Path of Exile Synthesis: Memory Nexus – Info & Guide

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Hello and welcome to another Path of Exile guide, this time for the Memory Nexus introduced with the Synthesis League. As people complained that Syndicate mechanics introduced in Betrayal league were overly-complicated, GGG pulled a classic “hold my beer” move and delivered an even more confusing addition to the game in the form of weird Cavas and his memories. Well, worry not, I’m here to help you make sense of this Nexus thing and reap its rewards.

The first step is to perform a short series of introductory quests for Cavas to get the ball rolling. Afterwards you will meet him in each new zone or map and he will present you with a memory fragment portal. Once inside you will have to activate a number of so called memory stabilizers while killing monsters and at the same time avoiding the expanding blue zone. If you get caught by it before activating all the stabilizers, you will fail the objective and will be teleported outside. Since this is practically a race against time, the game designers decided that you don’t have to pick up the loot as anything covered by the blue zone will be automatically gathered and then spilled out once you exit the memory fragment.

Once you obtain four or five memory fragments while progressing through the mini quest chain that Cavas offers you, he will provide access to the Nexus, an area somewhat similar to the Delve Mine Encampment. It too has a stash, a crazy guy and a waypoint as this seems to be the formula that the devs are using in each league. Apart from the loot, successfully stabilizing a memory fragment will also allow you to use it in the Memory Nexus Map as a building block. Starting from the Nexus in the center of the map you will use the fragments obtained from Cavas to create paths to connect to the special nodes which provide great loot or bonuses to all other connected memories.

You do that by selecting one of the available memory fragments and placing it in one of these outlines which indicate where you are allowed to place that particular memory. Apart from the pretty obvious requirement of having to connect to an existing bridge-head, so far it seems that the only other restriction is that a bridge cannot end in a wall. For example you can see here that I cannot connect either of these two blocks as either the top or left side bridges would end up in a wall as the existing blocks have no connections available there. Each memory fragment has two, three or four bridge-heads that are used to connect to other memories bridges. The number of bridges each fragment has is equal to the number of stabilizers you had to activate when you acquired it. As consequence you should do your best to complete the 4-stabilizer memories as they are the most versatile building blocks on the memory map. So now you know how to get the memory fragments and how to wiggle them around on the map to make pretty paths.

Next I will clarify what are the different states for the memories and how you can manipulate them to obtain the best results. The first and default state of a memory fragment is “Unused” and can be found in this sort of storage area. Then, once you place it on the map it turns into a “Planned” memory, looking like a transparent blueprint. As the name implies it, these are temporary placeholders that allow you to plan a certain route with your available memories. You can pick them back up without any restrictions by right-clicking and then placing them elsewhere as you see fit.

Once you decided that the planned route is good enough, you can then actually run it starting from the Nexus. By this point you probably noticed that each memory fragment has a small number beneath it – this represents the number of times you can run through it before it decays and disappears. You use up one of these charges once you activate its memory stabilizer, which connects it to other memories.

When you do this for a planned memory then it becomes ?committed? to the map and cannot be put back into the memory storage. You can still remove it by right-clicking on it, but this deletes it for good. If the remaining number of charges for a memory is two or higher, then the memory is considered stable. The benefit is that inside a stable memory the blue zone does not expand and you can explore as much as you want. However, remember to pickup the loot as the blue vacuum cleaner won’t do that for you here.

If your inventory fills up you can use an activated stabilizer to open up a portal to the Nexus. Going back and forth through this type of portal does not consume any charges from the memory fragment. If the number of charges is 1 then that memory is considered ?Decaying? and it will have a glowing blue outline on the map. In this state it acts just like the ones that Cavas opens up – the blue stuff is spreading and will cover you, so move fast and get to the next stabilizer on the path. And speaking of stabilizers, these are always positioned in the same general direction as you see them on the Nexus Map so before going inside a decaying memory make sure you know where you should be heading. Once you complete a decaying memory and it has zero remaining charges, its state will turn into “Decayed”. This is just temporary and the respective memory will completely disappear from the map after you enter any other memory fragment.

As I mentioned earlier, all this pathing is necessary in order to connect and complete the special memory fragments already present on the Nexus map. These can be loot-oriented ones, spawning special chests next to a stabilizer or they can contain one or more memory modifiers. These memory modifiers will apply a one-time buff to all the other memories which are connected to it at that point in time. It doesn’t matter how far they are or if the connection goes through the Nexus, as long as there is an uninterrupted path they will get the buff.

The most important thing to note here is that as you travel through memories in order to activate the modifier node, these might actually decay if they had only one charge left when you entered them. As consequence you need to replace them immediately after they go into ?Decayed state?. To do that you will have to click twice on the stabilizer found at the entrance of the next memory fragment. This should cover the basics for the Memory Nexus and provide you with the necessary knowledge to progress through it. It is too early in the league to determine whether or not this content is more profitable than other existing stuff such as Delve or Syndicate, but this should at least provide some variety for the end game. While it has some annoying bugs and certain encounters need additional tuning, the devs are working on it and I’m pretty sure they will fix most of them. It is also interesting to note that this new game framewok can be very easily expanded with new types of memories and new mechanics so I wouldn’t be too hasty to judge its worth yet.

Personally, I will surely explore the memory nexus some more to try and uncover additional information and tricks that I can share with you guys. Learn anything new Exile? If you did, then you’ll probably be happy to hear that there are more videos coming up in the near future with more exciting builds to try. Make sure not to miss them by subscribing to the channel so you get notified when that happens.

And while you’re at it why not like this video as well, or drop a comment to let me know your thoughts. Thank you all for watching and see ya next time!.

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