[OLD] Map Management Resource

This post has exceeded its character limit (50,000) and due to lack of foresight, I've forgotten to reserve posts. As such, after some discussion with Charan, all content will continue in the new thread. I apologize for any inconvenience caused.

NEW THREAD: Here


Spoiler
"
THIS IS A WORK IN PROGRESS

Pictures of each map and its boss will come eventually :D

Changelog:
  • 16/04/2013: 66~68 done.
  • 17/04/2013: Map Rating System revised as requested. 69~70 done.
  • 18/04/2013: Bazaar moved up a tier as a result of more research suggesting that it natively comes with a massive base size. Additional formatting changes to the rest of the resource for improved visibility.


Due to my schedule, I'll be working on this with Syrtis throughout the week or two. Expect to see this completed sometime in the near future.


As demanded. Formatting and some content courtesy of Invalesco's Crafting Resource because I'm absolutely horrid at that.

______________________________________________________________

Preface
Things to remember:
Before you begin maps seriously, you must approach content with an open mindset and a willingness to invest in your maps. Realise that there will be streaks of bad luck where your maps yield no returns and you must learn to accept this. Maps are designed as content which requires some thought put into them and some degree of experimentation so don't take this resource as a hard line for all your rolls because not even those of us playing end-game know everything.

Know your limits!
I'm taking this from Invalesco's guide. The same rule applies when managing maps. Your currency requires as much attention as your maps. Don't go blowing 10 Chaos Orbs on that Waste Pool you just found if that's all you have. Make sure you have currency left over to fall back on at all times.

How much should I expect to spend?
Your mileage may vary depending on your pool of maps. Expect to spend more on desirable maps such as Grotto, Sewers and even more so as your pool moves up tiers. It won't be uncommon for you to be spending upwards of 5~15 Chaos Orbs trying to roll the affixes you want. Kripparian's map research may shed some light on frequencies of rolls: Kripp Map Research

This resource aims to help you understand the many variables to rolling maps and how you can play these to your favour.

______________________________________________________________

Things to know:
  • Monster Type varies from map to map.
  • Pack Size varies from map to map.
  • Certain affixes don't work so well on certain maps.
  • Research has suggested that pack size is influenced by map layout i.e: +Pack Size is bad in Tunnels due to the relative size of the pathways leaving less room for monsters to spawn.
  • Extra Damage as X affixes only function on attacks and not spells (confirmed by Neonspyder).
  • Normal Monsters will always drop items with an ilvl equal to theirs, Magic monsters +1 and Rare monsters +2.
  • The only thing that directly influences the drop rate of maps within a map is the IIQ of the map. The bonus from groups and gear do not influence this.


______________________________________________________________

Map List
Spoiler
q62WWYZ


______________________________________________________________

Prefix List
Spoiler
l7NTzu3


______________________________________________________________

Suffix List
Spoiler
BAKE30b


______________________________________________________________

Affixes Explained
Here I'll break down the affixes and how they interact with other affixes as well as shed light on which combinations are good. N.B: Prefixes not described are self explanatory. You should be able to deduce as to why they're not appealing.

Colour Code (1 -5 Scale):
I've included stars next to the affixes for the colour blind as requested!
  • Red - ★★★★★
  • Orange - ★★★★
  • Purple - ★★★
  • Blue - ★★
  • Green - ★


