An opinion on the passive tree : An analysis of how tree design might hold classes back

==== Outline ====
1. Introduction
2. Popularity stats
3. Methods
4. Passive tree data
5. Analysis
6. Conclusion

==== 1. Introduction ====

Hello there. I love playing around with the passive tree. Patch 1.2 gave a lot of improvements, especially in the witch and shadow area, as well as adding notables to wheels that used to be vanilla and not super interesting. There are also a lot more interesting and difficult choices to be had. However, when I checked the ladder I noticed a somewhat disgusting stat: Witches were completely dominating the leaderboard! I wondering if this was just the top players, so I checked out some stats, and saw that witches were played about 6 times as much as the leas popular class, the duelist.

The disparity there seems pretty massive, so I felt as though I wanted to do a more in depth look at the passive tree to see if I could gain any insight into the popularity of certain classes. There is always hype for classes with newly changed passive tree areas, which is certainly something to be concerned about, but I believe that there is more going on than just that.

==== 2. Popularity stats ====

Spoiler
From http://poestatistics.com/beyond/ (top 15000)
Witch, 4845, 32.3 %
Shadow, 2863, 19.09 %
Ranger, 2352, 15.68 %
Marauder, 1605, 10.7 %
Scion, 1431, 9.54 %
Templar, 1178, 7.85 %
Duelist, 726, 4.84 %

From http://poestatistics.com/rampage/ (top 15000)
Witch, 5008, 33.39 %
Shadow, 2993, 19.95 %
Ranger, 2873, 19.15 %
Scion, 1248, 8.32 %
Marauder, 1199, 7.99 %
Duelist, 966, 6.44 %
Templar, 713, 4.75 %


==== 3. Methods ====
Spoiler
It's pretty clear that there's a large disparity here. I'd like to provide some thoughts about the three least popular classes: Duelist, Scion, and Templar and provide some suggestions on how I think they could be improved. Now, these improvements are not going to be along the lines of "just add a wheel of nodes in X spot and you're golden"! These types of changes take a lot more work. Rather, I want to examine the current passive tree and provide some high-level thoughts about what makes certain areas work and certain areas not work.

For the first analysis I decided to consider the amount of "travel" nodes each class has in their section. A travel node is defined as a minor node, like +10 dex, or the first nodes from a starting class that must be passed through. When you look at the tree, each class corresponds roughly to a particular section of the tree (Scion is a little less clear). I wanted to examine the travel nodes for each class to see if there was a discrepancy. If a class has to travel more, it's a sign they might be less efficient. These, of course, are my best estimates for what the relative zone of each class is.

Next, after doing that I wanted to see how many nodes a class has access to from their zone. That is, counting up all the nodes from the clusters from the class zone, but without extending that classes range more.

Next I was curious to see the spread for each class. That is, what types of builds does that class support? For example, a marauder could be 1h, 2h, maces, axes, etc. Just having the total number of nodes available isn't as useful without observing how spread out between different types of build paths these nodes are. For this measure I ignored defensive nodes (hp, es, etc.) and focused more on the offensive spectrum, since these nodes to be the most specialized. To get an idea I roughly used the criteria that when a class zone had multiple wheels in a certain area that was a "build path." Random 1-of wheels (like knockback for example) were not looked at here.

I also took a quick note of the number of notables and keystones because it was interesting to me, but simply looking at the numbers here is maybe not as useful as the other information.

In short:
1) How many travel nodes?
2) How many nodes accessible from zone?
3) Main build paths?
4) Number of notables?
5) Number of keystones?


