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Posted
Changeset 308

 

Quests, Spawnlist, Misc.

 

Quests

- rework Q005 (failed HTMs and quest logic ; one of the first quest we commited ?)

- fix Q016 (qItem wasn't cleaned up on quest abort).

- proper qItem checks on q038.

- cleanup numerous quests (up to q050) to match aCis current standards (naming conventions and other misc). For info, scripts are WIP since 1,5y and since that time, my standards changed. I will cleanup them 50 by 50, or so.

 

Spawnlist

- refresh the spawnlist logging spawns from L2OFF ; it notably will fix following issues :

- add monsters than L2J IL never had (20+ new species added).

- fixes any spawn which was under ground (Ant Nest for example), and fill empty locations (Orc Territory for example)

- credits to mcbigmac for loggerExt.dll, dEvilKinG for the SQLization.

 

Misc

- add numerous missing minions, using L2OFF spawnlist, ty dEvilKinG.

- if you try to edit subclasses being registered on Olys, you become ineligible to fight, ty KaL.

- refresh overload penalty for //setclass command, ty KaL.

- addition of the clans ladder feature (schedule task + loading), ordering clans by their reputation score, ty KaL.

- fix typo on loginserver, when you drop GS more than one time, ty KaL.

- Basic cleanup of GameServerThread. isBannedGameserverIP() now works using banned_ip.cfg (eventual workbench to split servers/client IPs + XMLization of the .cfg ?).

- arrows are correctly dropped/deleted (current equipped pack stays equipped), ty Erlandys.

- added missing HTM dialog for Metheus, ty KaL for report.

 

PS : spawnlist *system* isn't retail-like, but L2J system will be kept as data doesn't suck anymore.

PS2 : some issues can happen with that new spawnlist, as it edits ALL existing spawns. Report on forums if any problem.

  • Upvote 1
Posted
Changeset 309

 

Quests / scripts, Spawnlist, Misc.

 

Quests / scripts

- cleanup numerous quests (up to q170 ; rework edited quests from previous rev again).

- fix a NPE occuring in Q232 (ty roko91).

- addition of MissQueen script + 4 multisells. Spawns are also handled by the script.

 

Spawnlist - ty dEvilKinG

- addition of missing spawns for 2 catacombs (Heretic / Apostate).

- drop of Miss Queen spawns (handled by script).

- refresh fixed respawn time for L2OFF ones.

- new feature : random spawn time (random + fixed = real respawn time). Edit npcinfo.htm.

 

Misc

- added the missing "1h cleanup task" for ground-dropped CW, ty KaL.

- [L2J 6136] Drop _attacking implementation and associated condition.

- [L2J 6131 / 6137] Fists are considered as a dual attack weapon (players only). Drop the "dual" boolean parameter on calcPhysDam() && isUsingDualWeapon() method.

- "Characters donning Formal Wear cannot use skills and magic. If they equip weapons or shields, the Formal Wear will automatically be unequipped.", ty KaL. Drop the check from CW which was unequipping FW to avoid double checks.

  • 3 weeks later...
Posted
Changeset 310

 

Quests, Misc.

 

Quests

- cleanup quests up to q250. Fix also few bugs/typos/logic on existing quests.

- addition of Q214, Q219, Q231.

 

Misc

- random respawn should be -+, not only +. Ty fernandopm for reminder.

- cleanup AdminCreateItem handler, and add create_set command (integrated in itemcreation panel). Open the inventory window. Ty KaL.

- the champion reward system is now bound to regular level restriction (deepblue drop).

- add few missing teleporters spawns (catacombs related), ty dEvilKinG.

- fix two issues regarding boats (deviant boat walking in the mountain, "merging" boats in Rune docks), and messages/timers. Ty KaL.

 

PS : that revision has been delayed because I played a lot and I'm not sorry about it !

  • 4 weeks later...
Posted (edited)
Changeset 311
 
Pledge rework, Clans Wars, Misc (ty KaL for the good work)
 
Pledge rework
- Unecessary packets removal and packet flood decreased (clan tab doesn't need to completely be refreshed for every update).
- Correct use of PledgeShowMemberListAll and PledgeReceiveSubPledgeCreated.
- Fixed a bug where clan members would be shown in main clan - no matter what his pledge type was - after logging out.
- Sponsor and Apprentice are real-time updated and have their name listed in yellow, except for themselves (client handled).
- RequestPledgeReorganizeMember updated : you can't send captains out of main clan.
- A clan member can only be assigned as captain of ONE sub-unit.
- L2Clan loading: a single query cares about clans loading, instead of one query for IDs + one query per loaded clan.
- PledgeReceiveWarList better sniffed and documented (now there's a new option of war display. They are: Declared, Under Attack, Declare War (new, so far unused).
- RequestSurrenderPledgeWar checks for priviledges (avoid packet exploit), although it's not certain that this packet is still used by Interlude client.
- The "Party" column located in Priviledges panel correctly works. Drop RankPrivs getParty() system (wasn't used).
- RequestPledgeMemberPowerInfo and RequestPledgeMemberInfo are better documented.
- Fix ManagePledgePower packet.
- broadcastToOnlineMembers() supports array of packets (avoid to create a list of clan members on every use).
- When a player is invited to a clan, he is setted to the correct affiliation rank.
- Sub-unit creation costs are setted to 5000 for Royal Guards && 10000 for Order of Knights (instead of 2500 for both).
- Update member's siege state on clan invitation / leave.
 
