grinding gear games has announced path of exile synthesis expansion (3.6.0). the big expansion will be released on pc on march 8, 2019. the xbox one will be powered on march 11th. if everything goes according to plan, the free-to-play action role-playing game will be released on PS 4 in mid-march.
the three-month path of exile synthesis challenge league, as the term "synthesis" suggests, involves the controlled association and unification of certain elements, namely, areas in the game world and, of course, items. synthesis is more geared towards experienced players of path of exile than to newcomers, yet newcomers should be able to easily enter. here we present all the new contents featuring in the poe synthesis 3.6 league, including the new challenges & rewards, new modifiers, new fractured items & synthesised items, new caster archetypes & league mechanic, new support gems, unique items and more!
in the path of exile synthesis league, you meet the new non-player character cavas. the mind has forgotten all of his memories, and as a player you have to try to somehow restore or regain the memories of cavas. in the world, you can now find fragments of memories that need to be stabilized, so that cavas regains his identity piecemeal. synthesis is described as "moderately storylastic."
your quest is to activate the memory stabilizers inside this instance. on average, the number of stabilizers ranges from 2 to 4, respectively, the complexity varies, including the number of stabilization points of the memory. if you have successfully stabilized the instance, then you get a piece of memory for later use. the number of connecting bridges at a fragment directly depends on the number of stabilizers inside the last instance. these fragments will still be useful to you in memory nexus.
at a certain point in the story, cavas will invite you to memory nexus, a zone floating across the sea of his memory. he will show the player a map of memories with memory islands in the midst of this vast sea, and here’s the most previously extracted fragments. with their help, you can reach these islands, but be careful. first of all, many memory islands are located very far from the memory nexus and in order to reach them, many fragments of memories will be needed. in addition, the memory map is dynamic and sometimes special islands with an increased reward will appear on it for a short time.
the main quest is to unite all these islands and fragments into a single chain for a full-fledged race in search of awards. but do not forget that it is possible to combine only memories and fragments of memory, ideally suited to the seats. therefore, be extremely careful in building the route.
once you have connected all the fragments and laid a route to the islands of memories, remember the most important thing. each memory has a limited number of races until it finally dissolves. and in the last passing you will re-enter the race with time. as with the extraction of fragments of memories in the main game, when you were looking for memory stabilizers, here the game zone will begin to collapse as well, and as soon as you reach the exit, it will completely disappear from the map. memories that have dissolved completely will eventually be replaced by similar particles, as a result your structure from islands and fragments will develop.
premium memories and bosses have only a single use before they dissolve, so the adrenaline race with a destructible environment, a bunch of trash and, in fact, a boss and a reward awaits you. and of course, an interesting story related to cavas, which develops throughout the league.
in addition, the reminder levels can be tagged with global modifiers to modify difficulty and prey opportunities.
let's talk a little about modifiers. as you can see, on the screenshot of one of the fragments you can see the activated modifiers onslaught. thanks to them, all monsters in the instance start attacking and moving faster. this is one of the most simple mods and the players should not cause unnecessary problems for a race around such a gaming zone. but this does not mean that all modifications are so simple. there are also more complex modifications that will cause difficulties even for veterans of the game, but the reward for greater complexity will be sweeter. in addition, many fragment modifiers come with additional bonuses, such as a greater chance of the loss of rare items, their number, and so on.
the image clearly shows the memory maps in its approximate form. the memory fragments on the right side are the trophies received by the player for stabilizing memories in the main game world. they can be placed on the map, joining the already extracted earlier fragments attached to the nexus. memories with symbols above them are randomly appearing rewards, or memories with bosses, and their location and presence on the card independently of the player. to achieve them, the player must build a sequence of memories from fragments of memory.
there are a huge number of different types of memory islands with awards and a lot of endgame bosses that can be found in special rare memories. memories without symbols are particles that were previously combined, but the paths leading to them dissolved. again, you can pave the way out of the fragments and rerun them until they dissolve again. the memory amplifier at the top is a special place that in this particular case doubles all the memory modifiers located here. there are a great many amplifiers with different properties, and players will have to constantly make difficult and compromise decisions when placing these amplifiers for the greatest effect.
global modifiers are properties of memories that are added together as you create an increasingly long chain of connected memories. on the presented image, it is clearly seen that the player who connected a single chain with a large number of very difficult tests to reach the final memory with a reward created a very difficult route to achieve the goal, with a huge number of global modifiers. mostly this format will be popular with veteran players, fans of hardcore entertainment and streamers who like to impress their audience.
but despite the fact that the main source of production for players in synthesis is rich in reward memories, there are some more interesting ways to get hold of interesting things. fractured and synthesised items. the so-called damaged and created things. fractured items can be found inside the memories, but the chance of their falling out for the player will not be too frequent. it may still change to release, but for now, the likelihood of finding such a thing is about once per passing memory. since these items originally belong to the world of memories, respectively, they are all damaged due to the collapse.
