Map Management Resource
" Funny story. I was with someone else and we were doing Orchard with two bosses. I left the room as my partner died. I was like "Well, crap this boss is hard". BOOM! Resurrect button. >_> |
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" He's not too hard. He has a very small radius that triggers him out of sleep. You can safely navigate the sides to lure packs away from the center. During the actual fight, there's a specific radius you must stay within for him to not burrow (assuming ranged). If melee, facetank him and he won't shoot his projectiles. |
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72 maps have been updated.
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Lyralei,
I want to thank you for making this guide. I am a newer player via the Steam offering and I am loving the game. This guide has helped me to enter the meta-game and is possibly one of the most useful guides out there for a more serious player. That being said, I would like to share some of my experience and suggest an addition to your guide. I find that some of the currency usage advice in the 69 through 72 range is a little off. I am not just going to say that without explaining why and offering concise reasoning. I think the guide lacks in one important respect and that is the economics of map trade value. A quick search through the shop indexer will yield the following; Good 69 White Maps - .5 Chaos Good 70 White Maps - 1 Chaos Good 71 White Maps - 2 Chaos Good 72 White Maps - 2-3 Chaos Good 73 White Maps - 5-6 Chaos As this guide is meant to help newer players I would recommend not using any currency on 69 and 70 maps other than Alt/Trans/Aug orbs to get a Magic Monsters, Pack Size or Rare Monsters mod with a nice quantity increase as a second mod. Especially in the 69 tier when you can get another map for the price of an Alch Orb. Also, generating Alt orbs is as simple as starting to pick up blue drops when you get low on currency. If you are flush on currency and just want to move quickly up the map ladder, one could potentially Alch 70 maps. However consider that a bad roll basically erases the map unless you are spending Chaos value to reroll it. At that point, would you not have been better off buying another map and using Alt Orbs to get the desired progression mods? I think I would prefer running the two maps and saving the Alch Orb for the 72+ tier maps. The 71 tier is where I would suggest considering to Alch up your better maps after you have learned the map layout and abilities of the end boss if you are flush on currency. Again though consider that a bad map roll basically costs you 2.5 Chaos Orbs of value (map + Alch) and you will have to reroll it with a Chaos and hope that it rolls mods you can handle. At that point, you could have bought a 72 Map and Alched it up. Now if you can handle almost all the mods then absolutely this tier should be Alchemy Orbed for all its worth. The 72 Tier is where the economics start to say that there is justification for making sure all your maps are good rare maps. With the sharp jump in value to 73+ maps, you are starting to see where you are getting a good return on investment for your time. One last thing to discuss is Map Chisels. They are roughly equivalent to an Alch Orb in currency but they require 4 per white map to get to 20%. That's between 1.33 and 2 Chaos of value depending on your personal exchange rate. I would suggest chiseling all maps of 73+ and only chiseling 72 maps if you are flush. One thing to keep in mind is that your up front investment on a map and cost of maintaining it go up dramatically when you chisel your map. Your 72 map has gone from a 2-3 chaos value to a 3.33-5 chaos value. Now if you Alch it and get a bad roll you have 3.83-5.5 chaos wrapped up in it and have to chaos it again. At that point, would you have been happier with a 73 Map rolled with two perfect magic mods? A lot of this comes down to personal preference, how rich you are and whether you would prefer to run two maps (or one of a higher level) instead of one for your investment. However, I do think the guide would benefit from this brief economy discussion. Last edited by Cragwell#6991 on Jan 5, 2014, 2:43:32 PM
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I was meant to sort that out but haven't had the time to do so. The currency expenditure assumes that you don't trade at all, which to that respect should be quite accurate. While its great to talk about the economic value of maps and currency, these values differ from league to league and more importantly, I don't want people to refer to this and point out "Hey, but the guide says this is worth..".
I'd encourage people to learn these additional nuances on their own. The resource is just there to provide you with an assessment of what you would do in a scenario where you have just yourself to rely on. Still, a very well thought out response. I appreciate it and I'll give it some thought. |
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Lyralei,
Yeah those are based on Domination and using the indexer. They will probably differ slightly from league to league. I do think the general concept of making sure you aren't over-investing in an easily obtainable map is sound advice though. A simple index search in your specific league will give you base map values, then establish your own exchange rates and extrapolate from there. Also taking the time to consider "What map could I be doing instead if I get a bad roll?" is something everyone should be asking themselves. The indexer in all leagues is jam packed full of maps up to 71, starts to taper at 72 and drops sharply at 73+. Anyway, just wanted to add my 2 Alt Orbs in ;) Thanks for the reply and for making this excellent guide once again. |
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Dont forget, that you can vendor 3x rare maps with bad rolls instead of rerolling them with chaoses. If a level 70 map if worth 1 chaos itself, and level 71 is worth 2 chaos, then:
Rerolling those 3 maps gives you 3 level 70 rare maps for 3 chaos (can be bought for 4.5 chaos). Vendoring gives you one unidentified level 71 map for free. It's value is 2.5 chaos if identified, so even in that case you get profit. But wait, you can run it unidentified and get +30% quality from thin air (6 free chisels lol). Sure, there is a risk it wont be playable, but you shouldnt play rare maps at all if there are noo many dangerous mods for you. You can also vendor magic maps, if you want safe farm. For example, those level 69 ones - just use 1 transmute on each, vendor them, and get level 70 unidentified map, that had quality almost equal to rare map. And costs the same, btw, but is easier. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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Mortal,
I think your math may be a bit off unless I am missing some detail. You can trade three maps for the next level up of map. If you have three bad roll level 70 maps that you have Alched up, that's at least 4 chaos value to get a level 71 rare map. That same 71 rare map can be made with a 2 chaos white map and an alch orb. Still it is a good point that 3 bad same zone maps can be moved up to the next level rare map. Be sure to check which one you are getting though so you don't get a rare map you don't want to run. Last edited by Cragwell#6991 on Jan 5, 2014, 12:56:31 PM
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" I agree with this and think the guide would benefit from taking this into consideration. I personally think that you should not ever alch anything below level 70 maps unless, as stated, you have tons of currency laying around. I don't think it's a big deal to alch 70s though... at worst you will be spending 1.5 chaos (50% more than the map is worth) and you will likely make that back from the run itself. The guide would probably also benefit from a mention of how cheap/easy it is to buy lots of 69-70 maps to get started and just skip the junk 66-68 maps altogether. The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard |
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Tackle,
My point on the 70 maps is you can run two great magic 70s for the price of one bad 70 Alch roll. Would you rather have spent a chaos to reroll a bad 70 map or would you rather have initially run two 70 maps with more Magic, Rare or Pack Size as a guarantee? Add in that the Chaos Orb spent does not guarantee a map you will run. You could have a string of bad map rolls and then you really will wish you had taken a different path. Again this comes down to how many mods "destroy" a map for you. As your character becomes more capable, this risk becomes lower. It is a combination of personal preference and your character's strengths. For my chaos orbs, I would rather run the two cheap but great magic 70s at all times. What's important here though isn't who's personal preference is most correct. What's important is that a new player takes the costs of rolling rare maps and compares it to the cost of running great magic maps available through trade at minimal costs. Last edited by Cragwell#6991 on Jan 5, 2014, 2:47:49 PM
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