How to craft Int-stacking ES Tailwind boots.

Video coming.

Craft Goals:

  • 30% quality
  • T1 increased ES (Seething: 39-49 ES)
  • T1 increased ES% (Unassailable: 92-100% ES, or will settle for Indomitable: 80-91% ES)
  • T1 movespeed (Hellion’s: 35%)
  • T1 increased Int (of the Genius, 51-55 Int, or will settle for of the Virtuoso: 43-50 Int)
  • Tailwind
  • Abyssal Socket

This is designed to be mirror tier for Int-stacking assassin wanders. It’s not optimal for other builds which might prefer Elusive or cooldown reduction, but it will still be very strong on those builds.

We are going to take a leaf from the beginner method of solving the Rubik’s Cube and solve this puzzle piece by piece, breaking down the craft and using only steps that leave the completed parts of the item untouched. This will include blocking mods, and selective add/remove crafts.

Tailwind requires Hunter and is hard to roll but trivial to add with Harvest. We’ll add it last, with Harvest.

Got to get 30 quality first or lose the option forever (unless you beastcraft it as final step, but this corrupts the item and precludes chasing corrupted implicits)

Abyssal socket requires a Hollow Fossil (ultra rare Delve drop). It’s worth it – 40 ES AND damage is huge.

Int can’t really be target added, needs a lucky roll. Higher tiers more likely with Sanctified Fossils, the community has no hard numbers here so they may or may not be worth it.

If we hit Int with a bad prefix that can’t be surgically removed, we’ll use “reforge an item keeping all suffixes”.

If we hit Int with a bad suffix that can’t be surgically removed, RNG time. Either annul and pray or Beastcraft ‘remove suffix add prefix’ and pray. 1 in 3 chance to not ruin the item (removing Int or Abyss krangles it)

Add-Remove Defense can be used over and over to try to hit the two desired ES mods; in conjunction with ‘blocking’ the undesired ‘BaseLocalDefensesAndLife’ modgroup.

Once we have ES sorted, time to sort speed. We don’t want to add Tailwind yet (last step) so we will craft on a dummy suffix (not speed tagged) and add/remove speed till we have exactly the Hellion’s mod.

Then we remove the dummy suffix and augment crit. Guaranteed Tailwind.

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My Opinions On The Harvest League

Harvest has had a love it or hate it response, with the most vocal voices on Reddit (who might or might not represent a majority of players) calling the Grove mechanics boring and uninspired, but the crafting methods the best change to the game ever.

As I see it, there’s a number of common opinions, I’ll try to put each as fairly as I can before providing my own thoughts.

Fair warning: this is a long post. The TL:DR version is ‘nerf Harvest crafting by harshly restricting the top crafts on influnced items’.

Some definitions of categories of players I will use:

As with any categorisation, many people won’t exactly fit any of these boxes. But I think most players will fit reasonably close to one of these categories.

Casual Player:

When I use the term ‘casual player’, I don’t mean unskilled or stupid. I’m talking about people who don’t follow POE content much online, who do not know the complex interactions involved in Harvest crafting, and who might set a ‘whole of league’ goal like ‘complete the Eternal Labyrinth’ or ‘Get to Sirus and beat his first two phases’.

These players make up a majority of the playerbase, but because of their lower playtime, I expect they make up a minority of hours played.

Importantly, I’m not including people who try the game and discover quickly that it’s not for them – Steam stats show that only 33.6% of players ever complete Act 2.

Casual players can and do follow beginner-friendly guides and progress far through the game, and this category isn’t forever – many of today’s casual players will become tomorrow’s enfranchised players or even powergamers.

I was in this category up to about Perandus league.

Enfranchised Player:

I was originally going to call this section the ‘casual endgamer’ but felt that term would cause people to underestimate their skill. These are the players that reach Path of Exile’s endgame and run hundreds of maps per league, but won’t beat the toughest bosses.

If you can beat Shaper but not in the bad gear you have in the first three to four days of the league; if you can beat Sirus or Uber Elder but not usually do them deathless, if spending four exalts on an item slot seems reasonable but spending thirty seems out of reach, if doing fifteen maps an hour seems manageable but doing 25 juiced maps per hour does not – you are an enfranchised player.

I was in this category from Perandus league up to Harbinger league.