the same damage to these fractured items is realized in the form of freezing part of their characteristics that cannot be removed or changed. for the most part, this is extremely unpleasant, because the chance that the random will select a combination of unchangeable stats that is unsuitable for a comfortable game is extremely high. but do not be upset in advance. earlier collected fractured items can be used as reagents for creating synthesised items. fractured items have a reverse side: if you are a mega-lucky, you can get a thing where the blocked characteristics are exactly what you need, and you can safely reroll the rest in an attempt to get closer to the ideal. for example, if a player found such a fractured-weapon with a blocked increase in damage, while playing a game, he can quite easily charge him to get good stats to increase the damage.
actually, in endgame, the best things in path of exile will be obtained from such very rare items with trapped two tier-one characteristics. it is also worth saving and saving fractured items, because they are very important for creating synthesised items.
it should be remembered that in the path of exile items have implicit mods (originally existing on things characteristics) and explicit mods (stats randomly generated when creating an item or generating it).
implicit mods give the subject its own characteristics. for example, the golden rings guarantee an increased chance of finding rare objects, and the ruby ones increase the resistance to fire. the mechanics of the sacrifice of the vaal add-on, released in 2014, provided an opportunity to change the implicit mod to another, and quite randomly. this is a very risky step, because in case of failure, an unnecessary implicit mod grows tightly to the thing and the object can be completely damaged. and before synthesis, players could either accept implicit mods for granted, or they could play dangerous roulette with vaal corruption, with a high chance of spoiling the thing.
in synthesis, the developers decided to give players more flexibility in crafting things, including greater control over implicit mods. players can travel to memory nexus to interact with the synthesiser, a mechanism for creating synthesised items. to create a synthesised item, the player must use as materials three fractured items of the same class (for example, rings), which will be absorbed to create a synthesised item with random implicit mods. the resulting thing will be white (normal) quality, unprocessed item, which can then be used in the process of creating things. implicit mods on synthesised item are created based on the explicit mods from the fractured items used to create the item. the developers do not disclose a specific formula, but they have no doubt that players will very soon find patterns in this process. and especially advanced players will most likely try to use the most ideal fractured items to create masterpieces in the synthesis.
it's no secret that the variety of character builds is the flesh and blood of path of exile. many of the most interesting and running builds of path of exile use caster spells (as opposed to physical weapons or other abilities that are not spells). the number of existing spells in the path of exile is about 40, but players most often use only the strongest ones.
so that major changes to the balance of skills are planned. so players could more flexibly select them for their characters and the choice was not limited to a small number of most running spells. another problem is that in path of exile, players by hook or by crook try to avoid casting spells by their character. everything is used, from summoned totems to very exotic builds based on taking damage.
therefore, the developers and have done a great job both on the processing of spells, and on their accessibility for novice players. the developers know that handcasting is not easy, so they added two new poe support skill gems that affect the mechanics of handcasting. but despite the simplifications, the game for caster will remain “easy to learn and difficult to master”.
in addition, the developers presented six new main attacking spells, divided between two archetypes - chaos spellcaster and holy spellcaster.
chaos spellcaster is an advanced archetype that uses both new and existing attack spells of the chaos school, including soulrend.
soulrend - a spell is a self-guided slow-flying magic projectile that damages all targets nearby with chaos magic. when used against a single target, a specialized support gem and / or a set of things with the necessary characteristics that slow down the projectile’s flight will be best suited and it will be able to stay around the target for longer, causing damage. if there are several targets, it is better to choose a support gem or things with properties that allow you to launch several magic projectiles at once. most spells of the chaos magical school require a combination of several spells. soulrend fills the gap between simple and affordable chaos attack spells and makes chaos magic a little more attractive for beginners.
holy spellcaster is a completely new archetype using holy magic (magic of light, light magic) to kill monsters. technically, it is a combination of elemental and physical damage for more damage. yes, earlier the templar inquisitor archetype had some holy attacks, but so far there have been no holy spells.
divine ire - a spell that requires maintenance, which causes damage to nearby enemies while charging. the more enemies nearby, the faster it charges. when the spell is discharged, it creates a huge blast of bright magic in the direction of your target. this is a pretty skill-dependent spell, because it requires a neat game and correct positioning in order to have a pack of monsters or a boss to defuse the shock wave.
also not by spells of the one we are alive. in path of exile: synthesis will be presented 16 absolutely new unique items. such a small number is due to the fact that the game already has more than 850 available unique items, and the rate of developers to craft the players themselves. also an important feature is that there will be very interesting effects that quite significantly affect the gameplay, and sometimes radically change it for the archetype. this is very important for even greater metagame disclosure and more interesting content disclosure for players.
the simplest example is the eternity shroud. when a player takes damage, the glimpse of eternity skill is activated, this is a completely new ability created specifically for this unique item. visual demonstration on the video below.
glimpse of eternity creates a temporary bubble around the player when he takes damage. this bubble significantly slows down the speed of attack and movement of enemies, reducing the danger from the environment. fight with this ability is completely different in character than without it. and again, the election-election. yes, on the one hand, thanks to glimpse of eternity, you can not worry too much about the fact that you were surrounded by enemies, but if you do not kill them quickly enough, a bubble that slows down time can also subside.
by the way, all contents of betrayal are permanently taken over into the normal path of exile in a slightly adapted form (less activities of the syndicate). jun ortoi can now be found as forsaken master in the maraketh desert in akt nine.