How To Make Your PoE Animate Guardian As Tanky As Possible?

In Path of Exile, if you want to try the new Chains of Command and already bought a starforge for your AG. Now, you obviously don’t want him to die ever. How can you make your guardian as tanky as possible so you don’t lose the poe buy items on him?

Path of Exile

1. Three things: high life total, high life Regen %, and capped resistance. For example, shield gives 3 /6% life regen.

2. Boots should be enchanted with +2% life regeneration when hit, this will still work on the AG. Should be able to cap elemental resist and have some additional chaos res from both boots and gloves.

3. Tankiest you can do in a 4L is Fortify, Minion Life, and Empower. Though I doubt he can kill with that. In my experience the Animate Guardian doesn’t really die ever, though caveat is I’m also using Zombies and Spectres so they can’t really focus on him, which you can’t do.

4. I guess Temp Chains + Enfeeble Blasphemy will make both of you tankier too. Also if you’re using a Stibnite flask make sure to use it near him so the enemies near him get blinded.

5. You can use BoR + a chestpiece iirc, he doesn’t care about the limitation. It’s cheap and gives a shitton of life.

6. Also, stacking regen is great. There’s a sweet little regen unique amulet worth an alch he can use, and try to get block, as much as possible. Block/regen with that amount of life and he shouldn’t ever die to t15s.

If you don’t know how to make animate guardian tanky, it is important for you to read the above article completely. Meanwhile, having more chaos orbs poe, you will become more powerful in game.

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Do You Want To Know The Creation Of Path Of Exile Royale?

In Path of Exile, GGG created a 100 player free-for-all battleground game mode called Path of Exile: Royale, for April Fool’s day joke this year. And it until the end of April 1. Recently, the official website announced a post that described the creation of Path of Exile: Royale.

The idea of announcing a battle royale game mode as a joke was pretty obvious (as evidenced by several other companies who had similar ideas), but Jonathan realised that GGG could actually implement the whole thing very quickly, creating an actual game mode for people to play for the day.

Path of Exile

GGG’s plan was to make the following changes to Path of Exile:

Create a gigantic island with a bunch of tilesets jammed together. Populate the island with monsters and chests full of items. Use the existing cut-throat rules combined with a shrinking play area.

Add support for up to 100 players per game instance. The existing limit was 32, as they used to pack the visibility data for a tile into a 32-bit integer. Make some server optimisations to distribute the large Royale instances over servers uniformly.

Add a quick spectator mode for players who have been eliminated. (This is different to the type that would be used for race events in the future). Repurpose an existing but unreleased Rhoa Dinner hideout decoration as a prize.

Each of the above tasks applied to a different developer and looked like it would take less than one day. They decided to set a limit of one workday per person who wanted to work on it, so that their progress on the next content update wasn’t disrupted too much. This limit was mostly respected, though the definition of “workday” was stretched considerably for one programmer.

As soon as Royale was playable, it became a huge sensation around their office. Whenever people were playtesting Royale, it drew large crowds of people watching.

GGG launched the mode on time and it was a huge success on two levels. Most users loved the joke at face value, but also discovered that it was actually a real game mode they could play, and one that is a lot of fun.

What’s the Future of Royale?

GGG have been inundated with requests to bring the mode back. It’s a foregone conclusion at this stage that they’ll be running it again in the future, but there’s the big question of whether it can sustain itself enough to become a standalone game mode, or whether they should just have it as a cool event that they run occasionally.

In either case, I believe that GGG have a lot of balance improvements planned that will make it more fun and less overrun by certain dominant skills. We will update the news about Path of Exile in real time.

Path Of Exile: Hydra Is The Best Boss Fight

Guardian of the Hydrais the map boss for the Lair of the Hydra Map in Path of Exile. She is one of the four Guardians of the Void. And I think Hydra is the best boss fight in the game. I do not know what other players think, but following are reasons why I think Hydra is the best boss fight:

Path of Exile

1. Doesn’t fill the arena with loads of hard to see bullshit (Malachai, Kitava).

2. Has well telegraphed attacks that can actually be read and avoided (Kitava).

3. Phases aren’t boring slogs in the middle of the fight (Shakari, Waterways boss, Brine king).

4. Arena hazards are fun to interact with and actually add to the fight instead of being a major annoyance (Eradicator).

5. Fight starts instantly (Vaal twins).

6. Arena has clear bounds (Elder).

Whenever I die to Hydra I feel like it’s my fault for positioning stupidly or missing a cue, unlike most bosses. More like this please, GGG.

One player said that while the fight itself is well designed in his opinion he still don’t like that you have to fight him (and Doedre and Shavronne) so many times.

He mean there’s three of each in the storyline and then again each one three times (including core) in the maps. While some other bosses (Deep Dweller, Flame Golem, first form Fidelitas? Plague Retch, the Animal Pack) just don’t appear on maps at all.