Clan Wars
- Clan War request checks :
- You cannot send war to your own clan anymore.
- You can send war to clans with less than 15 members, but only if it has declared war on you first.
- A clan cannot have more than 30 active wars.
- Check is made on member's privileges instead of clan leader.
- You cannot send war against a dissolving clan.
- Clan War stop check :
- Cannot be stopped if any clan member is in combat.
- War info tab updated: Under Attack list supports pagination (13 clans/page).
- Clan War penalty : ending a Clan War brings 5 days penalty to the clan, so it cannot send war to the same clan again until it expires.
- Drop useless columns in clan_wars table (wantspeace1, wantspeace2).
- Command handlers 88, 89 && 90 show proper message if there are no wars/attackers.
- SystemMessage 247 typo ("S1" requiered, because it has parameters).
- Exp loss calculation considers if there's one-sided war.
 
Misc
- Fix some Q219 HTMs encoding (was UTF-16 instead of ANSI).
- /clanpenalty usercommand is reworked :
- cache the HTM && default String.
- add Clan War penalty in the possible choices.
- fix content when numerous penalites are listed.
- Addition of /siegestatus usercommand, I publically shared my implementation : http://www.l2jserver.com/forum/viewtopic.php?f=69&t=28345
- Cleanup onKillUpdatePvPKarma( and associated methods.
- Cleanup quests up to Q270.

 

 

Edited by Tryskell
  • 2 weeks later...
Posted (edited)

 

Changeset 312

 
Quests, Community Board, Misc
 
Quests
- Cleanup up to Q280.
- Fix 2 issues on Q039 (sound and drop rate), ty Ailierynn for report.
 
Community Board - ty Erlandys
- Rework Community Board system to allow more inheritance uses (logger, error messages, etc).
- Polish && cache all HTMs content (and that was fucking long).
- "Clan" tab
- Send different clan details following randomer, member, or clan leader status.
- Implements clan mail panel. 
- Implements clan management panel (with working introduction system).
- Completed the implementation of clan notices system, merging "clan_notices" table with "clan_data" table which avoids SQL queries.
- "Region" tab
- Two panels are added listing castles / CHs owners (custom as not existing on retail, but follow GoD vision).
- "Friend" tab
- Implements Blocklist panel.
- Implements friend mail panel.
- "Mail" tab : 
- add the "girl voice" (sexy as a robot) when you receive a mail, and add a popup at Enterworld if you got unread waiting messages.
- Cleanup core side.
 
Misc
- addition of missing use of SystemMessage 1761, ty Trance for report.
 
TODO : rework "Top" && "Memo" tabs (didn't touch at all), implement "Clan" forums.
 
IMPORTANT : need to add 3 columns in clan_data. The whole organization for CB HTMs is also edited.
 
Edited by Tryskell
  • 2 weeks later...
Posted


Changeset 313

 

Quests, Spawnlist, Sieges (part I), Misc

 

Quests

- Cleanup up to Q300.

- Fix an error on Q300 (missed a cond).

- Add dropMultipleItems() method (used on Q108 && Q293 for the moment), ty Ailierynn.

 

Spawnlist

- Add back artifacts spawns.

- Add back 32030 spawn (Leopard's Dead Carcass).

- Move 32090 spawn (Garden Sculpture, from Leopard's Dead Carcass location to guessed Frozen Labyrinth location).

 

Sieges

- SiegeManager

- Drop the map storing artefacts and associated config (unused).

- Use Config.java format for sieges configs (public static, no getters, THAT_WRITING_STYLE).

- L2CastleChamberlain

- Money for doors / traps is now took from player inventory, not clan warehouse.

- Proper HTM for adena check on Castle Chamberlain (for doors /traps upgrades).

- Drop of a double YOU_NOT_ENOUGH_ADENA message (already handled by reduceAdena()).

- Rework Flame and Control systems (avoid to null/re-create maps, drop old SiegeSpawn class for TowerSpawn).

- L2SwampZone && L2DamageZone inherits from a new zone, named L2CastleZoneType (inheriting itself from L2ZoneType).

- L2DamageZone task is cleaned up (notably will cancel if value <= 0 instead of for looping doing nothing like an idiot).

- Implements castle traps system.

- You have to pay for activation.

- Destroying a Flame Tower desactivates trap controlled by that Flame Tower.

