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Entertainment > Games >
Path of Exile – (2013 game) >
How I play is based around fundamental mechanics.
These notes are pre-2.0 and will be updated while I re-learn things.
problems:
-
Damage
- (raw damage)
- crit chance (spikey)
-
Accuracy
- spells
- minions
- resolute technique (left)
- (is there a unique?)
-
Targetting
- Arc (poor single-target)
- minions (needs survivability consideration)
- Totems (needs survivability consideration)
- Flicker Strike (dex?)
- Leap Slam (str/dex?)
- Chain (passive)
- multiple projectiles
- AoE – at area, in direction, on hit, nearby – Rain of arrows, firestorm, etc
-
Chaos damage
- Chaos Innoculation (top-right) – requires Ghost Reaver to leech into shields
- Very few nodes give chaos resistance
-
Evasion (Dexterity)
- Iron Reflexes (bottom)
-
interrupted actions
- (especially from blocking) – block recovery
- shields
- whirlwinding grants immunity
-
freezing
- flasks
- TODO – uniques for immunity (boots, and more)
-
Damage reflection (magical, physical)
- alternate damage types (still dangerous)
- (the opposite damage)
- that physical damage invulnerability thing (vs physical, awareness)
- Leeching
- +health on hit
- Traps
- Totems (mostly)
- Minions
- Damage over time (burning, chaos)
- (many small hits with leech) e.g. Firestorm
- (non-crit, so not spikey)
-
enemy Resistances
- different elements (annoying, takes extra sockets)
- spell penetration
- curses (slow, overwriting party members, not for certain maps)
-
Mana
- Mana regeneration
- (that unique which makes everything cost no mana)
- Mana cost reduction (including the STR support)
- Blood Magic (requires more health regen/leech) – TODO – the unique
- Aura reserved reduction (where applicable)
- TODO – That ring effect which reduces the cost of skills
- Mana leech passives
- Mana leech items
- Mana on kill
- Mana on hit
-
Survivability
- High health/shields – exists on items
- Health on hit (for non-spells)
- TODO – percent leech for spells (certain items)
- Leech/Damage (non-magic, may require Ghost Reaver) – exists on items
- Chill/Freeze enemies (not all)
- Temporal Chains — can be auto-applied with some items, otherwise takes time.
- health regeneration
- shield regeneration (takes time to begin, which can be reduced but only a little)
- block chance (needs block recover, somewhat avoidable with some things, entirely avoidable with shields?)
- armor/shields/evasion
- Resistances
- Minions (mostly)
- Totems (partially)
- Knockback (mostly) – flame totem, and some other ideas

