Your Complete Guide To Path Of Exile: Heist League (3.12) — Everything You Need To Know
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- Contracts
- Heist Markers
- Plans
- Intro
- The Heist League Mechanic
- Specialists (aka. Rogue Buddies).
- Rewards and Contraband.
- Conclusion.
- General Tips & Tricks.
This Break-in league guide intends to teach you how to manage the perfect break-in, make the most out of your hard-earned currency, level up your Rogue buddies effectively and understand the entire concept of the 3.12 challenge league in basic. We will make sure to update the guide as much as possible, to keep it up-to-date throughout the leagues’ lifetime.
While this page goes over a lot of features of the Heist mechanics, we’re suggesting having a look at the dedicated Reward page of this guide for a complete list of rewards.
Intro
The Heist League Mechanic
As the League Mechanic remains in a state of severe flux at the moment of writing, I will not be supplying a rundown on the best equipment for each Rogue and the very best mods for them yet, as its unclear what mechanics even endure the re-balancing of this league. This will, nevertheless, be added at a later date, when the league mechanic has stabilized a bit and GGG is happy with its state in the video game.
Understand that Grand-Heists, due to them giving special rewards, do not offer Artifacts at the end of their individual wings. This results in them being a major Break-in Marker sink, as you will regain basically no markers whatsoever, other than for the stacks of 30 approximately that drop on some unique mobs that get eliminated during the heist.
A number of the mods that are used to an agreement, by means of the normal map crafting utilizing the standard Course of Exile currencies, such as mayhem orbs, will be very familiar to every player that has accessed the end-game mapping system prior to. Some new, exclusive, modifiers have likewise been included to the contract-specific pool that can be rolled on each contract.
At the minute they seem to drop very regularly in maps of any tier. At white-tier, you will get an average of around 1–2 agreements per map.
Specialists (aka. Rogue Buddies).
The Alert Level is impacted by killing guards (as of composing this post, but might be eliminated in an update in the near-future), opening benefit chests, opening side passages and some Rogues when performing their specialized abilities. Eliminating opponents has a little effect on the alert level, while opening side passages and chests can result in bigger boosts. GGG has purposefully developed the league so that you can still eliminate a great deal of monsters and make a great deal of items without stressing over this Alert Level mechanic too much. This implies that the main thing you’ll need to think about is how much loot you’ll wish to collect prior to you reach the Artifact.
There is, nevertheless, one caution to this guideline. Each break-in features an Alert Meter, which will limit the quantity of options you have in each heist, as when it fills up 100%, the location will go on Lockdown, essentially disabling your access to the vault and artifact rooms. Once set off, there is no way to go back, however you do have a very small window to select up any neighboring loot or artifacts, before the lockdown is in result.
Rewards and Contraband.
These two deal you a discount on all the intel they supply, depending upon their main capability level. They should be used mostly to open the very expensive parts of the Blueprints, such as each Wing, or the Secret Spaces, while Hakan, the Barber needs to be utilized to open the less expensive intel, such as small Secret Spaces or extra Escape Routes.
Keep in mind that you may also avoid the revealing procedure entirely for Plans and leap right to locking in which NPCs you’ll take, however you’ll lose out on a lot of the value of the Blueprint in doing so. You can open as much as you desire or can pay for. The more you open, the more you’ll enjoy from your Grand Break-in. It is therefore, extremely advised to constantly totally reveal your blueprints for the optimum reward per blueprint.
There are also some gameplay differences between Blueprints and contracts, but the primary difference is that Contracts (read: Heists) prepared for Grand Heists (read: Plans) and yield Markers and other routine Path of Exile products as rewards, while Grand Heists yield exclusive rewards. These can consist of Trinkets, Alternate Quality Gems, Rare Body Armour and Weapons with enchantments, Experimented Base Types and Replica Special products.
Their main use is to open wings and intelligence for the Grand-Heist encounters. Those cost a very high quantity of Heist Markers, so ensure to save up a load of them ahead of time or incrementally open the blueprints, instead of doing them at one time. One extra note here,
To unlock them all, merely run all the contracts you can find! Bringing your Rogues on any objective has a random chance for them to bring a good friend along, permanently opening that pal as a brand-new hirable Rogue in your Team. Once a crew member has been unlocked, you are also able to get their respective unique mission agreement dropped in your acts or maps, in order to open the break-in story fully and complete up your obstacles!
Contracts
As a benefit for your heists, you will likewise in some cases obtain rogue-specific equipment, which will enable you to even more specialize your Rogues for the break-ins to come.
