
Path of Exile - A guide to using sextants post Conquerors of the Atlas
Sextants:
- This is aimed at people not familiar with post 3.9 Sextant use. If you've used 100 or more Sextants since 3.9, I expect you'll know a lot of this.
- To use Sextants, you'll need to complete the core storyline first (up to and including the Kitava kill in Act 10). You will acquire none (or almost none) before that.
- Sextants are applied to watchstones, not maps. As a result 4 at most can affect a zone.
- At the time of recording the video, they are super cheap, but they also do not play well with Conqueror spawns, as you can't add new sextants on to influenced maps. I expect this will change.
Why bother?
- Adding big numbers of monsters to maps is a good thing. Some sextants can add 10 packs of monsters, potentially adding 40 packs if you have 4 of these modifiers affecting a zone
- Sextants don't generally add much danger to a map, but they do add a lot of reward. The monsters added are mostly pretty weak.
- EXCEPTION: Packs of monsters that deal physical damage. These are the pain in the butt monsters from A3 Sceptre of God that have Proximity Shields they can weaponize against you. DO NOT UNDERESTIMATE. Feel free to roll over this mod if your build kills by hitting monsters from range - whether you are using Tornado Shot or even melee skills like Tectonic Slam.
- EXCEPTION: Additional monsters that heal/player life/mana flask recovery is instnat. VERY DANGEROUS if you have anti-curse or another important mod on a mana flask. If you use Lavignia's Spirit to manage mana, this is a must-roll-over.
- Mods that outright add loot are generally bad. Better to add 100 monsters that drop (collectively) 80 items, than to add 20 items. There are exceptions.
Explaining unclear mods:
- SLIPSTREAMS: Garbage. This is an opposite of chilled ground. Play it once for fun. Roll over forever after.
- Nemesis Monsters Drop 3 additional currency items: This is INSANE. Last time I had it, I did three Nemesis + Beyond maps and had 1 exalt, 4 divines and 3 annuls drop. Single best sextant mod. DO NOT WASTE, save this until you are ready to use it. In a trade league, buy 8-mod Nemesis + Beyond maps, then add Zana Beyond and use scarabs to further add monsters.
- Areas are Alluring: Ultra rare joke mod.
- Players cannot take reflected damage: This doesn't help summoners as much as it sounds, your totems, minions etc aren't players. Still good. Save your corrupt reflect maps to run when you roll this.
- Mysterious Barrels: Under the hood there;'s 5 different mods here but you don't know which you have until you run one. One - volatile barrels - is actively bad. One - wealthy barrels - is excellent.
- Hunted Traitors: THis is the single best +packsize mod. Never roll over this.
- Convert on Death: A good packsize mod that makes the map easier.
- Bosses have Bodyguards: DANGEROUS. Roll over in HC always.
- Special shrines: Gloom makes enemies explode on death for lots of chaos damage. SUPER FUN, not that strong lootwise. Resonating makes your charges better and gives you lots. Both aid your momentum through the map.
- Essences: 'meh'
- Harbinger Shards: Adds a Harby to the boss AND gives shitloads of currency shards. You get enough ancient and exalt shards here that this is a must run, and justifies adding Harbinger Scarabs. AMAZING on triple boss maps.
- Beyond: Very underwhelming on maps without beyond, sick on maps with double beyond.
- Torment sextants: These add a single Torment ghost and special drops to possessed monsters (only ones that have a ghost inside them). The gilded scarab one merits using Possessed Foe prophecy on a six boss map (e.g. twinned City Square). Polished one is still good. Others can be rolled over.
- Gifts of the Sacrificed: Vaal themed items, 8 mod maps, two-implicit corrupted rare items which will be bad. Worth using the fragments.
- Gifts of the Red Queen: Vaal themed items again, level 21 gems, two-implicit corrupted rare items with Incursion mods that will still be bad, Vaal orbs, etc. In my experience you can't get both, others dispute this.
- Strongboxes have 500% quantity: Second best sextant mod but requires preparation to optimize. This is rarer than it once was, but not so rare that you need to cherish it - feel free to run it as is. Optimal use of this is alongside Ambush scarab, Div Scarab and +strongbox prophecies in a map with premium divination cards such as Tower, and take lots of currency to reroll strongboxes to have more monsters.
- Strongboxes are Corrupted and Rare, +strongboxes: Underwhelming on its own. Actively bad in conjunction with 500% quant sextant.
Conclusion: Use 4 when running high tier maps, and roll over the trash.
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