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[国际服168] 3.13联赛信息大线程

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看不懂的自己机翻吧,敏感词太多.....
News Schedule:
Jan 7 - 3.13.0 Announcement and new supporter packs - 11AM PST at www.twitch.tv/pathofexile + countdown

Jan 8 - Q&A summary and possibly an FAQ if needed.

Jan 9 - Challenge rewards revealed.

Jan 10 - All [redacted] revealed.

Jan 11 - Heist League ends at 1pm.

Jan 11 - 3.13 Private Leagues become available for pre-purchase.

Jan 11 - All [redacted] revealed.

Jan 11 - 3.13 Balance Manifesto.

Jan 12 - Patch Notes, Item Filter and Passive Tree information.

Jan 13 - All new and changed gems at level 20 with 20% quality.

Jan 14 - Launch day information and possible torrent link for pre-download.

Jan 15 - 3.13.0 Launch - 11AM PST

Jan 16 - New Mystery Box Revealed.

Havoc Blitz Preseason Races Event
Click here for more info on the community race event!

Latest Info (updated daily)
The Official League name is Ritual

The Official Expansion name is Echoes of the Atlas

Livestream was chock full of info! We have confirmed reworks of numerous ascendencies, 2 new skills gems, a huge atlas update, and a number of full unique reveals!

Pics have and currently are being assembled and uploaded to imgur as we speak!

3.13 Official Info Page

Official News
3.13 Official Info Page

Core Supporter Packs

3.13 Expansion Teaser Video

Miscellaneous teasers

Good Tidings, Nomad

But.. what if?

Curiosity is a charming trait until it is not.

3.13 will be parallel content alongside Conquerors of the Atlas.

Atlas Lore Recap - Part 1 & Part 2

3.13 Items Pre-teaser

Meta News
Disclaimer regarding Heist core integration

How Patch Notes get made

3.13 Livestream Twitch Drops info

New Expansion Breakdown - Echoes of the Atlas
The Elder's absence has not gone unnoticed. Similar beings have been drawn towards out exploits within the Atlas and the first to arrive is the Maven. An enigmatic entity interested in our struggles and obstacles. So much so that she has decided to contribute.

This upcoming expansion seems to much more focused on the bosses we know, bringing in mechanics allowing to amplify the map bosses as well as using a large number of them within the new Pinnacle Encounter.

New Atlas Mechanics - The Maven's Challenges
The Maven seeks entertainment. After running into her in the Atlas you'll be able to summon her to a map, where she will intentionally make the map boss significantly more difficult, quite literally for her amusement.

New Pinnacle Boss - The Maven
Think Shaper/Sirus Level

If you've entertained her enough eventually you can request a challenge from the maven herself. She'll throw multiple bosses at you in waves 4 bosses, then 6, and lastly 10 at once. After that you may (they specifically used the word may) be able to fight the Maven herself.

Unique bosses will not appear in the Maven Gauntlet

Bosses will be set to a specific level for the Gauntlet, aka you can't cheese the encounter by filling the pens with T1 bosses

11 New Maps
This includes new tilesets and new bosses. Timestamp to relevant video showcase of four new tilesets

Atlas Passive Points
Each Atlas region will have their own trees and respective passive points. Each emphasizing different mechanics.

Different Regions will have different league mechanics.

Current examples:

Glennach Cairns
Scent of Blood - [BEYOND] Slaying enemies close together has 3% chance to attract Beyond monsters

1a) Torn Veil - [BEYOND] Powerful Beyond Demons require 1 fewer Portal to summon; Beyond portals in Areas have 100% increased Merging Radius

2) Monumental - [LEGION] 10% chance to contain a Legion encounter

2a) Face to Face - [LEGION] Legions are 100% more likely to contain a General; encounters with Generals have both Generals; Generals drop 100% more Timeless Splinters

2b) Protracted Battle - [LEGION] Legion encounters have 50% increased duration and Legion monsters take 50% increased damage while in Stasis

3) Cultural Advancement - [INCURSION] Incursion Monsters are at least Magic

4) Resource Reallocation - [INCURSION] Killing non-resident Architects has 50% chance to add an additional upgrade tier to surviving Architect's room (e.g. 0 to 2, 1 to 3)

4a) Contested Development - [INCURSION] Killing resident Architects add their Upgrade Tier to the surviving Architect's Room (stealing Architect levels)

