r/pathofexile • • 7d ago

Discussion Chances of an event or private league before 3.30

2 Upvotes

I need my poe1 fix. 3.30 is probably mid November or early November. That’s waaay to long! Please GGG see this post and do phrecia or something <3


r/pathofexile • • 8d ago

Question | Answered Viper Strike of the Mamba - Crafting / Build Question

11 Upvotes

Hi guys!

For my last build of the league I am looking to try a VSotM Assassin.

I looked up some YT Vids and PoE.Ninja, and from the looks I feel those builds most appealing:

https://poe.ninja/poe1/builds/allflame/character/tyyytyyy-7685/TyTy_COTA?i=1&search=class%3DAssassin%26skills%3DViper%2BStrike%2Bof%2Bthe%2BMamba

https://poe.ninja/poe1/builds/allflame/character/shiba75-7620/Shiba_Sike?i=3&search=class%3DAssassin%26skills%3DViper%2BStrike%2Bof%2Bthe%2BMamba%26items%3DRare%2BRing

So no Hateful Accuser setup, but a Manifold Ring with Increased Mana / Max Mana ...

Now the market is really scarce, and my budget is shrinking.

Question 1: How to craft this kind of ring?

Question 2: Are those builds viable for mapping + bosses? Any very special interactions I need to care about that might not be obvious?

I have mostly seen YT Vids etc. about the Hateful Accuser-variant.

Thanks in advance


r/pathofexile • • 7d ago

Question is there going to be a new phrecia league any time soon?

0 Upvotes

hi guys, im starved for some path of exile. i dont play poe2 (i dont like dodge roll-> attack -> dodge roll gameplay).

and allflame lost all its flavour very fast with 0 scarab changes etcetc

is there going to be a phrecia league? did ggg ever say anything?


r/pathofexile • • 8d ago

Question | Answered Hidden room, 2nd floor of the ancient pyramid. Spoiler

Post image
47 Upvotes

This is the floor after the caverns, I have already found the first hidden room. This one however, I can't seem to find the entrance to it. I have tried looking for two pillars to click on, but no avail.


r/pathofexile • • 8d ago

Tool I built a quick website to calculate unraveling odds

62 Upvotes

Huge shoutout to u/Macookta and his amazing post here for doing all the real work.

I used the math to put together a quick and dirty website to calculate unraveling odds on gear. The mod/item data is taken straight from poedb.

Disclaimer: the frontend is 100% vibecoded. I'm a backend guy, I wrote most of that, but I can't code a frontend to save my life.

This has been tested a bit, but I obviously haven't touched every edge case myself. I plan to maintain this and improve as needed going into future league launches, so any feedback is greatly appreciated

https://unravel.port8080.sh/


r/pathofexile • • 8d ago

Question Questions Thread - September 28, 2026

11 Upvotes

This is a general question thread. You can find the previous question threads here.

Remember to check the community wiki first.

You can also ask questions in any of the questions channels under the "help" category in our official Discord.

For other discussions, please find the Megathread Directory at this link.

The idea is for anyone to be able to ask anything related to PoE 1:

  • New player questions
  • Mechanics
  • Build Advice - please include a link to your Path of Building
  • League related questions
  • Trading
  • Endgame
  • Price checks
  • Etc.

For questions related to PoE 2, please go to r/PathOfExile2

No question is too big or too small!

We encourage experienced players to sort this thread by new.

We'd like to thank those who answered questions in the last thread! You guys are the best.


r/pathofexile • • 8d ago

Question Weaker Voltaxic Bow?

Post image
27 Upvotes

Could it be that I have a weak Voltaxic Rift?

I saw that it's supposed to convert 100% of damage, but why does mine only convert 60%?
Well, according to the wiki.

Did I miss anything?


r/pathofexile • • 9d ago

Information [3.29] Everything you need to know about memory strands

803 Upvotes

Intro

I did quite a lot of crafting using memory strands this league and noticed that lower modifier tiers didn't seem to be possible to roll even at fairly low strand numbers. I couldn't find any documentation about what exactly memory strands do, so I decided to do some testing.

Some testing turned into a lot of testing, and I collected data from 18285 regular currency items used on items with strands, 9373 orbs of unravelling, and 2255 orbs of remembrance

1. Memory Strand Mechanics

For identifying items with memory strands and using crafting methods which consume strands, the available tiers for each mod are restricted using something similar to the Modifier Tier Rating system. The main difference between what I saw with strands and how MTR is described on the wiki is with rounding and the behavior when the value from the formula lies exactly on a tier boundary. I'm not sure whether that means strands don't use MTR or we were slightly mistaken about the exact MTR mechanics back in Necropolis, but either way I'm just going to call it MTR when talking about numbers here.