Prefix
Spoiler

  • Fleet (23%) ★★★★★ - One of the best prefixes to roll on magic maps when your character has sufficient defence to handle the increased damage. Typically paired with another high quantity suffix like Stasis or Smothering.
  • Deadly (18%) ★★★★ - Another reasonable prefix though inferior to Fleet. Same rules apply.
  • Enraged (15%) ★★★ - May seem easy at first but bear in mind that monsters gain a greater benefit from Frenzy Charges than players do. Dangerous mod for the unprepared, moreso if there are Discharges in the map.
  • Ceremonial (12%) ★★★ - This is quite an "Eh.." mod. It doesn't really do much for the map besides having reasonable quantity and does contribute towards drops (as the totems drop loot themselves), but it can get very dangerous if you get bad luck on the monster rolls.
  • Emanent (12%) ★★★ - Reasonable quantity with the benefit of ranged monsters having lower life. Clearly a terrible affix when paired with multiple projectiles.
  • Burning (12%) ★★
  • Fecund (12%) ★★
  • Freezing (12%) ★★
  • Mirrored (12%) ★ - People die to these all the time. A bad prefix especially when paired with Smothering, Stasis or Elemental Weakness suffixes or alternatively if the map has Ambushers. Players are advised to proceed with caution and to carry Life Leech on them.
  • Punishing (12%) ★ - Same as its Elemental Reflect brother, only with Vulnerability.
  • Shocking (12%) ★★
  • Splitting (12%) ★ - This is a prefix you want to avoid when confronting Piety on Temple and Shrine due to its interaction with her Lightning Ball. On other maps, players may opt to just do it. Common misconception is that it multiplies Vaal's Lazer. This is not true.
  • Overlord's (11%) ★ - A reasonable quantity prefix that isn't all too welcome on certain maps with dangerous bosses (I'm looking at you Piety). Players are advised to have a Hexmaster on such maps or at least carry Enfeeble and/or Temporal Chains.
  • Undead (8%) ★★★★ - One of the two better prefixes you can roll. A thing to note is that it works better on maps with wide spaces whereas its horrible on maps with narrow corridors. Players may want to bring Detonate Dead due to Necromancers.
  • Skeletal (8%) ★★★★ - The other of the two better prefixes you can roll. Does not suffer as much from map layout as its half-brother, Undead.
  • Capricious (8%) ★ - If the Goatmen at Prisoner's Gate wasn't a good enough indication as to why this is a bad prefix, then one should know that they also don't come in big packs compared to other more appealing options. Also, Hasted Goats.
  • Villianous (8%) ★★★★★ - One of the most insane prefixes. Bandits almost ALWAYS spawn in huge packs and are very easy to kill. Coupled with the "of Hordes" suffix makes for amazing fun and loot explosions.
  • Unwavering (6%) ★
  • Multifarious (6%) ★ - Terrible affix that does not contribute towards the map. At times it may be detrimental in that you spawn inherently bad monsters.
  • Molten (6%) ★
  • Twinned (6%) ★★★ - An affix that only works well on certain maps that are rolled with high quantity. For obvious reasons, this affix is horrid on maps like Temple, Shrine and Maze (Piety/Vaal) due to the sheer difficulty increase that doesn't justify the affix spot. For other scenarios, if you get good base quantity, prepare yourself for a loot explosion.
  • Incombustible (6%) ★
  • Grounded (6%) ★
  • Armoured (6%) ★
  • Slithering (0%) ★★★ - Does not seem to be an excellent affix but when paired with +Magic Monsters becomes quite good. Otherwise, it may be hard to justify this affix.
  • Massive (0%) ★★★★★- Best used in tandem with any suffix that improves pack size or monster quantity. This prefix is more of a facilitator to give room for good monster types to spawn, notably bandits and undead but is quite lacklustre on its own, moreso for certain map types like Strand.
  • Labyrinthine (0%) ★★★★★ - An excellent prefix. This prefix is considered mandatory for certain maps (nearly doubling its area size) but does not contribute as much for other maps.


Suffix
Spoiler
  • Balance (9%) ★ - Terrible suffix because of its low quantity. In a suffix pool with many strong contenders, this just falls short completely. Unless the other affixes are amazing, reroll the map.
  • Champions (3%) ★★★★★ - This suffix is generally what helps you move up in map tiers. Paired with Pack Size and/or high quantity, you'll find that this is a near staple suffix to have in most cases.
  • Commanders (3%) ★★★★ - Rated lower than Champions due to less rares spawning per map, one must note that this suffix is actually a five star suffix on high level maps (76+) because these are the primary source of end-game crafting components (whites).
  • Elemental Weakness (17%) ★ - Too dangerous a suffix to justify its quantity. Only done by players who have overcapped their resistances as it has a reasonable quantity then.
  • Enfeeblement (18%) ★★★ - Good quantity in exchange for slower clear time, this also does a twofold task of reducing outgoing damage and consequently, incoming reflect damage. Some top tier players may argue that it lowers efficiency (maps/hour rate) and is not worth it. This is entirely up to player preference.
  • Exposure (15%) ★ - The worst suffix. Only done with extreme caution IF the other affixes are too good to pass up on.
  • Flames (15%) ★★★ - Easy suffix with reasonable quantity..unless you are a summoner.
  • Hemomancy (15%) ★★★ - Obviously not for Chaos Innoculation characters but is otherwise a reasonable source of quantity for lower tier maps. This is a fairly rare suffix.
  • Hordes (0%) ★★★★★ - Most welcome on large maps and maps with good layouts, it does not fare so well in maps like Tunnels where the cramped pathways give less room for monsters to spawn but is still a very good suffix most of the time.
  • Smothering (30%) ★★★★★ - Very bad when paired with reflect but very very good otherwise. A whopping 30% quantity makes this a top tier suffix with its drawbacks alleviated with Lifeleech and/or Manaleech.
  • Stasis (30%) ★★★★ - Equally as good as Smothering but more difficult to do. The easiest way to tackle this map is to bring Warlord's Mark for physical damage dealers and because it recharges flasks at double the standard rate if you get the last hit.
  • Suffering (18%) ★★★★ - Easy suffix for anyone prepared (and CI characters). Problematic for hybrid characters as it disables ES regeneration. Such players may opt to pick up Zealot's Oath (if within reach) temporarily and have enough Hallowed Life Flasks.
  • Temporal Chains (27%) ★★★★ - This suffix is like Enfeeblement except with better quantity. Better on smaller maps than on larger ones for obvious reasons.
  • Warlord (15%) ★★★★ - Quite the inconsequential suffix with a fair quantity bonus.
  • Vulnerability (18%) ★★ - Very very dangerous suffix. Too often underestimated by players and is the reason for many oneshots when paired with prefixes like Capricious. Hasted Goatmen = not fun.

