PoE Archnemesis Changes 3.19

Past league content now spawns a more balanced quantity of rare monsters. Defeating monsters with multiple Archnemesis mods is now more rewarding. Powerful monster mods now convert your item drops in a way that stacks with rewards from other mods and player item rarity/quantity.

3.19.1c Patch Notes

  • Increased the cooldown of the Ice Prison Archnemesis modifier from 5 seconds to 10 seconds, and the duration of the Ice Prison has been increased from 3 seconds to 5 seconds. This results in 50% prison uptime rather than 60%, and fewer overall prisons.
  • Lowered the duration of the shocked ground on death from the Electrocuting Archnemesis modifier from 25 seconds to 10 seconds.
  • Removed the damage from the Permafrost Archnemesis modifiers cold-damaging ground area. The area now only applies chill.
  • Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds.
  • Disabled the on-death ground effects for the Incendiary Archnemesis modifier for Magic monsters.
  • Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain.

Archnemesis Changes 3.19.1 Patch Notes

  • The Heralding Minions Archnemesis modifier can no longer be found on Delve monsters in the Azurite Mine. Monsters spawned at Legion, Breach or Beyond encounters in the Azurite Mine can still be found with this modifier.
  • Rare monsters spawned during Boss fights are now limited to 2 Archnemesis modifiers.
  • Rare monsters that do not drop loot are now limited to 2 Archnemesis modifiers.
  • The Aura from the Executioner Archnemesis modifier and Verdant Spores inflicted by the Healing Nova from the Rejuvenating Archnemesis modifier no longer affect Player minions.

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Archnemesis Modifier Changes 3.19.0f Patch Notes

  • Toxic: Now has +25% to Chaos Resistance against Damage over Time (previously 40%).
  • Chaosweaver: No longer has +10% to maximum Chaos Resistance, or Immune to Wither. Instead, it now has 60% reduced Wither Duration on Self.
  • Flameweaver: No longer has +10% to maximum Fire Resistance, and now has 50% reduced effect of Scorch (previously 80%).
  • Frostweaver: No longer has +10% to maximum Cold Resistance, and now has 50% reduced effect of Cold Ailments (previously 80%).
  • Stormweaver: No longer has +10% to maximum Lightning Resistance, and now has 50% reduced effect of Lightning Ailments (previously 80%).
  • Assassin: Now has 50% reduced Extra Damage from Critical Strikes (previously 70%).
  • Deadeye: No longer has 60% less Damage taken if you have not been Hit Recently, or 200% increased Evasion Rating if you have been Hit Recently.
  • Incendiary: No longer has +50% to Fire Resistance, or 60% less Duration of Ignites on Self. Instead, it now has +30% to Fire Resistance against Damage over Time.
  • Sentinel: No longer has +10% to maximum Chance to Block Attack Damage, or +10% to maximum Chance to Block Spell Damage.
  • Juggernaut: No longer has +2 to Maximum Endurance Charges.
  • Steel-infused: Now has 30% additional Physical Damage Reduction (previously 50%).
  • Overcharged: No longer has +1 to Maximum Frenzy, Power and Endurance Charges.
  • Consecrator: No longer has take 30% reduced Elemental Damage while on Consecrated Ground.
  • Flame Strider: Now has 50% reduced effect of Scorch (previously 80%).
  • Frost Strider: Now has 50% reduced effect of Cold Ailments (previously 80%).
  • Storm Strider: Now has 50% reduced effect of Lightning Ailments (previously 80%).
  • Ice Prison: Now has 20% additional Physical Damage Reduction (previously 25%).
  • Storm Herald: Now has +40% to Lightning Resistance (previously 60%).
  • Splinterer: Now has 30% chance to Avoid Projectiles (previously 50%).
  • Crystal-skinned: Now has +40% to all Elemental Resistances (previously 50%). The crystal explosions now deal damage of equal parts Fire, Cold and Lightning damage, instead of just Cold, though the damage of the skill is unchanged.
  • Entangler: Now has +25% to Chaos Resistance (previously 30%).
  • Vampiric: No longer has Enemies Cannot Leech Mana from you.
  • Lunaris-touched, Solaris-touched, Arakaali-touched, Brine King-touched, Tukohama-touched, Abberath-touched and Shakari-touched no longer grant large individual bonuses to a specific damage type. They instead all now grant +30% to all Elemental Resistances, +20% to Chaos Resistance and 10% additional Physical Damage Reduction. Innocence-touched and Kitava-touched grant +40% to all Elemental Resistances, +25% to Chaos Resistance and 15% additional Physical Damage Reduction.