==== 4. Passive Tree Data ====

Spoiler
Witch
37 travel nodes
223 available nodes from clusters
5 main paths (fire, cold, lightning, minions, wands)
~47 notables
2 keystones


Shadow
31 travel nodes
232 available nodes from clusters
5 main paths (mine/traps, physical, elemental, daggers, claws)
~53 notables
5 keystones


Ranger
34 travel nodes
232 available nodes from clusters
4 main paths (bow, 1h, dual wield, swords)
~47 notables
4 keystones


Marauder
36 travel nodes
215 available nodes from clusters
8 main paths (totems, maces, staves, axes, swords, fire, 1h, 2h)



Scion
27 stat nodes (traveling here is a bit harder to evaluate)
235 available nodes from clusters
5 (slightly more general) build paths (bow, totem, caster, melee)
~42 notables
4 keystones


Templar
32 + 1 disconnected int node as travel
187 available nodes from clusters
7 main paths (1h, 2h, totems, caster, staves, minions, mace)
~38 notables
4 keystones


Duelist
43 travel
195 available nodes from clusters
6 main paths (dual wield, axe, bow, sword, 1h, 2h)
~41 notables
4 keystones


==== 5. Analysis ====

Spoiler
I believe that even this rudimentary data has some useful things we can (likely) infer. To start, I think there is a correlation between popularity and the relative amount of travel nodes, available nodes, and build paths.

If we examine the most popular (Witch) vs. the least (Duelist) we notice that the witch has 37 travel nodes compared to 223 overall nodes whereas the duelist has 43 travel nodes to 195 available nodes. These ratios show that the witch just has a lot more options for their passive points, and has to "waste" less points to do so. Furthermore, the witch has fewer build options--there's only the 5 build paths compared to the 6 build paths for the duelist. As such, when constructing a witch build it is easier to get more nodes relative to your build while spending less points. I believe that these reasons contribute, in no small part, to the unpopularity of the Duelist.

Templar is also fairly unpopular, and it suffers the same problem as duelist. In fact, it has the least access to nodes as well as a lot of build paths, thus making it tough to pick up just the points you want. Templar, if I recall, used to be much more popular. I believe that the decline in popularity is due to the improvement of the shadow and witch starting areas, as well as the previous marauder starting area improvement. Now Templar doesn't have as nearly as good of starting area and suffers the "too many builds" problem.

Ranger and shadows are both very popular right now, and this information seems to suggest why. They have not a ton of travel nodes, access to a ton of potential nodes, and are relatively focused on build paths.

And what about Scion? On a first glance it looks like Scion should be a lot stronger than the popularity would suggest. I believe that Scion suffers from three main issues:
1) "Too many build" problem
2) Starting nodes not as powerful compared to other classes
3) Build paths do not actually let you connect the tree more easily from Scion

1) I believe Scion suffers most from the "too many builds" problem. Yes, there aren't a ton of travel nodes and there's a fair number of node. However, everything splits off into so many different ways that for any path a Scion takes their build is likely losing out on the usefulness of much of the rest of their zone.

2) Additionally, the Scion starting nodes are weaker than their counterparts in the other areas. Example: 6% projectile vs. 8% projectile in Duelist/Ranger, 10% + 6% spell damage vs. 16% + 10% spell damage in witch, which definitely hurts her.

3) Lastly is the issue of tree connection. Scion seems like it would be great to connect different parts of the tree, right? Well, this isn't really the case. Let's look at an example of a Scion who wants Eldritch Battery and Iron Grip (diametrically opposed keystones) vs. a Shadow who might want to do the same thing.

Scion:


Shadow:


You'll notice that the Shadow spends more points total, because he doesn't lie directly between the two keystones. So, let's just examine the path connection Eldritch Battery and Iron Grip. For the Scion we spend 27 points. In fact, all of these points are just connecting the two nodes. For Shadow, we spend only 26! If you notice, it takes 7 points to get around the Scion starting area, whereas the Scion spends 8 points in her "starting nodes." The Shadow does spend 4 nodes just on stats, but they actually save a point and get some pretty good EV nodes too, while also having access to some other very powerful nodes (life, crit, etc.) In general any class can take similar routes on any direction with similar benefits. As a result tree connectivity with Scion doesn't actually work as well as it seem like it should, given the positioning of Scion


==== 6. Conclusion ====
Spoiler
The new leagues have some huge disparity in the popularity of each class, which is the motivation for examining the passive tree. There are many factors which could factor in to this, although it is my belief that since the passive tree supports all builds, this is the first place to look.