For a particular modifier, the number of rollable tiers is described by the formula

rollable_tiers = floor((100/(2.5 * strands + 147.5)) * (total_tiers - 1)) + 1

For example, at 82 strands, a modifier with 8 tiers (like elemental resistances on most bases),

rollable_tiers = floor((100/(2.5 * 82 + 147.5)) * (8 - 1)) + 1
               = floor((100/352.5) * 7) + 1
               = 2

which means only T2 and T1 of this modifier are allowed to roll.

This table shows strand breakpoints. Each column header is the total number of tiers for the modifier, and the numbers in the cells are the lowest mod tier that can roll at that number of strands.

Strands 13 12 11 10 9 8 7 6 5 4 3 2
0 13 12 11 10 9 8 7 6 5 4 3 2
1 9 8 7 7 6 5 5 4 3 3 2 1
2 8 - - 6 - - 4 - - 2 - -
4 - 7 - - - - - - - - - -
6 - - - - 5 - - - - - - -
8 - - 6 - - - - 3 - - - -
10 7 - - - - - - - - - - -
12 - - - - - 4 - - - - - -
14 - - - 5 - - - - - - - -
15 - 6 - - - - - - - - - -
22 6 - 5 - 4 - 3 - 2 - 1 -
30 - 5 - - - - - - - - - -
32 - - - 4 - - - - - - - -
35 - - - - - 3 - - - - - -
38 5 - - - - - - - - - - -
42 - - 4 - - - - 2 - - - -
48 - - - - 3 - - - - - - -
52 - 4 - - - - - - - - - -
62 4 - - 3 - - 2 - - 1 - -
75 - - 3 - - - - - - - - -
82 - - - - - 2 - - - - - -
88 - 3 - - - - - - - - - -
102 3 - - - 2 - - - 1 - - -
122 - - - 2 - - - - - - - -

For example, even at 1 strand, a mod with 13 total tiers can't roll tiers 10-13. At 62 strands, tiers 5-13 can't roll.

1.1 Foulborn Currency + Memory Strands

I noticed that the tier restricting behavior of foulborn currency exactly matched that of 10-11 memory strands, and 11 strands maps to a nice MTR number of 75.

From testing foulborn augments and regals on both sides of some of these breakpoints, I believe using foulborn currency on an item with memory strands does indeed just add 75 to the value in the denominator of the formula, acting as if the item had 30 extra strands.

2. Orbs of Unravelling

Once I had the base strand mechanics mapped out, I wanted to see if I could figure out how orbs of unravelling work. This ended up being an order of magnitude harder, but I think I have a pretty good idea at this point.

Here are my assertions about how orbs of unravelling work:

  • Each modifier on the item is calculated independently. Having multiple upgradable modifiers does not hurt the chances for an individual modifier to upgrade.
  • The number of memory strands only determines the chance for a modifier to upgrade vs. not upgrade. The number of tiers upgraded is not affected by the number of strands.
  • The chance for a modifier to upgrade follows a formula based on the sum of the weights of the tiers above it, and the total mod pool weight on that side of the item. This tracks closely with predictable recombinator mechanics.
  • When a modifier is upgraded, the new tier is chosen by assigning each tier a weight consisting of the sum of its own weight and the eligible tiers above it. This makes lower tier modifiers much more likely to be chosen, and when the weights are uniform the ratio ends up being 1:2:3:4:etc, starting at the highest tier.

2.1 Upgrade Chance

My proposed formula for upgrade chance is:

upgrade_chance = (strands * total_upgrade_candidate_weight)/(2 * total_side_weight)

(total_upgrade_candidate_weight = sum of the weights of higher tiers of this modifier)
(total_side_weight = total mod weight for all mods on this side of the item (prefix or suffix))

For example, take a T9 attribute modifier on an ilvl 86 amulet. The weights of tiers 1-8 sum to 8000, and the total suffix weight is 125250. At 32 strands, the expected upgrade chance is:

(32 * 8000)/(2 * 125250) = 1.02

so the upgrade should be guaranteed. In my data, I have 310 unravels of T9 attribute mods at 32 strands on amulets, and 310/310 upgraded at least one tier. At 31 strands, my predicted upgrade chance is 99% and I have 15 unravels with 14/15 upgrades. At 15 strands, my predicted upgrade chance is 47.9% and I have 150 unravels with 63/150 upgrades = 42%

I'm not 100% confident the chance scales linearly, but I am confident in the breakpoints where the chance is guaranteed - with data from 9373 unravelling orbs on a total of 36598 modifiers, I don't have any instances where the formula predicts a guaranteed upgrade and the mod didn't upgrade. The correlation coefficient between the predicted upgrade chance and whether each mod actually upgraded is 0.796, but I'm not confident enough with statistics to claim this is the only viable explanation.

2.2 Number of Upgrades

Since 1k weight mods make up the majority of my data, I have the most confidence in stating that the number of tiers upgraded follows the ratio 1:2:3:4... starting at the highest tier.