What’s your opinion? Do you think Hydra is the best boss fight in Path of Exile?

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PoE: Do You Have Any Suggestion On Captured Beasts Successfully

In Path of Exile, I think that running Abyssal fissures and Breaches feels a lot better than running into a Bestiary pack, I think everyone more or less feels this way. Also not enough Alch drops blah blah blah, clear speed meta, blah blah, too many nets, blah. Unlike buy chaos orbs, can solve lots of these problems if doing a capture gave you a lot of loot.

Regular Rare Beasts – 50% IIQ/IIR Yellow Beast mod – 200% IIQ/IIR Red Beast mod – 500% IIQ/IIR. Ballpark figures, I have no idea how IIQ/IIR works with rare mobs. Would promote capturing under league mods/shaper/elder and just messing with beast capturing in general.

Path of Exile

However, some players do not agree with my point of view, they think that Beasts with league mods could use to drop better in general (or, even better, recipes could use a large improvement overall) but they disagree with netting them granting extra loot, forcing players to net everything (that’s rare), especially since there’s a cap on how many beasts of each type you can have in your menagerie.

What they’d like to see (assuming they don’t manage to make all recipes useful):

1. Make beasts with bestiary mods in high level areas harder. While yellow ones need a huge buff, even red ones could use a small bump in maps.

2. Improve their loot to be proportionate to their difficulty and your time investment. (Do the same for map bosses while you’re at it.)

3. Make them drop loot again when you defeat them in your menagerie. That way all the ‘cheap’ recipes wouldn’t feel like such a waste of your time.

And some players think that either this or let them drop loot a second time when you kill them in the menagerie. it feels so garbage to kill yellow monsters and get nothing but a random thing in a box on the floor.

What’s your opinion? If you are new to the game and don’t want to mess up your first build (which will probably still happen), follow some build guide from our website. Another option is to just mess around yourself and see how things work but sometimes it can get frustrating if you cannot kill monsters/progress further, so be careful with it.

Square Enix Has Finally Released 4.25 Update For Final Fantasy XIV: Stormblood

SQUARE ENIX has finally released the 4.25 update for FINAL FANTASY XIV: STORMBLOOD, currently available on PlayStation 4 and PC.

As previously anticipated, thanks to this update will be introduced many innovations, including the new continent Eureka Anemos. In this new explorable area, which can hold up to 144 players at the same time, they will completely change the rules of the game by introducing a whole series of changes to the gameplay that we now know.

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But that’s not all, the update will also mark the beginning of the seventh season of “The Feast” PvP mode, as well as a new chapter dedicated to one of the fan favorite secondary characters, Hildibrand. But let’s discover together all the news that will be introduced with the 4.25 update.

FINAL FANTASY XIV: STORMBLOOD – Patch 4.25

Today the forbidden land of Eureka Anemos emerges from the fog in FINAL FANTASY XIV with the launch of the 4.25 patch. In this new mysterious, wild and unexplored region, in which the elements are constantly changing, players will be put to the test with new elements of battle that they will have to master in order to obtain and upgrade new powerful weapons. The patch will also include the last chapter of the adventures of the extraordinary inspector Hildibrand and the seventh season of PvP “The Feast”.

Eureka Anemos is a vast and unexplored area that introduces a series of modifications to the usual gameplay:

  • A large-scale gaming experience: Up to 144 players can take part in a single instance. We encourage players to team up with other adventurers to drive infamous monsters and complete common goals.
  • Players’ progression: Players will get Elemental EXP to reinforce their domain of elements and can also use the new “Magic Board” feature to customize their elemental affinities, which will help them explore Eureka.
  • Modified battle mechanics: From now on you will need more strategy to dominate a system of elements with which players will have to use “Magia Board” to alter the elemental affinity of their attack and counter that of the enemy. Players will customize the elemental attributes of their “Magia Board” before the exploration thanks to a “Magia Melder” and will have to study them very well depending on the objective of the adventure.
  • Rewards: Players will get “Protean Crystals” from time to time by exploring Eureka and can use them to improve Eureka equipment and weapons with the help of the famous blacksmith Gerolt.

The free trial of FINAL FANTASY XIV invites new players to join the millions of adventurers in the kingdom of Eorzea. In the free trial all players have access to available content up to level 35 (including PvP content), can create up to eight playable characters and discover the various races, classes and trades playable with no time limit. New players who want to try the free trial can register here: http://sqex.to/FFXIV_FreeTrial.

A big update for Final Fantasy players! This is quite exciting! The new content will be available within a few days, so just seize the limited time and gather enough money and necessary gears and players ahead. If you need gils in game, you can buy cheap FFXIV Gil on FFXIV4GIL.

Do You Have Any Questions About PoE 3.2 Raider

The Raider is an Ascendancy class for Rangers. The Raider focuses on maintaining buffs, gaining Frenzy Charges, Onslaught, or Phasing through kills. She can specialize in one of these buffs to enhance its effect, greatly boosting her speed and evasion. The following post are the common questions when you build the Raider.