The main takeaways from this analysis are that the less popular classes have access to less nodes (in general), tend to spend more time traveling around, and have less focused build paths. Scion was a special case where her merits of connecting the tree don't actually work as well as it should seem.

To strengthen the less popular classes, I believe that some of these inherent issues in the trees need to be addressed. It's unlikely that adding just a couple nodes or buffing up a few passives will change this very much. Granted, the game is always in a state of flux, so I imagine that these changes would happen eventually, although I thought I would provide some of my thoughts on the issue.
@Moylin (Beyond)
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Nice analysis. Some thoughts on the specifics:

The Scion start is meant to be for weird cross-tree builds, so you wouldn't expect her to be that popular. The weak starting nodes are deliberate. In earlier versions, she was the top choice for a number of mainstream, archetypal builds, and we ended up with something like 40% of players rolling Scion. I think the current situation is fine - the only tweak I'd make is to require a bit more effort from other classes if they want to use the big wheels as a shortcut through the tree.

The Marauder and Templar starting areas both have the problem that one of the branches (the melee physical damage branch) is so weak that it's either a complete waste of time, or at least offers no advantage compared to just taking one of the numerous weapon clusters around the tree. So you're pretty much forced to use the elemental/AoE route as the Templar, and the life/armour route as the Marauder. But if you're only going to take one branch, you could just as well start as another class and reach into that branch when you need it. In addition, the Marauder suffers from the unpopularity/weakness of Armour nodes (he tends to be beaten in the Armour stakes by Iron Reflexes users), and the Templar suffers from a mediocre supply of life nodes. Also, the lines from Secrets of the Order to Elementalist are weak and rarely used (compared to the much-improved Elemental Dominion/Walker area on the Witch, or the Shadow elemental paths), and the Diamond Skin cluster for the Marauder is also a bit underpowered.

The first few nodes for the Duelist are OK power-wise, but after that he lacks flexibility (that cluster of bow nodes isn't fooling anyone: this guy is a physical melee/ST specialist), and it's quite easy for other classes to reach in and take all the good nodes (including his keystones, which other classes are often better at using than the Duelist himself). It's very difficult to make a 'pure Duelist' build - it nearly always ends up being Duelist-Ranger or Duelist-Marauder, in which case you could just as well have started with the other class. In terms of offensive power, he suffers from a severe shortage of crit nodes, especially crit multi, but at the same time he has quite some distance to travel if he wants Resolute Technique.
The duelist start area needs some rethinking. Unless you're going to run a dual wield melee build, either the dex side (other melee configurations), or strength side (bow), is completely useless to you, however the notables at the end of the starting paths are generally quite useful not only for the stats they provide, but by also facilitating efficient pathing to things such as Leather and Steel and Steel Skin which are your important early defensive stats besides life which is on the strength side, past the two initial melee nodes (bad for bow builds).

My proposed solution:
Strength side: Change melee physical damage nodes to just physical damage (including Master of the Arena) and give them some life as well (lower the numbers to make them balanced). Now bow builds will want the this path, move the dual wield nodes over to the other path on this side. Swap the positions of Testudo and Executioner clusters, maintaining the link between Water Dancing and Testudo. This improves pathing for 2h sword builds to Blade Master and also improves pathing for builds using a shield from Testudo to Iron Wall (win-win). The duelist has a problem w/ his weapon type clusters because he's supposed to have 2 different types that you can build for (swords and axes), but the only cluster that buffs both is all the way over by the Marauder start. There is a decent number of clusters for each, but imo swords current are getting the better end of the deal. This made me look for clusters that could be hybridized (buff both axes and swords, instead of just one). Razor's Edge seems like the best candidate for hybridization (both positionally and thematically).

