0.9.13 Patch Notes

Looks slick. I might need a few day to get used to this new look though.

Edit: Awesome artwork and more here

http://www.pathofexile.com/game

The linked item is somewhat bugged though
Unviable build tester.
Fuse mechanics:
http://www.pathofexile.com/forum/view-thread/21503
95% Crit Build Without Charges [0.10.1c]:
http://www.pathofexile.com/forum/view-thread/172438
Last edited by Progammer on Oct 31, 2012, 8:22:37 PM
Looks great so far. I hope I can test arc and the new supports soon. :)
"
Spacke wrote:
Looks great so far. I hope I can test arc and the new supports soon. :)


Me too. I was leveling a witch so I could get arc. She's almost to Merviel i norm. Sweet the download just finished.
IGN: Friar
Knight of Guild Medieval http://www.pathofexile.com/forum/view-thread/545783
Game Mechanics http://www.pathofexile.com/forum/view-thread/11707
Recipe Book http://www.pathofexile.com/forum/view-thread/15223
Quest Reward List http://www.pathofexile.com/forum/view-thread/36776
"
Rnew1990 wrote:

how do any of these updates effect necromantic aegis?? can u explain to me plz thanks


Because MI isn't as powerful as before, NA becomes a much more viable option.
Temporal Chains was completely overpowered in PVE and we all know it. No other curse even came close to it's potency. Name one type of fight that was not made trivial by chains?
Love the new Hardcore banner or whatever you want to call it. Looks very slick!
Once more into the fray, Into the last good fight I'll ever know, Live and die on this day, Live and die on this day IGN: Mastodon_The_Primeval



i would like more info on the mechanics of MI. patch notes are to vague.
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Bricks wrote:
i would like more info on the mechanics of MI. patch notes are to vague.
The short version is that Minion Instability now actually does what it says on the passive. As a result of this, it became much more powerful, and thus needed to be reduced in base power.

What part in particular are you unsure about?
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sYkoDe4d wrote:
i don´t get it why for example Temporal Chains gets nerfed for pve because of pvp.

Why not make Skills work different in PvP.

For example:

Temporal Chains

Slows Enemies by 40%. Other Players only gets slowed by 20%.

Not more, just different stats for pvp and pve :/

PvP and PvE will never be belance if all skills must work identical in both areas.


We don't nerf PvE to affect PvP. Chains was fixed because it was too good in PvE.
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Well the tooltip says it does 33% minion life now instead of 100%. if that is all it does i doubt i can play high level maps. So it scales with minion damage better now? what is that to mean. if i look at the offense screen it dosnt give me any info on minion damage..so i have no idea what they do or how much they explode for. Sorry if its obvious to others but im not a math genius

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