PoE 1.3 Skill tree revamps Discussion.

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I guess that is what I meant, but there are the burning nodes, and the fire passive area near marauder. I was just being silly. But the other two elements still can have up to 10% more chance to proc with this new passive tree.

Also Chance to shock has up to 40% chance to proc with passive nodes. I miscounted :p
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Last edited by armyguyclaude#3171 on Dec 6, 2014, 3:37:55 PM
Hey, the first two starting damage nodes are "physical damage with attacks". That's obscure.

Anyway. Let's talk about this catastrophe.



There's a lot in the stat tree that doesn't make a lot of sense. "Why does cold damage here have two more tax nodes than the fire damage?" But none hurt quite the same way as this junction to Golem's Blood (circled in yellow) does.

In the old days it was "why does it cost an extra point if you're using a two handed weapon instead of a one handed one?" and the answer was "because fuck you, is why" and we accepted it. It's a very tiny thing after all, not nearly as massive as the "blue is the best color" bias.

But now the junction is no longer one and two handed weapons. It's using a shield and two handed weapons. Duel wielding, the entire identity of the Duelist, is now the worst set up to get to Golem's Blood. That's not right.

Secondly, the Green circle. The junction into Duelist has always been dicey here. It's worth three or four points to create a trek that unlocks life and damage. Five points, that's a bit far to go to get back nothing. There should be a life cluster directly at the green junction; even one node to the left, you want to stay in Marauder. Even one node to the right, you want to stay in Duelist. Or you can move the connection to Golem's Blood over to the left one space; whatever closes the distance between life.

Or you can stop caring about grand fathered-in aesthetics and center Golem's blood in the Duelist zone, where Revelry is, which would balance access to extrinsic damage clusters (Wrecking Ball, Ambidexterity) and make it as easy to acquire as a bow ranger as it was in 1.2.0.

Let us also take a moment to look at Lust for Carnage. Let's compare it to Blood Drinker. Blood Drinker is 6.666% life per stat node (33% better than the average life node) AND gives you +2% life leech. If you want life leech in the Red Zone, though, you have to pay for it. Why does the Shadow get free life leech? Does he really need to be made even stronger? Why do claws need to be made weaker relative to daggers and bows? It's completely backwards.

Thirdly, the buff for Templar is a nerf for the Duelist. What were the main benefits for dual classing Marauder+Duelist?

+ More block.
+ Some life regeneration.
+ Attack speed.

Block, his signature stat, is now gone. Templar now has some extra life regen, especially if you deal fire damage. That Lust For Carnage cluster that gives you on-par life that doesn't exist? The Templar-Marauder junction has an equivalent of that. It lowers your mana costs by 19%. And of course, the Templar inexplicably has increased attack speed now. Why would you bother with the Duelist zone?

The Ideal would be Marauder+Templar for maces, staves and elemental damage, and Marauder+Duelist for swords, axes [1], projectile, and dual wielding. The current tree fails at making going to the right as a Marauder attractive for anything besides Spectral Throw and Lightning Strike.

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Does the new disemboweling apply to projectiles generated by melee weapons or does it not? If not, it should be "increased critical chance with melee weapons". Knockback staves really need that 25% chance to crit for knockback to matter..


[1] Putting By The Blade to the NORTH of Marauder kind of acts against this, doesn't it?
Last edited by LimitedRooster#5890 on Dec 6, 2014, 4:40:23 PM
Well, to be honest, a lot duelist builds in 1.2 rarely went to where the green circle is, nor did they get golem's blood.

I have two DW build guides. Duelist is still best start for them.

Templar still sucks for melee phys builds. Sure, you can go up and get life and regen, but the start is bad, still worse than duelist.

Don't even talk about disemboweling, that got nerfed sooo hard.

I do agree, however about the new place for by the blade. I don't like it. Its possible though, that builds taking the scion highway will get it now.
For try, for see, and for know.

This is a buff
Last edited by Etherfire#6568 on Dec 6, 2014, 4:50:27 PM
I think Scion starting nodes doesn't deserve to be worse that ordinary ones.
Last edited by Lobo#4398 on Dec 6, 2014, 6:31:36 PM
The new status effect bonus nodes should make for some really nice broken builds.
Big hit! The templar tree revamp is awesome! But as much as I will dab into that part of skill town from now on... there is still no way I will play the old fart... what's danglng down there when he runs? His B sack? No skin transfer or esthetic will make me care for this toon.

Big miss! The duelist tree now sucks. From a toon that could achieve anything to a blended mush of prechewed stuff... by far he had the most interesting skill tree nodes from the get go. Unfortunately, this part of skill town will now be known as skid row, where crack heads go to die.

On and on, will be fun and Wraeclast apparently will be receiving a lot of old farts exiles in the coming months...

I'll stick to my shadow I think with as straight of a line towards the templars skills lol.
Bloody Bludgeon - Has +radius. Maybe +radius should be on Wrecking Ball? It makes thematic sense, since you're a ball that wrecks things. Giving more range to generic 2 handed instead of exclusively maces. Giving a slight boost to the Duelist's share of the ability pie.

It would make a little sense, with Atziri's Disfavour + Cyclone, no?
Last edited by LimitedRooster#5890 on Dec 7, 2014, 5:10:18 AM
"
LimitedRooster wrote:


Anyway. Let's talk about this catastrophe.




I believe this is a collateral damage on the effort to separate Blood Magic MC and Unwavering Stance, well to kill off Blood Magic Lowlife builds basically. On the current tree theres only 2 pathways on the lower left part from duelist to marauder start, now theres 3, I'm still pissed on this stupid decision because not only did my Ranger got nerfed bad, but my duelist as well, it takes more investment in useless highway nodes to get all the good stuff in the left side area.
"Get rich or die grinding"

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It's certainly a kick in the groin for Rangers that don't want to use The Blood Dance.
Not sure how many threads are about the tree balancing, but makes me thinks :

- does balance really exists ?

- especially in a tree where u can everywhere ? I mean there will be (as far as I remember there always was) best paths in tree, leaving some starting nodes (classes) less efficient then other.

What to do ? Crit and life leech have always been kings in rpg, if you buff in a way RT for example and one guy found a build that's more efficient than crit everyone will go that way and threads will be "crits needs love NERF RT OMG". Same goes with defences mechanism. Really what to do ?

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