Dexterity side: w/ dual wield nodes moved, here we can have some general purpose Attack Speed nodes which will be useful to all of his typical builds, the projectile nodes won't be a problem now because the AS path is still a good option for non-Bow builds, and leaving them as projectile damage nodes makes them appealing to Spectral Throw builds as well as other shenanigans (Lightning Strike projectiles, anyone?). Dervish, and Leather and Steel should have their positions swapped, again for pathing reasons, Dervish is on the path into the exterior part of the Duelist area, but is only useful to dual wielders, whereas Leather and Steel is practically universally useful to any Duelist build, including the dual wielders (so they lose nothing and all his other builds gain a very useful new path to the exterior, which is now easily accessible w/ the changes to the initial paths). The one last thing that stands out to me on this side is that Hatchet Master is poorly positioned, it's best path has you going through a +10 Int node, and the alternative path is quite far away from any nodes that are relevant to an axe build, especially if you're not dual wielding and even more so if it's 1h Axe+Shield. I think it should take Twin Terror's spot; Twin Terrors should take Mind Over Matter's spot; and Mind Over Matter will be where Hatchet Master was. This does not really negatively impact dual wielding pathing for either Duelist or Ranger at all, it vastly improves the situation for Axe wielding Duelists again at no real cost to Rangers who are using Axes, the only big ? for me is: Does moving Mind Over Matter towards the interior present a problem? If so, it may be best to leave it where it is and just have Hatchet Master come off the same +10 Dex node (there enough visual space that this could easily be done, but it might leave a bit of a void where Hatchet Master is in the current tree, or where Twin Terrors is if it's decided that should be moved to where Hatchet Master is in the current tree).
You're all massively overthinking a simple macro situation.

Reasons the blue zone is better:

* Energy shield defends against everything. It's strictly better than Armour and humbles Evasion.

* You don't have to worry about getting a decent weapon to drop to be able to deal damage. (Masters have significantly made getting a usable weapon much easier, but it's still only relevant at the endgame and you still have to sift through around a 1,000 crap rares before you can make something 50% of the potential max damage.)

* It encompasses far more skills. You have fire/ice/lightning/minion witches. Shadows add Wands, One Handed Melee, and Physical Spells on top of all that. What skill backbones are there for Ranger? One hand or bow. The red zone? Maces or bladed. The Duelist essentially has one signature skill, Dual Strike, and he's not even the best at using it offensively. The archery stuff in Duelist has been rendered a bad joke, of course. It might as well be removed.

* Range is vastly, intrinsically, more powerful than melee. It doesn't help that the damage multipliers are comparable with melee and they boofed bows even more.

* You can resist 75% or more of your reflect damage.

* Doesn't require Accuracy for critical damage.

Even with all that, it is my opinion that a Split Arrow Ranger or Shadow is "the best" character since you don't have to worry about mana, get free life leech (Blood Drinker being moved to Shadow was an over the top mistake. Isn't it enough the bulk of the tree's damage is there already; do they really need to get 2% leech for free? That's arguably the best defensive node on the tree now.), zoom around the screen hella fast, and kill things without even being able to see them. Its only weakness is a single physical reflect off Split Arrow will kill you if you're not using Iron Reflexes with high armour.

Things that are the passive tree's fault: Daggers having stronger stat nodes than other weapons. Everything else is an issue of the underlying systems. It isn't the tree's fault that Armour doesn't give you more life, that Evasion will make you die in one hit to Ethereal Knives, that hitting the entire screen is better than having to slowly walk to something and attack things one at a time, that there's just more characters to make in Cyan, that the end Critical Damage Multiplier is dependent on base crit chance and thus unevenly applied, that being killed in one hit is the only threat in the game.

