Whats your pick for a sleeper 'good' notable to get on a neck?

Soul of steel and charisma are the best ones objectively.

They provide benefits that are extremely scarce in other form(items,ascendancy etc) which makes them the go to option if you want to optimize.

I can't imagine a lot of people having an issue with damage at this point in the games stage, so a 30%crit/30%multi notable is extremely valuable in most cases but if it is overkill its an irrelevant pick for the build overall.

The only divergence from this is if either of those notables is close enough to your given path or you invest sub-optimal in offense in your build template and gearing.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
i agree with boem, i think the defensive notables will be extremely good for the type of builds we have now-a-days. soul of steel will probably be the best with the +1% all res.

as for damage, spiritual aid and spiritual command will be very popular especially with bone helmets and the way you can craft bows etc.
The attack leech node for my melee witch, so i don't have to path all the way to duelist or exclusively run warlords mark
I actually don't see Charisma being quite as big a pick as many are predicting.

Yes, it is one of the strongest notables on the tree. However, this isn't the only factor to consider: we have to consider whether a player would reasonably take it anyway, since "allocate" implies that it won't stack if the player already has taken it.

And for people running lots of auras (aurabots, mana guardians, etc.) the Charisma node is relatively within reach, so it's more than likely that someone who wants the node... Will path to it anyway. (especially when there's a 4% reduced reserved minor in front of it)

In this respect, Champion of the Cause is a more likely pick: it's far away from what players will normally want; almost no build that'd call for CotC is going to use almost any other node in the Duelist sector, so anointing this would be a better pick: you merely lose out on a 6% aura effect minor, and you're saving yourself a minimum of 10 passive points.

Others I've been pondering since the release:

  • Blood Drinker: This would be a very niche pick; those needing life leech (but not needing mana leech) could potentially take this to avoid some pathing routes; bow & claw users get Soul Raker, while all other builds largely have to path to the Vitality Void cluster. This could avoid it, while still providing some life. (Rating: medium)

  • Blood Siphon: After Constitution and TECHNICALLY Heart of the Warrior, this is the fattest life node on the tree. Could see limited use, mostly probably RF builds looking to squeeze just a BIT more life, after already taking the other two aforementioned nodes). (Rating: low)

  • Champion of the Cause: As mentioned above, this is by far the least-conveniently-located of all the aura-related notables. This will outweigh how it's a little weaker than Charisma. (Rating: high)

  • Charisma: As mentioned above, while this is a strong node... Almost anyone who'd want it would path near it anyhow. Since we can't exceed the outright cap of the tree, you'd be better anointing Champion of the Cause: you'd have +4% reduced mana reserved, AND save more passives. (Rating: low)

  • Constitution: While one of the most pathed-to nodes, I can see this seeing some niche use, specifically from Deadeyes who can't reasonably path to the Scion area and are pretty squishy. (Rating: medium)

  • Disciple of the Slaughter: Frenzy charge sources are scarce and valuable. The main barrier for taking this is that there's 3 minors in front that're barely better than travel nodes. This makes it possibly the best offensive node to anoint. (Rating: high)

  • Disciple of the Unyielding: Generally easier to acquire, some might still want this for specific builds... But probably not many. (Rating: low)

  • Lust for Carnage: Probably one of the more-overlooked ones... This is a node that, while many who'd use it path nearby, it's otherwise rarely worth pathing into its cluster. It's tied for the most attack speed, and some extra leech rate, to boot. (Rating: medium)

  • Master of Force: 4% chance to double damage is significant once you've filled out your tree. While mostly made towards physical casters, some attackers might want it, too; its position isn't ideal to path to for Marauders, Duelists, or Templar. (Rating: medium)

  • Sanctum of Thought: post-rework, this now offers both 20% reduced extra damage from crits, and 20% reduced effect of curses on you. No other node on the passive tree offers either effect. It's out of the way, no one bothers to path to it, but those are both arguably more valuable to non-armour users. (Rating: high)

  • Soul of Steel: at least at first, I predict this will be the #1 defense-oriented node anointed. It provides half of the entire tree's possible contribution to maximum resists, after all, and 5% PDR is nothing to sneeze at; even the little bit of flat armour will, in practice, actually count for an extra +1 or +2%. (rating: high)

  • Overcharged: This is the top node people (at least used to) use Intuitive Leap for, so naturally this will see use on annointment. It'll compete a bit with Disciple of the Slaughter, since Frenzy's the most valuable, and that offers some other perks beyond just a chance on kill. Also... You wouldn't save much anointing this vs. Just using Intuitive Leap still. (Rating: medium)

Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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Mythabril wrote:
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LeetbakaDX wrote:
Any details on if we can stack these notables with their on-tree version?