- Traps affect defenders aswell ("Once activated, the flames do not distinguish friend from foe.").

 

Misc

- Fix AdminCreateItem handler (KaL you're fat), ty meX for report.

- Rework setTarget(), in order it automatically sends MyTargetSelected (and StatusUpdate if the target can been isAutoAttackable()).

- Fix splitting damage if you got a shield but are unarmed (should be considered as one handed, not fist), ty raphaelfersan.

- Add 9 missing skilltypes in L2NpcTemplate addSkill(, meaning monsters will now use their whole skillset, ty xblx.

- Cleanup almost all getSkillsArray() uses to use proper "skilltypes" maps when possible. Reduce the number of checks needed aswell.

- Don't reward adenas in party if you're already maxed + slight method cleanup, ty xblx (didn't reuse the whole fix).

- Fix guards behavior when they're under attack (you're supposed to be able to speak with them while fighting, n/c), ty Kenrix.

- Fix next intention unlock while using a bow (must occur at 50% gauge). Didn't fix yet the casting intention (probably can be made editing intentions, instead of forcing it via a timed task).

- Fix ShopPreviewInfo packet, ty Ailierynn.

- More uses of getAttackType(), which reduces generated code (when only L2WeaponType was required).

- addition of replace(String, int/long/double) methods in NpcHtmlMessage packet (which avoids a lot of visual long code).

 

PS : new SQL table for traps.

PS2 : zones XMLs are edited as traps zones need dedicated id. 70000 and 71000 ids are used.

 

IMOPRTANT : Some stuff are still bugged. More to be done / fixed / polished in next rev.


  • 2 weeks later...
Posted

 

Changeset 314

 
Sieges (part II), Extractable, Misc
 
Sieges (part II)
- Doors
* rework doors upgrade system to introduce castleId column (avoid to generate StringBuilders).
* broken door/wall SystemMessage is now broadcasted to defenders (and not to the door knownlist).
* doors upgrades are correctly cleaned on midVictory (objects were holding old properties).
* drop of _doorUpgrades Map and uses. It can be directly handled looking the door value.
* spawnDoors method.
- split content between closeDoors (used at start siege) and spawnDoors (midVictory / end siege). It avoids to send x2 broadcastStatusUpdate
- drop of spawnDoors() to simply keep and use spawnDoors(boolean).
- dead doors are supposed to be revived during midVictory.
- don't process anymore doors upgrades loading during siege start / midvictory / end.
- starting a siege shouldn't spawn doors, simply close them. If you mess with doors, use //spawn_doors.
- Traps
* the traps damage task cleanup is made during its lifetime, not everytime a player leaves the area.
* add a message when a trap is broken, and another when it's triggered (broadcasted to defenders).
- fix concurrent issues (fix weird siege behavior on attackers/defenders lists and artifact cast NPE).
- drop the array on Siege constructor (getCastle() returns a simple Castle object), a Siege object is created with Castle object (created in same time). Avoid null checks/possibilities
- You don't need 2 artifacts casting to midVictory Goddard / Schuttgart, only 1 is enough.
- cleanup L2ControlTowerInstance, the list is created with the object (avoids null checks and the synchronized crap).
 
Extractable
- rework Extractable handler
- avoid to create dummies L2ItemInstance - without counting those generated by addItem
- drop the check based on subclass
- avoid a second for loop.
- rework the 2 int arrays to be handled by a list of ItemHolder (addition of that holder, and creation of a folder for holders).
- drop L2ExtractableProduct and associated system from L2EtcItem (postIL stuff).
 
Misc
- cleanup few methods (uses aswell) - reduceAdena, addItem - which avoids visual issues, cloned sent packets, useless objects creation (dummies L2ItemInstance notably).
- cleanup L2Observation (avoid to parse 2 times the same String, shorter code).
- cleanup numerous (150+) String.valueOf( - due to previous revision introducing it directly embedded on NpcHtmlMessage. Probably some are left, but I dropped a good part already.
- drop of L2EtcItem _isBlessed parameter.
- revert some reduceHp( changes made on PcStatus, which was buggying falling damages and trap zones system (as attacker was null, it was returning).
- had to slightly re-position how things are loaded in Gameserver.java (Seven Signs are now loaded before Castles).
- drop the castle id check on (getCastle() != null && getCastle().getCastleId() > 0) - it is always > to 0... If it's not, you messed.
- move the castle doors upgrades loading from Gameserver to DoorTable (more legit).
- heavy cleanup of L2ClanHallManagerInstance.
 
PS : you need to edit castle_doorupgrade.
PS2 : L2ClanHallManagerInstance cleanup is untested.
Posted

 

Changeset 315

 
Quests, Misc
 
Quests
- cleanup up to q330.
- add setItemIds() method to replace questItemsIds = new int {}.
- add hasQuestItems(int...) to avoid "hasQuestItems(int) && hasQuestItems(int) && hasQuestItems(int) &&..."
- add hasAtLeastOneQuestItem(int...) to avoid "hasQuestItems(int) || hasQuestItems(int) || hasQuestItems(int) &&..."
 