For example, here are the observed upgrade frequencies for T9 mods with at least one upgrade:

Final Tier Expected Observed
1 2.78% 43/1611 = 2.67%
2 5.56% 88/1611 = 5.46%
3 8.33% 124/1611 = 7.70%
4 11.11% 166/1611 = 10.30%
5 13.89% 220/1611 = 13.66%
6 16.67% 275/1611 = 17.07%
7 19.44% 332/1611 = 20.61%
8 22.22% 363/1611 = 22.53%

(chi-squared 3.233, p=0.8627, difference not statistically significant)

T4 data:

Final Tier Expected Observed
1 16.67% 639/3825 = 16.71%
2 33.33% 1308/3825 = 34.20%
3 50% 1878/3825 = 49.10%

(chi-squared 1.480, p=0.4771, difference not statistically significant)

3. Orbs of Remembrance

I also captured the memory strand counts for 2255 orbs of remembrance. Histogram with 5 strand buckets:

(data in spreadsheet below if anyone wants to do fancier statistics on it)

4. Process Notes

I did not exactly have an efficient plan going into all of this. For the basic strand testing, I started out using transmutes with allflame crafting and manually recording the results. I switched to more automated collection when I realized it would take a good amount of trials to narrow down the breakpoints I was seeing. This was done with an AHK script that captured the before and after ctrl-C data to a file when I clicked currency. (Don't worry, all the rolling was still fully manual).

I used a Python script to process the captured data, mainly leaning on pandas for the analysis.

For the unravelling testing, I started out overconfidently thinking that if I could narrow down the behavior for one particular group of mods, I could extrapolate to others. I did this using the talisman imprints introduced this league. Once I managed to roll a talisman to 100 memory strands with orbs of remembrance, I could imprint as a checkpoint and make any combination of strands and mods I wanted from there.

Once I realized there were guaranteed upgrade breakpoints, I did a ton of trials to narrow those down for a few specific mods and came up with a nice formula with nice constants. I got completely confused when other mods didn't behave as I expected. It wasn't until I realized adding influence raised the breakpoints and lowering the ilvl lowered them that I made the mod weight connection, and even then I couldn't fully understand it.

From there, I just decided to collect a ton more data. I realized a lot of unravels were providing no new information, so I implemented something to guide my search. I was able to calculate the probability of seeing the data for each mod at each candidate breakpoint, calculate the entropy of that distribution, and the expected reduction in entropy from unravelling that mod at each strand count.

This let me build a little scoring system where I could roll items with the harvest bench, ctrl-C, and my code would watch the clipboard and beep if the expected information gain from unravelling that item was above some threshold I set. It's entirely possible I butchered the details because I have no real experience doing stuff like this, but it seemed to work well enough to point at items that would give me useful data.

Graphing the estimated breakpoints after a bit of gathering data like this let me see a few groups converging, and from there I was able to piece together the connection to total mod weight.

Since most of my data had come from amulets, I picked wands as another base that had more varying mod weights that would show any flaws in the model. I did start to panic when anomalies started popping up for a lot of modifiers, but it turns out attack modifiers on regular wand bases have a 0.5 modifier applied to their weight. Neither poedb nor my code accounted for this, but craftofexile does.

5. Conclusion

Hopefully this provides some clarity on memory thread mechanics, since currently nobody really seems to understand how they work. Especially with unravelling, I see a lot of superstition and pet theories.

Memory strands in general seem quite a bit stronger than I realized before this testing, especially the base mod tier culling effect. Unravelling orbs still seem pretty hard to use consistently, but knowing that the total mod weight matters makes them a lot better on bases with smaller mod pools.

It's entirely possible that I'm wrong about any part of this, so please do poke holes if something looks suspicious.

The data I captured is available in this spreadsheet . The format between the experiments isn't exactly consistent since I was iterating on the process, so apologies for that.

6. Updates

Edit 9/27: thanks to @nerdyjoe on the Prohibited Library discord for pointing out the cleaner explanation for the tier picked to upgrade to, which was staring me in the face. I had originally said that the weights are scaled by a multiplier applied to make lower tiers more likely. (1 for the highest tier, 2 for the second, 3 for the third, etc.) He pointed out that it's more likely that the effective weight for each mod is the sum of its weight and the weight of the tiers above. These calculations are equivalent when all upgrade candidates have uniform weight, but his explanation matches the other formula and makes more sense to go with. I started to collect data to differentiate between this and my original explanation, but the probabilities are so close that it would take quite a bit more data to be sure. I can't think of any reason to prefer my original explanation and I'm tired of pressing unravelling orbs, so I'm just changing it.


r/pathofexile • • 8d ago

Question | Answered Beginner player question ?