5) Twice Tempted - [AMBUSH] Areas contain an extra Strongbox, and Strongboxes have 10% to be openable for a second time

5a) Tamper-Proof - [AMBUSH] Strongboxes in area are Corrupted and at least Rare

Lex Proxima
Bountiful Harvest - [HARVEST] Harvest monsters grant 200% increased Experience; Harvested plants have 50% chance to spawn an additional monster

2) Invading Force - [BREACH] Breaches have 30% increased AoE and 30% increased monster density; Breach monsters grant 50% increased experience

3) Gatekeepers - [BREACH] Breaches have 100% increased chance to contain a Boss; Breach bosses drop double splinters; Breach bosses have 5% chance to drop a Breachstone

3a) Within Their Grasp - [BREACH] Breach Bosses have 5% chance to drop a Breachstone; Breachstones dropped by Breachstones have 9% chance to be Charged, 3% chance to be Enriched, and 1% chance to be Pure

4) Rich Veins - [DELVE] Sulphite veins and chests have 10% chance to contain double Sulphite; contain 20% increased Sulphite

4a) Sulphite Infusion - [DELVE] White tier maps grant 200 Sulphite on completion; Yellow tier maps grant 350; Red maps grant 500

4b) Packed with Energy - [DELVE] 35% increased Damage and 15% increased Movement Speed for each Sulphite vein or chest found in area

5) Bumper Crop - [HARVEST] Harvests in Areas have doubled bonuses to Item Quant and Rarity; Sacred Grove contains an additional Harvest

5a) Heart of the Grove - [HARVEST] Sacred Grove has 100% increased chance to contain the Heart of the Grove (Oshabi Boss); Harvests in areas have 10% chance for the unchosen crop to not wilt

6) Seance - [TORMENT] Up to 20 Rare monsters in area are Possessed and their Minions are Touched

Craftable Watchstones
Watchstones now have 3 new craftable bases. Differences are not obvious - may have different mod pools:

Platinum - chance for a specific Legion army; increased effect of map mods

Titanium - chance for max sockets; more Sulphite

Chromium - chance for white socket; chance for an additional Essence

New Currency - Maven's Orb
Maven's Orb only drop from the Maven herself and are specifically geared to refining Elderslayer influence affixes. Using an orb will remove one Elderslayer Affix and 'Elevate' the other. Elevated mods -seem to be 2-line affixes that retain the previously unelevated affix. i.e. X% Intelligence -> X% Intelligence and +1 level to Intelligence gems in one affix. Currently unclear what happens (if anything) to Influenced bases with one or no affix.

GGG estimates Maven's Orb to be about the same tier as Awakener's Orb

Examples:

T1 Mod        Elevated Mod
X% Intelligence        X% Intelligence & +1 level to Int gems X
X% Life Recovery Rate        X% Life Recovery Rate & Life Flasks gain 1 charge every 3 seconds
New League Breakdown - Ritual League
Throughout 3.13 you will run into Ritual Sites, a small enclave of monsters surrounding a profane altar. Kill the monsters and tag the alter to perform the Ritual. This will revive the monsters around the Alter (staggered/in waves) and add some additional hurdles to take them out, think debuffs to you and buffs to them. There's the possibility of multiple Rituals in an area, each Ritual completed increases the difficulty of the next in each instance.

Ritual Tribute/Store
As you perform Rituals you will gain Ritual Tribute which can be exchanged for items within a specific vendor.

New bases: Nexus Gloves | Stormrider Boots | Penitent Mask

Tribute can also be used to refresh/re-roll/re-stock the store

Tribute can also be used to 'defer' selected items for a discounted price, meaning they will be guaranteed to appear in your next store page.

Ritual Capture
Occasionally, you will receive a Vessel. These Vessels can be used to capture certain Ritual Monsters to then juice a map (and by extension the Ritual inside) for additional Trubute and other rewards.

Captured Monsters will inherit level when they were captured, so don't being a T15 Ritual mob into a T2 map!

Juiced Rituals (Rituals where a Filled Vessel was used) will not have Monsters to capture. There are not multiple tiers of captures like Metamorph.

