Archive for Path of Exile

Running Lab Efficiently In Path Of Exile

Path of Exile

In Path of Exile, this is probably the single most asked question simply due to inexperience when running lab. Each day the lab resets the layout changes, this means silver keys, silver doors, darkshrines etc all move to a random location. Some days it’s easy enough to hit majority of the shrines/gauntlets/silver doors but on other days it will be harder to do so.

If you have a gold door, izaro and silver doors along the main path. This is a great example of a lab you can run and get a nice chunk of loot especially with the newly buffed quantity silver chests! So to maximise our profits but lower the amount of time spent within lab we are aiming to do rooms;

Path of Exile

  • Collect the Shrine, collect silver key.
  • Complete Gauntlet (If curious Lockbox).
  • Complete Gauntlet (If curious Lockbox) and collect Gold key.
  • Collect Silver Key (If room 1 was skipped), complete Gauntlet (If curious Lockbox). and then proceed through gold door.
  • Collect Silver key.
  • Kill Argus.
  • Proceed to Aspirants Trial.
  • Argus is generally always worth killing because he has a 100% chance to provide you with an extra Treasure key.
  • Open Silver Door.
  • Open Silver Door.
  • Finish lab.

So this is basically what you are looking to do, hit everything that is on the main path without sidetracking too much, avoiding side rooms which have no real benefit and will only slow your lab times down. A reasonable time for most lab farmers will be around the 5 minute mark which will include all if not most of the possible key drops, you are basically aiming to achieve at least 5/7 keys per run with little effort.

It is also worth noting that things will not always spawn within the same area each time you enter lab, there are 3 places within a room which the different items can spawn.

I won’t tell you how to identify each one as I would be here for a much longer time, that will come down to experience and time you will notice some rooms have certain layouts upon entering which will allow you to make a quick decision on which direction to head to obtain said object.

But on seconds thought I can at least give a short explanation, so for example in the lab I’ve based the above statement on, the first room has a Shrine and silver key. My first route is bottom right to see if the Shrine spawns there if it has I know the silver key is up and to the left a little, if not it’s in it’s sister spawn.

How Many Of You Still Can’t Beat The Shaper In Path Of Exile


In Path of Exile, even when HOWA was still ridiculous OP and with 16k ES, I still couldn’t beat Shaper because I’m mechanically stupid, could never get past the 2nd stage. Anyone else still unable to kill the Shaper for any reason?

Path of Exile

Let’s take a look at the experiences of other players:

1. Same, 200 ping from Durban but with practice and learning the mechanics I’ve beat him for the past 3 leagues, or until I get desynced back into his balls/slam.

2. I have good mechanics. But I choke super hard against the hard content cause I’m too fucking nervous.

3. I’ve encountered most of his mechanics, but I can’t dodge them well at all unfortunately, specially reacting fast enough to get out of the slam.

4. As I can remember he is making some black shit before he slams the ground. In addition you should use a fast movement skill (depending on your build).

5. I think some of the guardians are harder than shaper himself. His animations are quick well indicated, if you learn them it should be doable.

6. Yesterday marked the first time I killed Aziri since I started playing. Who knows when I will get to see Shaper.

7. I tried once. Died 6 times. He kept slowing me to 0 and then 1 shotting me. Which I couldnt avoid due to being immobile. How do ppl kill?

It seems that most of the players are like me, there are some players guide on our website, so be sure to check out if you need some guides.

The Full Patch Notes In PoE 3.2.0B


In Path of Exile, GGG said that the team has finished the new Net type and they’re ready to add it to game! Aside from the new Necromancy Net, this patch includes many bug fixes. The following is the full patch notes for many collectors of poe currency.

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  • Fixed a bug where unlocking additional Cartographer’s Sextants on your Atlas required unique Maps to be completed.
  • Fixed a bug where Scorching Ray totems did not stack their damage correctly with other Scorching Ray totems.
  • Fixed a bug where Bestiary Aspect skills could be crafted onto Flasks and Jewels.
  • Fixed a bug where some areas were unable to spawn Legendary Beasts.
  • Fixed a bug where Stairs to the next area would not open if a beast was captured in the Oba’s Cursed Trove unique map.
  • Fixed a bug where Maker of Mires in the Hallowed Ground unique map would not lose his immunity buff if Balah, Duke was captured.
  • Fixed a bug where statues were unable to come to life if the Basilisk was captured.
  • Fixed a bug where Vilenta was able to escape her arena. Stay Vilenta, stay.
  • Fixed a bug where the “x% more Spell Fire Damage” from Herald of Ash was not applying to Damage over Time effects applied by skills such as Scorching Ray.
  • Fixed a bug where some Prophecies did not complete if you captured, rather than killed, the target.
  • Fixed a bug where scroll speed in the Social Panel was slower than intended.
  • Fixed a bug where the weapon swap buttons would not visually change when swapping between weapons.
  • Fixed a client crash that could occur while Summon Phantasm on Kill was socketed in The Dancing Dervish.
  • Fixed a rare client crash that could occur when the final boss of Act 10 and its Endgame Map counterpart used its Flame Breath skill. This skill had been disabled in a previous patch to prevent this from happening. It will be re-enabled in this patch.
  • Fixed various instance crashes.
  • Added “Necromancy Nets”, a relatively rare net that can revive beasts, capturing them in the process.
  • Beastcrafting recipes that make an unidentified rare item or a rare item with a specific mod now require one fewer rare beast.
  • Flasks now refill after a Beastcrafting fight ends.
  • Summon Phantasm on Kill Support no longer supports Manifest Dancing Dervish.
  • Strong Rope Nets and Simple Iron Nets now cost Portal Scrolls rather than Orbs of Transmutation.
  • Reinforced Iron Nets and Strong Iron Nets now cost Orbs of Transmutation, rather than Orbs of Alteration.
  • Monsters with the Putrid Flight Bestiary mod now use their Vulture Bombing skill more frequently.