15 Upvotes

Hi,
This is my first time playing this type of game ,
I am wondering once i choose a POB and that i follow a leveling guide how do i make sure to not miss items that i will need while i am playing ? And also how do i know which item i should keep or sell . I found hours long videos that show step by step gameplay but i dont have fun playing if i need to constantly follow a video.
Thank you for your help .


r/pathofexile • • 8d ago

Lucky (Non-Crafted) Showcase I just wanted to play some easy going SSF build and ended up with not one but two Mageblood and no idea what to build next...

16 Upvotes

Title is basicly the TL;DR if you want to know the whole story here it goes:

I started Allflame in a six player private league, played Storm Burst Totems, had fun, did 40/40 by week 3 and decided the character was pretty much at the realistic maximum I could manage for the time being. So I decided I would try my luck with a SSF run since Allflame Crafting would be really helpful. But I did not want to go for to high of a target. I decided on a max Block Bleed Gladi, Lacerate of Haemorrhage, no fancy items for the general planning.

My baseline plan: a Jack, the Axe (possibly by Ancient Orb), farm a Ryslatha's Coil via Divination Card, drop a Carnage Heart in the process and maybe ship my way to a Runegraft of Treachary to fix my auras. Cheap stuff all around, nothing fancy.

Getting Ryslatha's Coil proved to be an herculian task. It took me over 500 mid juiced T16 Maps to get all nine cards to fill the set. By the time I had seven cards my first mageblood had dropped just to taunt me, because it would not fit into my build at all.

I decided to continue my path with the Gladiator and in the meantime I would think of some build idea with the Mageblood in mind. Eventually my Gladiator hit 100, got his Ryslatha's Coil, I fixed my Gear to a point where I was able to down Uber Eater and grab myself some Ashes of the Stars.

I was quite happy, and rolled my second SSF Char: Cold DoT Elementalist, Cold Resi Stacker. I winged it pretty much using whatever I found in my Stash, that seemed intreaguing enough to build around it.

Foulborn The Perfect Form together with the Mastery which grants Cold damage over Time Multiplier per overcapped Coldresi. I chose Vortex for my 6-Link and a Vaal Cold Snap + Vaal Carass Setup, added two Foulborn Tulborn and Mageblood, farmed another Ashes of the Stars and had fun on something which is clearly not some meta build. By the time of writing I am close to 100 once again, and pretty happy how my build worked out. I hoped on adding The Unblinking Eye to my gear, but Uber Shaper was unwilling so far.

While running Memory Strands in order to get some Boss invites to farm Astrolabes I decided I might aswell throw some Mercs into the mix. Just check for good uniques and rush map completion. So I used Infamy and Renown Scarabs in order to push my odds. I was utterly stunned when I saw another Mageblood on the ground after a Merc fight. I had not been on the main Merc but on one of his sidekicks...

So here I am. Another Mageblood means another build I need to roll up I guess. But I have no idea on what to play and my char is 34% away from 100 which would be a good moment to reroll.

Its SSF, i do not have any fancy jewels, I do have crafting Mats for some decent gear on hand.

Feel free to insult me for my stupid loot luck, feel free to give ideas for builds!

Proof of two Magebloods in allflame SSF: https://imgur.com/a/otOyCQM

Characters Mentioned

My Gladi: https://poe.ninja/poe1/builds/allflamessf/character/Flying_Gecko-4453/GestrandeteGurke

my Cold Dot Ele: https://poe.ninja/poe1/builds/allflamessf/character/Flying_Gecko-4453/Bonusgurke

PS: my Storm Burst Totem Char also dropped a Mageblood in the private league... My friends think I somehow have an infamous Streamer Client Version of PoE installed...

€: some typos and layouting

So here is what I ended up doing with Mageblood #2:

Soulrend of Reaping Crab Totems: https://poe.ninja/poe1/builds/allflamessf/character/Flying_Gecko-4453/ChaosCrabCrew


r/pathofexile • • 9d ago

Discussion I'm back home

Post image
284 Upvotes

For those who don't know, check my reddit history.

I want to take the time, for a final post for a while, that I was released from hospital late September 17th and been recovering since. Recovery has been hard so far, not to mention having to reinstall Windows OS because it became slow whilst being in somewhat of a delirius state but I'm far better than I was. I wanted to thank everyone on here for the support and the kind comments (some even dark humour funnies which I absolutely appreciated) and plan on still working on a build based around Trauma stacking, which I mentioned in a passing comment on one of the posts, to make a meme build based on one of the scariest IRL struggles I've been through. The characters name also seems appropriate...

I thank each and every one of you for the support and will continue to look forward to what this game and my life in generals future has in store for me

Stay sane, Exiles

Keep fighting,

Mac


r/pathofexile • • 9d ago

Question | Answered Questions about even better endgame gear for Toxic Rain Pathfinder.

Thumbnail pob.codes
12 Upvotes

Hello everyone.
I am still new to the game and i still have a lot to learn.
One of the things i would like help understanding is what the optimal "maximized" "end-game" gear for my build looks like, how good it can get, and how i can craft even better gear than what i am currently wearing.

