Sorry but incursions just suck
The timer is not the problem it only shows that your build idea is not the real solution.
When the timer is too hard for you, you do not have enough movement speed or you are too high in Tier levels, so your damage is not longer good enough for fast clearing to get more time. You need an area damage skill to clear the many and you need a power kill skill for the bosses to upgrade or change the room. Have you tried to what level your build is working good or is it not working at all even at small level quest areas or maps? Without movement skills like flame dash, charged dash, leap or shield charge you do not even have to try, because you would not make it fast enough to unlock maybe even two doors, what is possible with good kill and clearspeed. Try it again and start on lower areas to find your level that is incursionable. Focus on your way before you enter the incursions to know where to kill first and where to get lot of trashies killed to increase the timer. Every second is wasted, if you have to look in the incursion´s map, where to run. I am no friend of timers in games, I hate it to be honest, but without a challenge like this timer, the idea behind incursions and temple would miss a important thing. Do not expect that the game´s mechanic of incursions will lose the timer, so better work with what you have and what can be done. The league is very much fun and temple gives good exp. |
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An movement skill is good, but not needed when you have a good movement potion at least - and use it.
Room clearing is important. I have problems with my glas cannon build when there are bad stats, like obelisk packs scattered around several places, immortal packs ... because going into the middle to clear them out fast is dangerous. Died 2 times to hard packs and recklessnes in incursions, normal double map bosses are much less hard. But it's fun building up the temple. When looting it I only empty the rooms with rewards (maps, currency, breaches and the end boss for the rares). In most cases I manage to have spare time after an incursion - clearing everything, opening the planned doors and killing the right boss. The reward for normal incursions is somewhat over the top - more rares / uniques than the complete map together. |
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incursion league suck indeed. i dont understand why they split map sustain into temple. and no1 say word about that. i wasted 10 ex unshaping and shaping back my atlas and wondering why maps not sustain.
ggg should warn ppl b4 they make changes like that, if only i knew that- i'd never play this league. i dont understand why im bein forced to read unnecessary stuff about rooms and mannage odd rooms coonections etc. while is just simply packsize/quant. Last edited by Happydam#5371 on Jul 6, 2018, 12:16:23 PM
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" There is no "change like that" to warn about. Map sustain is the same it has been without leaguemods. This leaguemod is incursions/temple. Seek the leaguemods for sustain like you always would. |
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I find that targeting blue packs really helps. Running straight to the architect isn't the right strategy. If you see a blue pack, get it first. White packs and rares are neutral... they can take about as much time to kill as you get for them (at least my characters) but at least they have a chance to drop the stone. Architects are getting lower and lower on my priority list. I really only go for them if they're II becoming III or they just happen to be in the way or if there's no need for a link.
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" Or if you are running the league meta build Arc Trapper Saboteur + Flamethrower it's "I didn't notice I had killed the architect just now" on my room sweep to full clear and unlock doors and level up the room. At least the first architect killed is what counts so I always go to that end of the room first and work my way clockwise around so when the 2nd architect dies I'm not "damn I didn't want to change the room". It's just another quick death (2 Flamethrower traps and 3 or 4 arc trap clusters and it's a dead architect). I do understand why all the QQing/ranting about the league mechanics. My first build was a Frost Bolt Hierophant and while once I got to 4 FB totems and 2 Frozen Trail jewels I was cruising all zones/maps easily (a 4 FB totem wall lays waste to everything... wtf?... ha-ha damn that boss died fast!) it never had the great temple fast killing speed I needed/desired (probably my meh gear fault but whatever) so I rolled a 2nd build and gave in to the force and went with the league meta build. Only item I bought was: Got lucky with a good boots drop: Oops... it's not 20% quality... how'd I miss that? Now I make temple runs (currently at level 82) and in yellow map incursions with all simple room layouts I can full clear them with plenty of time left. I run the timer up to upper 30s frequently. But many, many skills will struggle to kill fast enough and it's "damn the time is up again and I didn't even get a key". The timer is a pain in the ass infuriatingly frustrating challenge league mechanic to deal with if you aren't playing a league meta build. "You've got to grind, grind, grind at that grindstone..." Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration. The perfect solution to fix Trade Chat: www.pathofexile.com/forum/view-thread/2247070 Last edited by Arrowneous#3097 on Jul 7, 2018, 9:51:12 AM
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Yep. I played Arc-totems and am currently mapping with an Earthquake Jugger. Night and day. Jugger isn't clearing incursions. He's not fast enough. The delay on Earthquake makes a lot of his time either wasted waiting to see if stuff is dead, or having to kill it because it didn't die. I'm ok with it. As I learn the character and his growth curve flattens out, that pause will become less and less important.
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" I tried Arc totems too and there is just no comparison to Arc traps. The arcing chain-reaction that occurs on a mob pack with just one cluster of arc traps is a big "WTF just happened" the first time you see it in action. Arc totems is very good but the current way arc traps chains across a mob pack and how far it can chain jump from one pack to a distant creature is amazing and wonderful (I can easy see a nerf coming at the end of the league). If it's a nasty boss I just toss 2 Flamethrower traps on it and stack the cluster traps as fast as I can keep my mana up and it's "bye bye you're dead" quickly with arc traps. Nothing comes close to it's killing speed imho. "You've got to grind, grind, grind at that grindstone..." Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration. The perfect solution to fix Trade Chat: www.pathofexile.com/forum/view-thread/2247070 Last edited by Arrowneous#3097 on Jul 7, 2018, 9:35:42 AM
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Yep. Glad you enjoyed it. Totems were fine too. Even self cast has merit. They really overdid it a bit with Arc.
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" At the end of the league it'll be "hammer time" for sure. "You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration. The perfect solution to fix Trade Chat: www.pathofexile.com/forum/view-thread/2247070 |
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