Map Management Resource

I love this guide now that I finally have a character running 75+ maps! Very useful! Amazing job.

The only comment I have, which only applies to 1 league, is managing Cartographer's Boxes. Usually when I find them in maps I alch/scour/chaos them to try and get a combination +chest level, +items, +magic items, and +rare items. Getting +5 chest level and +8 additional items is amazing for helping a map pool, especially if you have had unlucky RNG lately. On lower level maps I just usually alted them to get +6-8 items, but once above 70 I always alt/chaos. Sometimes it takes 1 alch, sometimes a few chaos, but has always been worth it so far. There is also + Quantity of items, but I have had 50% inc quantity and 1 map still drops. I also don't know if it takes in to account the +items before the IIQ, so I don't stop with this before +items.

Because that applies to 1 league, I understand if it isn't something to be included, but just a suggestion. I apologize if people have said something, but I haven't read all the pages since the patch.
Last edited by Nuttzo#1034 on Apr 6, 2014, 2:07:27 PM
"
bloodandsin wrote:
Map drops are insanely random. With that said, for point of reference, just ran a yellow lvl 75 Plateau map with the following mods: Area has increased variety, Area has patches of shocking ground, +49% pack size, 39% rare monsters, Monsters skill chain 2 additional items. 20% quality, 58% quantity. (don't have any IIQ on gear either). Pretty lucky as these are easy mods, and got this:


Spoiler


VERY happy with this result.

Before this map, I ran a yellow lvl 77 map and just looted the 75 that produced the above.

*shrugs*

EDIT: Just ran a 78 with following mods: Courtyard, Players Cursed with Vunerability, Mosters Deal 83% extra cold damage, monsters gain 1 endurance charge every 20 secs, Unique Boss deals 30% extra damage and attacks 25% faster, Area yields 81% extra items

ZERO MAPS. Died against boss :( Grrrrrrrrrrrrrrrrrrrrrrrrrrrrr!


Yup map drops are very random indeed. One can only roll the maps as good as possible and hope for the best.

Sometimes i can do 3-4 100% quantity maps without getting a singe map in return.
Or like yesterday: http://www.pathofexile.com/forum/view-thread/877724/page/1#p7497559
awesome guide GG
"
Nuttzo wrote:
Because that applies to 1 league, I understand if it isn't something to be included, but just a suggestion. I apologize if people have said something, but I haven't read all the pages since the patch.


I expect them to make an appearance in future leagues of course. They're a resounding success.

When that happens, I will update for parity.
Patch 1,1,2 is live.

Added a new Map Mod - Antagonist's: Rare Monsters each have a Nemesis mod.

What does this do? Let's discuss.
"
kompaniet wrote:
Patch 1,1,2 is live.

Added a new Map Mod - Antagonist's: Rare Monsters each have a Nemesis mod.

What does this do? Let's discuss.


means more chances of inner treasure spawning
"Individuation ends when emptiness and form become one" Carl Gustav Jung
+1
IGN: lVlage (96 Witch)
got trolled by RNGeesus big time while doing twinned courtyard

http://oi61.tinypic.com/52c42g.jpg

so having +pack size with 80+iiq is almost a guaranteed map drop but some of them are araku tiki type of maps lol
"Individuation ends when emptiness and form become one" Carl Gustav Jung
Last edited by dealer13#1544 on Apr 12, 2014, 3:58:35 PM
A lot from my guild astral ascension has started to report an increase in map drops on higher maps meaning sustainability is a lot easier on the 75+ maps.

nice work on the guide.
Hello,
Firstly, I would like to say that it is a very comprehensive guide to building your map pool. While I understand that this tread is not going to be updated, I would like to point out a possible improvement that perhaps someone else can embark on.

For high level mappers (90+), that run maps >=76, often we face a dilemma of whether to kill the boss or not. This is because a possible death would result in a 10% loss of EXP which we take hours to gain back.

This happens because we are perhaps unsure of the techniques to kill the boss and the risk we are taking. We cannot accurately determine the risk vs reward factor of going for the boss.

I am personally in need of a guide, which explains to be the risk involved in killing each boss at high level maps. By understanding the risk we are taking, and by knowing the steps we can use to mitigate the possible dangers, as players, we can calculate the risk we are taking.

E.g. Dominus @ Palace
Things to Note when killing him:
1)
What: Killer lightning sucker punch (Approx 5k Dmg w/75%Ligtning resistance + 40%physical resistance)
How to avoid: The animation is rather slow and he makes a warning every time he hollers a war cry.

2)
What: Stream of Lightning Balls
How to avoid: Hide behind the small walls in the map (Insert snapshot)



Note: This is just a random example that I used, the content is not true so do not base this as a guide to fighting palace dominus please.



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