For various reasons, this section of the playerbase dominates online discussion of the game despite powergamers having the loudest individual voices.

Some enfranchised players aspire to becoming powergamers and many do make it.


Usually the most knowledgeable players and the most skilled players, this relatively small section of the playerbase includes almost all streamers, and is defined by an attitude: “If I fail content, I’ll do whatever is needed to improve so I can beat it”.

These players know a lot about the game, and whilst they don’t know everything, they have a good sense of what important parts of the game they don’t know much about and are capable of researching these gaps in their knowledge if and when they become important. For example, a powergamer who doesn’t know about crafting tags will simply research them.

They also can execute difficult strategies when fighting challenging encounters, and will get 36 or 40 challenges in any league they try to. This is the section of the playerbase that can afford to acquire and use mirrors, Headhunter, one-burned-socket Voices and the like, although not every powergamer will do so in any given league.

One last definition: A loot quality scale

I’m going to use an ‘out of ten’ scale to illustrate the power of loot, albeit one that goes up to 11 and beyond. This is an endgame scale, so scores will be VERY low on the items that exist on day 1 of a league.

10/10 is items that would have been mirror tier in Metamorph league. (11 or higher means items that could not have been crafted on a budget of ten mirrors in Metamorph)

7/10 is items that would be good enough for an enfranchised player who has read up on the fight to beat Uber Elder, and likely deathless with practice. A build using all 7/10 items can sustain 2 million damage against Uber Elder even after factoring in DPS downtime due to stopping attacking to dodge slams, icicles, Shaper balls, etc, and has enough defensive layers to leave some room for errors. In previous leagues, this gear was not quite powergamer only, but was close to it.

4/10 is items good enough for a powergamer to beat Uber Elder at leaguestart. Perhaps 500k DPS and not enough defences to allow room for errors with Shaper balls or icicles.

1/10 gear is life/resist gear of middling quality that’s good enough to start running yellow maps (e.g. boots with 25% movespeed, 60 life and 75 points of total resists, or a Coral Ring with a good life roll, two 30-something resists, and minimal/no damage stats).

Other People’s Opinions On Harvest Crafting

Here I want to represent opinions I’ve seen online as fairly as possible.

  • The casual non-crafter:

Probably the person with the most negative reaction to the league, this player type logged into the new league week 1, saw it was all about crafting, and thought ‘yep, this isn’t for me’. These people likely don’t care whether it goes core or not, they just thought the league itself was disappointing.

  • The casual player that dabbles in crafting:

Probably the group with the second most positive reaction to the league, these players have seen a huge surge of character power in this league. Even though they aren’t crafting gear that’s customized to their character’s strengths and weaknesses, it’s easy to find guides as to how to craft some pretty incredible general purpose stuff, and additionally with plenty of people selling their failed crafts, they can trade for amazing items too.

I think the game going forward should try to capture what this section of the playerbase likes about Harvest crafting – easy access to “5/10” items; items that are good enough for beating second tier bosses like Elder and Shaper but that don’t provide enough power to trivialise harder encounters like Uber Elder or the new monster level 83 Izaro encounters.

Many of these people have 7/10 or better items in most slots this league due to Harvest crafting. A set of Hunter-influenced boots hit with six to eight ‘reforge with a crit mod’ crafts then a couple of accessible augments will likely result in at least one set of boots with Tailwind, 25% or more movespeed, a good life roll and one good resist, an item that would have been ten to twenty exalts last league and that is better than any set of mirror tier boots prior to Metamorph.

  • The enfranchised player that isn’t interested in crafting:

Like the casual non-crafters, these people mostly quit the league early.

However, some of them had enough of a powergamer ‘learn whatever I need to learn to win’ attitude to decide that they decided to learn crafting.

Those that did stick around joined the next group, and are probably the most enthusiastic supporters of the Harvest mechanics.

  • The enfranchised player who does a lot of crafting:

These people have the most positive reaction to the league, as the ultra-powerful crafting allowed them to progress further through endgame content than ever before.

Players who previously killed Shaper and Elder but nothing past that are now insta-phasing Uber Elder while wearing ultra powerful gear that even allows them to facetank a slam, Elder’s Annulus Blast or other instant-kill mechanics.