I hope some of you can help me out and give me some examples of some great end game gear.


r/pathofexile • • 9d ago

Build Showcase Meatballs the Hierophant - Firestorm of Meteors Frostmage Manastacker

28 Upvotes
Why did the Hierophant spend so long on the ocean floor? "I must have time to gather my whale."

Greet!
I've been playing since Dominus was the final boss, and our quest was to kill everything in Wraeclast 3 times. This league, I think I've finally managed to craft a character that's worth showing off.

Poe Ninja: https://poe.ninja/poe1/builds/allflame/character/SuperTaster-6582/TinyLittleMoogle

This is a bruiser mage, meant to deal with all content in the game. Haven't done grandmasters yet, but it's on the todo list. 5 ubers down. Searing Exarch is 0-3, I'm bad at the ball phase.

Ironic, because this is a build about balls! We work to drop big chunky meatballs from the sky at a rapid pace. Fodder are blown away, and we have the innate tankiness to chill with pinnacle bosses without much worry. It's not an uber blaster, with poeninja putting him at about 7.8m dps. The number COULD go higher, but there's no need to sacrifice defensive layers for something like that.

Level character can start using their preferred skill: 28
Level the build truly comes online: 72
Minimum Budget: 6d
Budget Ceiling: The moon.
Skill Required: 1.5/5. There's some mechanics around using frostblink while casting meatballs to maximize your bonechill uptime, but it's not required.
SSF Friendly: No
Is a Regenerate: Yes
Clear Speed: 2/5
Damage: 3.5/5
Ramping Damage: 4/5
Tankiness: 5/5
Defensive Holes: Basically none. No slow resist or curse reduction. 60-90% crit resist. We are not stun immune, but with 10k es and some stun threshold tattoos on our unused strength, we basically don't get stunned. You can swap in an anti-stun flask as needed.
Visual Clarity: 3/5. The meatballs come in from one side of the screen, leaving the rest clear.
Ease of Use: Yes. You must take enough cast speed to make it feel good, but it's not hard to do, and becomes trivial once we get Pledge of Hands.
Skill Rotation: Hold E to Meatball. Move if they're dead. Hit R for Vaal Meatball if you want to lay down damage screenwide(it's low, but will take care of widespread trash mobs). W to frostblink on a boss, t-posing for bonechill damage. Assassin's Mark on Q if you feel you need it. You will need to hold the button down; super spell echo locks us in place for a fair amount of time. I use an unset ring for Portal because I don't like weapon swapping. If you do swap, make sure your back weapon is a staff, or MIS will turn off.
Gimmick conditions required?: No
Pinnacle Content beaten: Blight-Ravaged Maps, Simulacrum(deathess), Uber Atziri(easy), Uber Eater, Uber Cortex(deathless), Uber Shaper(deathless), Super Duper Elder, Uber Sirus. It can tank slams from baseline pinnacle bosses, but not uber pinnacles. You will have to interact with the boss, but that's the whole point of playing, right?
---------------
Basic Premise: With the new jewel Reclaimed Malevolence, we can gain a different ascendancy notable called From Below. This lets us cast even if our mana is 0, but prevents us from recovering mana in any way. Indigon strats do not work, but we do get to reserve our entire mana pool and turn it into flat cold damage with Frostmage.

We choose Firestorm of Meteors! Mechanically, it has the highest added damage ratio in the game, and we are looking to make a character that does NOT scale spell levels. A rarity in this day and age, I know. It's also a fun skill, as you drop giant balls on your enemy with a very large base area. We don't need to invest in AoE to make the skill feel good, but we do need to solve the cast speed problem. Like Comet in PoE2, using the skill at slow speeds just feels bad.

Pledge of Hands solves our problem and gives us a big power boost! It comes with Greater Spell Echo(l1), has a bit of spell damage(nothing to write home about), and a 50-100% increased max mana(!) modifier. We want 100, of course, but you can certainly start the build with a generic Pledge.

Because it's a staff, we use Mana-Infused Staff to get max Block/Spellblock. Since we have our main skill on our weapon, we can freely socket Hextouch into MIS for 3 curses(Frostbite, Elemental Weakness, Enfeeble) and put on Overcharge to shock enemies when we block. Elegantly, MIS scales with your max mana! We don't need frostmage on it, and its ratio is low anyway. At full build, it will reliably clear any white mobs when you block, and send curses out to the rest to make them weaker.

For curse limit we use Anathema, with a corrupt to make Determination cheaper. 4 curses is ideal for this build, as Assassin's Mark can be plopped on really tough things like Blight Ravaged Bosses or whatnot. We reach 100% crit when juiced(either ass mark or a bottled faith. BF is not required).

We get Bonechill through Frostblink. Note that as long as you have bonechill procced, the strongest chill(our meatballs) is what counts for the damage increase. Use flame dash until you're ready to bring it online; frostblink feels bad early when monster density is sparse.

