Scion ascendancy changes / atziri's spledour

How about atziri's splendour ES version finally get +100 es gain on kill instead of life due to incoming changes.

Second thing is Ascendancy changes i know some of ppl are happy about it but also few complain about missing old 30% block chance to spell at gladiator. Let's make some strawpool with 4 old sub classes node and 4 new one and let ppl decided? In some cases you just tweek the numbers this way you won't resolve any problems with scion ascendancy :(.

So what changed: (highlighted are gone one)

Elementalist

50% reduced Reflected Elemental Damage taken (New)
Damage Penetrates 6% (+1%) of Enemy Elemental Resistances
Gain Elemental Conflux for 6 (+2) seconds when you Kill a Rare or Unique Enemy
Can Summon up to 1 additional Golem at a time (New)
30% increased Damage of each Damage Type for which you have a matching Golem
4% reduced Elemental Damage taken


Necromancer

20% increased Skill Effect Duration (New)
You and Allies deal 30% (+15%) increased Damage while affected by Auras you Cast
You and Allies affected by your Auras have +20% to Chaos Resistance (New)
2% increased Attack and Cast Speed for each corpse consumed recently
15% increased effect of Offering spells


Unchanged
You and your Minions have 4% Physical Damage Reduction

Occultist

Unchanged
20% increased maximum Energy Shield
1% of Energy Shield Regenerated per second
Enemies you Curse have -15% to Chaos Resistance
20% increased Damage if you've Killed a Cursed Enemy Recently

Assassin


+1.5% (+0.5%) to Critical Strike Chance
20% (+10%) chance to gain a Power Charge on Hit against Enemies that are on Full Life
Unchanged
+40% to Critical Strike Multiplier against Enemies that are on Full Life
Your Critical Strikes with Attacks Maim Enemies

Saboteur

10% increased Movement Speed if you've placed a Mine or thrown a Trap Recently (New)
Traps and Mines which have been Armed for 4 seconds deal 50% increased Damage (New)
20% increased Cooldown Recovery Speed for throwing Traps
Damage Penetrates 6% Elemental Resistances if you Detonated Mines Recently

Unchanged
20% chance to create a Smoke Cloud when you place a Mine or throw a Trap
5% increased Damage for each Trap and Mine you have

Trickster

50% (+20%) increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently
15 Mana Regenerated per second if you've used a Movement Skill Recently (New)
100% increased Mana Regeneration if you've used a Movement Skill Recently
Unchanged
20% more chance to Evade while on full Energy Shield
20% increased Damage while not on full Energy Shield

Raider

10% increased Movement Speed (New)
10% chance to gain a Frenzy Charge when you Hit a Rare or Unique Enemy (New)
10% chance to gain a Frenzy Charge on Kill
25% chance to Avoid Elemental Status Ailments

Unchanged
4% chance to Dodge Attacks
You have Onslaught while on full Frenzy Charges

Pathfinder

10% increased Movement Speed while using a Flask (New)
50% chance to gain a Flask Charge when you deal a Critical Strike (New)
30% (+5%) increased Damage while using a Flask (changed wording from during Flask effect)
10% chance for your Flasks to not consume Charges (New)
50% increased Flask Charges gained
50% chance to avoid Freeze, Shock, Ignite and Bleed during Flask effect
4% reduced Elemental Damage taken during Flask effect


Deadeye

30% increased Projectile Speed (New)
Projectiles gain Damage as they travel further, dealing up to 50% (+20%) increased Damage to targets
Attacks have 15% chance to cause Bleeding
Unchanged
30% chance of Projectiles Piercing
Skills fire an additional Projectile

Slayer

50% reduced Reflected Physical Damage taken (New)
40% (+10%) increased Damage against Rare and Unique Enemies
Life Leech effects are not removed at Full Life (New)
Culling Strike
10% of Overkill Damage is Leeched as Life

Unchanged
Your Damaging Hits always Stun Enemies that are on Full Life

Champion

20% (+10%) chance to Fortify on Melee hit
You and nearby Allies have 30% (+15%) increased damage while you have Fortify (Yes, this is the only instance where damage is written with a lowercase d before and after the change)
5% (+1%) reduced Damage taken from Taunted Enemies
Unchanged
20% chance to Taunt on Hit

Gladiator

4% (+1%) additional Block Chance
Attacks have 20% (+5%) chance to cause Bleeding
3% increased Movement Speed for each Hit you've Blocked Recently (New)
30% of Block Chance applied to Spells
Unchanged
30% increased Damage if you've killed a Bleeding Enemy Recently

Chieftain

Unchanged
15% chance to Ignite
30% increased Damage while you have a Totem
Regenerate 2% of your maximum Life per second while you have a Totem
Gain 15% of Physical Damage as Extra Fire Damage if you or your Totems have Killed Recently

Juggernaut

20% (+10%) chance to gain an Endurance Charge when you are Hit
Unchanged
30% increased Armour
Cannot be Chilled
You cannot be Stunned while at maximum Endurance Charges