Some of the best players in this category have gone beyond Uber Elder and AL 8 Sirus and are killing bosses like Aul in the Delve mines and High Templar Venarius in the Cortex, or clearing 100% delirious maps. Harvest provides these players the encouragement needed for them to leap right into powergamer territory.

Among this group, there tend to be two main attitudes to Harvest, two attitudes that are both positive, but entirely counterposed to each other:

  • This is fantastic because I can craft my own gear
  • This is good but I hate having to trade so much

Ultimately both are correct. Harvest allows crafting 6/10 items with no trading, just growing the seeds you loot yourself and using the premium crafts you earn from harvesting your own seeds. However, crafting 9/10 and up items requires extensive trading of services, which is (IMO) the most miserable experience in Path of Exile today.

  • The Powergamer

There’s four main reactions from powergamers.

One group focuses upon crafting 11/10 and 12/10 items and trades for bulk delirium orbs and fractured fossils, and uses those consumables to create content that is engaging to run. 100% delirious T19 maps with sextants and scarabs are still engaging up to about 8/10 gear level with top meta builds, or 10/10 level with less optimized builds. These players’ opinions of Harvest come down to how they feel about doing this amount of trading.

A second focused on building one character that’s absurdly powerful then quit the league after feeling they’d “beaten” it. These people reached that point more quickly than ever before.

A third group started out like the second group, but then kept playing, restarting weaker and weaker and sillier and sillier builds, letting OP Harvest-crafted gear carry them. Many streamers will do this.

And finally, there’s a fourth group – people who very quickly quit the league after thinking ‘there’s nothing worth doing at all; this is just playing the core game but easier’. I’ve seen several comments on my channel from people in this category

My Own Thoughts:

My thoughts are generally negative.

I’m usually in the powergamer category. In this league my IRL job has been very busy and my internet has been unreliable (thanks to this damn virus for both) so I’ve stepped back to the enfranchised player level, albeit without losing knowledge.

First and foremost, I have more fun when I’m failing content (or coming close) than when it is ‘on farm’ and success seems guaranteed. This is why I’ve never progressed beyond character level 95 – it’s not for lack of playtime, it’s because I’ll think ‘let’s run a 100% delirious map, that’ll be fun’ or ‘you know what, I’ve never learned the Kurgal fight, so let’s go in blind, that’ll be fun’ and then boom, 6 deaths.

Harvest makes crafting 6/10 and 7/10 items genuinely trivial to players with a working knowledge of the game’s crafting mechanics (of course, learning this is a big endeavour). 9/10 and better requires a lot of trading or luck still, and I hate service trading so much that I’ve only made one 9/10 item so far this league, a life/chaos resist cluster jewel.

The main issue I have with Harvest is that there’s no accessible content that remains engaging once you hit 6/10 and better gear. Tier 14-16 maps are everywhere, but they are tuned to be engaging to people in 3-4/10 gear. Content harder than tier 16 is too rare. But first, two other minor issues – a lack of ‘wow’ moments, and the near-removal of diminishing returns.

Harvest and ‘WOW’ Moments

In Incursion league, I had the best ‘ID scroll craft’ of my POE career, a physical damage one-handed mace with over 400 physical DPS. Underwhelming now, but at the time it was incredible. (Of course, I’ve stopped IDing rares with recent power creep)

In later leagues, I hit occasional incredibly lucky crafts – +3 Molten Strike projectiles enchant on an Elder helm before it went legacy; a Vaal Regalia with the ‘gain an endurance charge per second if you’ve been hit recently’ implicit in Synthesis; etc. I had many a miss too, but these big hits more than made up for it.

In Harvest, there’s none of these moments, it’s just “I’ve calculated I’m 1 in 15 to hit this craft, let’s just keep buying the craft until I get there or get scammed and lose my item”.

I miss these ‘wow’ moments in crafting, when you try to craft for one niche and end up with an unexpected, and amazing result in another.

In Defence Of Diminishing Returns

Prior to Harvest, there were considerable diminishing returns on investment in equipment. Where 4/10 items might have been 10c, each point beyond 4/10 you wanted to go multiplied the expense by perhaps a factor of 5. For argument’s sake assume 5/10 items cost 50c, 6/10 items 1-2ex, 7/10 around 8ex, 8/10 around 40ex, 9/10 around 200ex and 10/10 (mirror tier) around 1000ex.