Path of Exile

1. Why does my damage feel low?

The most likely answer is probably because of skill gems. The last few levels on the gems add a HUGE amount of damage as well as quality on all the gems. 21/20 gems are even better. For example the increase from level 20 to 21 on added lightning damage and wrath alone is a huge chunk of damage. Other things to look at would be the EDPS/APS/Crit chance on your claw, ST enchant on helm, attack speed on gloves, gripped gloves increased projectile damage, and all the EDWA rolls on your belt + jewelry. All of these things adds up one by one until it becomes a big difference overall.

2. Why don’t I have enough Str/Int?

For level 21 wrath you need a whopping 159 intelligence, and for a level 21 fortify/inc duration you need 114 strength. The tree gives you a good bit but you have to be mindful of what you will need on the rest of your jewelry/belt/jewels. Try to get a good base for your amulet that has either str, intel or a mix of the two. A good strength roll on a belt would also be great.

3. Why do I keep running out of mana?

At low levels you WILL run out of mana. Either use elreon jewelry if it is not start of league, or just run a mana flask. Once you get the mana leech node now called “Soul Raker” in the claw wheel and a decent amount of damage you shouldn’t really run out anymore. Also make sure you have primal spirit on the tree picked up it gives you a lot of mana!

4. Where do we get leech from?

Their is now two places on the tree that we get leech from. The biggest source is the Soul Raker passive in the claw wheel up by shadow. It grants 1.2% attack damage leeched as life and 0.8% attack damage leeched as mana. The second passive is blood drinker which grants an additional 0.4% attack damage leeched as life. Both are more than sufficient to keep your life/mana at full once you start dealing enough damage to sustain it. It is based on a % of the damage you deal afterall.

 

Path Of Exile Bestiary Update Add Necromancy Nets

Grinding Gear Games today released the new update called “Beast League” for Path of Exile, which is now also available for the Xbox One. You can find the changelogs below.

Among the biggest changes that brings the said update, is one of the eponymous “beast league”. It lets you catch and sacrifice monsters to make powerful items. In addition, there are new equipment and a deactivated feature that reminds of Pokemon. As the developers reveal, it will be possible to trade the beasts.

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Here are the changelogs for the latest update 3.2.0 for Path of Exile:

  • Added ‘Necromancy Nets’, a rare type of net through which beasts can be resurrected and captured. This type of net is useful for characters who have difficulty capturing beasts before they die. However, the rarity of the item means that characters should not rely solely on this type of mesh. (This patch does not support the revival of shattered and exploded monsters or corpses remotely removed, we are already working on a solution.)
  • Beastcrafting recipes that make an unidentified rare item or a rare item with a specific modifier now require a rare beast less.
  • The Summon Phantasm on Kill Support no longer supports Manifest Dancing Dervish.
  • Strong Rope Nets and Simple Iron Nets now cost Portal Scrolls instead of Orbs of Transmutation. Reinforced Iron Nets and Strong Iron Nets now cost Orbs of Transmutation rather than Orbs of Alteration.
  • Monsters with the Putrid Flight Bestiary now use their Vulture Bombing skill more often.
  • Fixed an issue where unlocking additional Cartographer’s Sextants on the Atlas required completing unique Maps.
  • Fixed an issue where Scorching Ray totems damage did not stack correctly with other Scorching Ray totems.
  • Fixed a bug where Flasks and Jewels with Bestiary Aspect skills could be crafted.
  • Fixed a bug where Legendary Beasts could not spawn in some areas.
  • Fixed an issue where Stairs to the next area were inaccessible after capturing a beast on the unique Oba’s Cursed Trove map.
  • Fixed a bug in the unique Hallowed Ground unique map, in which Maker of Mires did not lose its immunizing boost after Balah, Duke was captured.
  • Fixed an issue where the statues would not come to life after the Basilisk was captured.
  • Fixed a bug that allowed Vilenta to flee the arena. Stay Vilenta, square.
  • Fixed an issue where unlocking additional sextants on the atlas required completing unique cards.
  • Fixed a bug where the “x% more Spell Fire Damage” from Herald of Ash was not applying to Damage over Time effects applied by skills such as Scorching Ray.
  • Fixed a bug where some Prophecies did not complete if you captured, rather than killed, the target.
  • Fixed a bug where scroll speed in the Social Panel was slower than intended.
  • Fixed a bug where the weapon swap buttons would not visually change when swapping between weapons.
  • Fixed a client crash that could occur while Summon Phantasm on Kill was socketed in The Dancing Dervish.
  • Fixed a rare client crash that could occur when the final boss of Act 10 and its Endgame Map counterpart used its Flame Breath skill. This skill had been disabled in a previous patch to prevent this from happening. It will be re-enabled in this patch.
  • Fixed various instance crashes.

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