with the release of poe 3.7 legion patch notes, the full details of the poe 3.7 expansion and legion league are revealed. here you can read complete set of path of exile 3.7.0 patch notes, covering the update release date/schedule, new league content & mechanic, reworks, changes, fixes.
path of exile legion league comes alongside poe 3.7.0 patch, which will bring with it a myriad of new items, balance changes and reworks, as well as a host of new items and abilities. however, poe legion itself brings with it an entirely new mechanic: monoliths.
ggg’s planning to reveal the patch of exile legion patch notes and deploy this update by the middle of the week. before this, we’ve prepared a preview of its patch notes, which are collected from the poe patch 3.7 & legion league compiled information thread on poe official subreddit, containing a compilation of all poe 3.7.0-related information you should know about the new path of exile 3.7 expansion update.
note: below information are simplified from announcements, videos, news coverage and forums posts by u/viperesque, and the official poe 3.7 legion patch notes has been released, click below lin to check out:
poe 3.7 legion patch notes from official post
above all, let’s take a view of this schedule to get know the poe 3.7 release date and more:
- teasers every nz weekday from now until launch
- sunday, june 2: legion league challenge rewards revealed
- monday, june 3: synthesis league ends, 3.7 balance manifesto
- monday, june 3: new altas map revealed
- tuesday, june 4: 3.7.0 patch notes, passive tree and item filter information
- wednesday, june 5: complete new/updated skill gem numbers
- thursday, june 6: patching timeline and (maybe) torrent
- friday, june 7: 3.7 & legion league pc launch. please refer to the countdown on www.pathofexile.com to determine the launch time for your timezone.
- monday, june 10: 3.7 & legion league console launch.
related read:
poe 3.7 legion (path of exile 3.7 expansion) guide
poe 3.7 altas map guide & strategy
poe 3.7 legion challenge rewards
- areas will contain monoliths that spawn frozen armies from wraeclast's past when touched. players have a short time to awaken these enemies by dealing significant damage to them. when the timer expires, all awakened enemies will unfreeze and fight you (and each other). killing these enemies can grant unique rewards, in addition to regular item drops.
- there are five different legions that can spawn: maraketh, karui, templars, vaal, and eternal empire. they have different spawn rates and minimum area levels, like breaches.
- huge numbers of enemies can spawn per monolith. apparently as many as 300.
- some legion enemies will have guaranteed drops, and display icons over their heads to indicate this.
- legion enemies can drop splinters, much like breach enemies. fifty of the same legion splinter can be combined to form an emblem.
- using two or more different emblems in the map device opens portals to the domain of timeless conflict, an endgame encounter with exclusive bosses and rewards. you can even obtain an upgraded map device to use all five emblems at once. it's currently unknown whether doing so unlocks another tier of exclusive rewards, but it seems like a safe assumption.
- legion enemies can also drop a new item type called incubators. see the incubators section below for more details.
- awakening frozen enemies works similarly to killing enemies. the frozen enemies have a life bar and you have to deplete it by dealing damage to them. once this life bar is depleted they will be tagged, become untargetable, and wake up when the timer expires. auto-targeting skills, minions, etc work intelligently with this, and most on-kill effects trigger when this life bar is depleted. corpse explosions do not work since no corpse exists.
- skill animations can now be cancelled before or after damage is dealt by moving or using another skill. this includes cancelling out of multi-hit attacks like double strike.
- skills can now be queued.
- dead enemies no longer continue to be targeted by namelocking until you release the skill. holding down the skill will cause attacks targeting the enemy to automatically cancel and your character to lock onto to the next target you mouse over.
- namelocking is less precise. you will still namelock if you slightly misplace the cursor.
- holding down a skill and then moving the cursor over an enemy will now target that enemy (but not namelock onto them).
- large projectiles no longer get blocked by terrain so easily. this change applies to frostbolt, freezing pulse, holy flame totem, spectral shield throw, spirit burst, scourge arrow, wild strike, lancing steel and shattering steel. they are not smaller against enemies.
- wind-up time on movement skills removed. all movement skills now begin moving the character instantly. spamming a movement skill will still cause a small animation to play between them, as on live (i.e. this won't buff travel speed with movement skills, only dodging).
- pathfinding and targeting have been made more consistent, preventing cases of repeatedly casting into a wall and some cases of getting stuck on collision.
- attacks can now have attack time multipliers, which slow down or speed up the attack's animation (and therefore also modify attack speed).
- skill ranges, hitboxes and damage timing have been made more consistent and clear.
- "single target" melee skills now hit all enemies in the path of the swing. weapon range scales this quite dramatically.
- melee skills now have a longer base stun duration and cause stuns more easily. spells have a shorter base stun duration. physical damage (from attacks or spells) causes stuns more easily than elemental/chaos damage.
- chance to hit is no longer capped at 95%. accuracy has been made more available and monster evasion reduced, so that 100% hit chance is feasible.
- older enemies, especially bosses, that don't clearly telegraph their skills have been updated to do so, allowing more opportunity to dodge them. they also hit harder though.
