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[OLD] Map Management Resource
This post has exceeded its character limit (50,000) and due to lack of foresight, I've forgotten to reserve posts. As such, after some discussion with Charan, all content will continue in the new thread. I apologize for any inconvenience caused.
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Spoiler
" As demanded. Formatting and some content courtesy of Invalesco's Crafting Resource because I'm absolutely horrid at that. ______________________________________________________________ Preface Things to remember: Before you begin maps seriously, you must approach content with an open mindset and a willingness to invest in your maps. Realise that there will be streaks of bad luck where your maps yield no returns and you must learn to accept this. Maps are designed as content which requires some thought put into them and some degree of experimentation so don't take this resource as a hard line for all your rolls because not even those of us playing end-game know everything. Know your limits! I'm taking this from Invalesco's guide. The same rule applies when managing maps. Your currency requires as much attention as your maps. Don't go blowing 10 Chaos Orbs on that Waste Pool you just found if that's all you have. Make sure you have currency left over to fall back on at all times. How much should I expect to spend? Your mileage may vary depending on your pool of maps. Expect to spend more on desirable maps such as Grotto, Sewers and even more so as your pool moves up tiers. It won't be uncommon for you to be spending upwards of 5~15 Chaos Orbs trying to roll the affixes you want. Kripparian's map research may shed some light on frequencies of rolls: Kripp Map Research This resource aims to help you understand the many variables to rolling maps and how you can play these to your favour. ______________________________________________________________ Things to know:
______________________________________________________________ Map List [spoiler] ![]() ______________________________________________________________ Prefix List [spoiler] ![]() ______________________________________________________________ Suffix List [spoiler] ![]() ______________________________________________________________ Affixes Explained Here I'll break down the affixes and how they interact with other affixes as well as shed light on which combinations are good. N.B: Prefixes not described are self explanatory. You should be able to deduce as to why they're not appealing. Colour Code (1 -5 Scale): I've included stars next to the affixes for the colour blind as requested!
Prefix[spoiler]
Suffix [spoiler]
______________________________________________________________ Map Management When dealing with a map pool, one must treat them as you would currency, in that you must use them wisely. A good piece of advise for currency is to always have a reserve (can be anywhere between 10%~ however much you wish.). This goes hand in hand with maps so you'll need to know how your maps and currency interact. Take for example, Chisels. When you begin doing maps, you will want to Chisel your 69/70 maps in hopes that it will yield 71's and 72's. However once you've built up a solid pool of 70's, it may suddenly be less appealing to Chisel these as the opportunity cost is resources that would otherwise go to your higher maps. As always, figure out a good balance between your maps and your currency and adjust accordingly. Don't hesitate to spend if you're running low on maps and likewise be prudent with your currency even if you have a good pool. The following section will highlight some of the nuances of each map type as my group understands them. Perhaps they will help you in deciding how to roll them; Map Rating System [quote]1 ♦ (Lowest) - 5 ♦ (Highest) [Difficulty: | Potential: | Clear Speed: ] Map colour is indicative of our personal opinions on the map.[/quote] 66 [spoiler]Here, you will only use Transmutation/Augmentation/Alteration Orbs to roll your maps. Depending on your currency pool, pace yourself and determine where you want to stop. A reasonable quantity to aim for should be no less than 30% unless for specific maps where rolling a maze is deemed more beneficial. Crypt - [Difficulty: ♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Fleet + of Smothering This map does not fare so well with the Maze prefix due to the relative size difference you gain by rolling one. The best rolls for this map involves getting a reasonable quantity value on it (~35%) which should on average yield a map in return. The boss is a copy of the Archbishop in Church Dungeon. [N.B: Players feeling lucky may try to Chance this for a shot at The Coward's Trial unique map] _____________________________________________________________________________ Dried Lake - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Fleet + of Smothering, Massive + of Champions/Hordes, Villainous + of Champions/Hordes. A very big map that benefits from most of the good prefixes and suffixes, players can