Ritual Vessel | Blood-Filled Vessel

Ascendencies
Listed elements will not be comprehensive, refer to pics for specifics

Elementalist (Reworked)
(new) Shaper of Winter - Guaranteed chill, All damage chills, increased maximum chill effect, more cold ailment if highest is cold damage

(new) Shaper of Flames - Guaranteed ignite, All damage ignites, more ignite damage if highest is fire damage

(new) Shaper of Storms - Guaranteed shock, All damage shocks, (15%) minimum shock effect, more lightning ailment effect if highest is lightning damage

+Liege of the Primordial now has auto-resummon for golems that have died. 4 seconds after death

(Rework) Bastion of the Elements now gives a scaling (max 800 damage) 'Primal Aegis' shield. Loses ele damage life leech

(Rework) Mastermind of Discord adds an additional -25% shred to any exposure you inflict, and a little mana regen if you've inflicted exposure recently

(Rework) Heart of Destruction, formerly Pendulum of Destruction, gives %more ele damage on hitting a Unique enemy and AoE when that's not the case

Inquisitor (Reworked)
(New mechanic): Fanaticism: Grants 75% more cast speed, 75% reduced mana cost, and 75% increased area of effect.

(New mechanic): Battlemage: Gain added spell damage equal to the damage of your main hand weapon.

(new) Instruments of Zeal: Gain Fanaticism when reaching max fanatic charges, gain 1 fanatic charge every second if you've attacked in the past second, lose all charges when you reach max charges, maximum 4 fanatic charges

(reworked) Instruments of Virtue: Now grants 10% more attack damage for each non-instant spell you've cast in the past 8 seconds, up to a maximum of 30%; also grants Battlemage. No longer grants spell/attack damage and attack/cast speed if you have attacked/casted a spell recently.

(reworked) Righteous Providence: Now grants 1% increased global crit chance per point of strength or intelligence, whichever is lowest; now grants +50 to strength and intelligence; no longer grants crit chance and multi based on elemental ailment status; no longer grants increased effect of non-damaging ailments.

(reworked) Sanctuary: Consecrated Ground you create applies 15% (from 10%) increased damage taken to enemies; Consecrated Ground around you while stationary is unchanged; no longer grants 15 mana per second while on consecrated ground.

(reworked) Pious Path: Now grants the life regeneration benefit of consecrated ground you create to also recover energy shield for you and allies; consecrated ground lingering for 4 seconds is unchanged, immunity to elemental ailments while on consecrated ground is unchanged; no longer grants attach and cast speed; no longer regenerates 200 energy shield per second while on consecrated ground.

Augury of Penitence and Inevitable Judgement are unchanged entirely.

Deadeye (Reworked)
(new mechanic) Gale Force: Each instance of Gale Force lasts 4 seconds. Maximum 10 Gale Force.

(new) Occupying Force: Mirage Archers no longer ride around on your back like Yoda, but stand in place instead. Allows multiple mirage archers to be active at once.

(new) Focal Point: 75% increased effect of marks, 25% less damage taken from enemies near a Marked enemy, Marks are not removed from dying enemies.

(new) Wind Ward: 3% less damage taken per Gale Force; Lose all Gale Force when hit

(reworked) Gathering Winds: Gain 1 Gale Force when you use a skill; 15% increased effect of tailwind on you per Gale Force (used to be 10% increased effect of tailwind for each skill you have used recently); You and nearby allies have tailwind (+1000 evasion rating while you have tailwind removed, tailwind is now a permanent effect instead of only being after you have used a skill recently)

(reworked) Far Shot: Still grants Far Shot (which now grants 60% more damage to targets as the projectile travels further, which was 30%, but now comes with a downside of projectile attack hits dealing 20% less damage to targets at the start of their movement) but now grants "projectile barrages have no spread" instead of 30% increased projectile speed.

(reworked) Ricochet: Projectiles now have a 30% chance to be able to chain when colliding with terrain (up for some pinball, anyone?). Projectiles no longer deal 10% more damage for each remaining chain.

(reworked) Endless Munitions: Now simply grants 2 additional projectiles to skills (from 1). No longer grants accuracy or area of effect.

(reworked) Rupturing (was Rupture): Now simply grants "Critical Strikes which inflict Bleeding also inflict Rupture. Ruptured targets take 25% more damage from bleedings, and bleeding on them expires 25% more quickly, for 3 seconds. Enemies can be Ruptured 3 times on each enemy. No longer grants chance to bleed, crit multi against bleeding enemies, crit chance against bleeding enemies, 30 life on hit against bleeding enemies, nor immunity to extra bleed damage while moving for the player.

