Recent Ascendancy Class Announcements

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Potenz0 wrote:
There's a few great, build-defining options in the Ascendency classes, but also quite a number of boring "buff this stat a bit" missed opportunities.

Sanctify/Pious Path is a really great idea: giving the Inquisitor reason to want to stand on Consecrated ground. I think more could have been made of this: the whole of the Inquisitor class could be about different reasons for standing on consecrated ground.

The right side of the tree does need help with survivability, at least from about level 45 until you get massive energy shield in the very late game, and I don't see much help here. How about these ideas:
* (Elementalist) Gain an endurance charge when burning. Gain a power charge when shocked. Gain a frenzy charge when chilled.
* (Elementalist) Your maximum fire resistance is increased by 5% for burning damage only. OR You cannot be shocked. OR you cannot be frozen but will be chilled instead. These options are mutually exclusive.
* (Necromancer) Your minions have conduit. Minion conduit also shares fortify and onslaught.
* (Saboteur) Your traps and mines also generate blinding smoke when triggered. Teleport to a random smoke cloud each time one triggers.
* (Raider) You have 10% change to cast either "mirror arrow" or "blink arrow" on crit
* (Deadeye) Projectiles that don't piece have knockback
* (Witch/Blood mage) Your intelligence gives life but not mana. Your max life is not increased by life nodes.
* (Witch/Blood mage) Your body armour has blood magic.
* (Witch/Bloodmage) You have corrupting blood. You can detonate corrupting blood debuffs on monsters to deal 1% of your max life as chaos damage per debuff. The bleed effect does not give life leech but the detonation does. The corrupting blood effect does not apply when you have energy shield.

Other ideas:
* (Marauder/Guardian) You can use two shields.
* (Marauder/Guardian) Your block chance also protects nearby allies.
* (Juggernaut? Marauder/Guardian?) Melee hits for more than 100% of your life after mitigation set your life to 10% of maximum
* (Beserker or Raider) You have Rampage.
* All damage is taken as chaos damage and cannot be converted. You cannot have chaos innoculation.
* (Deadeye) Your pierce chance gives a chance to chain one more time
* (Saboteur) You can place one more trap. You can place one more mine. Your spells and attacks do no damage. (This is extra to Bomb Specialist).




Some of those ideas are quite good (at least in concept) others way too op, which again shows how difficult it is to create diverse trees that are different yet 'balanced'.
Still, I hope they spruce up some of the blander trees in ways that make them more creative/innovative!
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rdespair wrote:
Here are the default minor node bonuses for each of the latest classes (the bonus that is on every minor node regardless of path):

Trickster - 4% Attack & Cast Speed
Hierophant - 20% mana regen
Berserker - 12% increased physical damage with attacks
Elementalist - 10% increased elemental damage
Pathfinder - 5% increased effect of flasks




With these minor nodes information we can for sure say last witch subclass as having minor node focused on energy shield.

So we can expect her subclass as being my favorite one as its my last hope for witch getting anything usefull.
Holy shit...

I wasn't even entertaining a hope that those small nodes could have Increased Effect for Flasks... But there it is.

Does GGG not realize that that is BETTER THAN THE BIG NODES for Pathfinder?! The big nodes are NOTHING compared to increased effect of Flasks! Those are HUGE! :O
IGN: Golem_Antsy, Harvest
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Sheriff_K wrote:
Holy shit...

I wasn't even entertaining a hope that those small nodes could have Increased Effect for Flasks... But there it is.

Does GGG not realize that that is BETTER THAN THE BIG NODES for Pathfinder?! The big nodes are NOTHING compared to increased effect of Flasks! Those are HUGE! :O


i knew they were going to have at least one pathing include flask effect, but i think its because they are either going to severely downgrade alchemist cluster (and possibly relocate) or completely remove it.

15% flask effect is not much, but when its added on top of the already 30% we can get, yes its very good.
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xMustard wrote:
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Sheriff_K wrote:
Holy shit...

I wasn't even entertaining a hope that those small nodes could have Increased Effect for Flasks... But there it is.

Does GGG not realize that that is BETTER THAN THE BIG NODES for Pathfinder?! The big nodes are NOTHING compared to increased effect of Flasks! Those are HUGE! :O


i knew they were going to have at least one pathing include flask effect, but i think its because they are either going to severely downgrade alchemist cluster (and possibly relocate) or completely remove it.

15% flask effect is not much, but when its added on top of the already 30% we can get, yes its very good.

Getting to Alchemist as a Ranger is hard, and generally not worth it.. :S

Any build I can think of that doesn't want the other 2 Ranger Sub-Classes has no reason to go towards those nodes.. It's a shame.


Also, something to consider, you can eschew getting the notable Ascendancy nodes and instead get 25% Flask Effect small nodes and the 5% reduced ele dmg taken/flaskpassiverecharge notable, which could arguably be the best option (when one has many Utility/Unique Flasks.) Though the removing Status Ailments option is quite nice. So is more Life Recovery and Staunching... (With Profane Chemistry/Herbalism, and that Life Recovery from Pathfinder, Life Flasks will be INSANE heals.)
IGN: Golem_Antsy, Harvest
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Sheriff_K wrote:
Getting to Alchemist as a Ranger is hard, and generally not worth it.. :S

Any build I can think of that doesn't want the other 2 Ranger Sub-Classes has no reason to go towards those nodes.. It's a shame.


Also, something to consider, you can eschew getting the notable Ascendancy nodes and instead get 25% Flask Effect small nodes and the 5% reduced ele dmg taken/flaskpassiverecharge notable, which could arguably be the best option (when one has many Utility/Unique Flasks.) Though the removing Status Ailments option is quite nice. So is more Life Recovery and Staunching... (With Profane Chemistry/Herbalism, and that Life Recovery from Pathfinder, Life Flasks will be INSANE heals.)


just depends on what build you're producing i guess. my build will use it and abuse the hell out of it especially if it stays in the game.
25% flask effect is nice too. man 55% flask effect would be craaaaazy. that means my legacy rumi's would give me 62% block alone.

legacy elemental unique flasks like taste of hate (10% max resistances) giving upwards of 15-16% max resistances? holy shiaaat. actually might be worth getting a lot of the flask effect nodes if alchemist stays in the game. could get 50%.

however Master Surgeon's is just...like...required. should allow you to keep unique flasks up 100% of the time even against 1v1 targets that you can't leech charges off adds.
Super excited for hierophant (crit mf flame totem for start of league) then doing a low life trickster. Also considering facebreaker berserker with abyssus
reading alot of these posts, seems like some players want classes to be the same, so what if path finder can specialise in flasks, thats why its diverse, some classes will always be slightly ahead or behind, you dont have to play the stronger all the time, play what you want to play, make your own builds. appreciate what it taked to deliver the content we are getting FREE of costs, and i do expect the tree to be somewhat nerfed so classes are 10% stronger rather than 20%. watch this space.
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鬼殺し wrote:
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ama wrote:
Bex you can do better than this ;) Summarizing all the already knewn things is not a "news" :)


As someone who once had a CM role, I can tell you that sometimes getting news out of the devs can be tough, because of two reasons. One, they're busy as shit... But two, more significantly, they're very wary of premature information. No dev has not been burned at least once by divulging unsteady intelligence.

PS this isn't the news board. It's announcements. You might think that's a semantic issue only, but you'd be wrong.


This seems wrong. People don't make announcements in the news? Also "Announcements" is in the "News" Forum Index.
Saved
oh wow no more shitty text overlays from the media? trying to figure out which text goes with which icon -_- what is this 1994?

Okay, this is better...thank you.

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