Acrobatics + Phase Acrobatics
Hello. I would like to ask a general overview on how good these two keystones perform for 5 points in end-game.
For a more specific question, I would like to ask if this is worth getting for me: I am currently using Oni-Goroshi, Starkonja's Head, and Belly of the Beast and would likely stick with these up until end-game; both my Evasion and Armor are mediocre at best. My current HP at level 69 is 4.1k, and all of my resistances are capped. My life leech is 2.8% for all damage and 1.86% for physical damage. I am aiming for around 200% increased maximum life at around level 80-90. Given these, I would like to ask if it is worth losing 30 INT, 15% Crit Multiplier, 60% Sword Physical Damage in favor of getting both Acrobatics and Phase Acrobatics. Any opinion on this matter would be most appreciated. Last edited by mirrorenn#4509 on Feb 2, 2018, 8:52:12 AM Last bumped on Feb 2, 2018, 7:35:51 PM
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I would say Acrobatics is worth the 1 point, assuming you are going right by it. You lose some armor and block, but you gain 30% dodge. Phase acrobatics on the other hand, not so much if you have a good size health pool and decent life leech.
If you want more specific opinions, you need to make your character public so people can see how you are building your character and give their opinions based on that. |
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If its worth the trade I cant say, ull have to feel that out for yourself.
In terms of are the 5 points a good return for the passives, yes. Its essentially 40% less attack damage taken and 30% less spell damage taken on average across a map. 5 points spent on life, es, armour, evasion or block would not yield anywhere even close to that sort of return, theres no other defence bonus on the tree that can in any way compete with acro and phase acro in terms of effect per point. that said, cuts your armour in half and it lowers your block, so if your character had significant armour and/or block that starts to become its trade off. 5 points in defence vs 5 points in damage, thats such a specific question and comes down to you, your build, your playstyle, your priorities, only you can answer that. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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The Acrobatics are intended for Pure Evasion builds, that is why it applies a heavy penalty to armor and ES.
The big question is, how are you doing? If your damage is higher than you need and you keep dying, trade it off. The Crit Multi is only good if you are specced for crit, otherwise it doesn't come into play often enough to matter. |
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Thank you for the replies.
" I am actually unsure as to how to make my character profile public. I did some tinkering prior to posting this reply but I do not know if it made my character profile public or not. I do hope that I was able to put it as Public now as to be able to get more opinions regarding this matter. " I don't really have any real block to speak off due to using Oni-Goroshi and my Armor/Evasion levels aren't exactly stellar to begin with -- only having 11% reduction from Armor and 33% chance from Evasion and I assume that cutting Evasion in half wouldn't actually drop me below 20% chance from it. However, I've heard that Acrobatics/Phase Acrobatics' Dodge mechanic is one of the two most reliable forms of defense alongside blocking which is why I am considering switching from offense to defense. Like the saying goes, "You can not deal damage if you are dead." " My main issue is that I do not have any real defenses outside of Health and Life Leech to begin with. However, I really have not died as much as I should, with only 1 legitimate death out of 5, which I attribute to having prioritized health in my passive tree and equipment but I have had a lot of close calls especially when I can not leech off a boss due to having to run or something close to those lines. As for my damage, I am ACTUALLY not sure if my damage is good enough or not especially since what I am running is already what it would look like later on, just with more crit and a little bit more damage. Yes, I am running a crit build and I have heard that Critical Multiplier is hard to come by. However, it is the fifth node I am willing to give up to be able to get the 5 points I need for Phase Acrobatics. |
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I always pick up the acro cluster if I am not stacking ES, Armour, or Block. Like Snorkle_uk mentioned its less average DPS taken but what a lot of people don't realize is that reductions have increasing returns. When you cut enemy kill speed in half you double your life time. In the case of Acro:
1/(1-.30) = 1.428, or equivalent to getting 43% MORE Life, but only against spell hit DPS (no love for literal one shots nor damage over time). 1/(1-.40) = 1.667, or equivalent to getting 67% MORE Life, but only against attack hit DPS (no love for literal one shots nor damage over time). The thing is though that in the end game I play*, literal one shots are literally never dangerous, and DoTs can be addressed other ways (reaction time + portal or flask). I only ever die from burst DPS, which, RNG willing, gets mitigated by Dodge. *I mostly play T11 through T15, have never played T16 not Shaper nor Uber Atziri, so I don't have experience to say whether literal one shots are a danger at those stages. Need game info? Check out the Wiki at: https://www.poewiki.net/
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" Go here: https://www.pathofexile.com/account/view-profile/mirrorenn, Click the privacy settings over on the right hand side, then uncheck the hide character tab then click update = done. "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." "Your mother was a hamster and your father smelt of elderberries!" Last edited by Aragorn14#7418 on Feb 2, 2018, 4:25:15 PM
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Acrobatics is almost always worth 1 points which highlights how worthless armour is as a defensive mechanic.
As for the the pointe leading up to phase acro- I can not see a situation where they would not be better spent on life or dps. IGN: Arlianth
Check out my LA build: 1782214 |
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As stated - Acrobatics is an exceptional value for one skill point, especially when layered with other sources of avoidance. Use a Stibnite flask or Blinding Abyss jewels, get Acrobatics, and all of those add up fast into you-no-whacked-much.
A lot of players discount Phase Acrobatics, stating that spell defense is useless, extra life is better, four extra points is a lot, so on and so forth. My general counterargument is that spell defense is useless right up until it's not, and that the right side of the tree does not have a huge number of defensive options anyways. A lot of times, the 'four points in life/health is better' argument discounts that you need to spend four or five points traveling before you can spend four points on health. Also of note is that Dodge/Spelldodge, much like BLock/Spellblock, gets better the more of it you have. Every new point of Dodge/Spelldodge you get is worth more than the point before it. If your build has other sources of spelldodge (Raider Phasing line, Atziri's Step, and the like), then getting Phase Acro can turn spelldodge into a very viable defense layer that acts as a good chance to avoid Boss Bullshit, as well as simply lowering mob spell DPS in maps. For my own builds? If I have the points to spare and I'm in that area of the tree, I pick up both Acrobatics and Phase Acrobatics. Increasing the effect of Acrobatics by 33% is not a crushing waste of points, and 30% standing Spelldodge is, again, 'wasted'...right up until it isn't. It's not for every build, but it's a better idea than all the "UGH PHASE ACRO SUCKS" folks might let on. She/Her
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