Archnemesis Changes 3.19.0d Patch Notes

Increased the item rarity for monsters with two Archnemesis modifiers, and substantially increased the item rarity for monsters with three and four Archnemesis modifiers. With the item drop conversion system, this results in a lot more powerful drops when hitting certain combinations of modifiers. This also results in a lot more Unique items from monsters with three or four modifiers.

Archnemesis and Rare Monster Changes 3.19.0c Patch Notes

  • Lowered the incremental life bonus that Rare and Magic monsters receive from having additional Archnemesis modifiers, and increased the base life bonus that Rare and Magic monsters receive.
  • The overall result of this change is that rare and magic monsters with one Archnemesis modifier have unchanged life on average. Rare monsters with two or three modifiers have 15% less life on average, and Rare monsters with four modifiers have unchanged life on average.
  • Monsters can no longer be found with three Archnemesis modifiers during the campaign, and the likelihood of encountering a monster with two modifiers during the campaign has been reduced.
  • Monsters can no longer be found with the Empowering Minions modifier during the campaign.
  • Reduced the amount of extra life that Essences provide to monsters. Overall, a monster with a single Screaming/Shrieking Essence now has ~30% less life than before.
  • Reduced the amount of life that Red Beasts have by ~12%.
  • For Essence monsters and Red Beasts in Maps with two or three Archnemesis modifiers, the above changes are in addition to the 15% less life on average change.
  • Betrayal Research encounters no longer spawn packs of Rare monsters, though Scientists in the encounter are still found as Rare monsters.
  • Betrayal Intervention and Transportation encounters no longer spawn rare monsters during the encounter.

Archnemesis Changes 3.19

We have been re-examining what role rare and magic monsters have in Path of Exile, regarding how often you should encounter rare and magic monsters, how difficult they should be to kill and how rewarding their deaths should be.

Previously, league content made fights hard by spawning a lot of rare monsters. In some cases, six to eight times the normal rate of rare monsters. Now that we have better mods available to make fights against rare monsters individually challenging, we have gone through the whole game and normalised the rate that rare monsters are spawned. Some leagues had quite large reductions in spawn rate. You won’t encounter situations with dozens of rare monsters on screen at once anymore. Where necessary, we have rebalanced rewards to compensate.

In addition, Archnemesis modifiers have had their rewards reviewed. The number of mods directly correlates to increased item drop bonuses, and powerful modifiers that show up in the third and fourth mod slot use a new reward conversion system that stacks with the other drop bonuses and with player item rarity and quantity.