either choose to go with the quantity route (Fleet+) or opt for Pack Size and Larger Area. The boss is a copy of the Rhoa from Mud Flats. _____________________________________________________________________________ Dunes - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Fleet + of Smothering, Massive + of Champions/Hordes, Villainous + of Champions/Hordes. Arguably a better or equal map to Dried Lake, this map benefits from all the same affixes that Dried Lake does. I would rank this higher than Dried Lake due to the difficulty level of the end boss making it a perfect map for people just getting into maps, but it didn't just cut it. Players are welcome to pick any combination of mods that they're comfortable with but my advise is to not go below 23% if you're low on maps. The boss is a copy of Hillock (he's really hard right!). _____________________________________________________________________________ Dungeon - [Difficulty: ♦♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦ ] Recommended Affixes: Villainous + of Champions/Hordes. Avoid: Burning, Deadly, Enraged, Fleet, Freezing, Mirrored, Overlord's, Shocking Literally the worst map of them all, rivalled only by Arsenal in terms of being annoying to do. While the standard monsters in the map are fine as a whole, the boss alone coupled with a terrible layout on the map makes it less than ideal for beginners. The boss is a copy of Brutus. Players are advised to carry either Skeleton Spell Totems or Decoy Totems and to have /oos bound before the fight. _____________________________________________________________________________ Grotto - [Difficulty: ♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Labyrinthine + of Champions/Hordes. The best map in the 66 pool with a very nice layout. This map comes with the ability to roll a maze and wide passageways. Players should always roll a Maze on this, hopefully with one of the better suffixes as much of your 67+ pool will come from this. As a plus, the map comes with breakables! The boss is a copy of one of Merveil's Daughters (Fire). _____________________________________________________________________________ Overgrown Ruin - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦ ] Recommended Affixes: Labyrinthine + of Champions/Hordes, Fleet + of Smothering, Villainous + of Champions/Hordes. One of the more difficult maps in the 66 pool. This map comes as a multi-level map with many rooms and benefits hugely from maze, undead, bandits and pack size due to the large areas and rooms that come with the layout of the map but is an otherwise lacklustre map if the base packs do not roll well. The boss is a copy of Fidelitas. Newer players are advised against the Twinned prefix because of the boss room size making it difficult to maneuver. _____________________________________________________________________________ Tropical Island - [Difficulty: ♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦♦ ] Recommended Affixes: Fleet + of Champions/Hordes A very good beginner map with a nice layout. There's very little to say about this map. It has chests and boulders that you can open for extra loot. The boss is a unique Monkey Chief that has the Substantial Physical Damage aura and summons monkeys that throw poo but besides that he's not too tough. _____________________________________________________________________________ The Coward's Trial - [Difficulty: - | Potential: - | Clear Speed: - ] If you get this map, do it with your friends. I won't spoil the surprise for you but when my group did it, it was well worth it. All in all, its a very very fun map. Players may want to use a divine orb on this map if the rolls are on the low end. It guarantees a unique drop at the end. P.S: Don't let the lack of quantity fool you. ;) [/spoiler] 67 [spoiler]Here, you will use Transmutation/Augmentation/Alteration Orbs to roll your maps and occasionally an Orb of Alchemy if you want to. Depending on your currency pool, pace yourself and determine where you want to stop. A reasonable quantity to aim for should be no less than 30% unless for specific maps where rolling a maze is deemed more beneficial. Arcade - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Massive + of Champions/Hordes, Villainous + of Champions/Hordes. This map is pretty much like the Marketplace in Act III. Its an easy entry 67 map to do that benefits from area and pack size. I've found the Villainous prefix to work really well here because of the map's inherent large size. As a plus, this map naturally comes with two bosses. The bosses are the unique curtains in Solaris Temple (Fire + Lightning). _____________________________________________________________________________ Arsenal - [Difficulty: ♦♦ | Potential: ♦ | Clear Speed: ♦ ] Recommended Affixes: Fleet + of the Warlord Avoid: Massive + Temporal Chains Considered one of the worst maps due to its confusing layout, most players tend to avoid this map once they build a solid pool of other maps. This map mimics the Warehouse zone in Act III. There isn't much to be said about this map other