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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Welcome to MmoGah exiles. Today
we will talk about Jorgen's
guide on how to delveandMake 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.