The new Ascendancy classes seem kind of bland compared to the others

Pretty sure a Berserker CI crit reaver is pretty undestroyable. If the "Savage hit" is calculatd the same way as freezing and stunning with CI now you get pretty much perma 100% leech. (with no life from the tree you got around 1,5-2k life at 90-100 for the purpose of calc. CI stuns and Savage Hit (means 400 dmg taken procs savage hit, with a base 12-15k ES this is laughable low to procc)

With Acuity you can shove 8 points into dam/shield.

Also, since "cloaked in savagery" says "100% of damage", so it has no spezification on attacks or spells you might not even need unwavering and go for 1-3 cast when stunned setups instaleeching you back to 100%.



gonna be gud.
http://www.pathofexile.com/forum/view-thread/1158669

Cyclone MARA Beginners and Advanced Guide.
The totem one is quite weak, for totems. It's good for MOM and other things. But totemers are better off using other ascendancies.

Given how slow totem placement speed is, if you're placing more than 2 totems on 1 screen you're already way behind builds that clear the entire screen (and then some) in 1 hit.
Never underestimate what the mod community can do for PoE if you sell an offline client.
Gyro-sans-pants looks pretty cool. Zerker will obviously be fun. Don't really care bout ranger so she can suck an egg.

Overall I think they're going to add a lot to the game. Just super hope they do self casting witch justice. /crossesphalanges
Berserker: That ‘Cloaked in Savagery’ keystone is nutballs. Take a 20% or bigger hit – which is really easy to do in most heavy fights – and you are now invulnerable to everything but instagibs for the next four seconds. Pain Reaver is pretty much free Warlord’s Mark minus the charge generation, so berserkers don’t need to do anything else to handle their sustain. And of course Aspect of Carnage is kinda bugnuts, though I honestly think Rite of Ruin is a bigger deal. Kill some trash, immune to stuns until you’re done killing trash. It’s simpler than the other two, but that’s not necessarily a bad thing. Marauders are the Barbarian-esque hit-it-with-a-hammer class, it makes some sense that their Ascendancies wouldn’t necessarily be as funky-weird as some of the others.

This one is basically all the leech one will ever need and your choice of a bunch of nifty attack bonuses. Go for it.

Heirophant: ALL TOTEMS, ALL DAY. With Ancestral Bond and a Searing Bond, you can get five of the g’damned things out there. Sure, they’ll all do half damage, but 5*0.5 is still 2.5, and you can slice a lot of that onus off if you need single heavy hits for some reason. Or do, y’know, two Arc totems, a Decoy totem, a Searing Bond, and finish it off with a Skeletotem or Devouring totem.

Alternatively, the guy has a lot of interesting bonuses. I like Illuminated Devotion; it encourages secondary skills and careful planning of what you use where. Could also work really well with Bringer of Rain on a physical conversion skill like Ice Crash – Templar it, use Illuminated Devotion, and you get a 7L with inherent elemental penetration. Crash, WED, P2L, AFD (MPD, FA, Blind), [iDevotion penetration]. So basically an 8L if you count the Ascendancy skill as a free (Ele) Penetration gem. I may have to do that with my Icecrasher when Ascendancy hits. You don’t get many chances to run an 8L skill, and TotemStorm could prove to be a funky substitute for actual defense on a Bringer of Rain build.

Pathfinder: I’ll admit, I’d expected the “flask booster” Ascendancy to be one of the Witch’s. Seems to work here, though. Nature’s Boon restores a typical 10-charge flask use every thirty seconds, and adds extra elemental damage reduction on top of your resistances. Doing the Boss Tango on lower-damage/cheaper characters unable to three-shot Atziri will be made immensely smoother with reliable flask recharging. Obviously, adding “Surgeon’s of Staunching” affixes to every flask on your bar is absolutely nuts, and the extra life gain on top of that? You can get an instant health flask with 100% extra life recovery and Surgeon’s charge regen, that also removes bleed and another status effect of choice. And between Nature’s Adrenaline and Master Herbalist, you might actually see people use low-tier, long-duration health flasks, things that restore 300 health over 10s or whatever, to try and ensure they can permanently maintain those bonuses.

Or just go for a legacy Surgeon’s Quicksilver and go nuts.

I don’t know if this one is going to be a build-defining monstrosity like Deadeye, but it strikes me as being a great booster for builds that don’t otherwise care about Deadeye’s bonuses. The flask bonuses are both monstrous and pretty universal, so this is sort of your ‘default’ Ranger Ascendancy if neither of the others quite fit.

Overall…fun stuff. Heirophant promises some interesting never-before-possible builds, and both Berserker and Pathfinder look like they could be interesting build-steroids. Man I want this expansion to drop already…
She/Her
Last edited by 1453R#7804 on Jan 28, 2016, 6:36:32 PM
"
Vincendra wrote:
Pretty sure a Berserker CI crit reaver is pretty undestroyable. If the "Savage hit" is calculatd the same way as freezing and stunning with CI now you get pretty much perma 100% leech. (with no life from the tree you got around 1,5-2k life at 90-100 for the purpose of calc. CI stuns and Savage Hit (means 400 dmg taken procs savage hit, with a base 12-15k ES this is laughable low to procc)

With Acuity you can shove 8 points into dam/shield.