than it being a real pain in the ass to run, taking nearly double the time of other maps. The boss is a copy of the Golem boss in Crematorium in Act III. _____________________________________________________________________________ Cemetery - [Difficulty: ♦♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Massive + of Hordes A very easy map, on par with Arcade. It follows the Fellshrine layout sans the ruined Cathedral. This map has good interaction with area size and pack size, functioning well with one of the many monster type prefixes. The boss for this map is a unique skeleton mage that casts Lightning Warp and Spark. It is split from the rest of the map and has its own room. Players are advised to approach the boss room with caution as (even after the recent changes) the room has a fairly large pack of monsters alongside the boss. _____________________________________________________________________________ Mountain Ledge - [Difficulty: ♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Fleet + of Smothering, Fleet + of Hordes, Fleet + of Champions One of my favourite maps for solo running to do its simple circular layout. The Massive affix doesn't really work out for this map so players are better off gunning for higher quantity or a combination of quantity and monster density enhancing suffixes. The more adventurous players may opt to use an Orb of Alchemy on this map. The boss for this is a copy of Chatters. [N.B: Players feeling lucky may try to Chance this for a shot at the Maelström of Chaos unique map] _____________________________________________________________________________ Sewer - [Difficulty: ♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ] Recommended Affixes: Labyrinthine + of Hordes This map is literally the best map in the 67 pool. One would argue that the recommended affixes for this map are almost mandatory due to its interaction with the map layout. A Maze on this map doubles its size and the wide rooms that come with this map (Act III Sewer layout) facilitate the spawning of big big packs. The boss for this map is Captain Fairgraves. _____________________________________________________________________________ Thicket - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦ ] Recommended Affixes: Labyrinthine + of Hordes, Labyrinthine + of Champions, Fleet + of Smothering One of the more fun maps, it has a layout similar to the Dread Thicket in Act II. The map itself has fairly large passageways that provide ample room for packs to spawn. Players wanting a faster run may choose to opt for higher quantity over a maze as the yields are pretty much similar. The boss for this map is Ironpoint and is split from the rest of the map (You will have to find the boss room yourself ;)). Be warned that Ironpoint casts a really painful Rain of Arrows and newer players are advised against rolling this map with damage increasing affixes. [N.B: The door leading to the boss room always faces north-east] _____________________________________________________________________________ Wharf - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦♦ ] Recommended Affixes: Massive + of Champions/Hordes. The most difficult of the 67 pool, this map suffers immensely from its small size which is offset only by its average pack density. In essence its a pseudo-docks in that it has only one straight line really. The Massive prefix helps this map immensely, nearly doubling its size if you hit a high roll on it. The boss is a unique Chaos Snake that shoots 5 projectiles. At 75% Chaos Resistance it still deals a substantial amount of damage so newer players should avoid any prefix that improves the boss's damage or speed. Alternatively, one can lure the snake to the wall and run up the stairs to abuse terrain elevation. _____________________________________________________________________________ Maelström of Chaos - [Difficulty: | Potential: | Clear Speed: ] [/spoiler] 68 [spoiler]When you reach 68 maps, you will notice that the maps that drop will often times be in a lower tier. To compensate for this, you might want aim for higher quantity (~50% or ~30% with Pack Size), which means you should start using Orbs of Alchemy, unless you are rolling a Spider Lair or Vaal Pyramid, where it is more beneficial to use Orbs of Alteration until the Labyrinthine affix shows up. From this point onwards, depending on the suffix, you will have to decide of using a Regal Orb is the right move. Typically, if you roll Maze and Pack Size, you may consider Regaling if you can afford it. At this point, we still do not use Chisels nor Chaos Orbs (unless the initial roll was very low in quantity or too dangerous to do, in which case you may want to chaos it once). Ghetto - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Suffering Avoid: Twinned Easily the worst map in the 68 pool due to a few factors. The map is not in itself large and the Massive prefix does little by way of improving its size, however in light of other affixes, Massive may prove to be a better prefix so if you get one, don't reroll it. The boss of this