These matched the diminishing returns upon other character power systems. The first three Lab Ascendancies are pretty easily acquired, the fourth takes a lot more effort. Hitting level 85 grants almost all the power you get for 95, despite 95 taking ten times as long. Going to 100 takes much longer again, and gives very little power.

This is good. It reduces the power gap between players. Doubling what you spend on a character should not double (or more) your income per hour played, that is how you wind up with a Standard-like economy where the rich few have an insurmountable lead over everyone else.

Harvest does not have diminishing returns built in. Using the Harvest ‘remove a Speed mod and add a new Speed mod’ adds roughly the same potential whether it is ‘wasted’ on a set of 1/10 ilvl 70 boots, or used to its maximum potential on a level 86 set of Hunter boots with an abyss socket, 55 Int, T1 flat ES, T1 %ES, a crafted suffix and 10% movespeed.

Diminishing returns mechanics are a gap closer. Harvest doesn’t have them. ‘Normal’ crafting does – getting 2 ideal mods is much easier than getting 3, getting 3 much easier than 4, getting 4 much easier than 5, and getting 6 is nearly impossible. The few 6 perfect mod items that exist in a league (pre Harvest) have usually had literally thousands of exalts thrown at them in the form of metamod crafting.

In Harvest, going from a 3 perfect mod item to 4 perfect mods is exactly the same effort and investment as going from 5 perfect mods to 6 – which means all of the good things about diminishing returns are gone.

(Incidentally, this also means casual and enfranchised players should always sell their premium crafts to powergamers, powergamers can simply use them better and even after the powergamer takes a cut the casual will get more value this way)

Power Creep, Content Accessibility and Map Sustain:

Let’s flash back to Legacy, Harbinger, Abyss, Bestiary and Incursion leagues, the period where I transitioned from an enfranchised player to a powergamer.

In this era of the game, tier 14-16 maps were very much powergamer only. They were somewhat rare and when people talked about ‘sustaining’ tier 15 maps, what they actually meant was “I ran 100 tier 15 maps, got 45 tier 16 and 60 tier 14 drops that I sold, 80 tier 15s, and the proceeds from those map sales let me replace the 20 tier 15 maps I dropped – so I sustained tier 15 maps with a little trading plus made lots of currency”.

An enfranchised player might beat a tier 15 map at this point, but they’d probably suffer deaths and close calls, and likely would experience much better outcomes by dropping a few tiers and running tier 9-13 maps, selling their high tier map drops to powergamers, and maybe running a couple here and there to get Shaper’s Orbs, an item that modified your Atlas like Watchstones do today.

Casual players who made it past Act 10 spent their time mostly running yellow maps.

The key to this era was that powergamers could sustain the content aimed at them (tier 14-16 maps), and if and when a powergamer ran out of the content designed for them, it wasn’t a huge leap down. They weren’t forced into content they found trivial, just down to tier 11-13 maps which were fairly similar to the 14+ maps they’d rather run.

Contrast to today. Consider the hardest content a player is likely to beat with a good chance of doing so deathless, assuming they make use of Harvest’s power creep.

Player Type

Casual Player

Enfranchised Player


Abyss Era Content

Tier 5-10 maps

Tier 11-13 maps

Tier 14-16 maps

Harvest Content

Tier 16 ‘alch and go’

Tier 14-16 maps with up to one augment (delirium orb or Sirus +3 level stones)

Immensely augmented T14-16 maps (all watchstones, high end scarabs, 2-5 delirium orbs)

Power creep (mostly in Harvest, but also beforehand) has rendered our characters too powerful for the ‘old endgame’ of tier 14-16 maps. Content beyond that does exist thanks to Delirium, but IMO this doesn’t solve the issue.

The fundamental issue here is that content beyond T14-16 maps is gated behind extensive trading.

As a powergamer in Incursion league, I could sustain engaging content with minimal trading.

In the Harvest era, because my characters are so much more powerful, I am heavily reliant upon trading to sustain Delirium Orbs, Sirus watchstones and Gilded Scarabs – or Fractured Fossils which are an alternate method of ‘duplicating’ delirium orbs.

