An In-Depth Analysis Of The Potential Impact Of Flask Changes In POE 3.24 Necropolis
In the latest Path of Exile 3.24 Necropolis trailer, it is not difficult to find new changes in Ruby, Topaz, and Sapphire Flask. This change will remove Less Damage Taken modifier from these flasks and replace it with Maximum Resistances. In this guide, we’ll explore the potential impact of these flask changes.
Trailer Breakdown
The highlight of this trailer is that Veiled Chaos Orbs and Aisling Betrayal rewards will disappear and be replaced by a new Veiled Orb that will drop exclusively from Catarina. This new Veiled Orb will remove a random modifier and add a Veiled modifier.
Amulet to Talisman Betrayal rewards are being transferred to Bestiary craft. And based on the footage, we can see that now this is a random assignment. You can no longer specify Talisman tier.
Betrayal Armor, weapon and flask quality rewards will be removed and replacement flasks will now be corrupted.
Also, using a Vaal Orb on a flask reduces quality by -10% to +10%. Since the trailer specifies Vaal Orb, we don’t know if other Corrupted methods will work.
Ruby, Topaz, Sapphire Flask are changing from providing 50% Resistance and 20% Less Damage Taken to 40% Resistance and increasing Maximum Resistances by 5%. This is what we want to mainly discuss in this guide.

Elemental Flask Changes
In some cases, this change in Elemental Flask is small, but this will have a potential impact on the flask effect, which could be a difference of 20% or more in resistance.
And many Pathfinder builds or Mageblood builds use Elemental Flask to cap their resistance. So the change from Less Damage Taken to Maximum Resistances also means you need more overall resistance to cap resistance.
Basic Example
So let’s run some sample sets to help see this change in action. We will assume that the resistance is capped.
Start with the most basic application. After a character with 75% resistance takes 1,000 points of elemental damage, the old Elemental Flask resistance will reduce the damage by 750 points, and the remaining 250 points of damage will be reduced by 20%, so the character will take 200 points of damage.
And the new Elemental Flask’s resistance will be increased to 80%, and the resistance will mitigate 800 points of damage. So, in this example, the character takes 200 points of damage. Then the damage suffered by the character using the old and new flask will be the same.

50% Flask Effect Example
Then, let’s add the flask effect that increases by 50%. With the old Elemental Flask, Resistance will mitigate 750 damage, the remaining 250 damage will be reduced by 30%, and the character will take 175 damage.
When using the new Elemental Flask, resistance increases to 82%, then 820 damage is mitigated, and the character takes 180 damage. This means that when using the new Elemental Flask, the character will take approximately 3% more damage than the old flask.
This is because the breakpoints for potion effects are now very few compared to the old Elemental Flask. Each 5% increase in potion effect reduces the damage you take by an additional 1%, and now, for each additional point of Maximum Resistances, you need to increase the flask effect by 20%.
60% Flask Effect Example
With 60% added flask effect, a character with 75% resistance will take the same damage. The old Elemental Flask resistance will first mitigate 750 points of damage, and 32% resistance will reduce the remaining 250 points of damage, so the character will take 170 points of damage.
The new Elemental Flask resistance will be increased to 83%, so the resistance will mitigate 830 points of damage and the character will take 170 points of damage.
Saffell’s Frame Example
Let’s look at some more in-depth settings, starting with a character equipped with Saffell’s Frame and adding the 60% flask effect.
The old Elemental Flask resistance will mitigate 790 points of damage, leaving the remaining 210 points of damage reduced by 32%, so the character will take 143 points of damage. The new Elemental Flask resistance will be increased to 87%, and its resistance will reduce damage by 870 points. Therefore, in this example, the character would take 130 points of damage.
The new Elemental Flask setup deals approximately 9% less damage than the old Elemental Flask setup. This is because the amount of effective mitigation provided by Maximum Resistances becomes larger and larger as it approaches the 90% cap compared to Less Damage Taken, thus taking Saffell’s Frame example to its extreme.

120% Flask Effect Example
Assuming a character’s flask effect is increased by 120%, the old Elemental Flask resistance will reduce the damage by 790 points, and 44% resistance will reduce the remaining 210 points of damage, and the character will take 118 points of damage.
The new Elemental Flask resistance will be increased to 90%, with the resistance mitigating 900 damage and the character taking 100 damage. In this example, the character using the new Flask setup takes approximately 15% less damage compared to the old Flask setup.