zone is a copy of Perpetus from the City of Sarn and as such, comes with all his bear traps and ethereal knives making this map really dangerous for all players, particularly if he comes with any damage modifiers. Lower level players may opt to skip on the Fleet prefix due to its inherent danger. Temporal Chains and Enfeeble (on your skill bar) are strongly recommended here to make the boss easier to manage. _____________________________________________________________________________ Mud Geyser - [Difficulty: ♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦♦ ] Recommended Affixes: Fleet, Skeletal, Villanous, of Champions, of Enfeeblement, of Hordes, of Smothering, of Suffering Rolling a Mud Geyser is fairly similar to rolling a Ghetto; the Massive prefix is fairly underwhelming here due to its small size and as such, opting for high quantity or a hybrid quantity/pack size roll would be the best. In contrast to Ghetto, this map is very straightforward (much like the Fetid Pool) to do, making it an easy map within the tier. Players will always spawn at the north side of a map which forms a circle with a pool of water in the middle. The boss of this map is a unique undead rhoa with an area degeneration and a charge attack. The water areas are accessible at times, particularly on the outer reaches of the map so be sure to check frequently particularly if your map has rolled hidden monsters (Ambushers, Seething Brine, Zombies). _____________________________________________________________________________ Reef - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Fleet, Skeletal, Villanous, of Champions, of Enfeeblement, of Hordes, of Smothering, of Suffering Reef is another easy map in the 68 pool with wide open spaces and a tileset equivalent to Tidal Island. As the Massive prefix isn't too bad here, players may pick a combination of affixes that best suits them but what works best would be a fair combination of quantity (40~50%) and pack size or inhabitation affixes. The boss is a unique Ambusher with a Slow aura that doesn't do much. As usual, be sure to check water areas for hidden monsters. _____________________________________________________________________________ Spider Lair - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ] Recommended Affixes: Labyrinthine, of Champions, of Hordes, of Smothering This is the best map in the 68 pool for one reason: Maze doubles its size. Players will want to use Alteration Orbs in attempts to roll the Labyrinthine prefix on this. Typically the map is run once it hits the first maze, but if it rolls a suffix that improves pack size or magic monster quantity, then Regal Orbs should be considered as this will be help immensely with improving your map pool both upwards and downwards in tiers. The boss for this map is a unique Hybrid Widow that uses Flicker Strike so players are advised to stand their ground and stick together closely. As always, bring Granite Flasks. _____________________________________________________________________________ Springs - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering The map made famous by Kripparian, this map is a fairly reasonable map in terms of what it offers. The same rule applies for this map as it does for Reef; pick a combination of affixes that you are comfortable with. The boss for this map is a copy of Alira with the Corpse Explosion skill and as such players are advised against the Twinned prefix unless experienced. High Fire Resistance and Armour is recommended for her fight as Corpse Explosion is partially physical and partially fire. Vaal Pyramid - [Difficulty: ♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Labyrinthine, of Champions, of Hordes, of Smothering One of the two maze-worthy maps in the 68 pool, this map should never be done without the Labyrinthine prefix. It is a multi-floored (4) map like the actual Vaal Pyramid but on a smaller scale. What makes this map truly shine is a Maze in tandem with the layout's rooms which give room for big packs to spawn. The boss on this map is a unique Vaal Fallen that inflicts a random status effect on hit and can be found on the fourth floor. Players are advised to hold the Shift button while attacking and have the /oos command bound as desync occurs here from time to time. _____________________________________________________________________________ [N.B: Players feeling lucky may try to Chance this for a shot at the Vaults of Atziri unique map] Vaults of Atziri - [Difficulty: | Potential: | Clear Speed: ] [/spoiler] 69 [spoiler]At this point, you'll need to start investing a little bit more currency into your maps to progress. Reason as to why is because 69 maps have the potential to yield 71 maps, including the amazing Temple map which is often where players move up tiers. Orbs of Alchemy will be used as the primary currency to roll most of your maps with the exception of Overgrown Shrine and Tunnel which should have a Maze for it to shine, so you'll still be using Orbs of Transmutation/Augmentation/Alteration. If you happen to be in a race scenario