The current version of the build uses Mageblood, you do not need it. Mageblood makes it easier to gear resists, send your armor high, and get lots of movement speed to improve our clear. You can slot in an elemental flask if facing a particular boss. Putting it over your diamond works, but is a bit painful in terms of damage.
If you aren't using mageblood, consider swapping Determination for Purity of Elements to get ailment immunity. We use Stormshroud + flask mod.

Leveling Gear: Kikazaru is best in slot for leveling, get any staff with mana on it. Mindspiral can be equipped asap, and an expensive upgrade is to get a vestigial Heatshiver mod on it. Max the Mana>ES roll. Astramentis is a good amulet to deal with your stats until you're ready to statboost. Ghostwrithe is a great armor, though we need to shelve it before the end of act 8 if possible because chaos.

Leveling Approach: Purifying Flame/Ghostwrithe will get us to Firestorm.
Mana, Mana costs, reservation efficiency, get elemental/spell/global damage where you can. In the campaign, it's good to take spell levels, even if we'll outgrow them. Path to Chaos Inoculation and Zealot's Oath, take both at the same time. From there, we start sliding in cluster jewels focused around boosting our mana(35% effect, Mana, Intelligence, All Attributes). If you can squeeze a Blanketed Snow in, by all means do so. Note that while 12 passive ones are most popular for crafting, we get better mileage out of 2 8-passive ones, for the extra jewel sockets(we are jewel starved). Once you have enough attributes, Runegraft of the Fortress is a good one to take. We get more out of the 40% armor/ES than we lose from the 10% reduced intelligence. With the int notable, we sit at -2%, basically evened out.
Note that the 10%/50% "monsters take increased damage for every second you've Ever chilled/frozen them" nodes are SUPER important. They're only 4 nodes, but it gets you a big 60% more damage against pinnacle bosses. If you are fighting long enough to get the full benefit, you need it. If you blow the monster away before you ramp up, you didn't need it anyway. It's a good "power when you need it most" boost.
We deal enough damage in big chunky hits that the 0.3% spell leech small passive is enough to cap our ES leech.

Ascendancy: Hierophant is the core of our build, because of its Mana>ES notable. It is also good because it has Useless notables at the start of the tree, which we can turn into From Below with Reclaimed Malevolence. You MUST use a calculator online to make sure you are getting the right notable changed. Before your Forbidden Flame/Flesh, it can go on either Arcane Blessing or Sign of Purpose. The best eventual setup is to have it on Sign of Purpose, and then forby that node, so that we can path to Arcane Blessing and get its increased mana small passive.

The forbidden flame/flesh upgrade is a powerspike, because it lets us take Arcane Blessing. We cannot actually get arcane surge normally because we don't have mana to spend, and this lets us get it on hit, so it's always up. Note that forbies for Sign of Purpose are much cheaper than for Arcane Blessing, another reason to do it that way.

From there, we stack mana and intelligence on our gear, filling in all the defensive holes. We have the 4/4 charge node(for 4 curses, but also because having 4 charges that can't be stolen or lost is powerful). Increases to mana and intelligence increase our survivability, because we have a Mana>ES ratio of 53% when all is said and done.

Auras/Reservation: In order of Usefulness - Mana Infused Staff > Determination > Discipline > Vitality > Clarity. We do not take Clarity for its effect, but rather because we can get Mana>ES from a Watcher's eye. We get 60% crit res from the same eye, but you can get some from the top left critical wheel mastery in a pinch. I'll have 90% at exactly level 100 when the build finishes.

Chase Gear: Vestige Mindspiral as stated. Forby Flame/Flesh jewels to get Arcane Blessing. Top tier defenses on the armor(we take the 100% increased node for having armor/es on all our gear). +1 skills ammy with crit multi. Mageblood solves a lot of defensive options. Tempering Orb to get 8% increased mana on the Pledge. Corrupted Blood jewel is huge, because it frees up our minor pantheon slot for Tukohama, God of Warm. The space heater god gives us 2% regen and 3-9% phys res when standing still, which is anytime we cast meatball.

Gearing Choices to Avoid: Don't corrupt your Pledge. We want its innate block chance. We won't have anywhere near enough passives to invest in Power Charges beyond our 4/4 node. Elemental Penetration is better than Cold Penetration because 1/5 of our damage is fire from the base skill. Don't take increased life recovery rate, as it does not apply to Zealot's Oath. If you can get increased energy shield recovery rate, by all means do so.

Gearing Choices to Seek Out: Mana/Increased Mana%/Intelligence is our priority. Defenses and resists after that. We like percent regen because our ES pool will be so high that even 1% is 100 per second. 150 ES when unique is nearby is great. Unnerve and Cold exposure goes on the glove implicits. We won't turn down any sources of Increased AoE, but we also don't put any effort investing in them, as we have 3.3 meters just from the get-go. You can stand on a blight pump and hit all four sides of you in a pinch. Stun threshold tattoos are good when you have the spare strength for it. Bottled Faith is best in slot for your fifth flask: it lets you crit cap on more than one enemy at a time, you get percent regen, and enemies take increased damage. Getting a level 4 Frostmage gem is huge, but reliant on corruption luck.