The Impact Of New Changes On High-End Setups
However, the biggest impact this change will have is on very high-end Pathfinder or Mageblood setups. These setups use things like Melding of the Flesh to achieve 90% elemental resistance, or Transcendence with Loreweave.
In both cases, the new Elemental Flask now no longer provides additional mitigation. Going from providing Less Damage Taken modifier to not providing any additional benefits to build that already have 90% Maximum Element Resistances or locking Maximum Resistances via Loreweave.
Elemental Penetration Example
Elemental Penetration can also break the new Elemental Flask. Let’s use a Shaper’s Orb as an example.
It deals 13,000 points of cold damage to a character with 75% Cold Resistance and 80% Flask Effect, with 25% Cold Penetration. The old Sapphire Flask resistance will mitigate 6,500 points of damage, with the remaining 6,500 points reduced by 36%, leaving the character taking 4,160 points of damage.
The new Sapphire Flask resistance will be increased to 84%, the resistance will mitigate 7,670 points of damage, and the character will take 5,330 points of damage. So, in this example, the new Sapphire Flask setup does approximately 28% more damage than the old Flask setup.
Potential Uses Of The New Changes
But the new Ruby Flask does bring some interesting potential to Chieftain’s Valako. There is now some potential to combine Traitor Keystone Timeless with Melding of the Flesh and Flask effects to enhance another ascendancy of Elemental Flask, making room for other gear options.
Outro
Overall, the changes to Flask are a huge nerf to defense against high-end setups like Pathfinder and Mageblood. These settings have completely lost the huge Less Damage Taken modifier, which would have affected the meta for entry-level Valdo’s Maps and Uber boss farming builds.
But in some more niche setups, these changes may be a small gain. These changes also provide some potential for Melding of the Flesh on Chieftain and other Ascendancy.
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On July 16th, the official team will be livestreaming to explain more information about Path of Exile 3.29, but they've already stated that Mirage League-related mechanics will not appear on the map. Is this really good news?
While the final information regarding Mirage League mechanic in PoE 3.29 won't be fully confirmed until the 16th, if it is completely removed, it means the mechanic will neither generate naturally on the map nor appear in Black Barya region, and Shrine Belt series items associated with it will become invalid.
Furthermore, full Mirage maps with the affix Empowered Mirage covering the entire map will no longer be usable in Standard leagues, and new leagues will no longer be able to acquire them.
The only unaddressed aspect is whether Mirage-related PoE currencies (such as Volatile Valor Orb, Refracting Fog, etc.) will be retained in the core gameplay of PoE 3.29. This was not mentioned at all in the announcement, leaving considerable uncertainty.
How has Mirage mechanic performed previously?
Many players and analysts believe that Mirage mechanics are the most playable since Affliction league, and may even surpass the appeal of Necropolis league - the latter, while entertaining, offered a somewhat poor experience in-game.
The core breakthrough of Mirage mechanic lies in solving a long-standing problem plaguing Path of Exile: the low reward of in-game mechanics.
Looking back at leagues before PoE 3.29, features like Keepers of the Flame and Breach in Kalandra offered extremely low rewards for in-game interaction, leading players to almost never engage with them.
The same applied to Necropolis league; once the ideal Necropolis setup was achieved, players stopped paying attention to the map's mechanics.
In contrast, Mirage is the first league mechanic in nearly three years that allows players to actively and frequently interact within the map and reap reasonable rewards.
It would have been truly regrettable for players to completely remove it in Patch 3.29, rather than adjust or weaken it.
Impact on Farming Diversity
Previously, the random affixes Mirage introduced to each map (such as 100% more currency) were a significant source of surprise in endgame farming.
However, once Patch 3.29 decides to remove any form of this random dynamic, map spawns will revert to a completely predictable, static pattern.
Simultaneously, the third map affix system created by Mirage may be completely removed in Patch 3.29, forcing players to choose only traditional eight-affix maps or regular maps, significantly reducing the diversity of endgame farming paths.
It is estimated that more than half of the current farming strategies relying on Mirage will lose their support, undoubtedly the most significant overhaul of the endgame content ecosystem by this patch.
Impact on the Economy
One of Mirage's most prominent contributions is extending the economic lifecycle of several existing league mechanisms.
