Compilation of melee / east side of the tree issues

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sidtherat wrote:
fair enough, sorry for downplaying you (not my intention, but English is not my main language so i fail from time to time at subtleties)

as an advise for leveling a scion in mid game (as the early game is 'anything goes' territory) id definitely take 'scion life wheel' (the most efficient life points in the game, at your doorstep - there is NO travel cost for subsequent nodes) to create gear-independent life base to carry you trough the game. you've mentioned resists on the 'right-hand side' - scion has EXCELLENT resist nodes, there are acc/resist and aspd/resist clusters near ranger if you still need resists from the tree (however jewels are excellent resist source with each one giving up to +10% all res

that should be ok while leveling (your build wont 'tick' in mid-game). the act4 cruel fights are difficult because these are boring and tedious, not because of danger (nowadays, pre-patch these were just broken)

i level my builds 'as they are to be played in the endgame' and while some leveling gear helps it mainly applies to weapons as i tend to use gear found during leveling process till ~70s. it applies to EV chars too.

as for the auras (i kinda 'agree' with your Grace multipliers however would still never ever spend 40+ points just to do the Grace/IR trick..) it is easy with Hatred. it scales the phys damage. you does not scale the base, so your Hatred dps boost is minimal (even after +%aura effect) so id probably drop it on the spot.



Well, I would actually say that this build has just been nerfed to the ground and is just not really effective anymore.
Hatred is actually pretty necessary, seeing as the build is focused on freezing enemies for extended periods of time.
However, I've explained the reasons why, and this is affecting both aura builds and melee leech/ER builds.

I am forced to take Iron Reflexes to make this work, it is just mandatory, and this makes me waste too much points to do so (hence the "path of armor" thing - only players who already have amazing items and level 80 chars can afford Evasion).
On top of that, I invest about 40-45 points in aura nodes (34% reduced mana reserved), alpha's howl on top of it (8% reduced mana reserved), and all I get is 1 additional aura.
I am unable to take discipline, even with a level 3 enlighten gem.
Keep in mind, this is 45 points invested, 1 unique and an expensive gem.
Honestly, might as well remove the aura nodes from the tree, since this in the current state no one will take them, unless they just want to add a casual herald.

There are many ways to solve the aura issue, such as increasing the strength of aura nodes and spreading them apart a bit more as to avoid people who don't focus on them taking them, and making sure taking 1 cluster gives no real benefit, but taking several does.


So yeah, I think I speak for many of the players who are trying to achieve an original build in the agility side of the tree, or just auramancers (which is a very unique concept that I've only seen in PoE, which is why I really want to do one), that these mechanics/nodes should be buffed accordingly.

Evasion wasn't nerfed, but the monster damage was buffed, thus impacting it. Same for ES.
Last edited by ZeroZ30o#5125 on Jul 28, 2015, 12:58:34 PM
Arrow...


Dancing



Ondar is rolling over in his grave
"Dude he fucking said hotdog racist.

Like I can't even make this shit up." - gj

1.0.0 Forum Posters now have 50% less Critical Thinking skill per Patch
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dickhole_mcghee wrote:
Arrow...


Dancing



Ondar is rolling over in his grave


Yeah, ondar's guile was nerfed excessively, it's not worth taking in any build ever.
Bumpidy bump for thoughts on the matter :D
Ondar's was one of the few keystones without a drawback. Now it has one.

Op seems to neglect the fact that all chars share the same tree. Even a shadow can travel to the scion lifewheel. It's not that far away.
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
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Peterlerock wrote:
Ondar's was one of the few keystones without a drawback. Now it has one.

Op seems to neglect the fact that all chars share the same tree. Even a shadow can travel to the scion lifewheel. It's not that far away.


but he shouldn't feel the need to do so.
more then half the builds i plan out tend to have the scion life wheel simply because the lack of options / how strong it is

and yes the life wheel is far away for people on the east side of the tree
it take allot of nodes and its not filled with good nodes for every build

you basicily as an evasion melee have 2 options

take life wheel or take all the life on the east + South or both

thats it its not like you have much options wich life to take outside of that.

