Reworked and Changed Ascendancy Classes in Path of Exile: Echoes of the Atlas


Now we know why elementalist and deadeye were included in the announcement trailer to hype things up before the real let down.
Funny thing is even an ascendancy like juggernaut whom is played by only 1%, got nerfed with endurance charge duration?
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goodbye assassin, goodbye champ. u were nice.
fk u poison bwers and fb cycloners and fk u ggg for such a balancing, while fking aurastackers and summoners still far over others. dont tell me about nerfs, it will still be almost the same.


what the fuck are you talking about. Summoners got nerfed in literally every possible way.
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xRev703 wrote:
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hogmark wrote:
This looks really interesting!

My TL;DR

REWORKED: Elementalist, Deadeye, Inquisitor.

BUFFED: Slayer, Saboteur, Berserker, Chieftain, Raider, Hierophant, Ascendant.

BALANCED: Trickster, Occultist, Juggernaut, Pathfinder, Guardian.

SLIGHTLY NERFED: Gladiator, Champion, Assassin, Necromancer.

Yes, some very strong notables were nerfed, but almost all those ascendancies also received buffs to other defining stats. Add the fact that we still have no idea how they new and reworked (buffed!) skills will go along with all this. Overall I'd say this is some amazing changes.

Slay: +melee range, +speed, +base crit AND life leech 2 nodes not 4.
Glad: 5% less and -40+30% bleed dps, small nodes 2% GENERIC block.
Cham: -1 impale, +fortfy effect, +reduced dmg taken, +attack speed.
Assa: -20% phys as extra chaos against poisoned, 100% elusive on crit, +50% elusive effect.
Sabo: straight-up buffed.
Tric: ghost shrouds buffed, -10% spell dodge, patient reaper no dmg but 3% life+es+mana on kill.
Jugg: undeniable AR equal to TWICE strength, more attack speed/ar.
Bers: some buffs to speed/rage/leech.
Chie: buffs to AoE, phys-reduction, totem leech, ancestor buffs.
Necr: nerfs to %mana and corpse pact (archmage cremation), small nodes 15 to 10% minion dmg.
Occu: 15% more generic chaos/cold dmg (from dot multi), profane bloom 40%, malediction nerf.
Elem: Reworked: insane shock/chill effectiveness.
Dead: Reworked: crit/bleed/rupture, marks, +2 proj, chaining terrain, farshot 60%, +2 mirage.
Raid: Perma-phasing, perma-onslaught, stronger ele exposure, more dodge.
Path: 40% phys-to-chaos conversion, other changes to poison/chaos dmg.
Inqu: Reworked: Battlemage, crit from lowest of str/int, and more.
Hier: +1 max and +4 min EC and PS! +totem dmg, placement speed, arcance-surge effect.
Guar: Unwavering Crusade +5% attack, cast, ms. Time of Need 80% reduced effect of curses on you.
Asce: Phasing from Raider, Tailwind from Deadeye, Fortify+Taunt+Aura-FX from Champ, extra -20% exposure from Elementalist, Elusive-on-Crit (from on-Kill) but no poison chance from Assa, no crit-multi from Inquisitor.



^^^ This guy. Before you guys freak out about "Removed" "Removed" "Removed" Look at what was "Added" Some of the skills such as Pathfinder or Inquis Took passive traits from one notable and moved them to the other in a buffed way (extra 2% more damage, or 50% increased totem placement speed (losing the +1 extra totem) Which i'm fine with, or "15% more Chaos Damage with Attack Skills" on Natures Reprisal (MORE MODIFIER AND REMOVED INCREASED MODIFIER) And also gained a larger % of Physical to Chaos Conversion (30% INCREASE up to 40% from the 10% it originally gave). And yes it lost the 10% Physical to Chaos damage but again MINOR vs the conversion. About 90% of the changes weren't build defining and actually did buff some ascendancies. I'm still going Assassin this League. Summoners are still extremely strong even with the nerfs to Golems and Specters. Most players played Zombie/Skeles anyway and most Specters were support specters so big deal. GGG Isn't losing players, just the presentation could have been alittle more defining for the players who have knee jerk reactions to something without fully reading it through. Alot of Notables took abilities and just moved it to another trait. Honestly Good with the changes and very hyped to give some of them a shot.

So please guys, chill out, go back through, read line for line, see if the ability was added to a different Ascendancy Notable node. Open your eye balls and stop focusing on the "Removed" part and look what was "Added" and if you are copying builds without understanding how your build actually works. This league I would strongly encourage you guys to see what makes the build actually work. Movement speed doesnt define a build. 5% Increased Minion damage doesnt define a build.

Harsh reality. Like Even Jugg lost 500 Accuracy, but it gained accuracy at 2x the strength and increased atk speed per 150 accuracy down from 200. As for the % damage loss and % accuracy for crit. Not alot of Juggs go Crit, most go impale or 100% hit build. And if you can get an extra 5% atk speed for hte accuracy loss. That means more attacks off and more damage going out.


Let me just put this into perspective for you, You lose 500 accuracy, but now gain accuracy at 2x strength. To make up for that 500 lost, you need 250 strength. Now that's ONLY accounting for the 500 accuracy, not the additional you'd gain on top of that (say 250 accuracy from 250 strength originally), so you actually need something like 400 strength to recoup what you lost in accuracy alone.

Also, a minor boost in attack speed because of this is negligible. Do you know how much 5% attack speed boosts my damage? By roughly 0.5% or something ridiculous like that. Now, this means unless you're a strength stacking build (which is pretty damn rare), this is an overall nerf to Jugg. These reworks did nothing to spice things up or make jugg interesting. There's many things they could've tweaked that would've made a huge difference, but no. Just shifting things around to make a minimal difference (nerf) for seemingly no reason
"Everyone knows how to die. Some just need a little nudge to get them started."
Trickster about himself
TERRIBLE;
Bye bye Jugg it's a shame
UNDENIABLE: The only damage node that had jugg
Now Nerf!
Last edited by Adanahel on Jan 11, 2021, 10:37:53 PM
Chris really just EZ Clap'd us, huh?
Wanted to play ED Contagion for the first time but it seems the build will be a joke.
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Last edited by bovineicide on Jan 12, 2021, 12:16:24 AM
New Nerco builds are now:
Guardian + Aurastacking
or
Hierophant + Aurastacking

to fix the witch getting nerfed hard.
MAKE LEFT CLICK GREAT AGAIN.
Raider stole all the movement speed, and still will only be used for lab speed clears mostly.. oh well we will adapt once again.. hopefully we can craft 40% movement speed boots now?
still can't understand the totem nerf on hierophant

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