Misc
- Castles
* sieges loading is reverted back (was messing in different points)
* castles loading is only processed in CastleManager (avoid to split the loading on multiple sections).
- L2DatabaseFactory is cleaned up, we dropped msSQL support and ConnectionCloser (handled by "try ()" Java 7 system).
- Update the different libs up to latest (drop the debug message from C3P0).
  • 2 months later...
Posted

 

Changeset 316

 
Quests, Misc
 
Quests
- cleaning up to Q350
- addition of Q350 (+ dp/core support for crystals leveling). Compared to Hasha version :
- addition of the itemget sound on a success.
- change of % luck calculation (was messed).
- slight edit on DP side (addition of all T. rex IDs, drop of the dummy Antharas ID).
- slight edit on HTMs.
 
Misc
- drop getExpertiseLevel() method, hardcoding values directly on the array.
- add the possibility to script item usage for scripts (one use for Q350, but can be useful for your custom scripts).
- cleanup double checks on clan leveling.
- fix a NPE (death penalty, due to attacker being possibly null from last revision).
- add a missing break on RequestActionUse (cases 61 / 1000 were melted).
- add a security check on RequestShortCutDel (ty Root).
- fix an issue with static objects targeting (due to previous setTarget rework).
- sit stuff
- cleanup isSitting() check, avoid to send twice CharSit packet to yourself.
- methods unification for the different uses.
- delayed action for /sit is now implemented.
- when a throne is targeted, the player runs to it, and sit on destination if it's too far.
Posted

 

Changeset 317

 
Quests, Misc
 
Quests
- cleaning up to Q360.
- numerous drop rate edits.
- fix one HTM not correctly shown on Q354 (case where QItems are superior to 100).
- fix class change quests to be not repeatable, and add the socialAction packet.
- fix Q357 reward system, and some HTM typos.
- addition of Q211, Q213 - ty roko91.
 
Misc
- drop SkillsEngine singleton ; those different methods are now handled directly on concerned sections (ItemTable and SkillTable).
- split npcs.xml into multiple files, following Pauler (L2JPes) method (it was commited into a single big file because I didn't find a valid splitting method).
  • 1 month later...
Posted (edited)
Changeset 318
 
Quests, Skills, Misc
 
Quests
- addition of Q225, ty to sharer.
 
Skills
- drop TARGET_ITEM && TARGET_CORPSE_CLAN target types.
- cleanup few target types, in order to avoid to recalculate numerous times the caster<>victim distance (when handled by getKnownTypeInRadius).
- rework TARGET_CORPSE_MOB in order to drop a ClassCastException (you can't "corpse life steal" summons anymore).
- fix Mass Resurrection skill, ty sahar.
 
Summons
- add support for Sin Eater skill (suicide aura skill + few random chat).
- all "betray" checks got their appropriate user messages.
- passive summons such as Sin Eater, Big Boom or Wyvern shouldn't be able to use Attack button.
- fix a ClassCastException when you tried to attack L2StaticObject (thrones, etc) using the Attack button. It's an invalid target from now.
 
Misc
- enchant boni are now refreshed if +4/+6 from admin panel. Decreasing enchant value also works.
- cleanup L2ArmorSet methods, allowing less inventory checks (up to 3 times with is6Enchanted method use).
- fix cellpathfinding geodata option (massive NPEs from javolution drop), ty Hasha.

 

 

Edited by Tryskell
  • 2 weeks later...
Posted

Changeset 319

 

GM commands, Skills / Formulas, Misc - Part I

 

GM commands

- addition of //knownlist : allow to check target's knownlist. Eventually, the use of that command would be extended later.

- from now, //gm schedules the rollback of the previous accesslevel (allow easy testing without manual accessLevel drop/add + character relog). Default 1 minute.

 

Skills / Formulas

- rework Func and classes holding such data (notably moving from [] to List).

- rework Env to match with latest L2J (getters / setters, "div/mul/add/sub"Value methods, getPlayer() addition).

- drop numerous unused Conditions (9 overall).

- rework calcHitMiss method (roughly -10% success compared to before), add night and Z+- modifiers, lower behind and side modifiers (from 20/10 to 10/5).

- fix gladiators charge system. It matches L2OFF IL.

- matkModifier && levelModifier ratios from skills % landrate are reworked, as it is currently totally breaking formulas.

 

Misc

- numerous cleanups (complete some javadoc, drop useless methods, reorganize checks in order to avoid to calculate not needed stuff).

- fix a NPE caused by selecting "show skills" chat option on a skill trainer NPC with no active target.

- doors getName() is correctly setted, while internal getDoorName() and _name dissapear.