Take Beyond as an example. Normally, its exclusive PoE currency depreciates rapidly as the game progresses. However, Mirage, by introducing Volatile Valor Orb - which only drops in Marauder area when combined with Beyond monsters - has kept Beyond's economy consistently strong throughout the game.
Furthermore, currencies like Dexterous Catalyst and Refracting Fog provide richer dimensions for endgame progression. They not only make extreme gear upgrades possible but also spawn many new builds that rely on these numerical breakthroughs.
PoE 3.29 hasn't clarified whether these currencies will be retained. If they disappear, gameplay elements like Beyond will quickly depreciate in the new patch, losing their previous value.
This could potentially create a chain reaction, indirectly weakening the long-term playability of existing content in the game.
Mirage May Create Mandatory Issues
If Mirage mechanic were to be fully integrated into the core game, it could indeed create a mandatory pressure on players to invest in Atlas Skill Tree to specialize in it. This might be one of the reasons the development team chose not to include it in the core of Patch 3.29.
However, the new patch didn't attempt any compromises, such as giving it a fixed random trigger probability like Affliction League, or retaining the mechanic by linking it to Scarab, allowing players to actively choose whether to invest in it based on their strategy.
The announcements released did not mention any alternatives to Mirage. If they weren't mentioned in the livestream on the 16th either, doesn't the official decision seem too absolute?
Overall Impact and Future Outlook
In summary, Mirage not only creates a new endgame farming path for players and introduces a brand-new PoE currency system, but also provides random surprises within the map.
This comprehensive benefit is quite rare in the entire Path of Exile historical league.
However, as of now, the official team has neither given any hints about whether it will return in the future, nor provided any supplementary explanations regarding the retention or removal of related currencies. The overall situation seems quite serious. For players, retaining some elements of Mirage through random triggering is certainly better than completely removing it from the game.
The final full changes for PoE 3.29 will be revealed in this Thursday's live stream, where we can see if the development team has prepared any alternative designs.
If they neither retain any core elements of Mirage mechanics nor provide a transitional solution, then this will be one of the most significant changes to Patch 3.29 endgame experience.
Among all ARPGs centered around gear progression, Path of Exile 2's crafting system undoubtedly stands at the top. Especially after Patch 0.5, as the game content expanded and gear acquisition, economic cycles, and endgame gameplay deepened, the importance of the crafting system became even more apparent.
It's complex and profound, offering players a great deal of freedom, thus becoming the ultimate gameplay experience for many.
Ironically, while this system brings high returns and long-term pursuit, it has also gradually become the most exhausting aspect for players. With the increased demand for endgame gear in Patch 0.5, post-game crafting no longer feels like creating gear, but like a high-cost gamble.
When players finally craft a perfect piece of gear, they often feel not the sense of accomplishment from "mastering the skill," but the relief of "finally not having to keep failing." This is perhaps the biggest contradiction of PoE 2 crafting system.
The Problems of High Profits
Why is the crafting system so profitable? The answer is simple: because it's scarce.
In an economic system, an activity with an extremely high profit margin often means that it has a high barrier to entry. Path of Exile 2's crafting system perfectly exemplifies this.
First, it demands a vast amount of knowledge from players.
For an average player to craft a high-end gear, they need to understand affix levels, base material selection, prefix and suffix mechanisms, probability calculations, locking mechanics, interactions between different currencies, and various hidden rules.
Within patch cycles like Patch 0.5, as players explore new gear combinations and crafting paths, the importance of this knowledge increases further. However, the problem is that much of this crucial information remains on third-party websites, in databases, and within player communities, rather than within the game itself.
The crafting system isn't about players learning the game through the game, but players leaving the game to learn how to play the game.
Second, it requires players to possess substantial resources.
Crafting is not a one-shot process. Because of randomness, even so-called "deterministic crafting" often requires repeated attempts.
A high-end gear might require dozens or even hundreds of attempts, and a single failure could mean the loss of hundreds of PoE 2 Divine Orbs or even more currency.
This leads to an awkward situation:
The players who most need to craft and upgrade their gear are often the least able to afford crafting failures.
Ordinary players need to craft to improve their characters, but crafting resources are only consistently available to those who already have powerful characters. Ultimately, crafting has gradually transformed from a progression path into a final stage of gameplay.
Why does Crafting Feel More Like Gambling than a Game?
