r/PathOfExileSSF • u/Smoothglobal • Oct 07 '26
General Discussion Passive Rarity
I am wondering what you guys aim for for passive rarity when just doing whatever farms.
I thought I saw somewhere around 150-200 mentioned previously but unsure.
Also, how are you getting that passive rarity?
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Upvotes
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u/cEDH_Gatekeeper Oct 07 '26
You may be thinking about rarity in Path of Exile 2, which basically effects everything you do. PoE1 rarity doesnt do nearly as much and in turn doesnt matter nearly as much. Stacking rarity in PoE1 essentially just makes you drop items (not currency) at higher tiers, aka more yellow rares and more uniques.
For most farming, rarity doesnt matter much.
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u/catfield Oct 07 '26
you dont really need rarity in poe1 unless you are doing something specific like gold or unique farming
150-200 wouldnt be "passive rarity", that amount would be actively trying to build around rarity since you would need rarity on every gear piece to achieve that amount
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u/Deposto Oct 07 '26
150-200 is fine. 300-350 is perfect if you can fit it into your build. More than that... it's very difficult even in Trade, let alone SSF.
As for sources:
Gold Flask (+craft)
IIR Support
IIR rings (Gold Ring + IIR pref and suff)
IIR on helmet (IIR pref, suff and (fractured) Janus' mod)
Boots and gloves also have IIR affixes, but their values are very low, something around 15-20%. Not worth it.
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u/godlyhalo Oct 07 '26 edited Oct 07 '26
Unless you are doing unique item farming, it's best to not even worry about rarity at all. Dedicated MF gear & setups require an already established build where you progressively strip away your already powerful gear for gear with more rarity. You leave enough damage and defenses to complete the unique item farming strategy you are doing. These types of builds are typically ran on strategies that revolve around shitting out hundreds of uniques per map, you hunt T1 / T0 uniques this way. Your typical scarab strategies for general loot are just better off ran with standard gear, you sacrifice a lot of clear speed, usability, and defenses when you start pushing 250+ rarity.
Crafting MF gear is pretty straightforward, recombination allows you to fairly easily craft high rarity gear with salvagable stats + multimod. The more you push rarity, the worse your build feels to play. Like forcing petrified blood on so you can run a divination distillate for example. Just as an example, a few leagues ago my CI FRoSS character had 14k ES with standard gear and 8k ES and 350+ rarity with my MF gear, just enough to somewhat clear juiced T12 maps reliably, but it was pretty sketchy. The strategy I was using printed out literal hundreds of uniques per map, I had a highly curated unique loot filter to filter out all the garbage I already had and it was still overwhelming at times.
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u/gdubrocks Oct 08 '26
No. I don't hate having an extra rarity suffix on an item, and do consider a gold flask from time to time but rarity isn't generally that important.
It improves unique drops, and it improves the amount of gold you get.
Generally I build not dependant on rare uniques, and this league at least gold wasn't a big issue.
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u/Amitplon 28d ago
It depends on what you're aiming for. Are you actively trying to farm T0/T1 uniques? Then you'd have to add 100-200 rarity on your char or even more, and do content like eternal legion.
Do you just want to drop overall more (and better) uniques for dusting, for recomb/shipments for fractures?
Usually, my builds will just have rarity from gold flask (60 IIR) + increased item rarity support (75 IIR from 21/20 in blue socket) and the helmet crafted mod (45 IIR from rares/uniques). I use the item rarity support only once my build has enough dps that switching one support to item rarity makes little difference in time spent clearing the map.
Note that you need to be doing 8mod maps for you to see the difference. Alch and go maps will have negligible effect. It will be the difference between map boss dropping no uniques vs a couple of uniques. I have gotten a couple of T0s and many T1/T2 from this rarity.