then consider Chisels and Regal Orbs, but for most scenarios in the permanent leagues you may opt to forgo it. As always, depending on your currency pool, pace yourself and determine where you want to stop. Catacombs - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Fleet, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Temporal Chains, of Enfeeblement One of the few indoor maps which does not benefit as much from a maze, this map is a fairly simple map to do. Rolling affixes on this map is really a matter of doing the map with a quantity value you're comfortable with (Chaos it once or twice maybe, but no more!) or as is when you first roll it. Sometimes you can get a Maze on the first roll, but it isn't something too amazing. The tileset for this map is similar to the Crypt with medium-sized rooms and decent pack sizes on average but nothing too overwhelming. The boss is a copy of Sawbones from the Fetid Pool so players may opt to carry Detonate Dead. _____________________________________________________________________________ Overgrown Shrine- [Difficulty: ♦♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Labyrinthine, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Temporal Chains, of Enfeeblement This map goes from being a mediocre map without the Labyrinthine prefix to an amazing map with one, it is perhaps the map which helps you move to the 71 tier. The tileset for this map is similar to the Overgrown Ruin map but comes as a single large area with bigger rooms in lieu of multiple floors thus making this an excellent map for pack size and inhabitation affixes. The boss on this map is a more dangerous version of the Hybrid Widow with Flicker Strike and Viper Strike. The boss room is distinguishable from the rest of the room via two pairs of stairs sloping downwards. Players should stick together and not move as much to avoid the boss repeating Flicker Strike. _____________________________________________________________________________ Promenade - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Fleet, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Temporal Chains, of Enfeeblement Avoid: Mirrored, Punishing, of Elemental Weakness, of Exposure This map is a linear map with the barracks tileset. The map suffers from a inherently small size coupled with less than amazing scaling with the Massive prefix so players may want to go for high quantity (to also benefit from the double boss at the end). As a whole, its a fairly easy map with the exception of the end boss which are a pair; a unique Blackguard Avenger and a Blackguard Tempest. The Avenger casts Cleave and Double Strike and the Tempest casts Spark and Lightning Thorns making them a fairly dangerous combination for new players. [N.B: The boss casts Lightning Thorns which is highly dangerous for any character that deals multiple hits in quick succession.] _____________________________________________________________________________ Shore - [Difficulty: ♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Enfeeblement The worst map of the 69 pool due to its tiny size offset by its wide open space, this map consists of three tiers. As a result of the aforementioned problems, players fare best going with high quantity or a combination quantity and inhabitation affixes. Players will always spawn on the high ground and proceed downwards to the shorefront where the boss, a copy of Hailrake, is located. _____________________________________________________________________________ Spider Forest - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦ ] Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Enfeeblement A map based on the pre-Weaver's Chamber tileset from Act II, it is a combination of some open areas dotted with trees and smaller passageways. As most of the monsters spawn in the open areas, pack size (of Hordes) fares fairly well here. The map also seems to benefit really well from the Massive prefix due to its already decent size. The boss here is a carbon copy of Hillock. If you thought he was easy, then you're absolutely right. _____________________________________________________________________________ Tunnel - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦ ] Recommended Affixes: Labyrinthine, of Smothering, of Stasis, of Suffering, of Enfeeblement One of the better maps from the 69 pool, this map is based on the Submerged Passage tileset from Act I (so if you hated that, you'll hate this too). This map is unique in that it actually is decent without the Labyrinthine prefix and is amazing with it. Due to its many narrow passageways and lack of large-sized rooms, pack size is considered a bad option here. This map takes quite some time to get done due to players spending much of their time running back and forth in search of its nooks and crannies. The boss is a copy of Merveil's Daughter (Lightning). [/spoiler] 70 [spoiler]Once you've hit this point, you've hopefully gained some experience on the basics of map management. Congratulations on breaking the 60 barrier but you'll have some work put in before you