Gear has surpassed the skill tree

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Aim_Deep wrote:
Cluster jewels really broke game. Almost any build is better with a cluster setup. Preferably two or three. The influenced rares are OP too but we had those in one form or another (shaper elder at first then fossils) for awhile. My whole goal ths thankgiving was trying to find cluster jewels I need to spec OUT of the tree


It really depends on what you play for some builds cluster jewels are better than anything on the tree for other builds its the opposite. For example the masteries for fire are so crazy good for ignite builds that they elevate those passive clusters over any large cluster jewel you can find.

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Chadwixx wrote:
This game is all about gear now, the skill tree is for health, es and clusters.

All of the new powerful items have made the amazing skill tree pretty irrelvant.


The game was always about gear, the passive tree supports the gear and fixes holes in your gears offense/defense. It was always like that, remember crone of eyes + shavs wander? Ancient build but even then it was gear > skill tree.
Last edited by Zerber#2188 on Nov 26, 2021, 10:10:01 PM
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Phrazz wrote:
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superbomb1967 wrote:
I love (/s) how shag is the first response on almost every thread.

The responses are predictable and tiresome. Please reel it in.

Thanks!


I love how most of his posts are about forming your own playtime around what you find fun; focus on the positives, while your response is so damn opposite, focusing on the one thing you find negative about the thread.

He's right, though. GGG provides the tools, but it's up to us players to find our own fun. And that quickly gets lost, if we focus more on other players (and what's optimal), rather than doing what we enjoy.


Nah, it always boils down to "I play SSF and dont have your problems so its not a problem"
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Phrazz wrote:
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superbomb1967 wrote:
I love (/s) how shag is the first response on almost every thread.

The responses are predictable and tiresome. Please reel it in.

Thanks!


I love how most of his posts are about forming your own playtime around what you find fun; focus on the positives, while your response is so damn opposite, focusing on the one thing you find negative about the thread.

He's right, though. GGG provides the tools, but it's up to us players to find our own fun. And that quickly gets lost, if we focus more on other players (and what's optimal), rather than doing what we enjoy.


All his post are basically about how he plays SSF because he thinks trading is cheating.

Every single post is about how he, for some reason believe that his way of enjoying the game is the way everyone else should enjoy the game aswell.
He plays SSF as a gigacasual and barely make it out of maps. He is basically playing completely different games from the majority of the playerbase.

Having him give tips on how the rest of us should enjoy or play the game is the same thing as some 6-year old kid in Pee wee league telling professional football players in championsleague how to play football.

This SSF fanatacism reminds me of veganism zealotry in this case. Just trying to shove your useless opinion down other peoples throat thinking you're some enlightened beacon of clarity.
Last edited by Deadandlivin#2745 on Nov 27, 2021, 12:11:15 AM
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Chadwixx wrote:
This game is all about gear now, the skill tree is for health, es and clusters.

All of the new powerful items have made the amazing skill tree pretty irrelvant.

It seems every build needs certain items, its not much different than d3 now (i like both games).


I think it depends on how you build, what you build, and your reliance on clusters.

Skill tree by far is the greatest source of Mana Efficiency, Defense conversion, Mana sustain, cast speed/attack speed, crit bonuses, block and spell block.

Also, certain builds do almost no damage without the skill tree, even with gear.

For example, a Wander does almost no damage without the tree, as its damage almost entirely comes from converting base attack on wands to ele damage, added damage from the tree, converting spell to wand damage, even converting Minion to Wand damage, and attack speed. Without the tree, heralds and auras just don't add enough damage to wands to cut it.

2/3 of all potential minion damage comes from the tree. (255% in nodes and 480% in Elegant Hubris, or up to 50% + per Large Cluster + notables)

Charge Modifier builds heavily rely on the tree both for capacity and for gaining/retaining them/turning them into damage.



Most builds need the tree; Equipment is just the conduit that scales it.

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Aim_Deep wrote:
Cluster jewels really broke game. Almost any build is better with a cluster setup. Preferably two or three. The influenced rares are OP too but we had those in one form or another (shaper elder at first then fossils) for awhile. My whole goal ths thankgiving was trying to find cluster jewels I need to spec OUT of the tree


I'm curious if that really holds true now. The cluster rework this league really hindered a lot of cluster abuse. There's now only 1 tier of reservation and it competes with Block/Spell Block/Eva/ES etc nodes, and you can only get 1 per jewel (Medium could get 2).

It also blocks using the small cluster nodes to socket random unique or crafted jewels when you need the smalls for reserve.

When I looked at the build for my block build to gain some Wrath Efficiency, I generally have to give up way too much block, gain almost no real damage in the process, and lose like 10 nodes to random small passives.

Some builds still look like they have most of the same options, but some seriously got shook up.
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DoubleU wrote:
Play without allocating any skill points and see how far your gear carries you.


Tried that (many years ago) - unless PoE adds some more uniques with nice stat boosts and no stat requirements, it is a dead end.

I miss my zero point Barbarian in Diablo 2.
"The only legitimate use of a computer is to play games." - Eugene Jarvis
PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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superbomb1967 wrote:
I love (/s) how shag is the first response on almost every thread.

The responses are predictable and tiresome. Please reel it in.

Thanks!


Glad I’m not the only one who notices this and feels the same way lolol
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Chadwixx wrote:
This game is all about gear now, the skill tree is for health, es and clusters.

All of the new powerful items have made the amazing skill tree pretty irrelvant.

It seems every build needs certain items, its not much different than d3 now (i like both games).


What do you mean now? Its been like that for years. Actually nowadays tree is more important than it used to be. In the past as long you were not DoT build, your tree looked pretty much the same: take as much life and crit multi as possible.
Passive tree made a step in the right direction this time in terms of key usability perks, if we can get a little more damage frontloaded onto the tree as well and offloaded off gear I think they'll be at a fairly nice spot.

I have no idea why shagsbeard is arguing about this considering in every other thread hes talking about squashing the haves and have nots together which is literally done by providing more power automatically and less from out of reach objectives.

One of the most common solutions bandied about is better passives and worse gear infact its the easiest/quickest solution. Probably not the best for the type of game they've made though who knows what they will do.
Last edited by Draegnarrr#2823 on Nov 27, 2021, 6:15:49 AM
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DoubleU wrote:
Play without allocating any skill points and see how far your gear carries you.


Under my personal rules in SSFHC - Act 4! :-)

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