Map Management Resource
I just got my first 73 map!
I'm hesitant right now to run it, I don't know if it's good enough without any pack size or "inhabited by" mods like you mentioned in your guide. It does have a perfect 50% rare monsters though. Should I run it or keep chaosing? Also, is Mine really that bad with Maze? Wondering if this is good enough or if I should keep rolling it: IGN - Bichlich
Please PM me to update me on trades. |
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" Mine is good to go, there is just no reason to reroll a map that is worth at its best 2GCP when it already reaches satisfying quantity or layout modes the 73lvl one, well you may get lucky and some of the rares may yield you a 75lvl map (you may choose to gamble and have higher chances for winning high but you also have higher chances to end up with nothing at all) I personally would reroll that one IGN: AnnoyedGrunt
Characters: ImmortalCheese lvl 87 - Marauder |
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Well done! Looking for something like this since my first map!
Our group has significant more map drops by using this system than we had before. Thanks! Ingame: Fasbi
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" Yeah I was thinking the same thing...does this look better? IGN - Bichlich
Please PM me to update me on trades. |
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I will be working on the additional sections this week. Apologies for the long delay.
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Thanks for your hard work, Lyralei! Your guide has been really helpful for a few friends and I. We really appreciate it!
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Cemetery boss room is a dead trap with those discharge/flicker rares in this "small" room, and the boos that force you to move if you don't want to be shocked make it so you'll pull all the room want it or not.
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" Cemetery Boss Room is definitely still dangerous as hell, especially if you get a room full of blue blackguard chargers (30 or so all charging at me as soon as I zoned in) like I did last night on HC. Luckily, I use temp chains and have dual-curse so I got them all enfeebled shortly thereafter. While it was far from a faceroll even after that (especially since staying alive long enough to dual-curse them all was challenging in itself) I was never at < 70% HP or so because not a single charge ever hit me, they're easy to dodge after TC. Arctic Armor did a lot of work in allowing me to more easily kite/dodge their charges before I got them TC'd. The lesson? Temporal Chains does wonders (even by itself) for managing those kinds of situations. This applies equally to discharge/flicker mobs. Arctic Armor is another wondrous survival skill. Maintaining it is probably only possible for EB builds (I use it like an aura, turn it on and then switch that slot to a curse) but almost all builds can have it and a hybrid pot ready for sticky situations. It should be mandatory on maps that have voidbearers, lunaris 3 machine-gun ladies (or "T-B's"), or Flame Sentinels because it makes you straight up invincible against those mobs. Side note: Thank you so much Lyralei for the amazing guide. As someone who strictly solos maps on HC and is now moving into the 70s, I can't tell you how helpful it's been in keeping me alive! One possible addition I'd make is to stress how helpful arctic armor can be on maps like wharf or overgrown tomb where you're guaranteed to face mobs with high attack speed, low-damage hits. It's a very underrated skill IMO, I hear of many HC deaths that could have been easily prevented by having arctic armor slotted somewhere on their skillbar instead of multiple instances of their main attack (sheer stupidity that people do this when there are utility skills like conversion trap, arctic armor, temp chains, etc. available) IGN: Jihokinetic
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This guide is awesome and really really useful for me.
Thank you! | |
Lyraei,
Have you considered including a picture of each map in the guide? PM me, I will help you out if you want. The chance to Vaal +1% maximum resists on an amulet is less than 1/300.
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