can accumulate a sizeable pool of 70+ maps. Here, you'll be regularly using Orbs of Alchemy to roll your maps as you did with the majority of your 69 pool. Unfortunately, there are no Maze maps here so be well prepared to use start using Chaos Orbs to roll your maps till you get a combination of affixes you desire. When starting out, you may want to consider using Cartographer's Chisels on the more desirable maps like Graveyard and Pier but do so prior to using your Orb of Alchemy. As always, pace yourself and determine where you want to stop. Do not forget to use Chisels moderately as you will require them later on. [N.B: Should the map drop as a Magic Map, use an Orb of Scouring on it.] Bog - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Enfeeblement One of the two easy maps in the 70 pool, this map is a huge open space with the Fetid Pool tileset. The map has decent synergies with the Massive prefix and all of the inhabitation prefixes. As with other maps of this sort, players are free to pick any combination of affixes they feel comfortable with. The boss here is a unique Cobra with Chaos Damage that all too often players might overlook due to its weak and slow attacks, though players with negative Chaos Resistance may want to look out. _____________________________________________________________________________ Coves - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Recommended Affixes: Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering, of Enfeeblement A moderate sized map follows the Coves tileset from Act I. As with the Bog, any acceptable combination of affixes suffice as players should conserve currency for the 71 tier. Players spawn in the centre of a cross section which marks the centre of the map. The actual map is a circle and players need to pick a direction to head in making this map somewhat dangerous due to the lack of visibility coupled with the boss's, a copy of Kraitlyn, tendency to jump on the unsuspecting player with his Flicker Strike skill. _____________________________________________________________________________ Graveyard - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦ ] Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering Avoid: Splitting One of the better maps in the 70 pool, this map follows the Fellshrine tileset. As with the other maps, any acceptable combination of affixes suffice as players should conserve currency for the 71 tier though players may consider spending a little bit more due to this map's fairly decent size. Players always spawn in a ruined cathedral, similar to the one in Fellshrine. The boss for this map is a copy of Merveil with Multiple Projectiles and her zone is marked by a circular shaped ruins. _____________________________________________________________________________ Pier - [Difficulty: ♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦♦♦ ] Recommended Affixes: Massive, Fleet, Undead, Skeletal, Villainous, of Champions, of Hordes, of Smothering, of Stasis, of Suffering This map is a better version of the Wharf map with an easier boss. A big plus of this map is that it has big packs on average as well as a fairly large area thus it benefits from almost any combination of affixes though rolling Hordes and Champions are ideal. The boss for this map is a unique Flame Hellion similar to the one from The Prisoner's Gate. _____________________________________________________________________________ Underground Sea - [Difficulty: ♦♦♦♦ | Potential: ♦ | Clear Speed: ♦♦♦♦♦ ] Recommended Affixes: Fleet, Undead, Skeletal, Villainous, of Champions, of Smothering, of Suffering This map is one of the few maps constantly plagued by problems. One of the few outdoor maps that yields almost negligible improvements from the Massive prefix, the map also doesn't provide much room for packs to spawn because of its large quantity of bridges and mediocre rooms. As a kicker, the boss of this map is the almighty Kuduku which is made exponentially more difficult than the one at the Ledge due to the small enclosed space in which it spawns in. It also cannot be cursed. Players are advised to approach it from the south. [N.B: The map trades in for Temples at a 3:1 ratio] [/spoiler] 71 [spoiler]From here on, you should have passed the biggest hurdle for maps post-70; passing the 70 pool. The 71 pool is famous for having some of the most maze-compatible maps in the game augmented further by amazing spawns that come with it. In addition to that, the remaining maps in the pool are fairly decent on their own right. Having reached this point, you should be accustomed to our two primary currencies: Orbs of Alchemy and Chaos Orbs. However, this time Cartographer Chisels will see frequent play and the occasional use of Orbs of Transmutation/Augmentation/Alteration depending on your currency pool. Be aware that the jump from 70 also means that you'll be investing far more as well. As always, pace yourself and deterime where you want to stop. Manage your Chisels as usual, but it is recommended that you always use them when first starting out in this