______________________________________________________________

Map Management
When dealing with a map pool, one must treat them as you would currency, in that you must use them wisely. A good piece of advise for currency is to always have a reserve (can be anywhere between 10%~ however much you wish.). This goes hand in hand with maps so you'll need to know how your maps and currency interact.

Take for example, Chisels. When you begin doing maps, you will want to Chisel your 69/70 maps in hopes that it will yield 71's and 72's. However once you've built up a solid pool of 70's, it may suddenly be less appealing to Chisel these as the opportunity cost is resources that would otherwise go to your higher maps. As always, figure out a good balance between your maps and your currency and adjust accordingly. Don't hesitate to spend if you're running low on maps and likewise be prudent with your currency even if you have a good pool.

The following section will highlight some of the nuances of each map type as my group understands them. Perhaps they will help you in deciding how to roll them;

Map Rating System
"
1 ♦ (Lowest) - 5 ♦ (Highest)
[Difficulty: | Potential: | Clear Speed: ]
Map colour is indicative of our personal opinions on the map.


66
Spoiler
Here, you will only use Transmutation/Augmentation/Alteration Orbs to roll your maps. Depending on your currency pool, pace yourself and determine where you want to stop. A reasonable quantity to aim for should be no less than 30% unless for specific maps where rolling a maze is deemed more beneficial.

Crypt - [Difficulty: ♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Fleet + of Smothering
This map does not fare so well with the Maze prefix due to the relative size difference you gain by rolling one. The best rolls for this map involves getting a reasonable quantity value on it (~35%) which should on average yield a map in return. The boss is a copy of the Archbishop in Church Dungeon.

[N.B: Players feeling lucky may try to Chance this for a shot at The Coward's Trial unique map]
_____________________________________________________________________________

Dried Lake - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Fleet + of Smothering, Massive + of Champions/Hordes, Villainous + of Champions/Hordes.
A very big map that benefits from most of the good prefixes and suffixes, players can either choose to go with the quantity route (Fleet+) or opt for Pack Size and Larger Area. The boss is a copy of the Rhoa from Mud Flats.
_____________________________________________________________________________

Dunes - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Fleet + of Smothering, Massive + of Champions/Hordes, Villainous + of Champions/Hordes.
Arguably a better or equal map to Dried Lake, this map benefits from all the same affixes that Dried Lake does. I would rank this higher than Dried Lake due to the difficulty level of the end boss making it a perfect map for people just getting into maps, but it didn't just cut it. Players are welcome to pick any combination of mods that they're comfortable with but my advise is to not go below 23% if you're low on maps. The boss is a copy of Hillock (he's really hard right!).
_____________________________________________________________________________

Dungeon - [Difficulty: ♦♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦ ]
Recommended Affixes: Villainous + of Champions/Hordes.
Avoid: Burning, Deadly, Enraged, Fleet, Freezing, Mirrored, Overlord's, Shocking
Literally the worst map of them all, rivalled only by Arsenal in terms of being annoying to do. While the standard monsters in the map are fine as a whole, the boss alone coupled with a terrible layout on the map makes it less than ideal for beginners. The boss is a copy of Brutus. Players are advised to carry either Skeleton Spell Totems or Decoy Totems and to have /oos bound before the fight.
_____________________________________________________________________________

Grotto - [Difficulty: ♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Labyrinthine + of Champions/Hordes.
The best map in the 66 pool with a very nice layout. This map comes with the ability to roll a maze and wide passageways. Players should always roll a Maze on this, hopefully with one of the better suffixes as much of your 67+ pool will come from this. As a plus, the map comes with breakables! The boss is a copy of one of Merveil's Daughters (Fire).
_____________________________________________________________________________