Break-in League also presents a slew of totally new items to have fun with, such as Replica unique products, alternative quality skill-gems, new product bases, in addition to introducing the possibility for weapon and armor enchantments. Heist likewise introduces a never-before-seen system of risk/reward in Course of Exile, with the introduction of the Contraband Item mechanic.
Heist Markers
During your time venturing through the bowels of Recast, you will inevitably experience other parts of the new league mechanic too, by way of specific drops which have the ability to be gotten from routine monsters throughout the entire video game, including the Labyrinth and even Delve!
The league mechanic itself features no timers, so you can invest as much time as you wish to get into or out of a break-in. The only method to stop working a break-in is to pass away.
One such modifier would, for instance, be: Patrolling Monsters offer X increased damage.
Plans
As an outcome, if you are particularly looking for one of the products special to grand-heists, it might be possible to just unveil the Curio Displays to farm for them, rather than needing to reveal the whole Plan each time.
These specific products come in 3 unique types.
One fast tip: You can hold left ALT while hovering over your Plan in order to see what Secret Rooms can possibly exist on the Blueprint, even if they aren’t exposed. This can assist you decide whether you want to expose an extra Wing or not, if you aren’t really thinking about the Curio rewards, however likewise see that the Secret Rooms have some poor rewards as well.
Plans are the big, end-game reward system for this league. They represent the Grand-Heists, which will need a larger team of Experts, more extremely skilled ones, as well as a lot more preparation and time investment in basic.
Every heist-boss needs a team and its no different for our Exiles from Recast. Inside the Rogue Harbor, you are able to obtain the services of 13 different rogue buddies (for the best rate… of course), with an overall of 9 different fields of knowledge.
In Course of Exile: Break-in (3.12), Grinding Gear Games is giving players the opportunity to live out their Oceans 11 dreams and pull off bold break-ins with a group of experts, to bypass even the hardest and most ingenious of security systems.
Expose as much as you desire (or as much as you can afford) and after that take the Blueprint to the Planning Room in the Rogue Harbor, where Curie, the Administrator will help you set up which NPCs you’d like to take with you and validate the Plan. At this point, you can either trade the Plan to another gamer if you’d like, or take it to Aliyah, the Way finder to arrange transportation and begin the Grand Heist.
Revealed Plans likewise suggest which rewards are readily available from Curio Displays (the final reward of each Heist) but you won’t have the ability to tell what rewards remain in chests, lockers and side-rooms along the way.
Agreements (read: Break-ins) are map-like products that require a specific amount of Specialist (read: Rogue Companions) statistics to completely explore. They will be the major piece of content that gamers will communicate with in this league.
You’ll have access to one Contract per area usually however the quantity you get is affected by basic drop multipliers. You can get numerous per location in well-rolled maps. You can access a Plan for a Grand Heist approximately as soon as per act or around every 12 maps.
To run an Agreement, you’ll requirement to take it to Aliyah, the Way finder in the Rogue Harbor. You’ll pay her a sum of markers to organize the Heist, allowing you to choose which specialized Rogue you’d like to take with you and deal with transport.
To run a Grand Break-in, you require paying Hakan, the Barber in markers for the intel he’s gotten from your earlier Heists. This intel can reveal escape routes, reward rooms and more. Alternatively, you can also select either Gianna, the Master of Disguise or Nile’s, the Interrogator, in order to expose intel about your Plans, if you’ve unlocked them already.
The Rogues level up their skills as you bring them on break-ins, depending on which abilities they had to use during said heist. In a regular heist (read: agreements), you are only had the ability to bring one rogue companion with you, while grand-heists permit approximately 3 rogues per wing. Furthermore, there specify Quest agreements, for each Rogue Buddy, that give an actually high quantity of experience on conclusion for their main capability, making it easy to catch-up one character if they have fallen back. These are random drops that seem to be available from Rogues Stashes, which randomly generate with a low chance in maps, solely.
These markers are a new kind of currency, which represent the back-bone of the league mechanic. They are used to create a portal to the Rogue Harbor (the brand-new main-hub for the league mechanic particular NPCs), hire specialists to help you on your heists and acquire Intel for the planned heists or grand-heists. They can also be utilized to buy contracts, likewise to Fans Map Store, in the Rogue Harbor itself.
You are likewise paid for the artifacts that you… obtain, throughout your contracts and plans in break-in markers when you return them to the Rogue Harbor. One thing of note is that you ALWAYS get more heist markers from a successfully pulled off break-in, than you can spend on the heist itself, indicating that you will always come out net-positive at the end of an effective one.
Each Rogue has one main skill and as much as 3 alternate skills. Their main ability is their specialised and has a greater experience cap than their secondary abilities. Some Rogues share their abilities however, so you will have the ability to mix/match your perfect team to your hearts desire.