Berserker

20% (-5%) increased Attack, Cast and Movement Speed if you've taken a Savage Hit Recently
Unchanged
5% increased Damage taken
10% more Damage
1% of Damage Leeched as Life if you've Killed Recently

Hierophant

50% (+30%) chance to gain a Power Charge when you place a Totem
Unchanged
Skills in your Helm can have up to 1 additional Totem Summoned at a time
25% increased maximum Mana
Gain 10% of Maximum Mana as Extra Maximum Energy Shield

Guardian

25% reduced Effect of Curses on You (New)
You and Allies affected by your Auras have 5% additional Block Chance (New)
You and Allies affected by your Auras have 10% (-2%) increased Attack, Cast and Movement Speed
Every 5 seconds, remove Curses and Elemental Status Ailments from you
3% additional Block Chance

Unchanged
You and Nearby Party Members Share Power, Frenzy and Endurance Charges with each other

Inquisitor

25% (+5%) increased Elemental Damage
120% increased Critical Strike Chance against Enemies affected by Elemental Status Ailments
30% (+10%) chance to create Consecrated Ground on Kill, lasting 8 seconds
Unchanged
Take 8% reduced Elemental Damage while on Consecrated Ground

In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
Last edited by PsVRTwo on May 28, 2017, 8:15:53 AM
Last bumped on May 30, 2017, 3:43:45 PM
This thread has been automatically archived. Replies are disabled.
One thing I'm slightly confused about, is that some Ascendancies are being given one of the classes unique notables. For example, Slayer getting the leech persisting at full life, Raider getting the Frenzy charge on hit mechanic, Berzerker still has the (Albeit shitty version) Savage Hit mechanic, Pathfinder is getting some of the charge management bonuses (Still no free Poison from flasks though...) alongside the Scion flavour watered down stats (Well, in the case of Deadeye, Scion is inexplicably getting a better version of Far Shot... Getting 50% damage compared to DE's 30%...)

While other Ascendancies are not even getting anything close to one of their classes key notables...

Like, for Occultist, where's the ES Recharge bonus or Extra Curse?
Necromancer and self affecting Offerings?
Elementalist and free Prolif?

Assassin and the Power Charge generation on non-crits?
Trickster's Damage over Time boost?
Saboteur's Nearby Traps also Trigger? Or Blind mechanics?

Deadeye's Chain (If you're going to keep the shitty Pierce Chance GGG...)? Or the Increased AoE? No damage bonus from moving while Bleeding?

Gladiator's Spell Block conversion? They're actually removing it!?
Champion's perma-Fortify?

Juggernaut's Unstoppable? Bonus Armour?
Chieftain's Leech from Fire Damage/Totems?

Templar's Crits ignore Resistances? That Elemental damage Aura thing?
Heirophant's built in MoM?
Guardian's bonus defences from reserving Life/Mana?

I mean, if you're trying to take one of the most notable reasons to pick a class to try and make the vaguely themed few extra stats more appealing for people to play Scion, then go the whole way and make all the Scion's ascendancies feel cool with at least 1 major notable, which would make the multi-class aspect of her feel more interesting.

Since, Scion IS competing against other exiles with her shitty Normal and Uber Lab rewards, compared to classes 1 strong notable per Lab. She could at LEAST get 1 notable for each class she goes for with being able to combine 2 different classes notables for some marginal benefit to make her 2 notables mean a bit more... (Heck, even if she got 1 notable per Lab AND had 1 notable in each class she probably wouldn't be as good as other Exiles who get 4 specialized notables all working towards the same build with strong stat boosts as travel nodes)
if a Scion gets a 'good' part of given class - noone will play said class. some Ascendancies are one-trick ponies (Inquisitor anyone? aside from quirky regen builds it is crit-only ascendancy that does not exist without Inevitable Judgement)

some of the proposed classes are WAY TOO STRONG (both anti-reflect, raider, slayer's leech, assassin, deadeye), some are 100% useless (sabo.. just why?) and some are good only as the 'also ran' participants
"
sidtherat wrote:
if a Scion gets a 'good' part of given class - noone will play said class. some Ascendancies are one-trick ponies (Inquisitor anyone? aside from quirky regen builds it is crit-only ascendancy that does not exist without Inevitable Judgement)


Except all the people who want the multiple good parts from a class.

Like, even Inquisitor being "Crit Only" compared to Scion who got the crits ignore resists and some minor other stats, would have way more crit focus in their tree compared to Scion who'd have basically only what she can get from Assassin and the bonus against targets that are affect by an Ele Ailment. Inquisitor gets a bunch of crit boosts on top of a ton of ele damage too, so Inquisitor would still be the defacto Ele-Crit build. Only Scion would be able to maybe find some cool multi-class use for the bonus (Such as combining with a Chieftain for a cool Fire based Totem build. Or Elementalist for something Prolif. Maybe she could go Trickster with the new in 3.0 node that makes Crits give good DoT's and make an Ignite build out of it?)

Since, again, Scion is still limited to 2 notables vs all other classes 4. Her getting garbage minor stats with her notables sucks too, let alone the fact that her "Notables" ARE currently minor stats rather than notables...

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