- revert some sections of rev 239 concerning sieges dates. Drop 7 signs period check aswell (not existing on retail).

- fix few concurrency weaknesses.

 

Part I means there's a part II, it's UNSTABLE. Use it at your own risks. There were too much edits to be able to re-read what I edited, I decided to commit it like that.

 

  • 2 weeks later...
Posted

Changeset 320

Sieges, MDT (Part I), Misc


Sieges
    - fix registration date end calculation (cf : Siege participation registration is closed twenty-four hours before the start of the siege.).
    - registration date is now calculated on server startup, and based on siege date (it was missing).
    - move siege logs when a new date is setted, not on server startup (well if your server had old dates and need refresh it will show, but otherwise it won't).
    - rework startAutoTask() in order to avoid to cancel/set twice ScheduleStartSiegeTask (if date is too old and need to be edited).
    
Monster Derby Track - part I
    - announcements aren't broadcasted twice anymore and are based on zone types, not on L2RaceManager knownlists.
    - race informations are now refreshed on player teleport (can see properly monsters).
    - set the default race number to 1 instead of 4.
    - setup race announcements like L2OFF, using a 20min game cycle rather than 10min.
    - move the entire race system logic from L2RaceManagerInstance to MonsterRace. Reduce the number of running tasks from 40 (20 per NPC) to 1.
    - newSpeeds() isn't processed twice anymore (dropped from newRace() end).
    - newRace() logic is rewritten (avoid to get NPC clones, better performance).
    - implements "View Past Results" button (holding past races informations up to 7 races).
    
Misc
    - fix few warnings spotted by new Eclipse version, ty SweeTs.
    - fix previous commit regarding //enchant admincommand (was testing with only me online, so didn't see this coming), ty SweeTs.
    - fix FuncMAtkCritical, ty sahar to point it.
    - add 2 methods to broadcast crap, toAllPlayersInZoneType() and toAllPlayersInRegion(). Each allow numerous packets as parameter.

 


 

Changeset 321

MDT (part II), Misc


MDT (part II) - a big thanks to roko91 for odd calculation ^^.
    - move MonsterRace in most appropriate section (instancemanager.games)
    - add data persistance :
        - current race state is saved on race end. The current race number is retrieved from history aswell.
        - bets on lanes (from CURRENT race) are saved on ticket obtention. It allows to recalculate odds without errors.
    - fix previous commit regarding "View Past Results" button (records should be shown from newest race to oldest).
    - add odds rate calculation per lane (happens at "tickets sales closed" event).
    - the odd of the first place is now saved on HistoryInfo.
    - drop double message on ticket obtention.
    - implements "Calculate Winnings" button (3 different bypasses, with numerous checks).

Misc
    - add retail HTM when you got too much quests. Ty Root.
    - fix a ConcurrentModificationException ; slight rework of L2SiegeClan. Ty sahar.

Posted

Changeset 322

Trove drop, Misc

Trove drop
    - drop entirely usage of that library, as there is almost no impact on performance.
    - basically :
        - TIntObjectHashMap : Map<Integer, Object>
        - TIntIntHashMap : Map<Integer, Integer>
        - TShortObjectHashMap : Map<Short, Object>
        - TIntArrayList : List<Integer>

Misc
    - remove/add the SA if a weapon grade penalty occurs/doesn't occur. Ty KaL for the idea.
    - cleanup sortHeroesToBe() method.
    - fix map_regions.xml in order 20_25 and 21_25 teleport to Talking Island (fix Elven Ruins).
    - fix a sit visual bug. Ty Kingzor.
    - fix siege skills on subclass change, and drop a double use of restoreDeathPenaltyBuffLevel(). Ty Kingzor.

Posted (edited)

Changeset 323

Misc

    - numerous cleanups (Javadocs, formatting, methods renaming, organizing classes, etcs).
    - AutoSpawnHandler > AutoSpawnManager (moved to instancemanager)
    - RecipeController > RecipeTable (moved to datatables)
    - SevenSigns / SevenSignsFestival (moved to instancemanager)
    - CursedWeapon (moved to model.entity)
    - model.partymatching folder creation (moved 3 classes inside)
    - numerous "L2" drops on names (L2Item, L2Weapon, L2Armor, etc). More to come.
    - Item renamed NewItem (because of L2Item renamed Item), and internal Item (another one) class dropped for ItemHolder use.
    - rework checkPvpSkill method. Ty Kingzor for the buff/heal fix.
    - recipes lists are on Collection from now (avoids operations from/to arrays).
    - drop _charId, getter/setter. Use of getObjectId() on the few uses.
    - rework SkillDat (renamed for SkillUseHolder), avoiding to create a massive amount of objects (3 final objects per players refreshed on demand, instead of 1 created per casted/queued skill).
    - _currentPetSkill getSkill() is correctly setted to null after a pet skill cast.
    - [L2J 6477] fix a double login issue.
    - [L2J 6488] [L2J 6490] implements MaterialType, CrystalType enums. Cleanup ItemTable. Move and rename classes.
    - addition of missing sounds for boats, ty Root.
    