Overgrown Ruin - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦ ]
Recommended Affixes: Labyrinthine + of Champions/Hordes, Fleet + of Smothering, Villainous + of Champions/Hordes.
One of the more difficult maps in the 66 pool. This map comes as a multi-level map with many rooms and benefits hugely from maze, undead, bandits and pack size due to the large areas and rooms that come with the layout of the map but is an otherwise lacklustre map if the base packs do not roll well. The boss is a copy of Fidelitas. Newer players are advised against the Twinned prefix because of the boss room size making it difficult to maneuver.
_____________________________________________________________________________

Tropical Island - [Difficulty: ♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦♦ ]
Recommended Affixes: Fleet + of Champions/Hordes
A very good beginner map with a nice layout. There's very little to say about this map. It has chests and boulders that you can open for extra loot. The boss is a unique Monkey Chief that has the Substantial Physical Damage aura and summons monkeys that throw poo but besides that he's not too tough.
_____________________________________________________________________________

The Coward's Trial - [Difficulty: - | Potential: - | Clear Speed: - ]
If you get this map, do it with your friends. I won't spoil the surprise for you but when my group did it, it was well worth it. All in all, its a very very fun map. Players may want to use a divine orb on this map if the rolls are on the low end. It guarantees a unique drop at the end.

P.S: Don't let the lack of quantity fool you. ;)



67
Spoiler
Here, you will use Transmutation/Augmentation/Alteration Orbs to roll your maps and occasionally an Orb of Alchemy if you want to. Depending on your currency pool, pace yourself and determine where you want to stop. A reasonable quantity to aim for should be no less than 30% unless for specific maps where rolling a maze is deemed more beneficial.

Arcade - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Massive + of Champions/Hordes, Villainous + of Champions/Hordes.
This map is pretty much like the Marketplace in Act III. Its an easy entry 67 map to do that benefits from area and pack size. I've found the Villainous prefix to work really well here because of the map's inherent large size. As a plus, this map naturally comes with two bosses. The bosses are the unique curtains in Solaris Temple (Fire + Lightning).
_____________________________________________________________________________

Arsenal - [Difficulty: ♦♦ | Potential: ♦ | Clear Speed: ♦ ]
Recommended Affixes: Fleet + of the Warlord
Avoid: Massive + Temporal Chains
Considered one of the worst maps due to its confusing layout, most players tend to avoid this map once they build a solid pool of other maps. This map mimics the Warehouse zone in Act III. There isn't much to be said about this map other than it being a real pain in the ass to run, taking nearly double the time of other maps. The boss is a copy of the Golem boss in Crematorium in Act III.
_____________________________________________________________________________

Cemetery - [Difficulty: ♦♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Massive + of Hordes
A very easy map, on par with Arcade. It follows the Fellshrine layout sans the ruined Cathedral. This map has good interaction with area size and pack size, functioning well with one of the many monster type prefixes. The boss for this map is a unique skeleton mage that casts Lightning Warp and Spark. It is split from the rest of the map and has its own room. Players are advised to approach the boss room with caution as (even after the recent changes) the room has a fairly large pack of monsters alongside the boss.
_____________________________________________________________________________

Mountain Ledge - [Difficulty: ♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Fleet + of Smothering, Fleet + of Hordes, Fleet + of Champions
One of my favourite maps for solo running to do its simple circular layout. The Massive affix doesn't really work out for this map so players are better off gunning for higher quantity or a combination of quantity and monster density enhancing suffixes. The more adventurous players may opt to use an Orb of Alchemy on this map. The boss for this is a copy of Chatters.

[N.B: Players feeling lucky may try to Chance this for a shot at the Maelström of Chaos unique map]
_____________________________________________________________________________

Sewer - [Difficulty: ♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ]
Recommended Affixes: Labyrinthine + of Hordes
This map is literally the best map in the 67 pool. One would argue that the recommended affixes for this map are almost mandatory due to its interaction with the map layout. A Maze on this map doubles its size and the wide rooms that come with this map (Act III Sewer layout) facilitate the spawning of big big packs. The boss for this map is Captain Fairgraves.
_____________________________________________________________________________

Thicket - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦ ]
Recommended Affixes: Labyrinthine + of Hordes, Labyrinthine + of Champions, Fleet + of Smothering
One of the more fun maps, it has a layout similar to the Dread Thicket in Act II. The map itself has fairly large passageways that provide ample room for packs to spawn. Players wanting a faster run may choose to opt for higher quantity over a maze as the yields are pretty much similar. The boss for this map is Ironpoint and is split from the rest of the map (You will have to find the boss room yourself ;)). Be warned that Ironpoint casts a really painful Rain of Arrows and newer players are advised against rolling this map with damage increasing affixes.