pool. Arachnid Nest- [Difficulty: ♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ] Recommended Affixes: Labyrinthine, Fleet, Villainous, of Champions, of Commanders, of Hordes, of Smothering, of Suffering Colonnade - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ] Dry Woods - [Difficulty: ♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Strand - [Difficulty: ♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦♦ ] [N.B: Players should watch out for the ledge that appears at the end of the map if there are Goatmen on the map] Temple- [Difficulty: ♦♦♦♦♦ | Potential: ♦♦♦♦♦♦ | Clear Speed: ♦♦ ] [/spoiler] 72 [spoiler] Jungle Valley - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦♦♦ ] *The boss is a copy of the Hybrid Widow but players should be accustomed to her by now thus making her easy. Torture Chamber - [Difficulty: ♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦ ] Waste Pool- [Difficulty: ♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ] Mine - [Difficulty: ♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦ ] *The boss room is distinguishable from the rest of the map by the minecarts and unfinished tracks. [/spoiler] 73 [spoiler] Dry Peninsula - [Difficulty: ♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦ ] Canyon - [Difficulty: ♦♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦♦♦♦ ] *The boss can be very dangerous for players with lower Fire Resistance especially if one gets caught in the blast of a five-charge Explosive Arrow Cells - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ] Dark Forest - [Difficulty: ♦♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦ ] [/spoiler] 74 [spoiler] Gorge - [Difficulty: ♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦♦♦ ] Maze - [Difficulty: ♦♦♦♦♦ | Potential: ♦♦♦♦ | Clear Speed: ♦♦ ] Underground River - [Difficulty: ♦ | Potential: ♦♦ | Clear Speed: ♦♦♦ ] [/spoiler] 75 [spoiler] Bazaar - [Difficulty: ♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦♦♦ ] Necropolis- [Difficulty: ♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ] Plateau - [Difficulty: ♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦♦ ] [/spoiler] 76 [spoiler] Crematorium- [Difficulty: ♦♦♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦♦ ] Precinct - [Difficulty: ♦♦♦♦ | Potential: ♦♦ | Clear Speed: ♦♦♦♦♦ ] [/spoiler] 77 [spoiler] Shipyard- [Difficulty: ♦♦ | Potential: ♦♦♦♦♦ | Clear Speed: ♦♦ ] Shrine - [Difficulty: ♦♦♦♦♦ | Potential: ♦♦♦ | Clear Speed: ♦♦♦ ] [/spoiler] Situational Context Regal Orbs Divine Orbs Exalted Orbs Credits For their ongoing contribution towards this resource as well as being awesome people. References
Last edited by Support#0000 on Apr 19, 2013, 6:48:46 AM
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Did you know?
3x Jungle Valley turn into 1x Dry Peninsula ![]() 3x Cells turn into 1x Underground River ![]() Last edited by Syrtis#5443 on Apr 17, 2013, 9:31:37 PM
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" I'll let you know how it turns out, if I live through it :D EDIT: it was roughly 30-40% larger with maze. Definetely not worth rolling. I just happened to chance this one :D It's all fun and games until it's my turn. Last edited by Dugler#3581 on Apr 15, 2013, 1:11:00 PM
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Thank you Lyra, for pouring in some precious time towards this topic :D
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" You're welcome. Our (Syrtis, Dugler & I) own research on maps have been ongoing and we've been contemplating on whether we have the time to extrapolate additional map data, but only time will tell. Of course, the work is not all mine as I learn from others and likewise them from me and as such I'll be putting in a credits section later on. As always, high time I gave back to the community so this is it. |
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The community has been needing this very badly. I know many people have been "meaning" to do this, and it is great to finally see one completed.
A big thank you Lyralei, to you and those that helped you. Bookmarked :) DISCLAIMER! The views and expressed opinions of Dragon are solely those of a drunken redneck and are not necessarily those of a sane person. Any likeness of intelligence is strictly coincidental and should not be taken seriously. His posts should not be read... by anyone. Last edited by Dragon585#3483 on Apr 15, 2013, 2:21:33 PM
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good stuff lyralei. sg power!
Build of the Week 14
The first Righteous Fire/Non-Shavronne's/Shavronne's HC Shameless self-proclaimed theory-crafting extraordinaire and forum crusader |
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Great read, I'll look forward to some of your other map analysis.
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Bookmarked, thanks very much Lyralei!
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Great resource for those just starting maps
Animalistic in nature, somebody help me
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