PS : you have to replace all items/skills XMLs, and few quests/scripts aswell.

Edited by SweeTs

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    • L2 HARMONY - COMMUNITY BOARD
    • 亲爱的朋友们! 我们正在不断成长和发展,现在终于准备好为您提供在所有 SOCNET 项目中整合广告的机会! 我们的服务提供在以下平台投放广告的机会:网站 socnet.store,我们的 SMM 面板 socnet.pro,Telegram 机器人 socnet.shop 以及 socnet.cc(明星机器人),还有一个新的(目前保密的)项目。 每个平台都提供详细的分析数据和可用广告横幅的信息。 以下文件包含所有详细信息,提供 俄语 和 英语 两个版本。 您将在其中找到关于广告具体投放位置、整合费用、购买流程、限制条件以及其他细节问题的答案。 文档中还包含我们项目当前广告投放排队的表格。 详细信息文档: https://docs.google.com/document/d/1u4ro3fLkjfyvcp1Eu64rkgQy2Xl5lj87_1W25cVsqPM/edit?usp=sharing 感谢您的关注与支持! 此致敬礼, SOCNET 团队。 项目有效链接: 数字商品商店(网站):前往 商店 Telegram 机器人:前往 – 通过 Telegram 信使方便地访问商店。 购买 Telegram Stars 的机器人:前往 – 在 Telegram 中快速且划算地购买星星。 SMM 面板:前往 – 推广您的社交媒体账户。 我们想向您介绍当前平台上购买商品和服务的 优惠活动与特别优惠 : 1. 优惠码 OCTOBER2025(8% 折扣)适用于十月份在我们的商店(网站、机器人)购物!您还可以使用首次购买优惠码:SOCNET(15% 折扣) 2. 注册后在我们的网站上使用以下格式发布信息即可获得 $1 店铺余额或 10–20% 折扣:"SEND ME BONUS, MY USERNAME IS..." — 请在我们的论坛帖子中发布! 3. 第一次试用 SMM 面板即可获得 $1 奖励 — 只需在我们的网站(支持)上创建标题为 “Get Trial Bonus” 的工单。 4. 每周在我们的 Telegram 频道和 Telegram Stars 购买机器人中举行星星抽奖活动! 新闻: ➡ Telegram 频道:https://t.me/accsforyou_shop ➡ WhatsApp 频道:https://chat.whatsapp.com/K8rBy500nA73z27PxgaJUw?mode=ems_copy_t ➡ Discord 服务器:https://discord.gg/y9AStFFsrh 联系方式与支持: ➡ Telegram:https://t.me/socnet_support ➡ WhatsApp:https://wa.me/79051904467 ➡ Discord:socnet_support ➡ ✉ 邮箱:solomonbog@socnet.store
    • 亲爱的朋友们! 我们正在不断成长和发展,现在终于准备好为您提供在所有 SOCNET 项目中整合广告的机会! 我们的服务提供在以下平台投放广告的机会:网站 socnet.store,我们的 SMM 面板 socnet.pro,Telegram 机器人 socnet.shop 以及 socnet.cc(明星机器人),还有一个新的(目前保密的)项目。 每个平台都提供详细的分析数据和可用广告横幅的信息。 以下文件包含所有详细信息,提供 俄语 和 英语 两个版本。 您将在其中找到关于广告具体投放位置、整合费用、购买流程、限制条件以及其他细节问题的答案。 文档中还包含我们项目当前广告投放排队的表格。 详细信息文档: https://docs.google.com/document/d/1u4ro3fLkjfyvcp1Eu64rkgQy2Xl5lj87_1W25cVsqPM/edit?usp=sharing 感谢您的关注与支持! 此致敬礼, SOCNET 团队。 项目有效链接: 数字商品商店(网站):前往 商店 Telegram 机器人:前往 – 通过 Telegram 信使方便地访问商店。 购买 Telegram Stars 的机器人:前往 – 在 Telegram 中快速且划算地购买星星。 SMM 面板:前往 – 推广您的社交媒体账户。 我们想向您介绍当前平台上购买商品和服务的 优惠活动与特别优惠 : 1. 优惠码 OCTOBER2025(8% 折扣)适用于十月份在我们的商店(网站、机器人)购物!您还可以使用首次购买优惠码:SOCNET(15% 折扣) 2. 注册后在我们的网站上使用以下格式发布信息即可获得 $1 店铺余额或 10–20% 折扣:"SEND ME BONUS, MY USERNAME IS..." — 请在我们的论坛帖子中发布! 3. 第一次试用 SMM 面板即可获得 $1 奖励 — 只需在我们的网站(支持)上创建标题为 “Get Trial Bonus” 的工单。 4. 每周在我们的 Telegram 频道和 Telegram Stars 购买机器人中举行星星抽奖活动! 新闻: ➡ Telegram 频道:https://t.me/accsforyou_shop ➡ WhatsApp 频道:https://chat.whatsapp.com/K8rBy500nA73z27PxgaJUw?mode=ems_copy_t ➡ Discord 服务器:https://discord.gg/y9AStFFsrh 联系方式与支持: ➡ Telegram:https://t.me/socnet_support ➡ WhatsApp:https://wa.me/79051904467 ➡ Discord:socnet_support ➡ ✉ 邮箱:solomonbog@socnet.store
    • 亲爱的朋友们! 我们正在不断成长和发展,现在终于准备好为您提供在所有 SOCNET 项目中整合广告的机会! 我们的服务提供在以下平台投放广告的机会:网站 socnet.store,我们的 SMM 面板 socnet.pro,Telegram 机器人 socnet.shop 以及 socnet.cc(明星机器人),还有一个新的(目前保密的)项目。 每个平台都提供详细的分析数据和可用广告横幅的信息。 以下文件包含所有详细信息,提供 俄语 和 英语 两个版本。 您将在其中找到关于广告具体投放位置、整合费用、购买流程、限制条件以及其他细节问题的答案。 文档中还包含我们项目当前广告投放排队的表格。 详细信息文档: https://docs.google.com/document/d/1u4ro3fLkjfyvcp1Eu64rkgQy2Xl5lj87_1W25cVsqPM/edit?usp=sharing 感谢您的关注与支持! 此致敬礼, SOCNET 团队。 项目有效链接: 数字商品商店(网站):前往 商店 Telegram 机器人:前往 – 通过 Telegram 信使方便地访问商店。 购买 Telegram Stars 的机器人:前往 – 在 Telegram 中快速且划算地购买星星。 SMM 面板:前往 – 推广您的社交媒体账户。 我们想向您介绍当前平台上购买商品和服务的 优惠活动与特别优惠 : 1. 优惠码 OCTOBER2025(8% 折扣)适用于十月份在我们的商店(网站、机器人)购物!您还可以使用首次购买优惠码:SOCNET(15% 折扣) 2. 注册后在我们的网站上使用以下格式发布信息即可获得 $1 店铺余额或 10–20% 折扣:"SEND ME BONUS, MY USERNAME IS..." — 请在我们的论坛帖子中发布! 3. 第一次试用 SMM 面板即可获得 $1 奖励 — 只需在我们的网站(支持)上创建标题为 “Get Trial Bonus” 的工单。 4. 每周在我们的 Telegram 频道和 Telegram Stars 购买机器人中举行星星抽奖活动! 新闻: ➡ Telegram 频道:https://t.me/accsforyou_shop ➡ WhatsApp 频道:https://chat.whatsapp.com/K8rBy500nA73z27PxgaJUw?mode=ems_copy_t ➡ Discord 服务器:https://discord.gg/y9AStFFsrh 联系方式与支持: ➡ Telegram:https://t.me/socnet_support ➡ WhatsApp:https://wa.me/79051904467 ➡ Discord:socnet_support ➡ ✉ 邮箱:solomonbog@socnet.store