Finally, good luck to you, we will update the news about Path of Exile in real time, if you don’t want to be left behind in the game just because of lack of orbs, please buy poe items on U4GM.

New Ascendancy Class Added To PoE: The Champion

Path of Exile

The Champion is an Ascendancy class for Duelists in Path of Exile. The Champion is a defensive/support class that can act as a tank for their party by taunting and debuffing enemies, buffing their allies with an aura, or Intimidate enemies to reduce their defenses. In PoE 3.2, collectors of path of exile orbs may know, Champion has some changes.

Path of Exile

1. Unstoppable Hero: No longer grants increased Armour and Evasion Rating while you have Fortify. Instead grants +1000 Armour and Evasion Rating while you have Fortify and Cannot Be Stunned while you have Fortify. The small passive leading to Unstoppable Hero now also increases Ailment Damage from Attack Skills while wielding a Melee weapon.

2. Fortitude: The small passive leading to Fortitude now also increases Ailment Damage from Attack Skills while wielding a Melee weapon.

3. First to Strike, Last to Fall: The small passive leading to First to Strike, Last to Fall now grants 14% increased Melee Damage, rather than 5% increased Attack Speed. First to Strike, Last to Fall now also grants Adrenaline for 20 seconds when you reach Low Life if you don’t already have Adrenaline, and removes Ailments and Burning when you gain Adrenaline. Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed, and 10% additional Physical Damage Reduction.

4. Inspirational: Now grants you and nearby Allies 12% increased Movement Speed (up from 8%).

5. Conqueror: Now grants 100% chance to Taunt on Hit (up from 25%), 2% of Life Regenerated per second if you’ve Taunted an Enemy Recently (up from 1%), and Enemies Taunted by you deal 10% less Damage with Hits and Ailments against other targets.

6. Worthy Foe: No longer causes Enemies Taunted by you to deal 10% less Damage with Hits and Ailments to other targets. Now prevents Enemies taunted by you from Evading Attacks.

We will update the news about Path of Exile in real time, if you don’t want to be left behind in the game just because of lack of orbs, please buy chaos orbs on U4GM.

I Think Abyssal Cry Could Use A Radius Buff In PoE


In Path of Exile, Abyssal Cry is mechanically a cool skill that can be put into just about any build. The fact that it’s a warcry presents 2 problems. It has a short range, and it can’t be triggered. This makes players favor poe items/passives that allow you to explode enemies by other means. Why would they want to use a skill to explode enemies when it doesn’t reach them?

I’d really like to see Abyssal Cry get some base radius as it levels, or just get a massive base radius buff. The explosion radius is totally fine. But the taunt radius is tiny as shit. In fact, I’d say all warcries have too small of a radius. But their mechanics don’t rely on range as much, I suppose. To me, a warcry is something that foes all over the screen should hear. After all, you are crying it out, loudly.

Path of Exile

Therefore, I think that Abyssal Cry feels more like Abyssal Whisper, needs radius buff. What do you think about?

One player think that people don’t seem to understand what’s the purpose of the change they did. That part is really fine. The problem is that quite a few skills seem to have been forgotten in the process, and thus work bad with the new scaling. But it’s not the scaling that is bad, it’s the base radius. Fix it and the skills will be fine.

One player think that because people say “AoE feels bad now” doesn’t mean they don’t understand the principle that AoE scaling is now logarithmic rather than geometric. The issue is that it doesn’t matter what something is in principle; it’s what it is in practice that’s relevant. And if AoE skills feel awful to use in practice, no amount of theoretical understanding would get them to like it.

The issue isn’t that AoE scaling is better now in theory, it’s that AoE scaling is now worse at all levels than it was previously. 3 points of investment in radius now is worse than 3 points of investment of radius pre-nerf. 10 points of investment now is WAAAAY worse than 10 points of investment of radius pre-nerf.

The logarithmic nature of AoE scaling is fine. It’s that at no point does an AoE skill have comparable radius to the old system, except for the few skills where they went through and buffed radius manually, and that’s the fault of their choice of numbers.

It’s fine that 10 points of scaling is way worse than 10 points pre-nerf. It’s not fine that 3 points of scaling is still considerably worse than 3 points of scaling pre-nerf. That’s the issue here. What about you? Keeping an eye on poe buy chaos, you will get more gains.