HP cluster on the right side of the tree (around acrobatics)
" I kind of feel that way about any point of the outer tree that is most easily (or exclusively, in Shadow's case) accessible through a charge node. While charges are typically always beneficial, they're not always something I want to build for. And they do require a bit of focus, save for endurance, which is the only charge that doesn't branch to the outer tree. So far as life in that area: There is just barely not enough, if I want to stay in the area between Duelist and Shadow. I'm always one or two points too inefficient (edit: net sum points per total % life) to grab that last cluster to have just enough and feel like it was worth it. I think something as simple as merging the two +10 dex nodes between Fervor and the Weapon Artistry cluster would go a long way. Doubly so with the Revenge of the Hunted cluster, which always feels +10 dex too far out of the way. I have yet to take it because it takes me on a far too inefficient path compared to other options. Otherwise, the thing the area is truly lacking is enough of a quantity of accessible life regen. If I want to go acrobatics, I have a hard time not starting as Scion solely because of her starting life/mana regen and huge life cluster. Granted, Duelist offers excellent life regen, but it comes at a very heavy travel cost to reach for Ranger/Shadow. Additionally, Arm Wrestling is an incredibly uninteresting cluster, it could be made much more interesting by changing two of the pdps nodes to 0.4% life regen + pdps, and/or adding 1% leech to a weaker pdps notable at the end. My thoughts on that area of the tree in general. Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Last edited by CanHasPants#3515 on Dec 28, 2013, 2:56:22 PM
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" I thought you of all people could see the skill tree and the lack of life in the Witch and Shadow areas. Ranger can somewhat easily grab the health by the Scion area along with huge amounts of Evasion. This can all be turned into armor with Iron Reflexes. Witch can grab those circles, but can't turn them into anything else and already has a ton of energy shield available to her. Very easy to grab the two EV/ES circles in the shadow area, the Armor/ES circle by AOF, and go Chaos Inoculation with plenty of damage. Can't say the same for life. It's a pain to go life on a witch, and that's what I'm doing right now. [REMOVED BY ADMIN] Last edited by Stewart_GGG#0000 on Dec 28, 2013, 3:55:41 PM
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" The 8/8/12 life nodes aren't as efficient as you think. The path around those 2 8/8/12 clusters are really long, and you'll need at least 1 extra point just to reach them, meaning you'll need at least 4 points for 8/8/12. The only time it will be 3 points for them is if you've taken the crit multiplier or ranger melee weapon nodes (and even then, the path to get to those nodes is really long and very optional). Meanwhile, there are other life clusters on efficient paths like Thick Skin, giving 8/8/18 for 3 points, or clusters with loads of 8% life nodes and/or related life nodes. For example the 4 life nodes below Scion's evasion wheel, if you want to take nodes near the Duelist/Ranger area you have to pass those 4 life nodes, therefore you can spend 4 points for 8/8/8/8 life nodes instead of 4 points for 8/8/12 life nodes. "so you can see who has more PvPenis" - Chris Wilson "Everyone can at least be exposed to Leo's PvPenis" - Chris Wilson Last edited by Kenzorz#6970 on Dec 28, 2013, 4:57:26 PM
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" Just a concern... Worrying about the first 40 levels is pointless as nothing there matters and its rushed so quickly its existence is moot, I completed those levels with ease on a scion without spending a single passive point or leveling a single skill gem at all on domination without dying once on a recent attempt.... and I was still killing rogue exiles + bosses in both scepter of god and cruel mode with utter ease with a level 1 spectral throw while solo. The only real balance concerns that likely should be addressed are those end and post game viability options such as mapping. Last edited by Jiero#2499 on Dec 28, 2013, 9:24:27 PM
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" There is nothing about claws that emphasis going CI over crit daggers. You could argue that claws gravitate more towards life steal and ghost reaver (since life steal is an implicit mod for claws), however if you are going CI you pretty much have blood rage, which gives you free lifesteal anyways Thats really another discussion though, I think that blood rage should be remade so CI characters don't get a free pass on it (maybe make the lifesteal less if you aren't on low life and making it more if you are on low life) CI is something that appears natural choice for shadow, I definitely agree with that Evasion/Life is more of an issue with duelist evasion builds, particularly the ones that go phase acrobatics, and these builds have real issues when it comes to health. The evasion/max life nodes are pretty shit, in fact the only good node there is thick skin Last edited by deteego#6606 on Dec 28, 2013, 9:30:57 PM
