints can all be traded with other players.

 

So, you have a few markers in your pocket, a nice contract, and you've just teleported in the rogue harbour looking to run your first heist. Completing each contract will always require a single rogue skill, such as lockpicking or demolition, at a certain minimum level, and this is visible in the contract's description. As such, when running a contract, you'll need to hire a crew member who has that specific skill. You can check which crew members you have available in your roster by pressing the V key while in the rogue harbour. At first, you'll only have 3 members available for hire, but you'll eventually enlarge your team to 9. Initially, you'll do this by finding these green contracts in smuggler's caches. These are quest items that can be used in the rogue harbour to open a special type of heist. In addition to that, running heists with a recently unlocked crew member will have them introduce you to a new rogue character that will join your team after completing that heist.

 

Every crew member can have between 2 and 4 different skills. Each capped between levels 2 and 5. The list of skills for each rogue, and the maximum level for each skill, are pre-determined and cannot learn new skills or change existing ones. So let's take Tulina here as an example. She has agility, lockpicking, and trap disarmament skills. That's all she has and all she'll ever have. For Tulina, lockpicking is capped at level 3, trap disarmament at level 2, and agility at level 5. I can further level up her agility skill by completing contracts that require this ability. On the other hand, Nenet has perception and counter-thaumaturgy skills, capping at levels 5 and 4, respectively. Each crew member also has one unique set of heist perks, and the bonuses these provide increase when leveling up any of the rogue's skills.

 

Alright, so now you have a contract requiring skill that one of your rogues is proficient in. The next step is to talk to Adiyah, the most important NPC in the entire town. Once you hand her a contract, she'll ask you to choose one of the available crew members to take with you in that heist. You'll also see the total upfront markers cost, broken down between travel fee for the portal, hiring fee for your rogue, and the ring's cut. Each of these taxes can be decreased or even nullified through your follower's items or with various mods on the contract itself. After you step through the portal, you'll be taken to a safe zone where you can turn on your auras or summon minions before going into the heist itself.

 

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Once inside, you should open up the map and check the available rewards and the general route to the final objective room, depicted by this showcase icon. As you progress through the heist, you'll encounter various locked doors and traps, and you can either click on the icon or press V to have your rogue take care of these obstacles. These actions do not raise your alert level, and neither does killing any guards you come across. However, opening small or large chests will do so, and the exact amount is shown while hovering over them. This is affected by your rogues' perks and items, such as Karst or Tulina can open all the chests in an entire heist without triggering the alert. Any items you pick up are marked as contraband and have a padlock icon, meaning you cannot use or identify them until you escape. You cannot open portals, and you're limited to one full inventory, so choose wisely. If you die during the heist, all the contraband items will drop, and there is absolutely no way to come back or recover them.

 

Once you reach the final room with the curio display, you need to break it and grab the quest item inside. Regardless of what your alert level was before that, this action will fill it up entirely and trigger a complete lockdown after a short time. During this lockdown countdown, you can still open chests, and some rogues have special perks that further increase this timeframe. You can take advantage of this by leaving several unopened chests close to the final room, so you don't yet trigger the alarm. Open all the doors and kill all the guards, quickly open all the leftover chests, starting from the one furthest away than break the curio display. You can also leave the loot on the ground as you can still pick it up after the complete lockdown. If you time this correctly, you can open a few extra chests each heist, which adds up in the long run. Once the alarm breaks out, new guards will start spawning in large numbers. These are much stronger than the hobos you encountered on the way in and can quickly kill you if you're not prepared. Your absolute number one priority is to keep advancing towards the exit, which is the same place you came in through. Guards will keep spawning regardless of how many you kill, and you'll end up swamped if you don't push your way to the exit. On top of that, certain doors you've opened on your way in will now be locked once again, with a large number of tough enemies waiting for you behind them. This will put additional pressure on you as you'll need to deal with packs of mobs coming in from behind as well as those swarming in once you open the doors. While the first waves of mobs will provide XP and drops, subsequent ones don't prevent infinite farming abuse. As such, there's no reason to hang around, and it's incredibly risky to do so anyway. Once you finally get out, your rogue will gain a certain amount of XP for the skill they used in that heist, and you get to keep all the loot, which is no longer marked as contraband. The quest item you've picked up from the final room can be sold to this "Fence" NPC for a decent amount of markers, offsetting the cost of running the heist. You can also leave a heist before triggering the alarm, and you'll get to keep the loot you've gathered up to that point. While this doesn't provide any XP for your rogue or markers from selling the target item, it might be worth it if you've picked up something very valuable and don't want to risk losing it by dying once the alarm is triggered.

 

After running a few heists, there's a high chance you've started finding bits and pieces of rogue gear. Each crew member can equip 4 different items: a brooch, weapon, tool, and cloak. Tools are skill-specific and can only be equipped by rogues with those skills, while the rest of the gear pieces are generic. All these can and should be crafted using currency such as orbs of transmutation, alteration, regal, etc. Brooches can roll mods that provide a chance to duplicate certain rewards from heist chests. For example, this one has a chance to duplicate divination card rewards as well as sextants.