It does say allocate so I'm getting an image of the node activating on the tree without it being connected, but that could be wrong...

The term "Allocate" implies that it is an on/off switch and not an additional layer of boosts. I think it also will not be selected on the tree either. So you could allocate the notable on the tree without any additional effect.


This needs clarification.

Keystones are boolean, mostly due to the type of effects they are.

Notables on the other hand can have same/similar effects to other notables or even be literally repeated on the tree (i dont know if there any repeats today, there have been numerous in the past at least), so i would lean towards saying they stack.

Legion jewels allow you to allocate a bunch of notables that are identical after all.
Last edited by Asmosis#7365 on Aug 22, 2019, 2:07:26 AM
I'm looking at this mostly through the eyes of spellcaster builds as I've most experience with those.

  • Soul of Steel: Good general purpose defensive notable against all types of damage, so every build benefits from it; if there's a specific combination of oils needed to get this, they are probably going to trade at a high price
  • Whispers of Doom: For those who love cursing
  • Overcharged: So fun
  • Disciple of the Slaughter: a great way of generating Frenzy charges for everybody, but most builds aren't in the vicinity and even builds that are usually find the opportunity cost of picking up the weak preceding nodes too high
  • Singular Focus: Great for any channeling build with its combination of physical damage mitigation and increasing damage dealt, but unless you are operating in the immediate vicinity it'll cost at least 4 skillpoints to track to it, and usually a great deal more
  • Arcane Will: Standard ES builds picks this up as a matter of course as there's a lot of maxES% and base ES in the vicinity, but for strength based ES builds (Shaper's Touch/Geofri's Sanctuary) the opportunity cost is usually prohibitive despite it providing a substantial amount of total ES in the endgame (500+)
  • Ethereal Feast: Whether going CI or hybrid spellcaster, picking this one up for ES leeching without paying the opportunity cost of tracking to it might well be worth it for spell builds. Even if you are tracking close by already, the benefit of its preceding nodes are low
  • Vitality Void: Speaking of which, life or hybrid attack builds in the NW and NE quadrants have quite some way to travel to get life leech from the tree, and this node is a great source of it
  • Heart of Flame/Thunder/Rime: Easy way to pick up another 6% elemental penetration plus fringe benefits if you aren't in the vicinity.
  • Diamond Skin, Holy Dominion, and Weathered Hunter: Builds using lots of uniques or with strict non-resistance needs for suffixes often struggle with resistances and compensate by spending skillpoints on picking up resistance in the tree. These three notables are the best such, providing both high elemental resistance and other benefits, and being able to pick up a strong extra resistant notable in a part of the tree not already tracked to could prove highly valuable for such builds depending on whether acquiring unique capabilities via the amulet-notable or saving skill points is most important
  • Crystal Skin: Most builds are more worried about physical damage, but for those that aren't (which includes some self-molesting builds), this notable is the one way to get elemental damage reduction at all times that stacks with resistances; a true niche use, but I could see it happen
  • Constitution, Discipline and Training, Heart of the Warrior: While easy to grab for most life builds, getting to them is progressively more expensive the further from Templar and Marauder the player starts, and being able to pick up one of these without tracking to it becomes increasingly attractive
  • Golem's Blood and Warrior's Blood: Both provide a substantial amount of life regeneration, something that any build can use. It isn't flashy, but it is reliable.
Last edited by Pi2rEpsilon#4367 on Aug 22, 2019, 3:28:21 PM
Any idea if we can turn an amulet with said enchant into a talisman and keep the notable?
im curious if you can still have lab enchants with these enchants. like for the helm boots and gloves on the unique set
instant warcries
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Float wrote:
instant warcries


ooo thats right. thats a notable where you don't really want the travel or proceeding nodes

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