PoE 1.3 Skill tree revamps Discussion.

As title said, what do you like/ dislike about the nerfs to critical multiplier and the revamped marauder/duelist/templar skill tree ?
Didn't look too much into crit multiplier and how badly it was hit (a cursory glance suggests it was barely hit at all, honestly), but as for the marauder/duelist/templar reworks, from my perspective as a 2h non-crit user.

Pros:

-They look easier to move through. Looks easier to 'escape' the duelist area without being forced into undesirable clusters, the top and bottom half of the Marauder area have a solid link for non-shield-users.

-There's a few new weapon-specific perks in notables now; Axes can get a chance for Onslaught on kill and Mace stuns can have Culling Strike. Sounds good, nice way to add a bit more differentiation.

-A few notables are in better spots, imo. Wrecking Ball being in the center of the duelist area seems much better (although the path leading to it is crap now; only 3% attack speed, really? Typical AS nodes are frequently 4%, and they're not even restricted to one set weapon type). Revelry's a bit closer/more central to the duelist area as well (and closer to marauders as well), which is also nice... makes blood magic gems easier to sub out.


Cons:

-Feels like there's less health around, especially for Marauders. Many of the health branches (Barbarism, Bloodless, Blunt Instrument) lost health. It's great that there's another cluster that provides health (Juggernaut), but that just means I've gotta commit more passive nodes to health for the same results... and considering Marauders have the worst form of defense (unless armor is mechanically getting adjusted), making health harder to get isn't going to make them feel better to play.

-Baptism by Light (Mace cluster with some life and armor) is gone, and nothing appears to have replaced it. Not cool at all.

-Threshold reduction from the Skull Cracking line is reduced. 8% can be kinda a big deal, especially with boss-stunning; I don't like to see that gone.

-RT still hasn't got anything to help it compete with crit. I'm not asking for the keystone to be buffed itself, but it'd be nice if there were options behind it for at least making it possible for RT users to apply status ailments reasonably (and that's to say nothing of competing with the damage, or the ability to refill Surgeon's Flasks and get other types of on-crit benefits besides status ailments)

-Two-handed clusters are still pretty bad; stat-wise it's still almost always better just to go with Sword/Axe/Mace clusters instead, and there's nothing particularly special about 2-h notables (like the Onslaught and Culling Strike features mentioned above) to give much incentive to take them (aside from being indecisive about what type of weapon you want to use, and that's generally not a tough choice if you know what skills you want to use).
Last edited by Shppy#6163 on Dec 3, 2014, 11:38:17 PM
It would be cool if the Increased% Damage with Life% were exclusively deep into two-handed clusters in the Marauder zone. So that block users can't get the survival benefit, but with two-handed it's like RAWR I AM BEAST MODE.
Last edited by LimitedRooster#5890 on Dec 4, 2014, 12:34:24 AM
Marauder/Duelist looks a little more squishy but can do slightly more damage now :/

The elemental damage wheels though... opie opie
Everyone expected a buff to melee, buff to Duelist.

And we got this instead.

Nerf to crit. Nerf to block. Nerf to melee. RIP Duelist. Guess I'm playing SRS, huh..
177
no moar 2% block
"
Shppy wrote:
Didn't look too much into crit multiplier and how badly it was hit (a cursory glance suggests it was barely hit at all, honestly), but as for the marauder/duelist/templar reworks, from my perspective as a 2h non-crit user.

Pros:

-They look easier to move through. Looks easier to 'escape' the duelist area without being forced into undesirable clusters, the top and bottom half of the Marauder area have a solid link for non-shield-users.

-There's a few new weapon-specific perks in notables now; Axes can get a chance for Onslaught on kill and Mace stuns can have Culling Strike. Sounds good, nice way to add a bit more differentiation.

