Probably the most powerful aspect of Master crafting...

Even if it can only add one mod, it will be extremely useful for adding "the other mod" for mods that work extremely well in pairs like flat ES and % ES

So if you find a weapon with a high % roll or high # roll, you can add the other one and BAM, even if its tier 3 mods you've still got an extremely good dagger.
You want your mind blown? What if you can add a mod that already exists on the item? MORE +% physical anyone?
That is fine. If you have 2 mods that MUST go together to get any real use out of an item the least they can do is make it easier.
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Last edited by FullBlownDaddy#6810 on Aug 4, 2014, 7:49:05 PM
Wouldn't hold your breath yet on this one ->

We've seen nothing yet for weapons.
IGN: Chundaziri
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they didnt say how many mod we can add...but I can assume that we cannot add duplicate...otherwise the balance will be broken...

And at the mean time, I am hoping I can add new mod into my unique...
http://www.pathofexile.com/forum/view-thread/1119850
Selling Crit Bow ilvl 68-75 (Mostly White)
You can only add 1 mod, and you can not add a mod thats already there


But still, i have some 4/5 rolls items that will be kind off kickass if a t2 or t3 mod will be added
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IGN: @Mob_Barley
"
Shagsbeard wrote:
You want your mind blown? What if you can add a mod that already exists on the item? MORE +% physical anyone?


All mod rules still apply.

You can't have more than 3 Prefixes. You can't have more than 3 Suffixes. You can't have the same mod twice.

What you coul do, Is craft a mod you don't want before using an Exalt or Regal or Augment and to take him out of the run. And after the crafting you can exchange it for a mod you want.
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Last edited by Sneakypaw#3052 on Aug 5, 2014, 5:51:19 AM
"
Sneakypaw wrote:
"
Shagsbeard wrote:
You want your mind blown? What if you can add a mod that already exists on the item? MORE +% physical anyone?


All mod rules still apply.

You can't have more than 3 Prefixes. You can't have more than 3 Suffixes. You can't have the same mod twice.

What you coul do, Is craft a mod you don't want before using an Exalt or Regal or Augment and to take him out of the run. And after the crafting you can exchange it for a mod you want.

wait wtf.... where does it say you can remove an existing mod or exchange a mod for a mod you actually want ...
Domine Non Es Dignus
....the crafting mod can be changed as many times you want (costs an augmentation). you craft first a mod which you dont want to have when regal/exalting....than regal/exalting the whole item while having better ods to get the desired roll...and than you change again the crafted mod to something actually useful.


for example yr sick chest....would be perfect if you could add a crafted mod with "reflect phys dmg" (which I am not sure will be available)...because chance to roll life should be 100% in that case.

edit: ah sorry, in yr case with chest you had already 5mods on it. Wouldnt work this way. You would need an item with max 4 mods on it.
Last edited by OleOlof#5737 on Aug 5, 2014, 6:36:59 AM
I dont think every mod there is on an item will be available to craft on an item. Just certain mods...

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