    • This post originally appeared on MmoGah. Dear exiles, hot news about PoE 1! The new league, 3.27 Keepers of the Flame, will launch on Oct 31, 2025. I will share with you the top 6 league starters, and each build is chosen for its strength in early progression, affordability, and synergy with the new mechanics introduced in the Bloodline Ascendancy system and Breach rework.       1. Exsanguinate Reap Mines Trickster Overview This build combines the physical spell damage of Exsanguinate and Reap with the mine playstyle, leveraging Trickster’s energy shield and recovery mechanics for survivability and speed. It’s a hybrid between trapper and spellcaster, offering high burst damage and smooth mapping. Key Mechanics Ascendancy: Trickster (Shadow) Main Skills: Exsanguinate, Reap, High-Impact Mine Support Defenses: Energy Shield, Evasion, Ghost Dance, Spell Suppression Strengths Excellent clear speed with overlapping AoE Strong single-target burst from Reap Trickster’s recovery and mobility make it forgiving Weaknesses Mines require setup and can feel clunky for some Physical damage scaling needs investment for the endgame Playstyle Tips Use Exsanguinate for mapping and Reap for bosses Prioritize mine throwing speed and recovery nodes Utilize Bloodline Grafts to enhance ES sustain and mine damage Ideal For Players who enjoy tactical gameplay with high burst potential   2. Cyclone Shockwave Slayer Overview Cyclone Shockwave Slayer is a melee build that uses Cyclone to trigger Shockwave Support, creating massive AoE explosions. Slayer’s leech and overleech mechanics make it durable and fast-paced. Key Mechanics Ascendancy: Slayer (Duelist) Main Skills: Cyclone, Shockwave Support, Rage Support Defenses: Life leech, Overleech, Fortify Strengths Smooth and fast mapping with Cyclone Shockwave adds huge AoE and damage Slayer’s leech makes it tanky even with minimal gear Weaknesses Requires a decent weapon early on Single-target can lag without investment Playstyle Tips Stack attack speed and physical damage Use Rage and Berserk for burst phases Bloodline Grafts can boost leech and AoE scaling Ideal For Players who love fast, aggressive melee builds   DID YOU KNOW?  MmoGah is the most trustworthy digital game goods store. Here you can buy safe PoE currency 3.27 to hold your strong build easily with low prices and fast delivery. poe currency 3.27     3. Rolling Magma Mines Saboteur Overview Rolling Magma Mines Saboteur is a powerful hybrid build that uses mines to trigger chain explosions. Saboteur’s mine bonuses and trap scaling make this build extremely potent for both clear and bossing. Key Mechanics Ascendancy: Saboteur (Shadow) Main Skills: Rolling Magma, Mine Support, Chain Support Defenses: Evasion, Spell Suppression, Mine immunity Strengths Massive AoE clear with chain mechanics High uptime on damage due to mine detonation Saboteur’s trap/mine bonuses make leveling easy Weaknesses Mines require setup and timing Visual clutter can be overwhelming Playstyle Tips Use Rolling Magma for chain clear and boss stacking Prioritize mine throwing speed and detonation speed Bloodline Grafts can enhance mine damage and trap cooldowns