Harvest power creep has removed the ability for powergamers and for the stronger enfranchised players to sustain engaging content. Trading – and ultimately, enriching people who run bot cheat software to profit from trade arbitrage – is more essential to endgame than ever before, and the game systems don’t address this.

Gaps Between Players:

The other issue is that Harvest has massively expanded the gap in character power between people who understand crafting, and those who do not. Furthermore, by setting extreme new maximums for character power level, it has widened the gap in power between those who trade and those who do not.

Character power growth is more heavily tied to crafting knowledge than ever before. A player that understands weightings, mod tags, ilvl requirements and mod blocking isn’t going to have items 1 or 2 points better on my ‘out of ten’ scale than they would without that knowledge. They’ll be using 9/10 to 11/10 items while other players use 4/10 to 7/10 items.

Diminishing returns in crafting closed that gap. Harvest blows it wide open.

Final Thoughts:

I think there is one very positive aspect to Harvest crafting – easy, somewhat close to deterministic access to 4/10 and 5/10 items via methods casual players can understand.

However, the overall effect of the mechanic is a net negative, as it pushes the top 25% of endgame players – all the powergamers and many of the enfranchised players – into a position where they cannot sustain engaging content.

Let’s have a look at five possible solutions:

The first option, one advocated by many on Reddit, is to integrate Harvest crafting in full, and tell those players that lose access to engaging content as a result “Put up with this endgame, you don’t matter, casual players are the majority and the developers should only devote time to them, not to no-lifers”. I call this the ‘toxic casual’ attitude, and the choice of words should clarify where I stand. Dismissing the concerns of people who play differently to you is toxic and deserves nothing but contempt.

That said, let’s look what would happen if this were attempted – Harvest crafting goes core close to as-is, with no meaningful nerfs and no increased access to ‘above tier 16’ content. We’d see a growing number of powergamers and enfranchised players quit the game, citing the hassle of trading and an inability to sustain high end content.

With those players gone, so are many build designers, third party developers like Path of Building and Exilence and poedb, and most of the other community resources. Many of the people involved in this part of the game community started as casual players, but by virtue of sticking with the game, most became powergamers – and there’s not enough money in what they do for them to do it for any reason other than a passion project.

The second option is to keep Harvest crafting mostly intact, but increase access to post-T16 content; perhaps by adding Delirium orbs to the pool of mapping-related currencies that the Awakening Level causes to drop from map bosses as well as adding them to other locations in game. This is, IMO, the second best solution overall, but still leaves players needing to go through the hassle of service trading to craft items (ugh).

The third option is to keep Harvest crafting mostly intact, but to raise the difficulty of high tier maps so that enfranchised players and powergamers both have more to do short of highly delirious maps. In practice this would mean massive increases to monster power in those tiers of maps – perhaps increasing HP by factors of 5 to 20, and action speed by 10% – to account for the power creep.

This has major issues of making casual players feel like there is an overwhelming barrier to their progress in the league. For that reason, I’m not willing to advocate something that would hurt casual players that much.

The fourth option is to make nothing about Harvest go core at all. This solves all of the problems Harvest’s power creep causes at the top end of the player base, but comes at (IMO) an unacceptable cost of weakening the level of character power casual players can achieve. Again, whilst I’d find this more fun than the first two options, I’m not willing to advocate something that would hurt casual players.

Fifth and finally is what I advocate – surgical nerfs to Harvest crafts that make them excellent at getting established in a league (crafting 4/10 and 5/10 items) but that cuts out the ability to mass produce 8/10 to 12/10 items.

The specific change I have in mind: Nerf the powerful Harvest crafts (augments, surgical annuls, and ‘remove-add’ crafts) by making them unable to apply to influenced items.

This change would leave a casual player able to make life/resist items to establish themselves in endgame, or to use ‘reforge’ crafts to force one powerful mod such as tailwind on boots, but would not allow enfranchised players or powergamers to push the system as far as we can now.

With that change, I think Harvest can be a good addition to the core game. It would become the unquestioned best way to craft jewels, caster weapons in most niches and to get a set of gear together to start mapping, and would be an important step en route to Awakener Orb crafts, but other types of crafting would have a place in the game again, and the ‘WOW’ moments of hitting something much better than you’d hoped for would be back.