-A few notables are in better spots, imo. Wrecking Ball being in the center of the duelist area seems much better (although the path leading to it is crap now; only 3% attack speed, really? Typical AS nodes are frequently 4%, and they're not even restricted to one set weapon type). Revelry's a bit closer/more central to the duelist area as well (and closer to marauders as well), which is also nice... makes blood magic gems easier to sub out.


Cons:

-Feels like there's less health around, especially for Marauders. Many of the health branches (Barbarism, Bloodless, Blunt Instrument) lost health. It's great that there's another cluster that provides health (Juggernaut), but that just means I've gotta commit more passive nodes to health for the same results... and considering Marauders have the worst form of defense (unless armor is mechanically getting adjusted), making health harder to get isn't going to make them feel better to play.

-Baptism by Light (Mace cluster with some life and armor) is gone, and nothing appears to have replaced it. Not cool at all.

-Threshold reduction from the Skull Cracking line is reduced. 8% can be kinda a big deal, especially with boss-stunning; I don't like to see that gone.

-RT still hasn't got anything to help it compete with crit. I'm not asking for the keystone to be buffed itself, but it'd be nice if there were options behind it for at least making it possible for RT users to apply status ailments reasonably (and that's to say nothing of competing with the damage, or the ability to refill Surgeon's Flasks and get other types of on-crit benefits besides status ailments)

-Two-handed clusters are still pretty bad; stat-wise it's still almost always better just to go with Sword/Axe/Mace clusters instead, and there's nothing particularly special about 2-h notables (like the Onslaught and Culling Strike features mentioned above) to give much incentive to take them (aside from being indecisive about what type of weapon you want to use, and that's generally not a tough choice if you know what skills you want to use).


Crit was barley hit, just multi was hit and mainly for daggers.

As for the new areas while easier to move through I think marauder is maybe the only class id start as. other wise ill just keep playing ranger, shadow and witch. was hoping to try a duelist for the first time since open beta but it got reckt. there is maybe 5 nodes in it worth getting which can be gotten easily with ranger.

Loving the new notable perks. but why no love for swords?? makes me want to play maces and staves a lot. and some of the new placements on the outside are great. but the highways between duelist and marauder got screwed. so many points now.

yep definitely less health around, my character lost 20% with the same number of points. I can get back up to where i was but now i need to spend another 7 points to do so. kinda saddening cause the life in the mara tree was why I played RT. now i don't see the point as much.

I feel they made some of the mace nodes way more efficient though? didn't they? I may be wrong mace inst usually my thing but I might be keen to try it now. If the added the rampage stun effect to normal stuns so you could better tell when you stunned would be awesome.

If they added something after RT would be great, something like 15% chance to shock, freeze or burn with melee damage would be great. or even 10% more melee damage.

There is the one 2h node which is okay with 20% more damage to enemies on low life. but some thing else would be help full, like adding 5-10% chance to block with 2h to a notable would be something. or your 2h hits have 30% chance to knock back. would love 10% armour penetration. or another +2 to melee range. maybe even give a 10% chance to gain a frenzy charge or something.

ah well we can hope eh
IGN: RegalForce
"
Konkrete wrote:
Marauder/Duelist looks a little more squishy but can do slightly more damage now :/

The elemental damage wheels though... opie opie


Everyone keeps saying the do more damage but I lost 22% damage the same number of points as before. I also lost 20% life and my only gains were 8% evasion and 4% atk speed. maybe other builds got damage buffs.
IGN: RegalForce
I guess I'll keep playing witch/ Ranger cause they survived the nerf hammer. R.I.P duelists
HC will see a lot less Shadows and Scions. It only takes 24 passive points (down from 30 I believe)from the Templar start to get +90% skill effect duration and -20% increased critical damage received. It's a pretty safe and powerful way to get your defenses running super fast if you manual cast immortal call no physical damage is going to touch you. And also if you rush to those points there are a lot better nodes nearby that all compliment progression towards something cohesive rather than now where if you rush those points you run past all sorts of uncooperative randomness.

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