[N.B: The door leading to the boss room always faces north-east]
_____________________________________________________________________________

Wharf - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦♦ ]
Recommended Affixes: Massive + of Champions/Hordes.
The most difficult of the 67 pool, this map suffers immensely from its small size which is offset only by its average pack density. In essence its a pseudo-docks in that it has only one straight line really. The Massive prefix helps this map immensely, nearly doubling its size if you hit a high roll on it. The boss is a unique Chaos Snake that shoots 5 projectiles. At 75% Chaos Resistance it still deals a substantial amount of damage so newer players should avoid any prefix that improves the boss's damage or speed. Alternatively, one can lure the snake to the wall and run up the stairs to abuse terrain elevation.
_____________________________________________________________________________

Maelström of Chaos - [Difficulty: | Potential: | Clear Speed: ]



68
Spoiler
When you reach 68 maps, you will notice that the maps that drop will often times be in a lower tier. To compensate for this, you might want aim for higher quantity (~50% or ~30% with Pack Size), which means you should start using Orbs of Alchemy, unless you are rolling a Spider Lair or Vaal Pyramid, where it is more beneficial to use Orbs of Alteration until the Labyrinthine affix shows up. From this point onwards, depending on the suffix, you will have to decide of using a Regal Orb is the right move. Typically, if you roll Maze and Pack Size, you may consider Regaling if you can afford it.

At this point, we still do not use Chisels nor Chaos Orbs (unless the initial roll was very low in quantity or too dangerous to do, in which case you may want to chaos it once).

Ghetto - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Suffering
Avoid: Twinned
Easily the worst map in the 68 pool due to a few factors. The map is not in itself large and the Massive prefix does little by way of improving its size, however in light of other affixes, Massive may prove to be a better prefix so if you get one, don't reroll it. The boss of this zone is a copy of Perpetus from the City of Sarn and as such, comes with all his bear traps and ethereal knives making this map really dangerous for all players, particularly if he comes with any damage modifiers. Lower level players may opt to skip on the Fleet prefix due to its inherent danger. Temporal Chains and Enfeeble (on your skill bar) are strongly recommended here to make the boss easier to manage.
_____________________________________________________________________________

Mud Geyser - [Difficulty: ♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦♦ ]
Recommended Affixes: Fleet, Skeletal, Villanous, of Champions, of Enfeeblement, of Hordes, of Smothering, of Suffering
Rolling a Mud Geyser is fairly similar to rolling a Ghetto; the Massive prefix is fairly underwhelming here due to its small size and as such, opting for high quantity or a hybrid quantity/pack size roll would be the best. In contrast to Ghetto, this map is very straightforward (much like the Fetid Pool) to do, making it an easy map within the tier.

Players will always spawn at the north side of a map which forms a circle with a pool of water in the middle. The boss of this map is a unique undead rhoa with an area degeneration and a charge attack. The water areas are accessible at times, particularly on the outer reaches of the map so be sure to check frequently particularly if your map has rolled hidden monsters (Ambushers, Seething Brine, Zombies).
_____________________________________________________________________________

Reef - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Fleet, Skeletal, Villanous, of Champions, of Enfeeblement, of Hordes, of Smothering, of Suffering
Reef is another easy map in the 68 pool with wide open spaces and a tileset equivalent to Tidal Island. As the Massive prefix isn't too bad here, players may pick a combination of affixes that best suits them but what works best would be a fair combination of quantity (40~50%) and pack size or inhabitation affixes. The boss is a unique Ambusher with a Slow aura that doesn't do much. As usual, be sure to check water areas for hidden monsters.
_____________________________________________________________________________

Spider Lair - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ]
Recommended Affixes: Labyrinthine, of Champions, of Hordes, of Smothering
This is the best map in the 68 pool for one reason: Maze doubles its size. Players will want to use Alteration Orbs in attempts to roll the Labyrinthine prefix on this. Typically the map is run once it hits the first maze, but if it rolls a suffix that improves pack size or magic monster quantity, then Regal Orbs should be considered as this will be help immensely with improving your map pool both upwards and downwards in tiers. The boss for this map is a unique Hybrid Widow that uses Flicker Strike so players are advised to stand their ground and stick together closely. As always, bring Granite Flasks.
_____________________________________________________________________________

Springs - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering
The map made famous by Kripparian, this map is a fairly reasonable map in terms of what it offers. The same rule applies for this map as it does for Reef; pick a combination of affixes that you are comfortable with. The boss for this map is a copy of Alira with the Corpse Explosion skill and as such players are advised against the Twinned prefix unless experienced. High Fire Resistance and Armour is recommended for her fight as Corpse Explosion is partially physical and partially fire.