it isnt true

all classes were 'homogenized' somewhere around 1.2 and all have the same life distribution: 1 starting cluster, one nearby cluster and 2 side clusters. all classes have the same distance to other starting areas (one cluster has ~20% hp value give or take)

besides that, some classes (duelist, marauder) have some extra life there and there, but this is not something gamebreaking. that is a 'bonus' that side of the tree has - 'east' side has crit as a bonus, templar has 'elements and mana' etc




as for the OP:

your build wouldnt have worked in 2.0 anyway - check the patch notes for info about 'status aliments changes'. these are now based on damage dealt to the mob. your tree does minimal damage, even with all that aura investments - hatred (even with aura effect) gives extra <50% cold from phys. that kind of build was specifically targeted with this change as to reward people (with freezes) that make sure their cold damage output is high enough (previously 10 cold on a ring + crit build -> everything frozen). your build is costly and weird but i doubt it would deal enough damage even with 2 more free auras


that build and build idea is not something that current game rules support, endorse nor allow
Playing as a shadow atm and having great difficulties with survivability.

I think the main problem is that the combination HP + ES doesn't give that great survivability.

Maybe the hybrid HP+ES nodes need to be buffed. Or have some kind of light version of Zealot's Oath like:

-50% of your life regen now also applies to ES, also works with health flasks
-% based HP regeneration now gives regen base on HP + ES combined
-ES loses it's normal regen after delay mechanic
-Doesn't work with Zealot's Oath
Last edited by Sisaroth#5793 on Jul 29, 2015, 3:32:27 AM
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sidtherat wrote:
it isnt true

all classes were 'homogenized' somewhere around 1.2 and all have the same life distribution: 1 starting cluster, one nearby cluster and 2 side clusters. all classes have the same distance to other starting areas (one cluster has ~20% hp value give or take)

besides that, some classes (duelist, marauder) have some extra life there and there, but this is not something gamebreaking. that is a 'bonus' that side of the tree has - 'east' side has crit as a bonus, templar has 'elements and mana' etc

that build and build idea is not something that current game rules support, endorse nor allow


marauder / duelist already get extra life from strength tough
and classes do not have the same life distribution at all.

templar / mara / duelist have more life clusters + easy acces scion life wheel
wich is a big diffrence to other classes.

Some part of the tree should have easier acces to life.
but at this point the difference is quite big
I do not agre life is a problem. You can easy get 175% life.

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAwAAvryC5JARiq97w0rIPyduqipNtfIXPn1bR-I1khSOrEci4v6P2L3AdlFMpDlN4_4KykqmV_JFb55fsDrhMZ6cpIMJ8bObtYcTS1fDOoTFdwfA4yLqLVXo1haqmybndD3RMgFtbAV9shm1SDY9z3qmf_Pq7LCdqmHr7UEqC4wLYqxsjHpTsbNwUrl8Fr-J02qMJpVw1fVvYeJd8sgUVUsOSKLZjDYRlg3RsNgHHpAbf8ZjQ5Uud_1wVpMnoqPy4fDV29SaE76K74hRdA_ERwZJUaEv-TcagTt82HbXz6aZuMq5Plb1SbGsZttuLOGX0H3jjoo=


Whit litle twinking you can get even more ES and get 2-3k ES on top and have a choice of a good shield.

Auras.
You go only pure damge and then you use added fire damge, then you whant hetred and herald.
Att this point you alredy converter your pure damage whit more then 100% additional elemental damge on top and you have not spec into elemental damage att all!
Now problems start, how i get inaff mana, how i get more defence cheep, aura offcors but i need more reductions... But even if all is true you gonas die on reflect becouse you got not even base defence not to speak of elemental one.

You see all thos elemental nodes and weapon elemental damage on skill tree, now calculate how mach points you invest in aura and how mach it cost you to do this insted not to mention free mods on items..

You also go for cheep Acro and then hinder your ability to use shields and ES efficiently and you geting one shot, ther is reson whay they balanced as it is.

I do agree that Maurader - Templar are realy way good in some aspect even more when you see RT geting then easy time whit no penalty.
Its just difrent way to play but it all depend on skill effifiency that give reson to do it that way.
If ther whas no good skills to use thos benefits you never even look that way.
Skills are thos that decide how good some starts are, and im not so impresed whit many things curently becouse litle oportunity for many skill (not a old build) to even be dicent in alternative .
Last edited by nEVER_BoRN#3512 on Jul 29, 2015, 8:13:07 AM

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