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" Its very relevant in that arguing about viability at a point that having no passives at all works just fine is moot. Thus the only times it really matters is when damage scales so high that it becomes critical to get your build as efficient as possible and survival a serious issue. If we're talking about making things work and wheter they are useful or not it doesn't make much sense to include the levels that everything works regardless of what we do because the problem hasn't presented itself yet.... at low levels gear solves any issue and can hide any flaw in the skill tree easily. Overall on the rest of what was said about it being less useful (less efficient) then what was invested in terms of obtaining both sides of that setup in comparison to what others have I had no issue with what the op said and saw no reason to repost. I can't really argue with what the OP said in that node circle is sorta meh when the cost to take both sides is factored in and I usually only grab one side and move on presently... maybe something like linking both sides would add a little more hp at a little more efficient pathing but it still feels like just a bandaid in the end. As far as to a solution on what can be done to make it more attractive, I still have to think about it. Its more then a simple connection issue at play here and revolves back around to why we need these large stacks of hp just to survive in the first place and why we still play connect the life nodes with a large amount of our passives. However....They fixed a lot of hp issues by combining more hp boosts into other hybrid nodes but its still something ever present at end game and at times makes me wonder why these nodes couldn't be combined into other hybrid att/def nodes and the whole ring just removed instead of trying to make it attractive enough to spend that many points on. So at times I have to wonder about fixing the pathing versus just getting rid of nodes like this and simply merging their effects with pre-existing nodes.... or possibly lowering the damage curve slightly so nodes like these would be obsolete and removable from the tree entirely. edit- oh, and this thread is about a cluster of HP nodes in the shadow section of the skill tree and has nothing to with the shadow class directly. Last edited by Jiero#2499 on Dec 29, 2013, 4:49:28 PM
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" Yup, but with blood rage and CI, the usefulness of claws isn't really apparent, at least as long as everyone goes CI on shadow, which they pretty much do these days " CI does seem as a natural fit for shadow, especially when combined with evasion. It matches his playstyle, evading means completely avoiding the damage, which increases the window of opportunity to regen your ES. Then you have things like ghost reaver which work great with CI builds, as you don't have to worry about life anymore " I do see it as a natural choice, both in terms of design, theme and practicality. There is a reason why almost every shadow specs into CI at some point. There are however definite issues, as you have pointed out. Shadow does have plenty of ES options, there are the 2 nullification node groups, and there is the ES nodes around the CI area. Shadow at most will typically only miss the 2-3 ES nodes around the witch area. There is obviously the massive cluster north of the scion, but thats just as hard for witch as it is for shadow Phase acrobatics, something which begs to be a keystone that shadows should use, don't, because of the massive ES penalty. So its now pretty much reserved for life evasion duelists, who end up using endurance charges to make up for having shitty armor I mean thematically speaking, shadow is meant to be a hit and run character, who combines the high crit chance style damage/ES of the witch with the avoidance (evasion) and attack speed/accuracy of the ranger. So having evasion (ranger/dex based) mixed with ES (witch/INT based) makes definite sense. As a shadow, you should be going evasion and ES, so CI is the natural choice for that Last edited by deteego#6606 on Dec 28, 2013, 10:48:52 PM
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Looks like controlled HP gain to me.
Any classes based on INT (Shadow is DEX/INT but it still count) should have limited ways to get more HP, even more limited if you're a pure INT class like the Witch. That's exactly what is going on if you look at the tree, like those 3x8% HP nodes, there is a reason for those. Such classes are required to spend/waste more points to get more of what they aren't designed for, I don't see a problem with that, welcome to RPGs! :) caster classes with a equal or higher HP potential than melee? not gonna happen. Tech guy Last edited by Warrax#2850 on Dec 29, 2013, 2:21:43 AM
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" The passives in question are in a pure dex area with no ES and barely any INT for 10+ passives. The shadow stuff is a derailment of the thread, discussing shadow's meta identity. Also the problem is there's no such thing as hybrid toons. Everyone either goes life, CI/low life or life + EB. It's too difficult to roll decent ES and life on gear so you end up with either a low life or low ES pool. If things are going to stay this way, and the end game is still going to have high damage/one shot mechanics then it's required that all classes have access to be able to counter this incoming damage. As the highest damage bosses are elemental now and there's very few ways to counter it (phase acro being the only native one to the dex/int side of the tree, which can't be used with ES effectively). So the common stereotypes of casters having lower life can't really apply in POE as there's no "caster" class, there's just caster passives. I mean there's fire damage passives between mara/duelist, just because INT has more doesn't mean casters only exist there. Also IMO, evasion is much better as a life tank than armor is because of armor's steady DR while evasion has to always be prepared to be one shot. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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" The way acrobatics works is one of the dumbest thing in the tree imho, mixing a primary and a secondary defense and halving them makes no sense =/. Why would life feat more than ES to dodging mechanism ???? You are saying that dext and int don't combine well, I honestly thing that you are wrong for that. I'm playing a CI + evasion/block based char and the whole thing works pretty well. Now, the fact that CI is in 90%+ of the case a must-have for any ES based build may be a problem, that could need some work. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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