Do PoE Bow Users Have Mobility Skills

In Path of Exile, a monster's proximity is quite limited when against bow users, as they might already took a lot of damage before closing the gap of distance between the bow user and monster. Do bow users need a mobility skill like flame dash?

Some collectors of path of exile currency argue about bow users deserve a mobility skill. Probably these are still having a hard time despite of their range capabilities. Or not utilizing the mechanics of range attacks.

In fact, having range at a class' disposal is a huge advantage. A class with this capability has the upper hand against other classes in terms of leveling and money making. However, a good position is required to utilize “the range” efficiently, which most bow users are lacking.

The fog in path of exile's dungeon is the main hindrance and the source of difficulty to use range efficiently. By the time bow users encounter a monster, the monster is only a few gaps away, which is pretty hard for some bow users. Countering the monster's proximity needs a lot of practice to counter. It's where the thrill as a bow user comes from. As a bow user, it's not all about playing it safe, sometimes a bow user is much more risky class than a melee class. Melee classes have shields and an enormous amount of health points, not to mention some melee classes are capable of using mobility skill.

Bow users already have an advantage through using distance – Kiting. Through this strategy it makes bow users a versatile without mobility skill. Adding mobility skill for bow users would make them unreachable.

It is famous strategy for bow users, also works pretty well in every situation. Kiting uses the principle of using crowd control: slow, stun, and etc. It works like: Hit, use crowd control, run and repeat.

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What Is The Fastest Way To Level Spectral Throw In PoE

In Path of Exile, some times ago, I was looking to make an Ele Spectral Throw, and was thinking of going Scion. I've got a bunch of Twink gear, but I was curious what other players think the best setup is?

I've never played ST before, so I'm not sure what direction to go on the tree, and also what the best poe items/supports are for damage, attackspeed, and moving quickly. But now I found the answer, and I want to share it with players who are as confused as I am. What you need to do is the following.

Mortem morsu all the way to wasp nest and spec into the claw nodes by assassin. And then try to find a decent Gemini claw because ST mana cost is atrocious also happens to be the highest dps base. And that's if you go claws. Otherwise there are plenty of swords or whatever. I like claws because I hate Vaal pact. And the implicit on the claws are pretty insane with ST. Plus claws have lots of easy access to crit which is vital to a good eleST build.

Use abyssal jewels to fill out damage while leveling. Find the attack speed nodes on the tree and spec into them while leveling. Link whirling blades to blood magic and faster attacks. If you decide to buy a ST helm enchant, damage is good for mapping but deceleration is superior for bosses regardless of what PoB says.

Hand of Thought and Motion + Astramentis + Fertile Mind / Brute Force Solution / Static Electricity + Wake of Destruction + Darkness Enthroned and 2 flat damage jewels, then add whatever other flat ele or high int gear you have access to. Fidelitas spike, wrath, HoT. Can last you from 20 til decent weapon. Not the best necessarily but fast and easy.

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How Can You Make A Setup On PoE Maps

In Path of Exile, Elder can control at most 30 maps, he always controls a single connected area, Guardians and Elder can not unspawn so the last connection between them stays under Elder influence when completed, Shaper can only attack Elder maps from adjacent maps he controls. Bear in mind that enough poe orbs is essential. How to make a setup on your maps?

1. Get Elder to spawn on a map with less than 4 connections. This is to ensure that you can cut the direct connection between elder and one of his guardians after forming the ring. If you are lucky they occupy important chokepoints. Depending on where they spawn it should be possible to make a ring that doesnt't span the entire map but only one or two quadrants. In any case you should make sure to plan out both your route for closing the ring and your final atlas in advance. You don't want to discover that something doesn't work out after 100 maps.

2. Closing the ring. You can't just run the maps you want in your final version of the atlas since Shaper will cut you off a long time before the ring gets closed. Since Elder and Guardians can't unspawn, it doesn't matter which "half" is bigger. When Shaper gets a chokepoint he can cut off 20+ maps at once. Because of this it is important to cover all connections.