Vaal Pyramid - [Difficulty: ♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Labyrinthine, of Champions, of Hordes, of Smothering
One of the two maze-worthy maps in the 68 pool, this map should never be done without the Labyrinthine prefix. It is a multi-floored (4) map like the actual Vaal Pyramid but on a smaller scale. What makes this map truly shine is a Maze in tandem with the layout's rooms which give room for big packs to spawn. The boss on this map is a unique Vaal Fallen that inflicts a random status effect on hit and can be found on the fourth floor. Players are advised to hold the Shift button while attacking and have the /oos command bound as desync occurs here from time to time.
_____________________________________________________________________________

[N.B: Players feeling lucky may try to Chance this for a shot at the Vaults of Atziri unique map]

Vaults of Atziri - [Difficulty: | Potential: | Clear Speed: ]



69
Spoiler
At this point, you'll need to start investing a little bit more currency into your maps to progress. Reason as to why is because 69 maps have the potential to yield 71 maps, including the amazing Temple map which is often where players move up tiers. Orbs of Alchemy will be used as the primary currency to roll most of your maps with the exception of Overgrown Shrine and Tunnel which should have a Maze for it to shine, so you'll still be using Orbs of Transmutation/Augmentation/Alteration. If you happen to be in a race scenario then consider Chisels and Regal Orbs, but for most scenarios in the permanent leagues you may opt to forgo it.

As always, depending on your currency pool, pace yourself and determine where you want to stop.

Catacombs - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Fleet, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Temporal Chains, of Enfeeblement
One of the few indoor maps which does not benefit as much from a maze, this map is a fairly simple map to do. Rolling affixes on this map is really a matter of doing the map with a quantity value you're comfortable with (Chaos it once or twice maybe, but no more!) or as is when you first roll it. Sometimes you can get a Maze on the first roll, but it isn't something too amazing. The tileset for this map is similar to the Crypt with medium-sized rooms and decent pack sizes on average but nothing too overwhelming. The boss is a copy of Sawbones from the Fetid Pool so players may opt to carry Detonate Dead.
_____________________________________________________________________________

Overgrown Shrine- [Difficulty: ♦♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Labyrinthine, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Temporal Chains, of Enfeeblement
This map goes from being a mediocre map without the Labyrinthine prefix to an amazing map with one, it is perhaps the map which helps you move to the 71 tier. The tileset for this map is similar to the Overgrown Ruin map but comes as a single large area with bigger rooms in lieu of multiple floors thus making this an excellent map for pack size and inhabitation affixes. The boss on this map is a more dangerous version of the Hybrid Widow with Flicker Strike and Viper Strike. The boss room is distinguishable from the rest of the room via two pairs of stairs sloping downwards. Players should stick together and not move as much to avoid the boss repeating Flicker Strike.
_____________________________________________________________________________

Promenade - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Fleet, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Temporal Chains, of Enfeeblement
Avoid: Mirrored, Punishing, of Elemental Weakness, of Exposure
This map is a linear map with the barracks tileset. The map suffers from a inherently small size coupled with less than amazing scaling with the Massive prefix so players may want to go for high quantity (to also benefit from the double boss at the end). As a whole, its a fairly easy map with the exception of the end boss which are a pair; a unique Blackguard Avenger and a Blackguard Tempest. The Avenger casts Cleave and Double Strike and the Tempest casts Spark and Lightning Thorns making them a fairly dangerous combination for new players.

[N.B: The boss casts Lightning Thorns which is highly dangerous for any character that deals multiple hits in quick succession.]
_____________________________________________________________________________

Shore - [Difficulty: ♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Enfeeblement
The worst map of the 69 pool due to its tiny size offset by its wide open space, this map consists of three tiers. As a result of the aforementioned problems, players fare best going with high quantity or a combination quantity and inhabitation affixes. Players will always spawn on the high ground and proceed downwards to the shorefront where the boss, a copy of Hailrake, is located.
_____________________________________________________________________________

Spider Forest - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦ ]
Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Enfeeblement
A map based on the pre-Weaver's Chamber tileset from Act II, it is a combination of some open areas dotted with trees and smaller passageways. As most of the monsters spawn in the open areas, pack size (of Hordes) fares fairly well here. The map also seems to benefit really well from the Massive prefix due to its already decent size. The boss here is a carbon copy of Hillock. If you thought he was easy, then you're absolutely right.
_____________________________________________________________________________

Tunnel - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦ ]
Recommended Affixes: Labyrinthine, of Smothering, of Stasis, of Suffering, of Enfeeblement
One of the better maps from the 69 pool, this map is based on the Submerged Passage tileset from Act I (so if you hated that, you'll hate this too). This map is unique in that it actually is decent without the Labyrinthine prefix and is amazing with it. Due to its many narrow passageways and lack of large-sized rooms, pack size is considered a bad option here. This map takes quite some time to get done due to players spending much of their time running back and forth in search of its nooks and crannies. The boss is a copy of Merveil's Daughter (Lightning).