Things like animal minions for the green zone (who should have a special skill; such as Frogs with Leap Slam or Snakes with Viper Strike) are an example of stretching the design space of the colors so it doesn't feel like everything's the domain of Blue. The idea that a pure minion character could take Blue and Green reminds me of the Soothsayer from Titan Quest - because of the movement tax in the stat tree that kind of thing is intrinsically suboptimal most of the time. Honestly there's little reason why combining the Templar Zone with the Ranger or Duelist Zone should be more expensive than going Red or Blue - Titan Quest's system did this better. There's limited ability to ever make new classes on this grid, for example. It's a mistake they associate skill domains to a stat instead of a class in my opinion.

There's lots of things I would do completely different from Path of Exile, but I guess that's what's most fun about these things.

"
The Marauder and Templar starting areas both have the problem that one of the branches (the melee physical damage branch) is so weak that it's either a complete waste of time


The Marauder offense route is adequate. 4% ias is a minimum of +300 dps, 10% phys is a minimum of +230 dps. The 10% nodes do matter - there comes a time when there's nothing better to take eventually.

The Templar melee route is only exemplary when using conversion skills - critical sceptres with Avatar of Fire and Molten Strike for example. Boosting the numbers at his root slightly could help psychologically (ie, "at least this is better than 10%") but don't really matter.
Last edited by LimitedRooster on Oct 2, 2014, 2:42:17 AM
"
You're all massively overthinking a simple macro situation.

Reasons the blue zone is better:

* Energy shield defends against everything. It's strictly better than Armour and humbles Evasion.

* You don't have to worry about getting a decent weapon to drop to be able to deal damage. (Masters have significantly made getting a usable weapon much easier, but it's still only relevant at the endgame and you still have to sift through around a 1,000 crap rares before you can make something 50% of the potential max damage.)

* It encompasses far more skills. You have fire/ice/lightning/minion witches. Shadows add Wands, One Handed Melee, and Physical Spells on top of all that. What skill backbones are there for Ranger? One hand or bow. The red zone? Maces or bladed. The Duelist essentially has one signature skill, Dual Strike, and he's not even the best at using it offensively. The archery stuff in Duelist has been rendered a bad joke, of course. It might as well be removed.

* Range is vastly, intrinsically, more powerful than melee. It doesn't help that the damage multipliers are comparable with melee and they boofed bows even more.

* You can resist 75% or more of your reflect damage.

* Doesn't require Accuracy for critical damage.

Even with all that, it is my opinion that a Split Arrow Ranger or Shadow is "the best" character since you don't have to worry about mana, get free life leech (Blood Drinker being moved to Shadow was an over the top mistake. Isn't it enough the bulk of the tree's damage is there already; do they really need to get 2% leech for free? That's arguably the best defensive node on the tree now.), zoom around the screen hella fast, and kill things without even being able to see them. Its only weakness is a single physical reflect off Split Arrow will kill you if you're not using Iron Reflexes with high armour.

Things that are the passive tree's fault: Daggers having stronger stat nodes than other weapons. Everything else is an issue of the underlying systems. It isn't the tree's fault that Armour doesn't give you more life, that Evasion will make you die in one hit to Ethereal Knives, that hitting the entire screen is better than having to slowly walk to something and attack things one at a time, that there's just more characters to make in Cyan, that the end Critical Damage Multiplier is dependent on base crit chance and thus unevenly applied, that being killed in one hit is the only threat in the game.

Things like animal minions for the green zone (who should have a special skill; such as Frogs with Leap Slam or Snakes with Viper Strike) are an example of stretching the design space of the colors so it doesn't feel like everything's the domain of Blue. The idea that a pure minion character could take Blue and Green reminds me of the Soothsayer from Titan Quest - because of the movement tax in the stat tree that kind of thing is intrinsically suboptimal most of the time. Honestly there's little reason why combining the Templar Zone with the Ranger or Duelist Zone should be more expensive than going Red or Blue - Titan Quest's system did this better. There's limited ability to ever make new classes on this grid, for example. It's a mistake they associate skill domains to a stat instead of a class in my opinion.