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My Challenge Guides: 12, 24 and 36 challenges in Harvest

I’ve linked above to the challenge spreadsheet, with notes on each challenge in the league. This is being used to record the videos.

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My challenge guides: 12, 24 and 36 challenges in Delirium

First, the Youtube vids:

If anyone wants my notes in spreadsheet form, they are here (this is a Libre Office ods format, Microsoft Excel will open this, although it’s more written for me than to be easily understood):

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My Atlas guide – 3.10

First the video version. If you view it on the Youtube site, the video description (typed below, but also on Youtube) has hyperlinks to each part of the video.

Step 0: After killing Kitava in A10, talk to Kirac in Oriath and run his fetch quests.

Step 1: Just explore.

Run a few different maps. Kill monsters. Steal their loot. Pay attention to how you can craft maps – a transmute adds about 35% more loot to a map, an alch about 95% more.

– Completion, Bonus Objective: Just killing a boss ‘completes’ a map, making it easier for that map to drop again in future. Completing a new map at a certain minimum difficulty will permanently improve your map drops, increasing their tier by an average of 0.01. This will be magic (blue, i.e. transmuted, or higher) on all maps you can see now. Later you’ll encounter maps where this requires rare maps or even corrupted rare maps.

– Later you’ll get a chance to get more bonuses by running higher tier maps.

Step 2: 5:45 You want to expand to higher tier maps.

For this you need watchtowers and watchstones.

– Watchtowers: Found after your first tier 3+ boss kill in each octant

– Watchstones: Found after killing Conquerors of the Atlas. Focus on the eight Watchtowers first. If you incidentally happen to kill a Conqueror and get a Watchstone, great! You’ve got a headstart on part 3. Zana’s missions will help you progress here, as will any source of ‘random’ maps that will give you maps in unexplored parts of your atlas.

Step 3: 10:41 First 4 Watchstones

– Maps exist at (up to) 5 different tiers. e.g. Beach is tier 1, 4, 8, 10 or 14 depending upon the version you get. Watchstones influence this version.

– Watchstones require you to kill Conquerors at certain minimum map tiers.

– First 4 can be done at low tiers but ONLY in outer octants.

– To spawn a Conqueror, just run maps in that octant. The Conqueror will taunt you and their minions will attack you (first one will always be Baran) – First round you will get taunts on your first 3 maps. After this you’ll get an interface that lets you plan for taunts (you’ll see it soon) – Inner octants need Watchstones socketed.

– When you get your first Watchstone, more info will show up on your Atlas.


– Once you have all 4 your Awakening Level will increase. This gives small bonuses on killing map bosses.

Step 4: 19:23 First 20 Watchsontes

– Check the storage grid for each octant to see how many watchstones must be socketed in a region to spawn Conquerors there. Eventually this will go up to 4 in all octants.

– At any given point in progression, the only maps that can drop are as follows – maps can only drop at their current Watchstone level, and only maps you’ve completed on your Atlas can drop

– OR maps adjacent to the map you are in.

– However, you don’t need to have completed the map at the current Watchstone level.

– Take Fungal Hollow in Glennach Cairns. With no Watchstones socketed in the octant, it’s tier 2 and competes with your other tier 2s to drop – but it can’t drop unless you’ve done it, or you are currently in an adjacent map.

– But with one Watchstone, the 0-Watchstone version can’t drop, and the 1-stone version (tier 5) now fights for your Tier 5 drops.

– You can’t get a 1-Watchstone Fungal Hollow (should you desire it to spawn a Conqueror there) unless the drop source can drop tier 5 maps. Importantly, you’ll want to run tier 4+ maps to get it.

– This means the best way to progress is to first put one Watchstone in each inner octant. Then spawn a Conqueror in each and kill it. (8 watchstones)

– Then put a second Watchstone in each inner octant. Spawn a new tier of Conquerors and kill them. (12)

– Now put a third Watchstone in each, and spawn one more round (16)

– Finally, put a fourth in each, and spawn the final round in each inner octant. You are now at 20, and you’ll get a chance to fight Sirus, the boss of the Conquerors. Don’t worry if he kicks your ass the first time. You’ll be able to get revenge. Chaos resist helps here.

