Path of Exile: Crucible releases on April 7th (PDT) on PC and April 12th (PDT) on Console. 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/crucible to check out the trailer, content reveal and everything this expansion includes. You can also find the patch notes for Crucible here.
What does 'fixed seed' mean for a race?
It means that each area's layout will be the same for each racer.
Link to this question
Who can participate in the Exilecon 2023 Race Qualifier Events?
Anyone playing on PC can participate. Please refer to the announcement post here for the rules to qualify.
Link to this question
Are the ExileCon 2023 Race Qualifier Events available on console?
When exactly does attack speed change for attack skills using Momentum Support?
For most non-channelling attacks, attack speed is calculated only once when you start the attack. Since using the attack always grants 1 Momentum, the attack accounts for the momentum it's generating, and will benefit from that Momentum, so the first attack will have the attack speed for 1 Momentum (the one it generates), rather than 0. The attack which brings you to maximum Momentum will benefit from that maximum amount of Momentum, despite it being lost immediately to grant Swiftness. Because it's accounting for the momentum it's going to generate, you'll see this reflected in the attack time of the skill when the gem is socketed, before using it.
Channelling attacks do dynamically update attack speed during their use, so initially work out to basically the same result in that when you use them you'll immediately gain 1 Momentum and the attack will update it's speed to account for that Momentum, so you'll start out with attack speed equivalent to 1 Momentum rather than 0, just like the non-channelling case. But the attack speed will continue to update while you channel as Momentum is gained and lost, so as you gain additional Momentum based on how long you channel for the skill will speed up, but when you reach maximum and lose it all, the skill will slow down, so you don't get to benefit from the maximum amount for any length of time, since you never get to keep maximum Momentum.
Manaforged Arrows says that supported skills trigger when 300% of ''their'' mana cost has been spent on other bow attacks. What is ''their'' referring to?
The supported skills. For example, if your skill supported by Manaforged Arrows costs 10 mana, that skill will trigger when you've spent a total of 30 mana on other bow attacks.
How do Vaal Domination and Absolution interact with support gems?
Ascended Sentinels are still minions created by the base skill, not the Vaal skill. This means that they are still affected by support gems from the base skill.
Can I use a separate copy of Vaal Domination/Absolution to get extra support gem effects on my Ascended Sentinels or benefit from items like Triumvirate Authority?
No. These skills cannot Ascend Sentinels created by different copies of the gem. Extra support gems would also not work regardless, as mentioned above.
If I Ascend a magic or rare Sentinel of Dominance, is it still magic or rare? Does it keep its monster modifiers?
They keep monster modifiers and technically are the same rarity, but no longer count toward the limit of Sentinels of that rarity, only the limit of Ascended Sentinels. Vaal Domination will also automatically pick the highest rarity Sentinel you have to Ascend.
Added the following note to the Patch Notes, under Miscellaneous Player Balance:
Previously, modifiers providing a "chance to avoid Interruption from Stuns" worked in an unintuitive and inconsistent way. These cancel out a stun entirely, preventing effects that happen when Stunned. However, due to an oversight, they did not do this if you blocked a hit that would stun you. This led to things like Cast when Stunned behaving inconsistently depending on whether you block a hit or not.
These modifiers will now also prevent stun-specific effects from blocked hits as well, and will be described as "chance to Ignore Stuns" to more clearly communicate their actual behaviour.
Does completing one Crucible encounter show the entire weapon's tree? Or do we need to do multiple encounters to scout out the item's tree?
You have to get enough experience to unlock the first node in order to view its entire tree. This could come from one encounter if you're able to handle a difficult one.
Does using currency on a weapon with a tree modify its tree in any way? i.e. will the tree change if I exalt slam my weapon, or if I Vaal Orb my weapon and it becomes corrupted with an undesirable outcome?
Using regular currency on your items does not affect their tree in any way.
