Slayer's Ascendancy

I once met a player in sarn arena who heavy struck me for about a 12 second stun xD
a) stun? why should i '0->stun->kill' when i just can '0->kill'? yeah, you can stunlock bosses etc with Heavy Strike and whatnot. sure, you can. but.. you can get the same result playing crit, dealing more damage and having one or two sources of 'reduced stun threshold' on your gear/build somewhere.

b) on the other hand I DID play with this node and it was hilarious, good fun. as if all mobs were AFK. ofc it didnt work when it was most needed - bosses - because i did not gimp my build to go perma stun (the cost is really high compared to simply getting A LOT more damage)
but this node is good.

problem is - the pace of the game and the binary combat when mob is either 100% life or dead made this node and entire stun (and several other defensive mechanics) outdated and useless vs biggest dangers

i know delve lvl 923442 has mobs with lots of hp etc but.. a) who is going to get there b) why bother if you get enough rewards in very low levels?

this game is now a 'money farming' simulator and for that.. chain farm easy maps with IIQ with no risk is the best option. fossils might be hot right now - but once more people get there the market will saturate. the amazing crafts shown now on reddit will become a new 1c norm

inflation, power creep - two worst things ARPG can be struck with in one neat package
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MortalKombat3 wrote:
Indeed, Overwhelm is just a pointless node for Slayer. His other nodes have NOTHING about stun, and node itself has horrible design. "Cannot be stunned" is pointless cause there is Resolute Technique near.

I'd rather had a node with something like "3% of attack damage leeched as life", or "25% more damage VS rare and unique enemies" (it fits SLAYER theme, you know!)...


You raise a good point.
"You're my Sword's canvas."
~Totes Adorbs.
I like how they took out his anti stun to see if people would taken overwhelm it was the dumbest change ever lol
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
"
Kasapnica wrote:
Slayer "rework" fckt him up as a whole. New rework is needed,now Champ and Gladiator are miles better,and you are better going Raider/Slayer Ascendant than pure Slayer.

The only good thing is the 20% cull but thanks to the lovey power creep you don't even need it.


the 20% cull is great vs the hardest bosses though.
if they added "your skills can't be interrupted" it would be slightly more useful.

because for most builds having a hit interrupting your skill (and you stop leeching) is more dangerous than (or undistinguishable from) stun.


on a cyclone slayer i had the impression this node did nothing at all cause hits would have me stay there not cycloning and there was no visible sign if i was stunned or just interrupted.
"
kompaniet wrote:
"
Kasapnica wrote:
Slayer "rework" fckt him up as a whole. New rework is needed,now Champ and Gladiator are miles better,and you are better going Raider/Slayer Ascendant than pure Slayer.

The only good thing is the 20% cull but thanks to the lovey power creep you don't even need it.


the 20% cull is great vs the hardest bosses though.


It's nice, but pretty much loses vs anything that provides a significant boost to damage. Especially in the light of having a 10% culling strike on an off-gem.
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geradon wrote:
if they added "your skills can't be interrupted" it would be slightly more useful.

because for most builds having a hit interrupting your skill (and you stop leeching) is more dangerous than (or undistinguishable from) stun.


on a cyclone slayer i had the impression this node did nothing at all cause hits would have me stay there not cycloning and there was no visible sign if i was stunned or just interrupted.


yes when you are using cyclone you are immune to stuns so that's a big bonus for an otherwise great skill.

"
I_NO wrote:
I like how they took out his anti stun to see if people would taken overwhelm it was the dumbest change ever lol


It's just compared to all of the other Ascendancies, his has become so...... underwhelming.. y'naw mean? :U
"You're my Sword's canvas."
~Totes Adorbs.
"
sidtherat wrote:
a) stun? why should i '0->stun->kill' when i just can '0->kill'? yeah, you can stunlock bosses etc with Heavy Strike and whatnot. sure, you can. but.. you can get the same result playing crit, dealing more damage and having one or two sources of 'reduced stun threshold' on your gear/build


And the majority of bonuses from "Overwhelm" are USELESS to a stun build!
20% chance for double stun duration? LOL! Stun builds need CONSISTENCY, "20% chance" is as good as NOTHING!
100% chance to stun enemy with your first hit? Stun builds dont need that either! Stunlock is only useful VS bosses, and it hardly matters, whether your first hit stuns or not...

So we're left with "100% increased stun duration". Wow, so does a simple "Stun mastery" cluster. Same as "stun immunity" is gained with mere "Unwavering Stance". Why dont add something really benefitial for player? Like, "attack hits that stun, have additional 3% life leech". Or "enemies, stunned by you, deal 10% reduced damage". Something like that, please (actually useful)!
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

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