The surprisingly obnoxious synergies of some map mods... /rant

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tackle70 wrote:
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Antnee wrote:
Temp chains and *anything* is really obnoxious. Lately, I've been despising another combo a lot more, though. Curse immunity and enfeeble.


Is it just worth re-rolling temp chains whenever it shows up?

It seems like it shouldn't be that tough of a mod but I wind up with a lot of weird deaths in temp chains maps :\


It depends. If the map ends up with some awesome IIQ roll, like 130%, I'll run it begrudgingly. Otherwise yeah, it's an automatic reroll. Not because it's necessarily deadly, but because its just so god damn frustratingly slow.
A comprehensive, easy on the eyes loot filter:
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Last edited by Antnee#4468 on Jan 7, 2014, 1:23:55 PM
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tackle70 wrote:
Is it just worth re-rolling temp chains whenever it shows up?

It seems like it shouldn't be that tough of a mod but I wind up with a lot of weird deaths in temp chains maps :\


Chains sucks, but like others have been saying, Leap Slam all but trumps it. I always talk my summoner buddy into not rerolling them, and he can't stand that his army is wading through a pool of honey. I don't miss a beat, however :)
Look, man. Video games are hard, okay?
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Vincendra wrote:
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kasub wrote:
People need to stop derailing this topic. Take your boring sc vs hc discussion elsewhere.

The OP is just discussing map mods.


Right.

Had a lvl 78 Courtyard with Onslaught mod, + 98% Lightning dmg and double unique boss, a warlords mark mod and + 24% rare or so.

Thought i could permastun them with my mace mara, turned out i was wrong even with 5linked HS.

Also, Tempchains + Chilledgrounds = never again.


ouch... I don't think I would have attempted that combo :P

And yes, the intent of this thread is to talk about unexpected bad synergies on map mods, which I thought was fairly clear from the OP. It's just a shame the altf4 trolls got here first.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
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tackle70 wrote:
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Vincendra wrote:
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kasub wrote:
People need to stop derailing this topic. Take your boring sc vs hc discussion elsewhere.

The OP is just discussing map mods.


Right.

Had a lvl 78 Courtyard with Onslaught mod, + 98% Lightning dmg and double unique boss, a warlords mark mod and + 24% rare or so.

Thought i could permastun them with my mace mara, turned out i was wrong even with 5linked HS.

Also, Tempchains + Chilledgrounds = never again.


ouch... I don't think I would have attempted that combo :P

And yes, the intent of this thread is to talk about unexpected bad synergies on map mods, which I thought was fairly clear from the OP. It's just a shame the altf4 trolls got here first.


Yeah. The normal mobs actually didnt do much to my mara but hell I did manage to seperate one of the 6 bosses (was the cold cycloner) and managed that he just hit melee onto me... 2,5k Hits on 15k Armor and 77% Res, couldn't sustain against that esp. with 30% more attspd.

Things like that NEED endgame gear but thats about it.

Better throw a Chaos on dem maps.
http://www.pathofexile.com/forum/view-thread/1158669

Cyclone MARA Beginners and Advanced Guide.
you need to roll some more undead archers to put you under projectile weakness next time :)

You won't be able to hit them even if you don't die lol
Add another one to my list... +pack size +monsters deal extra cold damage when there are Devourers on the map

Resulted in nearly instant death even with double armour flasks + level 18 arctic armour + sapphire flask (5.5k ES).

:( sigh


For people more experienced rolling rare 70+ maps than I am... is there any way to predict what non-signature monsters a map is going to roll? I feel like I'm dying to particular monster types + map mods more than I am to the map mods themselves.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70#1293 on Jan 7, 2014, 3:00:19 PM
I dont care about the map rolls...Unless its phys reflect
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tackle70 wrote:
Add another one to my list... +pack size +monsters deal extra cold damage when there are Devourers on the map

Resulted in nearly instant death even with double armour flasks + level 18 arctic armour + sapphire flask (5.5k ES).

:( sigh


For people more experienced rolling rare 70+ maps than I am... is there any way to predict what non-signature monsters a map is going to roll? I feel like I'm dying to particular monster types + map mods more than I am to the map mods themselves.


Assume and prepare as if the worst monster to face with the rolled mods will be in the map. If that's too much, reroll it; otherwise, the worst that can happen is that you'll be right, and prepared for it.
Look, man. Video games are hard, okay?
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Peace_Frog wrote:
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tackle70 wrote:
Add another one to my list... +pack size +monsters deal extra cold damage when there are Devourers on the map

Resulted in nearly instant death even with double armour flasks + level 18 arctic armour + sapphire flask (5.5k ES).

:( sigh


For people more experienced rolling rare 70+ maps than I am... is there any way to predict what non-signature monsters a map is going to roll? I feel like I'm dying to particular monster types + map mods more than I am to the map mods themselves.


Assume and prepare as if the worst monster to face with the rolled mods will be in the map. If that's too much, reroll it; otherwise, the worst that can happen is that you'll be right, and prepared for it.


Thanks for the tips... I'm amazed how steep the learning curve has been moving from magic to rare maps in terms of learning what is dangerous for my build and what isn't.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
.
Last edited by skinnay#1438 on Dec 31, 2014, 5:21:52 PM

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