Atlas Passive Trees: A Guide to the Path of Exile

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We will use this guide to try and make recommendations about which areas you should
concentrate your efforts on.

It's no secret that the new Atlas Passive Trees in Path of Exile are complicated and confusing to many players. While attempting to make sense of them, you may find yourself a little befuddled. There are numerous Atlas Passive Trees located throughout the entire Atlas of Worlds universe. You will, however, need to engage with Echoes of the Atlat in order to unlock them. That is outside the scope of this guide, and it will be covered in another guide in the near future.

Instead, we'll just go over what each of the nodes is capable of doing one by one. And we will use this guide to try and make recommendations about which areas you should concentrate your efforts on. Each Atlas Region has a set of trees that provide buffs to certain League mechanics when they are harvested. This guide will make an attempt to assist you in determining what works for you. Ultimately, however, it is up to you and the build that you are using to figure things out. If you're using a build designed specifically for Delving, you should concentrate on farming areas of the Atlas and Passives buy poe currency that provide buffs to Sulphite generation, for instance.

You might also want to take a look at some of our other POE guides, which are listed below. Anyway, let's get down to business with the guide.

Here's a breakdown of each of the Atlas Passive Trees you'll want to keep an eye out for in Haewark Hamlet, organized by type.

Harvest is a recommended mechanic.
When the Grove's Call is heard, areas have a +5% chance of containing The Sacred Grove. This is a powerful crafting option, as well as a variety of other options for almost any build.
A Tier 4 Plant will grow on Wild Fruit – Harvest Plots in Areas will have a 100% increased chance of growing a Tier 4 Plant – This is a more harvest-oriented pick, which is good if you're in SSF.
Nature's Favor – Plants in Areas provide the rarest of two chosen Crafting Options – Plants in Areas provide the rarest of two chosen Crafting OptionsThis is an excellent pickup for any crafting player, and it will be useful for any build due to its insanely high power.
In Areas, Corrupting Imprisoned Monsters are unable to be released. Areas also contain an additional Essence, which is not particularly useful considering that Essence crafting is primarily reserved for SSF or very niche builds. Controlled Corruption – Corrupting Imprisoned Monsters in Areas are unable to be released.
Enhanced – Essences found in Areas are one tier higher in quality. This is yet another bad option with limited application. If you really want poe items something, go for it.
When slain, Rare Monsters in Areas spawn one additional Beyond Portal, indicating that they are power hungry. When slain, Unique Monsters in Areas spawn 5 additional Beyond Portals, making them an excellent source of XP grinding. There are no downsides to killing Beyond mobs.
Rare Beyond Demons in Areas have a 35% chance of dropping an additional Basic Currency Item per diemon – This is a fantastic node, and it is probably one of the best in the tree for this region.
Focused Investigation – Jun Missions in Areas grant a 100% increase in Favour compared to other missions. If an area is completed successfully, it has a 10% chance of awarding an additional Jun Mission. This is a pointless node for anyone who is not interested in farming decorations for their Hideout.
Intelligence Gathering – Completing Maps awards 10 Intelligence for a random Immortal Syndicate Safehouse – This is an utterly pointless option because it is far too unpredictable to be of any use to the majority of the player base.
Bidding Warfare – Members of the Immortal Syndicate in a given area are 200% more likely to offer Bargains for Items. When dealing with Immortal Syndicate members in areas, they drop two additional items when bartering for items –Just another bad Heist node, and perhaps the worst of them all, because it is only truly useful at the very beginning of a League's progression.
a passive guide for the end of Tirn

Here is a breakdown of each of the Atlas Passive Trees that you will want to keep an eye out for while exploring Tirn's End.

 

Recommend Mechanic: Delirium Underground Kingdom – Each 2% increase in Pack Size increases the chance that an Abyss will be found in an area.
Abysses in Areas have a 100% greater chance of leading to an Abyssal Depth than they do elsewhere. A Lich is more likely to be found at Abyssal Depths in Areas than at any other node, making it a good node to visit if you're looking poe currency for Stygian Vise belts or Searching Eye Jewels. The utility is extremely limited.
Buried Riches – Hoards in Abyssal Depths drop additional Basic Currency Items – If you do it right, currency farming can be a very profitable method if done correctly. Because the Buried Riches node is gated behind RNG and the somewhat pointless Underground Kingdom, it is a weak node in general; it is not bad, but it is not great either.
Monster Level is increased by 3 by the Lightless Legion in areas with Abyssal Depths. Areas with Abyssal Depths have a 100% increase in Magic Monsters. Areas with Abyssal Depths have 100% more Rare Monsters than those without. A 50% increase in Pack Size has been applied to Abyssal Depths in Areas. This makes it easier to farm high item-level bases for Stygian Vises and the like, but it has little practical application beyond that. There are more effective options for targeted farming and XP.
Trespassers – Areas with additional Invasion Bosses – Invasion has been a dead mechanic for a long time, making it a completely worthless node at this point.

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