- more enemies have been given block chance. monsters blocking will not completely prevent damage, but reduce the damage by a percentage. player block mechanics have not been changed.
- some changes to bleed and poison are coming.
- magic and rare enemies now have double the life modifier.
- it will now require 12 incursions to spawn a temple instead of 11.
- flat elemental damage is being lowered on abyss jewels and increased on weapons
- 2h weapon base damage has been increased.
- some daggers can no longer roll attack mods and some staves can no longer roll caster mods
- new lavianga's wisdom has +2 range and +0.05 attack speed vs live, suggesting that weapon base stats are getting adjusted to some extent. the ngamahu's flame shown on the minisite also has +2 range.
- berserk (video)
- bladestorm
- blood and sand
- chain hook (video)
- dash (unfinished gem description)
- flesh and stone
- frostblink
- perforate
- precision
- pride
- steelskin (unfinished gem description)
- close combat support
- impale support
- pulverise support
- rage support
- shockwave support
every melee skill has apparently received some updates (flat damage, attack time multiplier, numbers tweaks, etc). if your favourite skill isn't listed here yet, stay tuned.
- cyclone
- glacial hammer
- heavy strike
- immortal call
- lacerate
- leap slam now always stuns full life enemies.
- molten shell
- shield charge
- warlord's mark now only grants attack damage leech
- fortify support now has a more multiplier.
- berserker rework — comparison with live (and some clarifications from mark)
- chieftain rework — comparison with live
- gladiator changes — comparison with live
- slayer changes — comparison with live (and clarification on overwhelm
- champion changes — comparison with live (master of metal not highlighted but also buffed, also small nodes changed)
- mortal conviction reworked
- necromantic aegis moved (confirmed on baeclast not to have been removed)
- this glorious vanity teaser also shows the nodes after mind over matter being removed (or maybe it's a different keystone altogether) and a new cluster above it.
- fortify nodes buffed.
- wicked ward reworked, moved out of occultist onto the normal tree
here's what they look like, and here's everything we know about how they work:
- they "conquer" passives in their radius, including keystones, changing their effects. it's currently unknown how much the new effects depend on the original effects of the passive. not all passives in the radius are necessarily affected.
- the number in the mods is a seed that determines the jewel's effects. this presumably means that there will be a very large number of possible variations of the jewels, resulting in different combinations of modifications to passives in its radius.
- the seed can be divined.
- they aren't horribly rare. sounds similar to watcher's eye rarity.
- the relationship between the seed and the jewel's effects cannot be datamined.
- passives conquered by these jewels cannot be further modified by other jewels.
- each of the five jewels follows different rules for how they modify passives they conquer.
- a keystone conquered by glorious vanity
- a keystone conquered by the karui(?) jewel
- a keystone conquered by the maraketh(?) jewel
- a keystone conquered by the templar jewel
- another maraketh jewel keystone
- a notable conquered by glorious vanity
- alluring bounty
- the archmage's right hand
- buried treasure
- burning blood
- dark dreams
- echoes of love
- the fool
- imperial legacy
- vanity
incubators are a new consumable item type that can be used to guarantee specific drops. an incubator must be used on a piece of equipment, which will then begin to track the number of enemies you have killed while using it. once the required number of enemies have been killed, the specified item will drop. it can be assumed that each piece of equipment can only be incubating a single item at any one time. kills are shared in parties. they are not ridiculously common.
currently known incubator types:
- blacksmith's incubator
- diviner's incubator
- harbinger's incubator
- ornate incubator
- berserker ascendancy rework
- chieftain ascendancy rework
- gladiator ascendancy changes
- slayer ascendancy changes
- champion ascendancy changes
- necromantic aegis moved? (confirmed on baeclast not to have been removed)
- this glorious vanity teaser also shows the nodes after mind over matter being removed (or maybe it's a different keystone altogether) and a new cluster above it.
- fortify nodes buffed.
- wicked ward reworked, moved out of occultist onto the normal tree
- aukuna's will (and yes, you can make zombie spectres)
- glorious vanity. there is so much to talk about with these crazy jewels that i've made a whole section for them. scroll down.
- maw of conquest
- sign of the sin eater
- tavukai
- unknown templar unique jewel
- unknown maraketh unique jewel
- unknown empire unique jewel
- unknown karui unique jewel
15 reworked uniques in this patch are being removed from regular drop tables and will now be legion drops, and would be more reworked unique in this patch other than these 15, anyway not confirmed yet.
- honourhome
- lavianga's wisdom
- pledge of hands
- rathpith globe
- sorrow of the divine
- voll's protector (inner conviction grants spell damage per power charge and causes you to gain power charges instead of frenzy charges)
poe legion league is considering as an incredible league with a ton of new content, new support skills, new abilities, new items, also fully retouched melee mechanics, new league mechanics and huge reworks on ascendancy and skills. want to enjoy a new exile life in the game? go to choose one of the best poe 3.7 builds to start the legion league!