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Path of Exile: Settlers of Kalguur Recently Asked Questions

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Path of Exile: Settlers of Kalguur Recently Asked Questions

Recently Asked Questions

Path of Exile: Settlers of Kalguur will begin July 26 1PM (PDT) on PC, Mac, and Consoles.

In this thread, we’ll round up any questions we answered elsewhere in the community so that you can find all that information in one easy place. The most recent information will always be at the top. We intend to update this post every weekday with any questions that have been answered that day. We will also fold our FAQ news posts into this post as they happen. When we add a new question and answer, we’ll reply to the thread so that it gets picked up by various community trackers.

Head over to www.pathofexile.com/settlers to check out the trailer, content reveal and everything this expansion includes.

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Dancing Dervish feels like it will become mandatory on every build, can we prevent this please?

Yep! We’ll be reverting this change to its 3.24 state.
Link to this question

Is Hoarfrost an ailment?

No, Hoarfrost is a regular debuff.
Link to this question

Is the 2 second freeze from Warden's Oath of Winter passive affected by freeze duration modifiers?

No. It checks the final freeze duration on the enemy after all of those modifiers have been applied, and if it’s less than 2 seconds, sets it to 2 seconds.
Link to this question

Does gold scale with modifiers to quantity of items found in an area? What about the resources from the Settlers of Kalguur mining encounters?

Gold is a regular item drop — anything that causes more items to drop will naturally cause you to find more gold. The mining resources you gain do scale with item quantity in endgame maps, but at a reduced rate.
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Does Far Shot's new damage bonus apply to all damage, or only a subset of damage?

It applies to damage with hits and ailments. The description has now been updated to make this more clear.
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Do Oath of Spring/Winter/Summer work with mines, or are the hits required to be from weapons?

All of these nodes work with any damage aside from minions, including spells and totems/traps/mines. However, Unbound Fury from the Avatar of the Wilds node does require you to hit yourself, and will not be generated by totems/traps/mines.
Link to this question

How does Valour work? How do we generate it? What is the maximum?

Here’s the reminder text that shows on the banner skills: “By default you gain 1 Valour on Melee Kill, or on Melee Hit against Rare or Unique enemies, no more than once every 0.5 seconds, up to a maximum of 50.”
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If you have two tinctures active using Warden's Experienced Herbalist passive, take the Nature's Concoction notable passive, and have a flask adjacent to two active tinctures, does it gain 2 charges on hit or 4?

Only 2!
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How will the new Vaal Pact work with Slayer leech?

There are two different things that could be referred to as “Slayer leech”.

“Life Leech effects are not removed when Unreserved Life is Filled” from Brutal Fervour does not interact with Vaal Pact at all. Vaal Pact causes all leech instances to be applied immediately regardless of how much life you have, so that will still happen if you have Brutal Fervour.
The Overkill Damage leech from Endless Hunger is assigned to the damage that killed the monster, so with Vaal Pact allocated it will be instant from melee kills and normal leech from other kills. It is worth noting that the overkill leech is a separate instance of leech from the hit’s leech, which can be quite advantageous even with Vaal Pact. However, none of the “while Leeching” stats on Endless Hunger function with instant leech.

Link to this question

Can you apply the new Runesmithing enchantments to unique weapons?

No. Methods of turning an item into a unique item also don’t work on items with one of these enchantments.
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Eternal Damnation + Ralekesh Boots feels a little op, do you plan to change these?

We’re changing Eternal Damnation from “cannot gain endurance charges/cannot gain power charges” to “Maximum Endurance, Frenzy and Power Charges is 0

Link to this question

Does The Taming count all 50 shocks with Warden's Oath of Spring to give you up to 1000% increased damage?

It would have, but that’s a bit crazy so we’re changing it. The full patch note is as follows:

The Taming now has 30-40% increased Elemental Damage with Hits and Ailments for each type of Elemental Ailment on Enemy (from 20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy). This change affects existing items, though you will need to use a Divine Orb to obtain the new values. It no longer has 30% increased Elemental Damage with Attack Skills or 30% increased Elemental Damage, and using a Divine Orb on existing versions will remove these two modifiers.