There's lots of things I would do completely different from Path of Exile, but I guess that's what's most fun about these things.

"
The Marauder and Templar starting areas both have the problem that one of the branches (the melee physical damage branch) is so weak that it's either a complete waste of time


The Marauder offense route is adequate. 4% ias is a minimum of +300 dps, 10% phys is a minimum of +230 dps. The 10% nodes do matter - there comes a time when there's nothing better to take eventually.

The Templar melee route is only exemplary when using conversion skills - critical sceptres with Avatar of Fire and Molten Strike for example. Boosting the numbers at his root slightly could help psychologically (ie, "at least this is better than 10%") but don't really matter.


You right that energy shield defends against everything, but you failing to recognize an important fact: Energy Shield doesn't scale with your life total. Armour and Evasion Rating increase your effective life by mitigating damage (Armour does it directly, Evasion Rating does it be decreasing their chance to hit).

Weapon drop still matters for spell casters because of increased spell damage mods on items. My Witch does quite a bit more damage than my friend's because I have a better wand and shield (better non-implicit increased spell damage mods). Between the shield and wand I'm getting over 100% increased spell damage, which considering I got these two items in like Act 2 of Normal (now in Act 1 Cruel and still using them), that's a pretty huge buff from your gear. The one thing that still makes the gear situation better for spell users is that good spell mods don't become obsolete nearly as fast as a good weapon's attacks do.

Range definitely has an advantage in the current state of the game because there are plenty of anti-melee mechanics and monsters at work, but not really so many that are anti-ranged. This a problem that could be fixed by creating enemies that punish you for being ranged. I can think of several types: Enemies that are resistant to ranged attacks and/or spells, Enemies that have 'bubble shields' that protect them and their allies from ranged attacks (probably want the shield to have a health value so you don't HAVE to get close, but it should be reasonably strong), Enemies that debuff player damage with ranged attacks/spells.

The thing that I found surprised was just how much they buffed the Ranger area's Evasion situation. It screams OP to me now, where as before she was desperately short on nodes and the nodes she did have were mediocre (not as bad as many would think imo, since Dex also gives +% Evasion Rating). Now she has really strong Evasion nodes and lots of them scattered around (the latter was more what was REALLY needed than the former, all the other characters had at least a half-dozen or more nodes for their primary defensive stat(s) outside of their start area, pre 1.2 Ranger was the only one that did not).

One thing I did notice w/ my melee Rangers is that building pure Dex melee means you have NO AoE whatsoever, which makes dealing with large mobs slower and more dangerous for her. I came up with a pretty slick solution to this though: Using Blood Rage with Flicker Strike (as long as you can 1-shot weaker mobs it works great for fast clearing groups of enemies, but it also sadly encourages desyncs)
I've tallied up the various buffs each character can get from their starting area (and how many nodes in total make up said area). I considered anything within the first ring of +10 attribute nodes around where the begin in the tree, allowing for notables to take the place of a +10 attribute node (e.g. Scion start area; Sentinel, Harrier, and Shaper notables do this).

Here's what I found:
Spoiler
Marauder: 64 Nodes
75% increased Melee Physical Damage
50% increased Physical Damage with One Handed Melee Weapons
50% increased Physical Damage with Two Handed Melee Weapons
4% increased Attack Speed with One Handed Melee Weapons
4% increased Attack Speed with Two Handed Melee Weapons
40% increased Accuracy Rating
+46 to maximum Life
35% increased maximum Life
3.3% of maximum Life Regenerated per Second
106% increased Armour
7% additional Chance to Block with Shields
40% increased Block Recovery
40% increased Defenses from equipped Shield
+15% to all Elemental Resistances
+24% to Cold Resistance
+24% to Fire Resistance
+24% to Lightning Resistance
10% reduced Mana Cost of Skills
15% increased Life Recovery from Flasks
You Take 20% Reduced Extra Damage from Critical Strikes
262 Strength (52.4% increased Melee Physical Damage and +131 to maximum Life)
34 Dexterity (+68 to Accuracy Rating and 6.8% increased Evasion Rating)
34 Intelligence (+17 to maximum Mana and 6.8% increased maximum Energy Shield)