While checking out all of this, you might think to yourself Oh god, not another Escort Mission…. However, worry not. Inside of Heists and Grand Heists, Rogues are completely impervious to damage, and they can not be eliminated. This is specifically not implied as an escort objective, however rather an enjoyable break-in experience. You do, nevertheless, have to protect them while they perform their job, as no one can truly select the lock of a vault, while getting fireballs thrown at them…
What would a heist lack a sufficient reward for all your problems?
To have a look at our entire rundown of the benefit types, specifics, suggestions for acquiring them and more, please refer to the Break-in Reward sub-page of this guide.
Heist league includes an outright lot of various rewards and new toys to experience Path of Exile with. Before we enter all of these nevertheless, we need to discuss Contraband.
- Always goal to unlock all the doors initially, especially the ones leading to the Artifact space. This will enable you to play a bit more loose and quick, when it pertains to the Alert Meter, as you just need to choose up the Artifact as long as the lockout timer is still running, in order to be successful.
Make certain to have a look at our develop guides for Heist 3.12 to get the very best start possible on crushing the league mechanic.
Throughout your Break-ins (either Contracts OR Plans), you acquire products with a lock icon on it and a red text that reads Contraband.
Each heist features an Alert Meter, which will limit the amount of options you have in each break-in, as once it fills up 100%, the place will go on Lockdown, essentially disabling your access to the vault and artifact spaces. They are utilized to produce a portal to the Rogue Harbor (the new main-hub for the league mechanic particular NPCs), hire experts to assist you on your break-ins and acquire Intel for the prepared heists or grand-heists. To run a Grand Heist, you need to pay Hakan, the Barber in markers for the intel he’s received from your earlier Heists. The Rogues level up their skills as you bring them on break-ins, depending on which abilities they had to use during said break-in. You do, however, have to protect them while they perform their job, as no one can truly choose the lock of a vault, while getting fireballs thrown at them…
Conclusion.
The Heist league mechanic appears to bring a breath of fresh air to a big portion of the game, with alternative variations of fan-favorite Unique and skill gems, an intriguing storyline to explore, in addition to an entirely brand-new system of risk/reward with the Contraband items, which we have actually never ever been able to experience in Path of Exile before: a slight taste of the hardcore play style for everyone.
If you acquire an exalted orb inside a Break-in, however you pass away before having the ability to extract… you lose it. If you acquire a desired unique item inside a Break-in, however you pass away prior to being able to extract… you lost it.
Every single item, currency and drop that appears in the Break-ins, has this contraband marking.
If you pass away during a break-in, you will LOSE EVERY CONTRABAND ITEM IN YOUR STOCK, basically deleting them, unless you are playing at a party, in which case they’ll be dropped on the flooring at the place of your death, implying that your pals can still bring out the most important contraband you’ve gathered. If you’ve been paying attention to what was simply stated, you will understand that the risk/reward system in this league is very punishing, if you stop working.
With the brand-new abilities gems, the remodeled Steel and Curse (now: hex) skills all appearing to be rather powerful too, GGG has once again opened evictions for a large amount of excitement and enjoyable over the following 3 months.
- Conserve up your Break-in Markers for Grand Heists as much as possible, before you dedicate to 1. This is particularly real while you’re progressing your atlas concurrently, as you will wish to run the highest level Grand-Heist you have access to, if you’re already investing 5,000+ hard-earned markers.
When you’ve successfully extracted with contraband-marked items, they lose their contraband status permanently, making it possible to take them back into other Break-ins or trade them to other gamers without running the threat of losing them.
Break-in league has introduced to a primarily positive reception by the Player base, on September 18th 2020 for PC and September 23rd 2020 for Consoles.
As a reward for your heists, you will also sometimes likewise in some cases get, which will allow you to further specialize your Rogues for the heists to come.
- If you’re playing a summoner, it is advised to socket a Meat Guard Assistance, to avoid your minions from wandering TOO far and causing yourself to get excessive of an Alarm Meter boost due to their eliminating sprees.
- When you’re initially beginning with the Heist mechanic, you will likely be encountering a great deal of unknowns and confusion. Take your time and find out the enemies and their attacks. There is no direct timer on the Break-in mechanic, so there’s absolutely nothing forcing you to hurry through the content as quick as possible and possibly getting yourself killed.
General Tips & Tricks.
As an outcome, you need to make informed choices on whether a specific product that dropped is important enough to hurry to the artifact and back to the exit or if It’s alright to continue and risk losing it all.
- Do not undervalue the value of the little chests. While they’re random in what they supply, they’re often times a remarkable choice to a great deal of other chest types you will discover in the secret benefit spaces (the spaces requiring your Rogue to open for you).