The biggest problem with crafting in Path of Exile 2 isn't randomness, but the experience resulting from the combination of randomness and cost.
Randomness itself isn't terrible; many excellent games have random mechanics. Loot boxes, drops, and upgrades can all provide excitement. But these systems usually share a common feature: the cost of failure is low, or players can continuously receive feedback.
Crafting in Path of Exile 2 is the opposite.
Especially after Patch 0.5, as players' demand for higher-quality gear increased, the contradiction between crafting investment and the risk of failure became even more pronounced.
Players might spend dozens of hours preparing materials, only to have them all wiped out in seconds by a single random failure. This doesn't generate the thrill of success; it feels more like gambling.
This is why some players feel that crafting lacks a sense of accomplishment.
A truly satisfying crafting system should reward players' understanding, planning, and decision-making, not just good luck.
If one player and another use the exact same methods, the only difference being one is lucky and the other unlucky, then the system is closer to a game of probability than a creation system.
Should the Crafting System Lower its Barrier to Entry?
Of course, the issue isn't simply demanding that the developers make it easy for all players to craft top-tier gear. One of the greatest charms of PoE series is its extremely high skill ceiling.
If all PoE 2 players could easily obtain their best gear, the economic system would collapse, and the goal of achievement would disappear.
Therefore, the focus of the debate isn't: should ordinary players own top-tier gear?
The real question is: should ordinary players can participate in crafting?
These are two completely different questions.
The current problem is that the production ecosystem in Patch 0.5 environment still has a significant gap:
- It's either simple, low-cost, low-value productions;
- or ultimate productions with huge investments and aimed at top-tier players.
There's a lack of a reasonable progression path in between. Therefore, many PoE 2 players find themselves with few options besides acquiring gear. While the crafting system exists, it remains far removed from the average player's progression.
What the Crafting System Needs?
Path of Exile 2's crafting system wasn't a failed design.
On the contrary, it offered a depth that many other ARPGs couldn't provide. It allowed players to research, calculate, plan, and create long-term goals.
Patch 0.5 didn't change the core appeal of the crafting system, but it further exposed a problem: as the system's depth increases, the barrier to entry needs to be considered accordingly.
Top-tier crafting should belong to a minority of players, but basic crafting, experimental crafting, and progression crafting shouldn't be exclusive to wealthy players.
A good crafting system shouldn't make players feel relieved to have escaped unscathed, but give them satisfaction from their own judgment and creation.
What Path of Exile 2 truly needs to find isn't enabling everyone to craft god-tier gear, but striking a balance between depth and replayability.
In Path of Exile 2 Patch 0.5.0, running a farm that continuously produces currency has become almost mandatory for everyone who reaches the endgame stage. However, for characters who hadn't yet entered the late-game endgame activities, the preparation for running a farm was quite tedious.
However, within the 0.5 endgame content, you do not actually need a farm to obtain currency. You can progress through the quest line at your own pace, and you will still accumulate a substantial amount of currency, laying a solid foundation for the later endgame phases.
Atlas Unlock Path
When you first enter the endgame and open Atlas tree, you will notice that most areas are locked. In the initial stage, seven nodes on the tree are blocked, allowing you to allocate points only within a small section at the bottom.
Your primary objective is to unlock the first restricted region by heading to Fortress, where every map completed within that area rewards an Atlas passive point. To get there, you need to reach either Western Gateway or Eastern Gateway; completing either one of these passages will unlock three blocked nodes and grant you access to the central zone.
Enigma Chambers
Once the passage is unlocked, you can proceed to Enigma Chambers, which exist on both the west and east sides and require Waystones of Tier 10 or higher. Completing the chamber challenges yields fragments that can be used to challenge Arbiter of Ash.
Defeating Arbiter of Ash will unlock Origin Tower area in the upper centre of the tree and further open up Patriarch Halls and Matriarch Halls, both of which require Tier 15 or higher Waystones. After you defeat Arbiter of Divinity, the final zone at the very top of the tree becomes available.
Atlas Passive Allocation Path
Bottom Section
When you start from the bottom section of the tree, your priority should be to allocate points toward the left side, picking up Pack Size and Magic Monster nodes along the way to gain more experience and more drops.
On that leftward route, there is a node called Eons of Contamination, which allows you to find Irradiated Precursor Tablets. These tablets help you acquire more Waystones and additional Tablets, making them crucial for sustaining your mapping efforts.