Ranger: 53 Nodes
40% increased Melee Physical Damage
36% increased Physical Weapon Damage with One Handed Melee Weapons
20% increased Physical Weapon Damage while Dual Wielding
39% increased Projectile Damage
62% increased Physical Damage with Bows
25% increased Attack Speed
4% increased Melee Attack Speed
14% increased Attack Speed with One Handed Melee Weapons
10% increased Attack Speed with Bows
30% increased Critical Strike Chance with Bows
60% increased Accuracy Rating
20% increased Projectile Speed
+32 to maximum Life
25% increased maximum Life
1% of maximum Life Regenerated per Second
62% increased Evasion Rating
4% additional Chance to Block while Dual Wielding or holding a Shield
6% additional Chance to Block with Shields
30% increased Block and Stun Recovery
60% increased Defenses from equipped Shield
30% chance to Avoid being Stunned
8% increased Movement Speed
16% increased maximum Mana
20% increased Mana Regeneration Rate
20% increased Mana Recovery from Flasks
34 Strength (6.8% increased Melee Physical Damage and +17 to maximum Life)
202 Dexterity (+404 to Accuracy Rating and 40.4% increased Evasion Rating)
34 Intelligence (+17 to maximum Mana and 6.8% increased maximum Energy Shield)

Witch: 61 Nodes
62% increased Spell Damage
16% increased Elemental Damage
16% increased Elemental Damage with Spells
28% increased Cold Damage
28% increased Fire Damage
28% increased Lightning Damage
12% increased Area Damage
18% increased Cast Speed
115% increased Critical Strike Chance for Spells
10% increased Critical Strike Multiplier for Spells
20% increased Radius of Area Skills
Minions deal 30% increased Damage
Minions have 20% increased maximum Life
+2 to maximum number of Skeletons
+1 to maximum number of Zombies
20% increased maximum Life
+34 to maximum Energy Shield
79% increased maximum Energy Shield
30% faster start of Energy Shield Recharge
+15% to Cold Resistance
+15% to Fire Resistance
+15% to Lightning Resistance
55% chance to Avoid interruption from Stuns while Casting
+20 to maximum Mana
48% increased maximum Mana
60% increased Mana Regeneration Rate
34 Strength (6.8% increased Melee Physical Damage and +17 to maximum Life)
34 Dexterity (+68 to Accuracy Rating and 6.8% increased Evasion Rating)
202 Intelligence (+101 to maximum Mana and 40.4% increased maximum Energy Shield)

Duelist: 56 Nodes
41% increased Melee Physical Damage
28% increased Physical Weapon Damage with One Handed Melee Weapons
39% increased Physical Weapon Damage while Dual Wielding
34% increased Physical Weapon Damage with Two Handed Melee Weapons
24% increased Projectile Damage
30% increased Physical Damage with Bows
22% increased Attack Speed
8% increased Melee Attack Speed
3% increased Attack Speed with One Handed Melee Weapons
3% increased Attack Speed with Two Handed Melee Weapons
11% increased Attack Speed while Dual Wielding
6% increased Attack Speed with Bows
16% increased Accuracy Rating with Two Handed Melee Weapons
+2 to Melee Weapon and Unarmed range
+12 to maximum Life
25% increased maximum Life
1% of maximum Life Regenerated per Second
54% increased Armour
40% increased Armour and Evasion Rating
10% additional Chance to Block while Dual Wielding
10% additional Chance to Block with Shields
20% increased Defenses from equipped Shield
32% increased maximum Mana
40% increased Mana Regeneration Rate
133 Strength (26.6% increased Melee Physical Damage and +66.5 to maximum Life)
133 Dexterity (+266 to Accuracy Rating and 26.6% increased Evasion Rating)
24 Intelligence (+12 to maximum Mana and 4.8% increased maximum Energy Shield)