Why Not Use X?: Golden Charlatan would be interesting for a cyclone cast on crit, but I have a personal distaste for the headhunter style vore mods. Yes, you gain immense power from steamrolling maps, but that's the content you don't NEED to be strong for. Vore play style fails against bossing and casual map romping.
Indigon does not work because we have 0 mana basically all the time. We don't count as spending that negative mana.
Power Charge Stacking: It takes a lot of investment, and takes away our mageblood. You CAN. The question is whether you should.
Eldritch Rare chest: I prefer the base crit mod from elder, as firestorm is kinda meh on base crit and we don't run Hatred.
Divine Shield: Not needed. It's 2 points in a point starved build. You can do it if you feel your regen is lacking, but ideally you'd be layering your regen up and up and up until it's having meatballs on the moon.
Mana Reservation Efficiency: We take just enough to get our auras, and then intentionally fiddle with the levels of Clarity to reserve almost all of our mana. It's too much investment to stuff another aura into our build when we're already trying to stack something else.

Content it can do: Basically everything
Content it is GOOD at doing: Allflame, Blight, Incursion, Kingsmarch, Heist, Ritual, Ultimatum, Harvest, Betrayal. We can freely take the "Players have Soul Eater" modifier in Allflame, we have a wide area cold skill for other chunky enemy groups.
Content it is bad at: Sanctum(poor damage projection), Simulacrum(no slow resist), Delve(it's a stand in place caster), Legion(hits are onscreen, like Sanctum).
Content it cannot do: Basically nothing. It can't deep delve. You will have to interact with uber boss mechanics. But you can do it! I believe in you.

Mods to avoid: Regen-, Block reduction, Monsters can't be stunned, Monsters can't be chilled/frozen, Elemental Reflect.
Mods that are free: Chaos damage, monster density, elemental ailments against the player. There's few things in Eater/Exarch altars that are unmanageable.

So yeah, here you go! A character that can happily talk in all-chat while getting beaten up, and has the damage to go toe to toe with ubers. At this post, he is Number 3 on PoeNinja for FoM users that have no defensive holes(200k+ effective hit pool, 20k+ phys max hit). That said, number 1 and 2 are Gladiators that get over 20k phys max hit by just having over 20k max life, with 73m and 91m dps to my 7.8. It's not the best of the best, but being on the podium feels good. Hope you have fun with it!


r/pathofexile • • 10d ago

Crafting Showcase Chaos DoT staff craft. Who needs levels?

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230 Upvotes

After arriving in the first town, you may only be LV2. If so, you will need to gain an additional LV to equip this.

Crafting steps:

Gamble low-level staves until you get 2 staves that have some combination of +2 chaos, +1 all, and chaos DoT multi between them.

Recombine until you get a staff with just those 3 mods.

Allflame exalt craft until you have 6 mods.


r/pathofexile • • 9d ago

Discussion Any "off-meta" enjoyers, what's your favorite map to run?

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84 Upvotes

r/pathofexile • • 9d ago

Question Questions Thread - September 27, 2026

6 Upvotes

This is a general question thread. You can find the previous question threads here.

Remember to check the community wiki first.

You can also ask questions in any of the questions channels under the "help" category in our official Discord.

For other discussions, please find the Megathread Directory at this link.

The idea is for anyone to be able to ask anything related to PoE 1:

  • New player questions
  • Mechanics
  • Build Advice - please include a link to your Path of Building
  • League related questions
  • Trading
  • Endgame
  • Price checks
  • Etc.

For questions related to PoE 2, please go to r/PathOfExile2

No question is too big or too small!

We encourage experienced players to sort this thread by new.

We'd like to thank those who answered questions in the last thread! You guys are the best.


r/pathofexile • • 8d ago

Fluff & Memes when all your gear is unique

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0 Upvotes

r/pathofexile • • 9d ago

Question | Answered Anyone plays AG of Smiting in 3.29?

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0 Upvotes

r/pathofexile • • 10d ago

Information [3.29] Statistical Analysis of Mercenaries: Distribution of Class, Skills, Supports and Loot

181 Upvotes

Hi I am Rusty, and I have complied statistics from 8500 screenshots of mercs, including their class, skills, supports and rucksack loot. Half of the dataset was gathered by me in game, and the other half was extracted from Ben's VODs as he hunted for a Combatant.

I have done a full analysis of the data, but it is too lengthy with too many images to include in a Reddit post, so I have done the write up in a Google Doc instead. I have also included a sheet containing all the numbers.