Slayer
Masterful Form gives +1 Frenzy instead of Charge duration

Overwhelm returns to a base critical strike chance for attacks with weapons of 8% (was 7.5%)

Impact now grants +4 to melee strike range (was +2)

Endless Hunger and Brutal Fervour have swapped places, making it easier to access Slayer's class-defining leech mechanic.

Endless Hunger no longer grants 20% increased attack speed while leeching.

Brutal Fervour: 10% reduced damage taken while leeching (from 6%); increased attack speed while leeching has been replaced with 100% increased maximum recovery per life leech; life leech effects not being removed at full life is unchanged; 50% increased attack damage while leeching has been removed

Heirophant
Conviction of Power reworked: Now grants +1 max power and endurance charge and also grants +4 minimum endurance and power charges (bruh). No longer grants a chance to gain these charges on summoning totems; no longer grants reduced elemental damage taken; no longer grants ele pen with power charges.

Pursuit of Faith now grants 100% increased totem placement speed (taken from Ritual of Awakening, was 50%, making this much easier to access early); no longer grants increased damage per enemy killed recently nor attack and cast speed while you have a totem

Ritual of Awakening now grants 5% more damage per summoned totem (from 3%); no longer grants totem placement speed (moved to Pursuit of Faith). "Skills that would summon a totem summon two totems instead" has been removed.

Arcane Blessing and Illuminated Devotion have swapped places, making it easier to access arcane surge on hit.

Arcane Blessing now grants 50% increased effect of Arcane Surge, arcane surge on hit (by you or your totems), but elemental ailment immunity while you have Arcane Surge has moved to Illuminated Devotion.

Illuminated Devotion now has elemental ailment immunity while you have arcane surge (taken from Arcane Blessing), 30% increased AOE while you have arcane surge (from 25%); no longer has 40% increased spell damage while you have arcane surge.

Occultist
Malediction is now a two point ascendancy node (from 4). No longer has the ability to gain non-chaos damage as extra chaos damage per curse. This has been deleted from the ascendancy.

Profane Bloom now has a 40% chance for cursed enemies to explode (from 25%).

Forbidden Power now grants 5% AOE and spell damage per power charge (from 6%). It has also been moved from the left side to the right side. This has literally no effect other than making the ascendancy nodes symmetrical and that makes me happy.

Withering Presence now grants 15% more chaos damage (was +20% to chaos damage over time multiplier) making the node more well-rounded for builds other than DOT playstyles.

Frigid Wake sees a similar change, now granting 15% more cold damage (was +20% to cold damage over time multiplier).

Vile Bastion now grants 2% energy shield regen per second for each enemy killed recently (was 1%) but still capped at 10% per second.

Skills and Items
Skill Gems
New (2)
Hydro Sphere - A placeable, long duration AoE that will deal damage based on the element damage it itself has been hit with (lightning and cold). Can be re-placed by recasting, doing damage on 'landing'

Trinity Support - Gives you a 'Resonance' buff when you hit enemies with elemental damage, specifically Resonance of the two not-highest damage you hit with. Resonance buff gives %more damage and after a threshold penetration.

Reworked/Adjusted (A lot)
Scorching Ray apparently had it's cast time halved (numbers may shift with patch notes)

New Uniques
Zealot Gloves - Hands of the Fervant

Amethyst Ring - Blackflame

Wyrmscale Boots - Legacy of Fury

Sovereign Spiked Shield - Qotra's Regulator

New Div Cards
Acclimitisation - (2) 20x Alteration Orbs

Fateful Meeting - (9) Double Corrupted, Double Influenced, League Specific Unique

New Map Bases
Dry Sea

Forking River

Frozen Cabins

Grave Trough

??? - Gore Cathedral

??? - Vine Forest

Misc
Harvest Integration
Harvest will be returning in a much more pre-packaged variation. Harvest will appear as portal to a pre-generated Garden, where specific plots of seeds allow you to choose when and what to fight for the ability to use the Harvest crafts we've known.

Heist Integration
Heist drops (aka contracts/markers) will start dropping in Act 6+. Rogues will level up significantly faster, marker stacks will be larger and quest contracts will drop specifically as soon as they possibly can (from a smuggler's cache). 本帖最后于  2021-1-8 09:44 编辑

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