70
Spoiler
Once you've hit this point, you've hopefully gained some experience on the basics of map management. Congratulations on breaking the 60 barrier but you'll have some work put in before you can accumulate a sizeable pool of 70+ maps. Here, you'll be regularly using Orbs of Alchemy to roll your maps as you did with the majority of your 69 pool. Unfortunately, there are no Maze maps here so be well prepared to use start using Chaos Orbs to roll your maps till you get a combination of affixes you desire. When starting out, you may want to consider using Cartographer's Chisels on the more desirable maps like Graveyard and Pier but do so prior to using your Orb of Alchemy.

As always, pace yourself and determine where you want to stop. Do not forget to use Chisels moderately as you will require them later on.

[N.B: Should the map drop as a Magic Map, use an Orb of Scouring on it.]

Bog - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Enfeeblement
One of the two easy maps in the 70 pool, this map is a huge open space with the Fetid Pool tileset. The map has decent synergies with the Massive prefix and all of the inhabitation prefixes. As with other maps of this sort, players are free to pick any combination of affixes they feel comfortable with. The boss here is a unique Cobra with Chaos Damage that all too often players might overlook due to its weak and slow attacks, though players with negative Chaos Resistance may want to look out.
_____________________________________________________________________________

Coves - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]
Recommended Affixes: Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Enfeeblement
A moderate sized map follows the Coves tileset from Act I. As with the Bog, any acceptable combination of affixes suffice as players should conserve currency for the 71 tier. Players spawn in the centre of a cross section which marks the centre of the map. The actual map is a circle and players need to pick a direction to head in making this map somewhat dangerous due to the lack of visibility coupled with the boss's, a copy of Kraitlyn, tendency to jump on the unsuspecting player with his Flicker Strike skill.
_____________________________________________________________________________

Graveyard - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦ ]
Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering
Avoid: Splitting
One of the better maps in the 70 pool, this map follows the Fellshrine tileset. As with the other maps, any acceptable combination of affixes suffice as players should conserve currency for the 71 tier though players may consider spending a little bit more due to this map's fairly decent size. Players always spawn in a ruined cathedral, similar to the one in Fellshrine. The boss for this map is a copy of Merveil with Multiple Projectiles and her zone is marked by a circular shaped ruins.
_____________________________________________________________________________

Pier - [Difficulty: ♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦♦♦ ]
Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering
This map is a better version of the Wharf map with an easier boss. A big plus of this map is that it has big packs on average as well as a fairly large area thus it benefits from almost any combination of affixes though rolling Hordes and Champions are ideal. The boss for this map is a unique Flame Hellion similar to the one from The Prisoner's Gate.
_____________________________________________________________________________

Underground Sea - [Difficulty: ♦♦♦♦ | Potential: ♦ | Clear Speed: ♦♦♦♦♦ ]
Recommended Affixes: Fleet, Undead, Skeletal, Villainous, of Champions, of Smothering, of Suffering
This map is one of the few maps constantly plagued by problems. One of the few outdoor maps that yields almost negligible improvements from the Massive prefix, the map also doesn't provide much room for packs to spawn because of its large quantity of bridges and mediocre rooms. As a kicker, the boss of this map is the almighty Kuduku which is made exponentially more difficult than the one at the Ledge due to the small enclosed space in which it spawns in. It also cannot be cursed. Players are advised to approach it from the south.

[N.B: The map trades in for Temples at a 3:1 ratio]



71
Spoiler
From here on, you should have passed the biggest hurdle for maps post-70; passing the 70 pool. The 71 pool is famous for having some of the most maze-compatible maps in the game augmented further by amazing spawns that come with it. In addition to that, the remaining maps in the pool are fairly decent on their own right. Having reached this point, you should be accustomed to our two primary currencies: Orbs of Alchemy and Chaos Orbs. However, this time Cartographer Chisels will see frequent play and the occasional use of Orbs of Transmutation/Augmentation/Alteration depending on your currency pool. Be aware that the jump from 70 also means that you'll be investing far more as well.

As always, pace yourself and deterime where you want to stop. Manage your Chisels as usual, but it is recommended that you always use them when first starting out in this pool.