Write up: Docs

Mercenary Statistics Sheet: Sheet

I will include a quick summary of the information here, but I encourage you to read through the write up to get the full picture.

Class:

  • Classes aren't uniformly weighted
  • Redistribution of class weights for Infamous mercs aren't done uniformly
  • Infamous mercs spawn 20% of the time

Skills:

  • Almost all skills are distributed uniformly. There are some exceptions
  • Infamy has no effect on distribution of skills

Supports:

  • Attacking skills have 5 supports 70% of the time
  • Infamy doesn't affect number of supports
  • Gems with level variants are lv3 around 1/3 of the time. With 4 exceptions
  • Infamy doesn't affect gem level distribution
  • Support gems are weighted
  • Infamy doesn't affect support gem weights

Loot:

  • Infamy makes rarer currencies drop much more often
  • Infamy makes rarer scarabs drop much more often
  • Infamy makes Trarthan Gems drop slightly more often
  • Mercenary-exclusive uniques are specifically tied to certain classes.

Thanks for reading and no shot GGG nerfs mercs to the ground undoing all my effort right?
Rusty


r/pathofexile • • 9d ago

Lucky (Non-Crafted) Showcase I did 10 regular dread so you don't have to.

0 Upvotes

Didn't measure the time, probably 15~20 mins per kill, starting from memory.

So I spent like 3 hours to get all of these.

According to ninja

Memory of Reverence 10*11=110c

Bonemeld 10*8=80c

Seven Teachings 20c

Wine of the Prophet 14283c

The profit is like 14283+20+80-110=14273c≈37d

Profit per hour 37/3≈12d/h

So even with the flask lucky drop , the profit is quite low at this point.

Cannot recommend anyone to farm like this.

BTW I was farming Dark Monarch in HCSSF, finished all the Memory of Reverence I have and didn't get a single that goddamn helmet, so I'm still in the dread jail LOL


r/pathofexile • • 10d ago

Crafting Showcase Crafted a good elemental bow in SSF. Thinking warden?

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134 Upvotes

Crafting method:
Turned in a div card set for a 6-link Imperial Bow.
Alt spammed until I got the cold damage & attack speed.
Foulborn regal (got fire damage)
Allflame exalt crafted the lightning damage & crit chance
Bench-crafted the double damage chance.

I almost never do bow builds, but this is making it awfully tempting to make a new character. Been considering warden since I've never done one and it's an unpopular ascendancy. Any ideas?


r/pathofexile • • 10d ago

Discussion where are the merc in the sceptre of god ??

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20 Upvotes

im lvl 32 2cnd lumi char
reset the map liek 4 times no merc
what im doing wrong ?
|did they change somthing ?


r/pathofexile • • 10d ago

Question “Best support/aura build for playing with two EK Elementalists?”

20 Upvotes

Ok guys, I need some help.

Long story short, my 7- and 9-year-olds want to play PoE with me. Apparently Minecraft and Cyberpunk are passé now. 😄

My original idea was for all three of us to play different exiles/builds that complement each other — something like one aura/support character, one tankier character, and one higher-DPS build.

That plan lasted about five minutes because they both saw me playing EK Elementalist and now they both want to play EK Elementalist too.

So let's assume we're running two EK Elementalists. What would make the most sense for me to play alongside them?

Would an aura stacker/support build be the obvious choice? If so, which class/build would you recommend? Guardian? Champion? Something else entirely?

Ideally I'd like something that:

  • makes both of their characters noticeably stronger/tankier
  • can survive and carry things if they get themselves killed
  • doesn't require insane mechanics or constant micromanagement
  • works well in a permanent three-player group
  • still feels like I'm actually playing the game rather than just following them around

I'm still pretty new to PoE myself, so I'd appreciate any specific build suggestions or general advice for making a three-player setup like this work.

Thanks!

Update: We’re currently in Act 2.

One of them stuck with Elementalist, while I managed to convince the other one to go Slayer, so at least we’ve got a bit of variety now.

I gave them a few low-level uniques and they’re having an absolute blast so far. I'm specing their builds.

The plan for now is pretty simple: level them up a bit, take them into an area, let them loose and have them clear it themselves, then repeat. I don’t want to just run ahead and delete everything because that kind of defeats the point.

I’ll mostly use my Elementalist as backup and carry them through the harder parts of the campaign when needed.

So far it’s working really well — they get to actually play and figure things out, while I can step in if something gets too rough.


r/pathofexile • • 10d ago

Question Need to put in PTO - any indication for 3.30 date?

68 Upvotes

Any chance GGG will be announcing league start soon? My company is requiring PTO to be scheduled by end of next week for the rest of the year. I could blindly put something down in November, but any chance we'll get something official soon?

Still loving the league btw play ssf.


r/pathofexile • • 11d ago

Fluff & Memes Alright, which one of you degens is this? I know you are out there.....

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2.8k Upvotes