It’s also worth noting that Elemental Hit had a similarly worded stat on it, but this wording was incorrect. It only cares about unique types of elemental ailments on the target, rather than counting the total number of ailments. We have now updated the stat description to be more accurate
Link to this question

What happens if you allocate both Perfect Agony and Elemental Overload?

Elemental Overload states that your ailments never count as being from critical strikes, and Perfect Agony states that your non-critical strikes cannot inflict ailments. So you cannot inflict ailments.
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Do sources of damage over time multiplier still apply when you have Perfect Agony?

No, Perfect Agony overrides your damage over time multiplier so ignores all your damage over time multiplier stats.
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What sources of critical strike multiplier work with the reworked Perfect Agony Keystone?

All of them! It copies the critical strike multiplier from the hit that’s applying the ailment, so any critical strike multiplier that applied to that hit will also apply to your damage over time multiplier, including weapon specific or highly conditional sources.
Link to this question

How does aggravating bleeding work with multiple stacks of bleeding? What if you aggravate a 100 dps bleed and then inflict a non-aggravated 200 dps bleed? Crimson Dance???

Being aggravated is a property of each individual bleeding debuff.
Stats that grant a chance to aggravate bleeding aggravate all bleeding on the target at once if they trigger (other than the one that aggravates bleeding older than 4 seconds). They do not roll their chance individually for each bleed.
The extra damage from aggravated bleeding is separate to bleeding’s normal damage. This means that if you aggravate a 100 dps bleed on a target, that target is now taking 100 normal bleeding dps and 200 aggravated bleeding dps as long as it’s stationary. If you then inflict a 200 dps normal bleed, that will take precedence over the normal damage from the smaller bleed, but the aggravated damage from that bleed will keep applying as long as it’s the highest aggravated bleed damage and the monster is stationary. The target would be taking 400 dps when stationary, or 600 while moving.
Aggravating a bleed has no effect with Crimson Dance, as there is no extra damage to deal.
If you aggravate bleeding on hit, and inflict a bleed with that same hit, the new bleed will not be aggravated. You’d have to hit again to aggravate it. The Gladiator’s Jagged Technique passive is the only way to apply an aggravated bleed in a single hit.

Link to this question

How exactly does Gladiator's Determined Survivor node interact with the block chance of my shield?

It overrides your shield’s block chance to 50%, no matter what. Nothing on the shield can affect or modify this. The word “Base” has now been removed from the node’s description in order to make it less ambiguous.
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Does Oath of Winter still require you to deal a certain amount of damage to inflict Hoarfrost?

Technically yes, but it just has to be enough to try and inflict a 1 millisecond freeze – about 1/6000th of a monster’s life.

Link to this question

Can I still respec with Regret Orbs or is it gold only now?

Yep, Orbs of Regrets still exist.
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Are ores/bars/food/resources etc. tradable?

Nope, you can only use these resources to send shipments and upgrade your town.
Link to this question

How does Rage on hit work with multiple sources of the stat?

Multiple sources of rage on hit can grant you rage from the same hit. If you have 5 rage on hit from a weapon, 3 from a tincture, and 2 from an ascendancy, you would gain 10 rage from a single hit and then the 0.5 second cooldown would kick in.

Link to this question

Does the Deadeye frenzy node work while using Flicker Strike?

No, while you’re using Flicker Strike you move instantaneously so aren’t continuously moving for one second.
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With item quantity being removed from items, what will happen with race rewards that have quantity on them?

Players with race rewards that have increased item quantity on them will not be able to withdraw those in future temp leagues, only in permanent leagues.
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Is the Barkskin skill on Warden the same as it appeared in Affliction League?

Almost! It reserves less mana and its mitigation stats have slightly changed. The full list of stats are:

Reserves 10% of Mana
Gain 1 Bark each second if you haven’t been Hit by an Enemy Attack Recently
Lose 1 Bark when Hit by an Enemy Attack
Maximum 10 Bark
-30 Physical Damage taken from Attack Hits per Bark
2% more chance to Evade Attacks per Bark below maximum

Link to this question

Are all Affliction corpses being readded?

Yes, but with balance changes. Notably, a lot of the auras some of them could provide are less powerful.
Link to this question

Is there a maximum number of trades in the currency exchange?

Yes, It has a limit of 10 currently. We will be experimenting with this limit.
Link to this question

Do the maps your runners complete interact with your atlas tree at all?

No.
Link to this question

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