2.4.0 League Crafted Items
" yeah, that mana reserved(i assuming it's not only on helmet but on gloves and boots) not good for Skyforth(although GGG can increased % of reduced mana on Skyforth) Last edited by availablex#4701 on Aug 8, 2016, 1:20:16 AM
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" They should nerf skyforth into the ground where it belongs |
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Insane mods. Really hyped about it
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Well I hope none of these will have master craft. It would be nice to see exalts used for actual crafting more often like in the past.
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Destroy a Unique item, get its unique mod on a rare? Awesome!
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
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more info about 2.4 end game pls
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" I hope the challenges not be affected with spend a tons of exalts into crafting... E = mc^(OMG)/wtf
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I'm Guessing this is a permanent headhunter type deal - kill a rare (or maybe a league-specific) and they have a huge chance to drop a crafting token, or maybe opens a quest in that zone to deal with a menace- completion of which adds a mod to an item at random.
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And the power creep goes on... :D
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So I hope this is not supposed to work like this
- grind to get one of the new mods with a chance of 1 in 100 of being the mod one is looking for - high risk of bricking the item by further crafting and repeat step 1 - do 1000 Labyrinth runs to get the enchantment one needs Prices for only enchants are high - prices for both and possible useful mods will be ... interesting. The new ( and old ) endgame is ... grind. I had hoped it would be fun. Edit : corrected steps When Chuck Norris plays PoE masters do his missions Last edited by AdFinitum#3969 on Aug 8, 2016, 2:21:50 AM
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