Step 5: 32:50 All 32 and Awakening Level

– This will be a ‘whole of league’ goal for most folks. No shame in taking weeks here.

– Move to the outer octants and bring them straight up to 4 watchstone level. 9 maps per spawn, and you get to fight the conquerors there as well.

– Each round, you will get one more shot at Sirus. You can choose your Awakening Level each fight – 8 for max loot, 0 for the easiest fight (he’s still not trivial at 0).

– You will also make progress on the Awakening Bonus objectives.

Step 6: 34:32 Sirus cycles

– You’ve now completed the core of the Atlas.

– You can continue spawning the Conquerors. Sirus will become available once per cycle.

– Or you can do other things – Shaper or Elder or Uber Elder, Niko’s mine, or more.

The New Changes: Preferred Map System

– Once you complete every map in a region, you can tell the game to ‘bias’ map drops toward your favorite map in that region.

– Completing all maps in a region lets you pick one map to make it ten times as likely to drop.

– Completing all Atlas bonus objective lets you pick a second, all Awakener bonuses a third.

– These stack additively.

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Map Mods and the Shaper Guardians

Phoenix. Chimera. Minotaur. Hydra.

These are the hardest bosses that are affected by map mods in Path of Exile. Here’s my thoughts on which mods are the scariest on each of them.

The spreadsheet can be downloaded here:

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Legion Challenge Video Guides and Spreadsheet

As per a few requests on Youtube, here’s my challenge spreadsheet

The video guides:

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Legion Atlas Thoughts

The 3.7 Atlas. Thanks to the following people for labelling it: Vocandin, Empyrian, Redsameri, Chilly, Hobbitcraftlol, Dampin, Stubbs. Click to make full screen.

The Very Best Maps (subject to change if div cards move, or there are drop rate changes)

All natural 16s (I expect Shaper fragments to be valuable with the necklace being made more rare)


15 – Desert Spring (for absolute monster count – high count = better returns and more XP).

15 – Summit (balance of smooth layout and high monster count, boss is a killer though.

13 – Shrine, 11 – Precinct and 12 – Lava Lake (div card and map returns).

13 – Tower (div card)

11 – Crimson Temple (div card, if Headhunter was made much rarer The Life Thief may be the best source of Soul Eater. Have not personally seen this card drop so may be wrongly attributing it to this map)


10 – Bazaar, 9 – Arsenal. Each has good monster count, each has a good div card.

7 – Spider Forest. Premium div card.


4 – Crater

Initial thoughts:

Currency/Loot optimized: Complete all 1-8. 9 – Arsenal. 10 – Bazaar. 11-12 all. 13 – Tower. 14 – nil. 15 – All. 16 – All.

Run Towers where possible. When out of Towers (may happen at times), take your Arsenals and Bazaars and run them with Zana’s +5 tiers to a map.

This will require considerable atlas respeccing.

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My Cold DoT Occultist build

Been having a lot of fun with this one even though it wasn’t intended to be my whole of league build.

The video version

And some gameplay footage:

Here’s the Path of Building code for those of you that are familiar with that program:


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Path of Exile – My Synthesis Early Atlas Strategy

First the video version:

This isn’t a plan for a farming atlas. This is about the journey from a blank atlas, to having around 120/159 Atlas completion bonus.

The key summary:

  • Always run your highest tier map (unless you can’t beat them).
  • Use alchemy orbs on maps. If you run out vendor bad uniques and/or run Delves. Delves drop heaps of alchs.
  • If you want a Tabula, farm Humility div cards in Channel map (T3). Do this by completing Strand as your only tier 2, then Channel, then just farm more Channels. If you run out and are capable of doing so, run an Atziri (her trash mobs will drop a fuckload of Channels)
  • Have a razor focus on getting to Zana’s “Alternate of the Same Tier” mod. Use it liberally when repeating maps.
  • Focus next on completing a tier 10 Elder influenced map to unlock “Shape a tier 1-5 map”.
  • Run tier 5 maps with this +5 tiers effect. Sell many/most of your map drops.
  • Push toward red maps and a tier 15 Elder influenced map to unlock the higher tier Zana shape mod
  • Do one Guardian. Not Minotaur, do one of the others.
  • Farm tier 10 maps with +5 tiers. Sell your tier 16 drops.

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