From there, you can choose to move toward the middle of the tree and continue allocating points into Specialized Seeker, Archaeological Interest, and Valuable Paths to maintain your Waystone supply.
The Journey Ahead node offers a three-choice bonus among monster pack size, effect, or rarity. Monster Effectiveness option is recommended, since it boosts both experience gain and item quantity, though it also raises monster difficulty—so you should gauge your own capability accordingly.
Upper Section
After moving into the upper part of the tree, your targets are the following three nodes:
- Reverse Transcription: allows you to upgrade Tablets so that they have three affixes.
- Forest Mastery: increases the chance to discover Lineage Supports in forest areas.
- Hidden Scars: provides a chance for Fracturing Orbs to drop; without this node, they will not drop at all.
Other nodes can be chosen to further increase monster packs or currency drops.
Endgame Mechanic Priorities
After completing the bottom portion of the main Atlas tree, your next priority is to unlock one endgame mechanic. For league-starting characters or more casual players, the relative value of different mechanics varies considerably.
Abyss and Breach are the two most recommended mechanics. They integrate seamlessly with your world map exploration, adding high-reward content to the maps you are already running; both offer excellent profitability and are relatively forgiving in terms of difficulty.
Delirium, on the other hand, is extremely challenging, while Ritual mechanic has its best Omens locked behind maps of level 79 and above, offering little benefit to early-stage players.
Temple mechanic forces you to leave your current map and spend a significant amount of time inside the temple itself, which slows down your overall world map progression.
Once you choose a mechanic, it is best to fully fill out its passive tree first. Then, while you are farming maps, use the corresponding tablets so that every map includes that mechanic's content and benefits from the entire tree's bonuses.
Masters of the Atlas
Masters of the Atlas system is a special enhancement within the endgame Atlas framework. You have three masters to choose from, each offering twelve node options where you can allocate the points you earn to reinforce your preferred mapping style.
The most recommended master is Jado, currently the most well-rounded and versatile choice. You gain one passive point for each objective you complete. His key nodes include:
- Partial Translations: enhances tablet effects.
- Long Days: grants a chance to gain random extra content, which helps you obtain tablets for other mechanics.
- Unforeseen Treats: provides a chance to reveal nearby anomalous maps, aiding in the hunt for high-value Lineage Supports Gems.
- Keen Appraisal: gives you 50% more chance to find rare items, occasionally yielding drops of considerable worth.
Jado's quest line requires you to kill death bosses within anomalous maps; these bosses have a chance to drop Lineage Support Gems. With a bit of luck, a single gem can already give you enough PoE2 currency to significantly upgrade your character.
Once you have Jado's tree and your chosen mechanic tree fully completed, you will usually be strong enough to challenge Arbiter of Ash. Defeating Arbiter unlocks a large section of the northern Atlas tree, granting access to many powerful nodes.
Leaving Fortress
If you decide to leave the Fortress and explore the outside world, your primary goal should be to complete a Corrupted Nexus, which will start Doryani's quest line.
While exploring the world map, it is advisable to push forward in a straight line from your starting point outward, rather than circling around Fortress. Moving in a straight line will expose you to more content, thereby unlocking a greater number of high-value encounters.
The above guidance is intended only for casual players. If you prefer not to manage a highly profitable but repetitive farm, following this approach will still ensure that each play session yields meaningful rewards.
PoE Patch 3.29 will go live on July 24th at 1 PM (Pacific Time). In Curse of the Allflame, many players make a common mistake upon entering the map phase: investing too early in their favorite League mechanics.
Upon opening Atlas tree, many players immediately allocate gameplay nodes, hoping to start farming rewards as quickly as possible, given the rich rewards these mechanics offer. However, for League Start, prioritizing a single mechanic isn't the optimal choice.
The more important goal in the early stages of Patch 3.29 is to progress through Atlases as quickly as possible, acquiring more talent points to improve map loot drops and cycle efficiency, laying a solid foundation for later reward farming.
Unwavering Vision is the Top Choice
At the beginning of Curse of the Allflame, I recommend players prioritize Unwavering Vision Atlas node rather than investing in other gameplay mechanics.
This node is often overlooked by some PoE players, but its value is extremely high for speeding up progression.
The extra 20 Atlas talent points allow you to refine your map system more quickly.