Shadow: 62 Nodes
12% increased Melee Damage
77% increased Physical Damage
40% increased Physical Damage with One Handed Melee Weapons
36% increased Projectile Damage
12% increased Spell Damage
78% increased Elemental Damage
28% increased Cold Damage
28% increased Fire Damage
28% increased Lightning Damage
27% increased Attack Speed
8% increased Attack Speed with One Handed Melee Weapons
18% increased Cast Speed
130% increased Critical Strike Chance
35% increased Critical Strike Multiplier
10% increased Projectile Speed
5% chance to Freeze
5% chance to Ignite
5% chance to Shock
+12 to maximum Life
24% increased maximum Life
+5 Life Gained on Kill
42% increased Evasion Rating
+10 to maximum Energy Shield
30% increased maximum Energy Shield
10% faster start of Energy Shield Recharge
+8% to all Elemental Resistances
5% increased Movement Speed
+10 to maximum Mana
34% increased maximum Mana
20% increased Mana Regeneration Rate
+5 Mana Gained on Kill
34 Strength (6.8% increased Melee Physical Damage and +17 to maximum Life)
103 Dexterity (+206 to Accuracy Rating and 20.6% increased Evasion Rating)
113 Intelligence (+56.5 to maximum Mana and 22.6% increased maximum Energy Shield)

Templar: 60 Nodes
22% increased Melee Physical Damage
38% increased Physical Damage with One Handed Melee Weapons
38% increased Physical Damage with Two Handed Melee Weapons
54% increased Elemental Damage
40% increased Elemental Damage with Weapons
24% increased Cold Damage
24% increased Fire Damage
24% increased Lightning Damage
8% increased Area Damage
10% increased Accuracy Rating
20% increased Radius of Area Skills
6% increased Cast Speed
+30 to maximum Life
25% increased maximum Life
1% of maximum Life Regenerated per Second
44% increased Armour
25% increased maximum Energy Shield
+20% to all Elemental Resistances
+20 to maximum Mana
16% increased maximum Mana
60% increased Mana Regeneration Rate
10% reduced Mana Cost of Skills
133 Strength (26.6% increased Melee Physical Damage and +66.5 to maximum Life)
34 Dexterity (+68 to Accuracy Rating and 6.8% increased Evasion Rating)
135 Intelligence (+67.5 to maximum Mana and 27% increased maximum Energy Shield)

Scion: 87 Nodes
40% increased Melee Physical Damage
36% increased Projectile Damage
44% increased Spell Damage
23% increased Attack Speed
15% increased Cast Speed
30% increased Critical Strike Multiplier
+20 to Accuracy Rating
12% increased Radius of Area Skills
+30 to maximum Life
49% increased maximum Life
2.2% of maximum Life Regenerated per Second
+10 to Armour
+50 to Evasion Rating
24% increased Armour and Evasion Rating
114% increased Evasion Rating
+20 to maximum Energy Shield
56% increased maximum Energy Shield
6% additional Chance to Block while Dual Wielding or holding a Shield
+10% to all Elemental Resistances
+18% to Cold Resistance
+18% to Fire Resistance
+18% to Lightning Resistance
12% increased Movement Speed
+20 to maximum Mana
24% increased maximum Mana
60% increased Mana Regeneration Rate
100 Strength (20% increased Melee Physical Damage and +50 to maximum Life)
100 Dexterity (+200 to Accuracy Rating and 20% increased Evasion Rating)
100 Intelligence (+50 to maximum Mana and 20% increased maximum Energy Shield)

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