  • Lowered the number of Rare and Magic Monsters encountered through various League encounters.
  • Lowered the number of Rare Monsters spawned in the Summit, Gardens and Basilica Map Boss encounters.
  • Lowered the number of Rare Monsters spawned in Doryani’s Machinarium, and the number of Rare and Magic Monsters spawned in The Coward’s Trial.
  • Assembled Metamorphs no longer summon minions at various life thresholds.
  • The Ritual Tribute from sacrificing Rare Monsters has been increased, to compensate for the reduced number of Rare Monsters now spawned.
  • The Immune Response Atlas Notable Passive Skill now causes Blight Encounters in your Maps to spawn 50% more Non-Unique Monsters (previously 100%), and causes Blight Monsters in your Maps to spawn 100% faster (previously 150%).
  • The Abyssal Army Atlas Notable Passive Skill now causes Abysses in your Maps to spawn 50% increased monsters (previously 100%).
  • The Unspeakable Offensive Atlas Notable Passive Skill no longer causes Harbingers in your Maps to summon 60% more Minions.
  • The Flash Breach Atlas Notable Passive Skill now causes Breaches in your Maps to have 20% increased Area of Effect (previously 30%), and 20% increased Monster density (previously 30%).
  • During the campaign, Rare Monsters you encounter will only have one or two modifiers.
  • In Maps, you’ll stop encountering Rare Monsters with one modifier, and will mostly encounter Rare Monsters with two or three modifiers. It is also possible to encounter Rare Monsters with four modifiers again.
  • Some of the more powerful Monster modifiers now use a special reward conversion system. For example, if you defeat a monster with the Corrupter mod, all of its drops become corrupted. The Solaris-touched mod converts all of its item drops to maps. The Kitava-touched mod will cause the rarity of its drops to be upgraded by one tier, so magic becomes rare, rare becomes unique, etc). If you’re lucky, you can find these conversion modifiers on both the third and fourth mod of a rare monster. This causes them to stack together. So if you kill a four-mod rare monster with both the Entangler and Kitava-touched mods on it, its heavily juiced drops will also be converted to jewels with their rarity upgraded by a tier. Due to the high amount of inherent item rarity that four-mod monsters have, this may result in several unique jewels. This conversion system is fully compatible with your item rarity and quantity bonuses, as well as the drop bonuses from all other archnemesis mods.
  • The Valley of Darkness Atlas Keystone Passive Skill has been removed as a result of these changes to Rare Monster modifiers. The Stream of Consciousness Keystone has taken up Valley Of Darkness’s position on the Atlas Tree.

Magic monsters have a restricted list of archnemesis modifiers compared to rare monsters, but this list still includes many modifiers which can spawn threats external to the monsters themselves, such as ground effects or volatile orbs. These external threats can feel overwhelming due to magic monsters being more numerous than rare monsters.

We have toned down the modifiers that can spawn on magic monsters so that more of them are stat-based bonuses that aren’t too spammy. All monsters in an instance that are the same or very similar will have the same magic monster modifier, rather than rolling a different Archnemesis modifier for each monster.

  • The following Monster modifiers can no longer appear on Magic Monsters that aren’t in packs: Consecrator, Flame Strider, Frost Strider, and Storm Strider.
  • The Corpse Detonator, Ice Prison, and Mirror Image Monster modifiers can no longer appear on Magic Monsters.
  • Magic Monsters with the Storm Strider modifier no longer trigger a Lightning Mirage when Hit.
  • Magic Monsters with the Flame Strider modifier no longer trigger an Inferno Bolt when Hit.
  • Magic Monsters with the Frost Strider modifier no longer trigger a Snow Bolt when Hit.
  • Magic Monsters with the Sentinel modifier no longer trigger a Delayed Reckoning when Hit.
  • Magic Monsters with the Assassin modifier no longer teleport to distant Enemies creating a Smoke Cloud.

The following Archnemesis modifiers have been renamed to make their function slightly more clear from their name:

  • Evocationist has been renamed to Prismatic.
  • Dynamo has been renamed to Electrocuting.

Problem: Monsters with block chance generally take a small percentage of incoming damage when they block rather than no damage at all, to prevent blocking feeling too punishing for players. However, Archnemesis modifiers that grant block chance prevent 100% of blocked damage.

Solution: Monsters with the Sentinel and Benevolent Guardian Archnemesis modifiers now take 20% of damage from hits they block.

Problem: Multiple Archnemesis modifiers provide stun immunity to monsters. This is too high a concentration of stun immunity for stun-focused builds.

Solution: Change two of the three Archnemesis modifiers that grant stun immunity to instead grant increased stun threshold.

  • The Steel-Infused and Bonebreaker Archnemesis modifiers now grant monsters 500% increased Stun Threshold instead of Cannot be Stunned. The Juggernaut modifier still grants Cannot be Stunned.

There's quite a large jump in difficulty from the campaign to early maps as the number of archnemesis mods on monsters rises abruptly. This not only affects their average difficulty, but also how tanky they are. We are going to taper this up more smoothly so that it's a more gradual progression (and is unmodified in red maps). This will result in less difficulty and less life on average for rare monsters below red maps.

To prevent life values getting out of hand on special league monsters with archnemesis mods, we will also reduce the life bonus that each Essence grants a rare monster and reduce the bonus life that Red Beasts have. We will also review whether Betrayal content is spawning too many rare monsters.

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