Arachnid Nest- [Difficulty: ♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ]
Recommended Affixes: Labyrinthine, Fleet, Villainous, of Champions, of Commanders, of Hordes, of Smothering, of Suffering

Colonnade - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ]

Dry Woods - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]

Strand - [Difficulty: ♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦♦ ]

[N.B: Players should watch out for the ledge that appears at the end of the map if there are Goatmen on the map]

Temple- [Difficulty: ♦♦♦♦♦ | Potential: ♦♦♦♦♦♦ | Clear Speed: ♦♦ ]


72
Spoiler


Jungle Valley - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦♦♦ ]
*The boss is a copy of the Hybrid Widow but players should be accustomed to her by now thus making her easy.

Torture Chamber - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦ ]

Waste Pool- [Difficulty: ♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ]

Mine - [Difficulty: ♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦ ]
*The boss room is distinguishable from the rest of the map by the minecarts and unfinished tracks.



73
Spoiler


Dry Peninsula - [Difficulty: ♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ]

Canyon - [Difficulty: ♦♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦♦♦ ]
*The boss can be very dangerous for players with lower Fire Resistance especially if one gets caught in the blast of a five-charge Explosive Arrow

Cells - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ]

Dark Forest - [Difficulty: ♦♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦ ]



74
Spoiler


Gorge - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦♦ ]

Maze - [Difficulty: ♦♦♦♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦ ]

Underground River - [Difficulty: ♦ | Potential: ♦♦ | Clear Speed: ♦♦♦ ]


75
Spoiler


Bazaar - [Difficulty: ♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦♦♦ ]

Necropolis- [Difficulty: ♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ]

Plateau - [Difficulty: ♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦♦ ]


76
Spoiler


Crematorium- [Difficulty: ♦♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦♦ ]

Precinct - [Difficulty: ♦♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦♦ ]


77
Spoiler


Shipyard- [Difficulty: ♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ]

Shrine - [Difficulty: ♦♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ]


Situational Context

Regal Orbs

Divine Orbs

Exalted Orbs

Credits
For their ongoing contribution towards this resource as well as being awesome people.



References
  • Path of Exile Wiki
Last edited by Support on April 19, 2013 10:48 AM
Did you know?

3x Jungle Valley turn into 1x Dry Peninsula

screenshot-0009_zpsecfa311a

3x Cells turn into 1x Underground River

screenshot-0010_zpsb407716a
My Nemesis Shop http://www.pathofexile.com/forum/view-thread/546417
Last edited by Syrtis on April 18, 2013 1:31 AM
"
Crypt - This map does not fare so well with the Maze prefix



I'll let you know how it turns out, if I live through it :D

EDIT:
it was roughly 30-40% larger with maze. Definetely not worth rolling. I just happened to chance this one :D
It's all fun and games until it's my turn.
Last edited by Dugler on April 15, 2013 5:11 PM
Thank you Lyra, for pouring in some precious time towards this topic :D
"
zoneslash wrote:
Thank you Lyra, for pouring in some precious time towards this topic :D


You're welcome. Our (Syrtis, Dugler & I) own research on maps have been ongoing and we've been contemplating on whether we have the time to extrapolate additional map data, but only time will tell. Of course, the work is not all mine as I learn from others and likewise them from me and as such I'll be putting in a credits section later on.


As always, high time I gave back to the community so this is it.
The community has been needing this very badly. I know many people have been "meaning" to do this, and it is great to finally see one completed.

A big thank you Lyralei, to you and those that helped you.

Bookmarked :)
DISCLAIMER!
The views and expressed opinions of Dragon are solely those of a drunken redneck and do not necessarily reflect those of a sane person. Any likeness of intelligence is strictly coincidental and should not be taken_ seriously. His posts should not be read... by anyone.


Last edited by Dragon585 on April 15, 2013 6:21 PM
good stuff lyralei. sg power!
[b]Need help with crafting? Try the [url="http://bit.ly/craftpoe"]Crafting Guide[/url][/b]

[b]Status: Acro/Phase Acro Caster Shadow in Nemesis[/b]

[url="http://www.youtube.com/watch?v=3CHGLWhMunM"]Build of the Week 14[/url]
[url="http://tinyurl.com/rfinva"]The first Righteous Fire/Non-Shavronne's HC[/url]
[url="http://tinyurl.com/rfpainva"]The first Righteous Fire/Low Life HC[/url]
[url="http://tinyurl.com/q99dy4m"]PVP Tips and Tricks![/url]
Great read, I'll look forward to some of your other map analysis.
Bookmarked, thanks very much Lyralei!
IGN: DoFlamingoOwnsAll
8/8 Rampage/Beyond
Great resource for those just starting maps
IGN : Holy_Penguin
Level 92 Marauder
Decent PVPer. PM me for Match

Report Forum Post

Report Account:

Report Type

Additional Info