On top of that, it increases the heist target item, netting you more markers when sold to the fence. Weapons can increase both the rogue's damage as well as yours. They can provide auras that will affect you and reduce fees for running a contract or increase the XP your rogue is getting. Cloaks are used to lower the overall alert level, increase the lockdown timer, and provide a chance to raise the alert level when opening a chest. Finally, tools are generally about reducing fees, increasing XP as well as making your rogues quicker at their jobs. This becomes quite important, especially when you're trying to get out quickly with a whole bunch of loot. The last thing you need then is to wait 5 extra seconds for Tibbs to blow up a door.

 

After running a few heists, you might notice some patterns regarding the types of rewards you get from the big chests. And indeed, there is a direct correlation between the heist types, aka what rogue skill it requires, and the type of reward chests you'll find inside. Here's a handy table that shows the association between heist types and rewards and which crew members have the respective skill, and the level it caps at. This is not set in stone and can change as the league progresses for balancing purposes.

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Finally, let's talk about grand heists. As mentioned earlier, these are a collection of individual heists called wings, and they're accessed using blueprints. Each blueprint will indicate how many wings, escape routes, hidden treasure rooms it has, and the type of rewards found in the final room.

 

By default, blueprints you find only have one wing revealed, but you can unveil additional ones by talking to the NPC Whakano. This will cost a certain amount of markers, as well as a reveal token. You obtain one such reveal token for each regular heist you complete, and certain rogue item mods have a chance to grant you an additional one each run. Apart from entire wings, you can also reveal individual reward rooms and escape routes inside them. These can make the overall grand heist much more profitable and increase your chance to escape with all the contraband loot. Of course, it is not mandatory to unveil all the reward rooms or even all the wings. It's also worth noting that Gianna and Niles' crew members will provide reveals at a lower price. The value of the discount is based on their rogue perk.

 

Once you're happy with your blueprint, it's time to decide on the rogues' team that will accompany you, which is done in the Planning Room. This time you won't bring just a single crew member as grand heists require several different skills for each wing. Still, each rogue has multiple skills, and certain grand heist wings might require 2 or more jobs performed by the same crew member. In this case, you can select them multiple times. If you have the same rogue present twice in the same heist wing team, their perk and gear bonuses will apply twice, multiplicatively. This may or may not be desirable on a case by case basis, and it's up to you to decide in each scenario. After you've decided on your team, confirm the plans, grab your blueprint, and go to Adiyah.

 

Once you step through the portal, you'll be teleported to a common staging area that connects all the grand heist wings. The task is simple: complete each wing and make it out alive with all the loot.

 

The key difference from regular heists is the final room: instead of a quest item sold for markers, you get tangible rewards. These can be alternate quality gems, replica uniques, enchanted items, or Path of Exile Currency and trinkets. The blueprint for each grand heist will indicate exactly what type of rewards you'll be getting in the final room. Once you reach there, you'll notice several display cases, but you can pick up just a single item. As soon as you break one display case, the wing will go into lockdown, and you won't be able to loot the other items in the room.

 

Once you complete an individual wing and make it out with the loot, you should theoretically be able to teleport to the rogue harbour, empty your inventory and go back in to complete the remaining wings. However, at the time of recording this guide, you won't be able to return to your grand heist due to a bug, as your portal is in another rogue harbour instance. My advice is to avoid doing that until the bug is confirmed to be fixed.

 

Finally, earlier I've mentioned trinkets as a possible reward. These are a new type of item for your character, and you unlock the trinket gear slot in your first blueprint with the reward type "Thieves' trinkets or currency" Trinkets will always drop corrupted, so they cannot be modified or re-crafted. They will only roll mods affecting Heist rewards. For example, they can provide a chance for dropped currency to be upgraded into a higher tier one. This trinket here gives a 5% chance for augmentation orbs dropped in heists to be transformed into Chaos Orbs. Other mods will increase the overall quantity or rarity of dropped items, improve big chests, and other similar rewards.

 

That's all about this PoE Guide, and thanks, Navandis, for this video! You can come to mmogah.com to view lots of useful PoE Builds, and you can also Buy PoE Currency like Exalted Orb here.

Source: https://www.mmogah.com/news/poe/path-of-exile-3-12-heist-basic-guide

Wednesday, April 10, 2019

Path of Exile: PlayStation Questions Answered

PoE've just officially launched Path of Exile on PlayStation 4! Everywhere apart from South Korea, China and Japan. Servers are located in Australia, Brazil, Amsterdam, Frankfurt, London, Russia, San Jose, Washington and Dallas. Gateway is automatically selected, you will be placed on the nearest Gateway to you. Read more.

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Monday, April 8, 2019

Path of Exile AutoHotkey: PoE Trade Macro

PoE Trade Macro is an Autohotkey script that provides several convenient QoL features for Path of Exile Trading. This includes automatic price check macro. In this guide of PoE, MmoGah will show you how to install and use the PoE Trade Macro, which will let you price check and get items without leaving your game client. This macro does not actually interact with your client at all. Read more.

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Monday, January 28, 2019

PoE: Betrayal Guide - The Immortal Syndicate

The Immortal Syndicate is the center point of the Betrayal league expansion. They are a mysterious organization that Jun Ortoi is investigating. This is a guide to the Syndicate Mechanics in Path of Exile's Betrayal League - how the Syndicate Board works, how to manipulate it and how to maximize your rewards from Safehouse. Read more

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