Originally Posted by
Shaiandra
1. An item's required level and item level are two things. For example, a Simple Robe is a weak armour that has no level req and can be equipped by level 1s (and thus can be dropped by level 1 enemies/chests). If you get one from a level 2 enemy, then its item level is 2, and it can only get some mods that level 2 items can get (for example, +10% energy shield or other low numbers), and it can have at most 3 sockets. Whereas if you get a Simple Robe from a level 50 enemy, its base required level is still 1 but its item level is 50; it can get level 50 modifiers, such as +90% energy shield or something (sorta making numbers up here), and it can have up to 6 sockets. So if you use an Orb of Transmutation or Alchemy on it, and it gets some high level mods, then its required level will go up to match the required level of those mods.
An item has to be ilvl 50+ in order to have six sockets, so always make sure of that when trading for unique armour or two-handed weapons (with some exceptions like Tabula Rasa which always has six sockets no matter the item level). You can hold Alt while highlighting an item to see its item level, and poe.trade lists item level too. Any item that has a required level of 50+ will be ilvl 50+, so you don't have to double-check with those.
2. Blood Rage and Enduring Cry are two active skills, and thus don't have any synergy when linking together; they're both just useful buffs that you should keep up assuming they benefit your spec. Active skills don't link together unless you use support gems that link them, generally the "Cast on" trigger gems (i.e. Cleave + Cast on Critical Strike Support + Fireball will make critical hits with Cleave (an Attack) automatically cast the Fireball (a Spell)). These days Support spells say more specifically what they can support. Just be sure you note the difference between an Attack and a Spell; you can't have a spell trigger a spell with Cast on Critical Strike Support, for example. Though other gems (such as Cast While Channeling Support) say they affect Skills, in which case a Spell can trigger another Spell.
3. As of 3.0 you have to finish Act 10 before you can do maps. As for Lab, the first/normal Labyrinth I'd suggest being close to lv 40, Cruel Lab around lv 60, and Merciless Lab at least 70. Note that your Resistances drop again after finishing Act 10, so if you can do Merc Lab before finishing A10, it might be easier.
4. If you have the Blood Magic talent, skills that normally reserve Mana will reserve Life instead. That's why there's the Mortal Conviction talent behind Blood Magic, which will effectively halve the amount of life you reserve.