3. Cleaning up. Now that all connections are safe, you can start moving towards your final setup. If you want it to be untouchable. There must be a single path between endpoints, otherwise shaper can take one of the maps. If there are some maps you want perma Elder on the path has to go through that map. All "leftover" elder maps (up to the cap of 30) have to be completely surrounded by elder territory so they can't be attacked by Shaper. When filling up a corner for this you have to make sure that you don't open up a second path or Shaper can take some map away.

When you have your final Atlas planned out you can start shaping your Elder territory. Note that when you replace one path between waypoints with another you need enough "free" elder maps for both until the new path is connected so plan ahead.

Unlike buy poe currency, it can be tricky to get the last few elder maps where they are supposed to be and you also need some luck. Until everything is completed Shaper and Elder can still screw you over. If you just want to run your favourite map on perma Elder you don't strictly need perfection. As long as elder doesn't enough free space to open up new paths (clearing them could mess with your sextant setup) it should be fine.

GGG Announced Path of Exile 3.1.2 Patch Notes

GGG has been working hard to bring us a better gaming experience, they plan to deploy the 3.1.2 update. What will be updated in 3.1.2? The following post will show you. And if you have no time to get PoE items, don't forget to buy poe currency.

The Abyss League will be improved. Abysses can once again spawn in The Apex of Sacrifice and The Alluring Abyss; Lich bosses now spend less time idling and should generally be more aggressive; The ultimate skill used by Amanamu, Liege of the Lightless now deals less damage to minions and can now be triggered by sources such as totems and minions; Pitworms are now immune to Knockback.

Atlas and map balance: The Ice Flowers in The Constrictor Elder Guardian encounter now explode starting with the outside flowers followed by the inner flower; Reduced the variance of the damage caused by the environmental lightning explosions found in the Manor of Madness, it still deals the same average damage; Reduced the damage of Storm Burst projectiles used in the Pen boss encounter; Increased the damage of Storm Burst explosions used in the Pen boss encounter.

Monster improvements: Reduced the maximum range of Reliquarian's skills; Tweaked the effects and audio for a skill used in the boss encounter in Pillars of Arun; Increased the visual size of Plated Parasites;

Some new features: There's now a UI option called "Advanced Mod Descriptions" which shows additional information about items when you press Alt, it breaks down the mods of the item into separate prefixes and suffixes, shows their possible ranges and what tiers they are; Added new helmet enchantments for Bodyswap and Despair. These are available from the Divine Font in the Merciless and Eternal Labyrinths; Added a lightning explosion effect to the explosion caused by Inpulsa's Broken Heart; Added effects that apply to your character while wielding Arborix, Augyre or Vulconus; Volatile Dead now displays average damage, rather than damage per second and so on.

The Thaumaturgical History II prophecy can no longer trigger in Act 6's Western Forest. The Visions of the Drowned prophecy is no longer available at higher levels. For more imformation, please visit the official website, there also have bug fixes list of 3.1.2.

Currency Use On Maps In Path Of Exile

Path of Exile is an online Action RPG set in the dark fantasy world of Wraeclast. It is designed around a strong online item economy, deep character customisation, competitive PvP and ladder races. The game is completely free and will never be "pay to win".

Path of Exile's end-game areas are items called Maps. They grant limited access to a new world area that can contain great challenges and greater rewards. Like other items, Maps can have random mods that affect their difficulty. For more information, please visit the official website to view.

All of the existing Path of Exile currency items work on Maps in obvious ways. If you get a normal Map and you’d like to make it more difficult, you can use an Orb of Transmutation to turn it into a magic Map. If you are unhappy with its mods, you can use an Orb of Alteration to reroll them. The same is true for creating rare Maps using Orb of Alchemy and other similar currency items.

Because some mods can be easily overcome with specific build choices (if all monsters have increased fire resistance, don’t bring a fire character), we expect players to reroll or trade for Maps until they find ones that are easier for them to handle with their characters. Clever players will create builds that can reap the increased rewards of certain Map mods while not suffering from the increase of difficulty.

Like most other items in the game, Maps can be Unique. These Maps don’t go to a random area with random mods, but to a specific area that we have designed with a set of properties that make it interesting (the layout itself is still randomised). We generally design these areas to be rewarding to explore - because they’re so rare, it’s important that whoever decides to cash them in receives a decent haul of items in return.

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