Ideal For Players who enjoy strategic, explosive gameplay   4. Kinetic Rain Elementalist (NEW) Overview Kinetic Rain is a new skill introduced in 3.27, firing a barrage of projectiles that rain down in an arc. Elementalist synergizes with elemental damage and ailment proliferation, making this build a top-tier mapper. Key Mechanics Ascendancy: Elementalist (Witch) Main Skills: Kinetic Rain, Greater Multiple Projectiles, Elemental Proliferation Defenses: Elemental ailment immunity, high life, block Strengths Incredible clear speed with projectile spread Elementalist’s golems and ailment immunity boost survivability New skill offers fresh playstyle and visuals Weaknesses Single-target depends on projectile overlap Requires investment in projectile speed and damage Playstyle Tips Scale elemental damage and projectile modifiers Use golems for buffs and tanking Bloodline Grafts can enhance elemental spread and projectile count Ideal For Players who want to try new mechanics with flashy visuals   5. Poisonous Concoction of Bouncing Slayer/Pathfinder Overview: This build uses Poisonous Concoction with the new “Bouncing” mechanic, allowing projectiles to ricochet and apply poison multiple times. Slayer and Pathfinder both offer strong synergy—Slayer for leech and Pathfinder for flask sustain. Key Mechanics Ascendancy: Slayer or Pathfinder (Duelist/Ranger) Main Skills: Poisonous Concoction, Plague Bearer, Wither Defenses: Evasion, Spell Suppression, Flask sustain Strengths Great single-target with poison stacking Bouncing mechanic improves clear and coverage No weapon required—uses flasks for scaling Weaknesses Flask management is crucial Visual clarity can be messy in dense fights Playstyle Tips Use Plague Bearer for clear and Poisonous Concoction for bosses Pathfinder offers smoother sustain; Slayer offers better leech Bloodline Grafts can boost poison duration and flask effects Ideal For Players who enjoy chaos builds and flask mechanics   6. Righteous Fire Chieftain Overview Righteous Fire Chieftain is a tanky, fire-based build that burns enemies with a persistent aura. Chieftain’s fire scaling and regen make it a great starter, especially with Breach-heavy content. Key Mechanics Ascendancy: Chieftain (Marauder) Main Skills: Righteous Fire, Fire Trap, Shield Charge Defenses: High life regen, fire resistance, armor Strengths Extremely tanky and consistent Great for Breach and dense packs Easy to gear and level Weaknesses Requires fire resistance and regen early Slower movement compared to zoomy builds Playstyle Tips Use Fire Trap for single-target and RF for clear Stack life, regen, and fire damage Bloodline Grafts can enhance burning damage and regen Ideal For Players who want a durable, low-maintenance build   Final Thoughts & Tips Bloodline Ascendancy: Mix and match ascendancy traits to create hybrid powerhouses. For example, combining Saboteur’s mine bonuses with Trickster’s recovery can yield unique builds. Breach Rework: Builds with strong AoE and sustain (like RF and Cyclone) excel in Breach-heavy zones. Leveling Strategy: Use alternate skills early (e.g., Fire Trap, Explosive Trap) and transition once gear is available. SSF vs Trade League: All builds here are viable in SSF, but some (like Poisonous Concoction and RF) are especially strong due to low gear dependency. Whether you prefer tactical mines, explosive melee, or elemental barrages, PoE 3.27 offers a rich meta with exciting new tools.
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