Also, since "cloaked in savagery" says "100% of damage", so it has no spezification on attacks or spells you might not even need unwavering and go for 1-3 cast when stunned setups instaleeching you back to 100%.



gonna be gud.


"
1453R wrote:
Berserker: That ‘Cloaked in Savagery’ keystone is nutballs. Take a 20% or bigger hit – which is really easy to do in most heavy fights – and you are now invulnerable to everything but instagibs for the next four seconds. Pain Reaver is pretty much free Warlord’s Mark minus the charge generation, so berserkers don’t need to do anything else to handle their sustain. And of course Aspect of Carnage is kinda bugnuts, though I honestly think Rite of Ruin is a bigger deal. Kill some trash, immune to stuns until you’re done killing trash. It’s simpler than the other two, but that’s not necessarily a bad thing. Marauders are the Barbarian-esque hit-it-with-a-hammer class, it makes some sense that their Ascendancies wouldn’t necessarily be as funky-weird as some of the others.

This one is basically all the leech one will ever need and your choice of a bunch of nifty attack bonuses. Go for it.



Guys sry that i have to be the one that ruins your fun and excitement for the Berserker a little bit.

First: Dropping your ES by 20% of its maximum doesn't count as savage hit - a savage hit can only be scored by depleting 20% of maximum life - so no CI shinanigans possible here, sry.

Second: 100% life leech isn't as crazy as it sounds. 100% life leech just means that you reach your life leech cap (20% of your maximum HP) instantly - nothing you can't already do since 2.0. With instant leech mechanics like Vaal Pact/Vinktars/Acuity this is really strong but without you need leech rate scaling to make it very good - without any scaling it isn't that OP.

Third: 20% increased damage isn't much - it is 1-2 passive points or 1 medicore jewel. 20% attack speed is really good on the other hand - but oneslaught can do this too without penaltys.


On kill effects won't do anything in situations where it really mathers (tough boss fights without weaker mobs beside it)

The real outstanding stuff in this tree is probably Crave of Slaughter and maybe the Warcry enhancement if you ask me. 10% increased damage taken is a harsh debuff and probably nothing you wanna take in HC for example, maybe i am wrong here but we will see.




New Templar class seems interesting but don't seem that OP at all (maybe 2 totems + your character dealing damage at the same time could be OP - it has been the reason in the past why they nerfed ancestral bond). Conviction of Power seems really good with a PCoc setup and illuminated Devotion could lead to some interesting gem setups which i really like.

Divine guidence seems that GGG really wants to push MoM builds - the notable is good, don't get me wrong here, but it does nothing what isn't already possible - it makes it only more accessable. MoM, if used properly, is really strong since Sacrifice of the Vaal expansion - maybe more people will build around it with this class. Sanctuary of Thought is really strong for CI builds - especially with Pledge of Hands - this node gives you basicaly a free 300ES shield while using that staff - really strong imho.


The ranger Pathfinder class compared with most flask nodes on the tree + a good belt with flask affixes compared with a fast hitting crit build seems so broken and OP - i can't even imagine.

Any build that could make use of crit Cyclone or a 40-50 stack Blade Vortex or even a heavily attack speed focused Reaver, Doublestriker, Moltenstriker, Split Arrow with chain or simply any CoC character will have infinite flasks - and infinite unique flask uptime!

Permanent Taste of Hate with permanent Rumi's Concauction with permanent Vinktars is so stupidly broken it isn't even funny.


They literaly have to remove/nerf the increased flask charges gained modifiers in ranger to counteract this class alone a little bit :-/
Last edited by Wiesl_1404#1448 on Jan 28, 2016, 7:13:46 PM
Hierophant

Looks so good I am excited!

Divine Guidance will stack with MoM (Cloak of Defiance) yes?
I can be spotted wondering Wraeclast
Last edited by TheGreenGhost#4644 on Jan 28, 2016, 7:13:42 PM
Did no one see the mini-voll's devotion node on the Hierophant?
Heirophant will be braindead strong in new HC leage. Pathfinder is also mega strong. Flasks in this game already can be ridiculous and with this bust Pathfinder can got best balance between offence and defence on left side of the tree.

Berseker is imo disappointing. Seriously, do I want lose 20% HP with single hit when play in HC? Pain Reaver? Cool but what I will do when face boss who don't spawn adds? Mana flask i suppose...
Rite of Ruin- same issue. Rest is imo ok.
I like them.


Im really hoping to see a universal energy shield buff character in the witch selection in the same way the ranger just got a flask class. Necromancer is cool but its so niche, youve got 33% of the witches ascendancy there devoted to like 5% of witch builds, these other 2 need to be really open ended if theyre going to cover everything from arcers to wanders to supports to reavers.

I love all you people on the forums, we can disagree but still be friends and respect each other :)
"
Jonmcdonald wrote:
The new Ascendancy classes seem kind of bland compared to the others.


Never fear, I'm quite sure the balance department is working around the clock in order to make the others equally bland :)
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►

Report Forum Post

Report Account:

Report Type

Additional Info