Especially in the first few days of Patch 3.29, when the market isn't fully stable and the benefits of various scarabs, currency, and mechanics aren't at their optimal levels, the most important resource isn't mechanic drops, but your map progress.
Completing your Atlas faster means you can access higher-tier maps sooner and start consistently gaining experience, gear, and currency earlier than others.
Don't Waste Your Talents
After obtaining the extra 20 talent points from Unwavering Vision, don't rush to switch to other mechanics. The most recommended approach at this stage is to continue investing in map-related nodes.
Your goal is clear: increase the number of PoE map drops, increase map generation probability, and improve map sustainability.
Directions like Shaping the Mountains and Shaping the Skies, which increase map production and progression speed, are very suitable for use at the beginning of Patch 3.29.
Many players like to invest in any node that offers benefits, but in reality, the number of maps available in the early game is what truly affects your growth rate.
The more maps you have, the faster you progress through Atlas; the faster you progress through Atlas, the sooner you reach T16. And once you reach higher-tier maps, the benefits you gain will be on a completely different level.
Don't Chase Early-Game Gains
Many PoE players believe that to make money, you must first unlock a certain Patch 3.29 League mechanic. However, in reality, what's truly valuable in the early stages of Curse of the Allflame is map progress.
Because everyone is exploring in the early game, market demand hasn't fully formed. Spending a lot of talents to enhance a mechanic might give you some extra rewards, but it will also sacrifice map progression speed.
If the goal of League Start is stability and efficiency, then in the early stages you can choose some content that will not significantly affect the pace of clearing maps, such as simple mechanics like chests and shrines.
Once your Atlas is fully developed, then choose a specialization based on your playstyle; the benefits will usually be higher.
Scarabs
Some players' biggest concern is that Unwavering Vision doesn't drop scarabs, which might lead to a significant loss of POE Currency.
There's really no need to worry excessively. In the first day or two after Patch 3.29, scarabs aren't as valuable as you might imagine.
This is because most PoE players haven't yet entered higher-tier maps, and market demand, popular farming strategies, and trading prices haven't stabilized.
The real increase in scarab value will come after many players complete their initial exploration and start consistently farming higher-tier maps.
Therefore, at the beginning of Patch 3.29, sacrificing map progression for a few scarab rewards isn't a worthwhile choice. Completing Atlas faster brings long-term benefits that far outweighing the loss of some early mechanic rewards.
Don't Rush to Switch to a Second Atlas Tree
Many PoE players consider switching immediately after unlocking their second or third Atlas Tree. However, there's no need to spread resources so early.
- The first Atlas Tree's purpose is obvious: to help you complete your atlas, increase map drops, and enter higher-tier maps as quickly as possible. If you haven't fully developed your first Atlas Tree and prematurely invest in other playstyles, it will only slow down your progress.
- The second and third Atlas trees only truly shine when your Atlas is nearly complete, you have enough talent points to fully develop another playstyle.
The Real Competition at the Start of League
Many PoE players may encounter problems at the beginning of Curse of the Allflame, such as insufficient maps, low currency, and lagging gear. This is often not because of incorrect map farming methods, but failing to establish a map rotation.
While lower-tier maps can advance character levels, their experience, drop rates, and currency gains cannot compare to higher-tier maps. Therefore, the proper goal at the beginning of Patch 3.29 is not to immediately earn your first fortune, but to reach Tier 16 as quickly as possible.
Once you enter higher-tier maps, you'll have more options. You can farm mechanics rewards, farm POE currency, engage in market trading, or adjust your strategy based on the popular playstyles in Patch 3.29.
Don't Get Bogged Down in Completing Low-Tier Maps
Another common misconception is that when Patch 3.29 goes live, many PoE players prioritize completing all maps at their current level. For example, when progressing to T3 or T4, they might stop to clear all lower-tier maps. This isn't wrong, but it's inefficient.
If your goal is to reach higher-tier maps as quickly as possible, prioritizing map level progression is more important.
Don't waste time in low-yield areas just to complete a percentage of lower-tier maps. Reaching T16 earlier will yield significantly more experience, gear, and currency.
Many players' low progression efficiency isn't because of slow map clearing speed, but pursuing the wrong goals at the wrong stage.
In the early stages of PoE Patch 3.29 Curse of the Allflame, don't rush to research the highest-yield strategies; first, establish your map system. Once your maps are well-developed, your economy will naturally follow.