Can corrupted/mirrored/influenced/fractured/synthesized/enchanted/items with abyssal sockets have or gain a Crucible Tree? If they can, would the special mods they have from those mechanics affect the Crucible Tree in any way? i.e. would an Influenced item have access to passives only available to influenced item?
They can have/gain a Crucible Tree, but they do not have special passives exclusive to them.
Note that corrupted and mirrored items cannot have Crucible Trees added to them if they don't already have one.
However, Corrupted Unique Items can have trees added to them but will require you to go through an endgame Crucible encounter to do so.
When an Awakener's Orb is applied and the recipient item has a Crucible tree, does the output item keep that tree? Or does it do something else? What about when an Awakener's Orb is applied and the recipient item has no Crucible tree, does the output item also have no tree, or does it take on the tree of the donor item?
The recipient item's tree is kept and the destroyed item's tree is lost forever.
Will Imprinting a weapon before I complete its first Crucible encounter effectively give me another chance to get another tree if I don't like the first tree?
Yes, although it is best to imprint before you've added any crucible tree experience to the item
How does the Manifest Dancing Dervishes skill interact with the Triggerbots?
The spell will trigger from one of the Triggerbots, Manifesting two Dervishes and disabling your weapons. The spell cannot then trigger a second time because you no longer have that spell, so it fails to trigger from the second triggerbot's location.
Because the spell only creates two minions and does not deal any damage, the damage penalty on the passive skill that grants the triggerbots has no interaction with this skill.
What happens with the Dancing Dervish's Crucible Tree Passives? i.e. do they apply to the minions or do we just count as unarmed and get nothing when it's summoned?
When your Dancing Dervish is manifested, the stats on the Weapon Passive Tree are granted to the minion instead of you.
Are people who use two-handed weapons at a disadvantage when it comes to Crucible Passives when compared to those using two one-handed weapons or a one-handed weapon and a shield etc?
No, because two-handed weapon trees have stronger passives than one-handed and shield weapon trees. In fact, two-handed builds have an advantage in that they only need to craft a single Crucible Passive Tree for their character.
Any news on Oni-Goroshi being a low level item + a semi 1/2 Hander? I'm unsure whether to farm it in case the tree is very low level or doesn't give 2 hander tree.
Oni-Goroshi is a one-handed sword so it will generate with a one-handed sword Crucible Weapon Tree. Oni-Goroshi's from Hillock will be item level 1, however Oni-Goroshi obtained from the "Rebirth" Divination Card set will have higher item levels and thus better options in their Crucible Weapon Trees.
If two players each take the ''Enemies permanently take 5% increased Damage for each second they've ever been Frozen by you, up to a maximum of 50%'' Cold Mastery, would the freeze increasing damage taken stack up to 100% (50% from each player) if they can manage to freeze the boss that long?
No, the maximum increased damage taken any given target can have from this effect is 50%. But if a monster is frozen by two players, that maximum will be reached sooner.
Will Nimis projectiles return even if they hit nothing?
In most cases, yes. A projectile which flies out uninterrupted to the maximum projectile range will return instead of just stopping there. But returning, like piercing/chaining/etc, does not extend how long a projectile can exist. If a projectile lasts for an explicit duration like Spark, or fades out over a fixed time like Freezing Pulse, it stops existing after that and can't then return.
How does Necromantic Aegis/Animate Weapon/Animate Guardian work with Crucible Passive Trees?
Most Crucible Passives should work with these, however, Crucible Passives that allocate notables will not work because minions don't have regular passive trees.
Will you consider adding a Crucible specific equipment slot (like for Sanctum relics) so that players don't have to potentially sacrifice levelling gems in their weapon swap?
To address this feedback, we're planning to make it so that the leftmost identified weapon in your inventory will also be selectable in Crucible encounters.
Do uniques that are commonly used for a purpose that doesn't match their base type (eg a caster themed unique such as The Whispering Ice, which has a Warstaff base) have special weightings for Crucible passive trees?
