Map Management Resource
Great work, love this guide!
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" There are some good and valuable uniques that can only be found in high lvl maps if i am not mistaken. Forgot which ones. Hopefully someone with more insight can confirm this and tell you which uniques you can only get in maps. |
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" No. Which doesn't matter since these mods are getting removed. Resource will be updated after 1.0.2. |
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" What do you mean getting removed? |
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" Maze & massive wont spawn anymore, maps get larger by default " When night falls
She cloaks the world In impenetrable darkness |
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I have played the Residence map 4 times now and there are some interesting things about this map.
Layout and Monsters The map has 4 floors where Dominus first form resides on the 4th floor. Every floor consists of a few but very large rooms. It seems that the default inhabitants of this map is the same as in the Scepter of God but it is as random with monster selection as any other map, from what I can tell. End Boss Dominus will only stay in his first form, however, his damage is significantly increased. His lightning projectiles are more dangerous now but they are easily avoided by anticipation. The lightning nova, then, is also easily avoided by anticipation but it does a lot more damage than at the Scepter of God. With 4500 life and 75% lightning resist I can sustain one hit at the Scepter of God from the lightning nova but at the residence I die outright if I get hit by it. What might be the most dangerous factor here, though, are the minions. They come more than before and do more damage than before. If you get caught by a couple of exploding minions you are close to death. My advice here is to lure Dominus away from the bigger room to the antechamber that proceeds it. There fewer minions will spawn. Map Mods Good Mods The number one mod you should look for on this map is Maze, the Labyrinthine affix, because it more than doubles its size, if not triples it. Larger pack size is also something to look for on this map as the rooms are so big that there will always be enough room for more monsters. Also, there seem to be an unusual large amount of magic monsters in this map so increasing pack size might be more useful than spawning more magic monsters. Rare monsters is good on this map. As I said above, this map seems to inherently spawn more magic monsters so it might be good to settle for more Rares instead as they can drop level 76 maps. I have not tried the Bandit mod or the Sea witches mod yet but my guess that with those mods in combination with larger pack size you will get a boat load of monsters per map where many of the packs being magic. Bad Mods Getting decreased maximum resistances is Not good on this map. This is due to the exploding minions and Dominus lightning attacks. I really do not recommend this mod. Elemental weakness curse can be a real bitch on this map for the same reason as lowered resistances. However, if you can be at 75% resistances even with this mod, I highly recommend it as it gives lots of quantity. Temporal chains is probably the worst mod, in my experience, because it is more or less required that you can maneuver quickly when fighting Dominus and his minions. Challenge Mods You would think that fighting a dual Dominus on this map is suicide but I have tried this twice and it works. The trick, though, is that you have to lure one of them at the time away to the antechamber. By doing this you will fight two Dominus at the same map but you only have to fight them one at the time. You need to be very careful when luring one Dominus because fighting two of them at the same time is definitely suicide. Map Drops It seems to me that this map has the best drops in the level 74 map pool. I have gotten 3 maps on average from 4 runs total. Ranging from level 73 to 76 maps. With this in mind I suppose it is also worth investing currency to get the quantity as high as possible, also considering the density of magic monsters on this map. |
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1.0.2 Uniques
You will get to see one of the upcoming unique items on the preview video for the 1.0.2 patch. There will also be a new unique map, which features a new boss. I look forward to see the community reactions to this set of items. Insider Info In 1.0.2 we will be removing the mods for maps that affect the size of maps. We will give a reward to quantity for maps that still have those mods on them. We will be making all maps larger by default. This image shows some before and after comparisons: Before: http://i.imgur.com/E7Js2bP.png After: http://i.imgur.com/jCJ3Tjk.png No maze, no larger map anymore, -2 0q prefix + 1 new suffix confirmed - area with shocking ground (around +15q probably) ign - FancySneakyDevil
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Not having to roll for maze is a great change, and my currency pool is very thankful.
IGN : Jovial
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do you think its better to do already rolled mazes now or post-patch ? ie. is there a possibility of new larger maps actually being smaller in size than old mazes ?
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" From looking at the two pictures, two posts above, I would say that the new maps will be larger than a current Maze. Of course that is depending on which map we are talking about but the new rooms that the Maze creates does not always contain monsters which might be another reason to wait for the patch. That is just my gut feeling now so it might as well just be the opposite, who knows. |
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