We have tagged uniques as being caster themed or minion themed. So things like Cospri's Malice or Whispering Ice can roll caster skills or things like Chober Chaber or United in Dream can roll minion skills
Do Triggerbots relocate the ability or do the Triggerbots count as the ones dealing damage? For example, if I use Triggerbots to Trigger a Cast on Crit setup with a spell, will my spell leech apply to me?
Triggerbots don't count as dealing damage. The origin point of the Trigger changes to the Triggerbots. So in this case, Spell Leech still applies to the player.
When using the new Triggerbots from the Saboteur ascendancy, what specific aspects of triggered skills are moved to the triggerbot's locations?
This is doing the same thing as Arcanist Brand, which is overriding the location the triggered spell thinks it was cast from.
Anything that happens at the location the skill was cast from, will happen at the location of the bots instead.
It does not change where the skill is targeted at, only where it originates from.
It does not change anything which adds an ongoing effect to the caster, such Blade Vortex or the Aegis skills, because that's not using the location they were cast from, that's using the object which has the triggered skill.
We'd like to see how the community receives Crucible once it's playable at launch before we make decisions on whether or not it should become a core game mechanic.
Are the Crucible trees randomly generated each time and are the skills specific to the weapon or shield type?
Crucible Trees are randomly generated, though the types of skill a weapon can get will be dependent on its item level and class. For example, bows will have access to particular bow passives and will not have access to particular sceptre passives.
Note that an existing Crucible Tree can be removed if you are able to access and complete a special Crucible Endgame encounter.
Are there any restrictions to how many times you can merge trees on a weapon or shield?
There are no restrictions to the number of times an item's Crucible tree can be combined with another. However, only weapons with revealed trees can be combined with each other.
Will unequipping Blood Price, the new helmet that reserves nearby enemy monsters' life, heal enemies? (i.e. could you use it as a helmet swap for a free 8% extra damage against bosses)
It follows the same reservation rules that are on players, so it will not heal enemies.
Can you clarify how the new “10% of leech is instant” Mastery option works? Does it recover 10% of your maximum total life per second from leech?
Each individual leech still has a maximum amount. If you leech the max amount per leech, you'll get 10% of that instantly and 90% over time. However, there is also a maximum on the total recovery rate of all leech. Instant leech isn't part of that because it has no rate.
Regarding, “Skills cost Life instead of 30% of Mana Cost.” Does this mean that a skill that costs 10 mana will only cost 3 life with this node, or does it just transfer 30% of cost to life, as in 3 life + 7 mana?
A skill that costs 10 mana will instead cost 3 life and 7 mana with this Mastery allocated.
With the introduction of the new Life Mastery “15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour”, will unique modifiers on items currently tagged as Life modifiers get a passover to make more uniques work with this Mastery?
There are no changes to uniques as a result of this Mastery being added.
What are the implications of the changes to the way projectiles return to you for both Kinetic Blast and Fireball when used with the Nimis Ring linked with fork? Do they still explode on walls and your character, and on contact with fork?
Nimis changes from "Projectiles Return to you at the end of flight" to "Projectiles Return to you". This means projectiles will return if they collide with a target and don't pierce/chain/fork/etc from it, where before they would not have done so.
Fireball already did not explode when it forked (or pierced, chained, etc), fireball's explosion destroys the projectile, and only happens when the projectile can't move further through any behaviour.
Kinetic Blast does not itself explode, it causes explosions around when it impacts something, this is still the case.
Was the removal of Books of Regression intended to nerf the strategy that involved using them for Heist?
Books of Regression were removed because their intended purpose (related to PvP characters) is no longer relevant. The way they were being used in Heist was not intended.
With Ruthless offering a different, smaller set of challenges to complete than the base game, will it be possible to complete some challenges in Ruthless and others in the main league in order to get these rewards?
You can't mix and match. They are separate challenge tracks.
Why is the Boss Kill Event being hosted in Ruthless?
We want this event to represent the ultimate challenge in Path of Exile, which is to kill these two pinnacle bosses under the constraints of Hardcore, Solo Self-found and Ruthless simultaneously.