So basically its gonna be trickster league is it not?

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trixxar wrote:
I dont know ... it looks ok but there is nothing really that OP.




Heartstopper: Every 10 seconds, Take 40% less Damage from Hits for 5 seconds and Take 40% less damage over Time for 5 seconds.


Only ok, because you cant control when it is on. 1 shots still happen.

Polymath: 3% more Damage for each different type of Mastery you have Allocated, and Recover Stuff on Kill

Good, about 20% more damage. Stuff on kill is QoL only.

Swift Killer: 200% increased Charge Duration, and +2 to maximum Frenzy Charges.

Not as good as it looks, there are lots of sources for +charge, and this is about 8% more damage. Duration is meaningless since you usually have a solid way to build charges.


One Step Ahead: Your Action Speed is at least 108% of base value, and Nearby Enemy Monster's Action Speed is at most 92% of base value.


Its ok, do 8% more damage usually and take 8% less? QoL on temp chains etc.

Soul Drinker: Requires Escape Artist. 2% of Damage Leeched as Energy Shield, 20% increased Attack and Cast Speed while Leeching Energy Shield, and Energy Shield Leech effects are not removed when Energy Shield is Filled.

Its ok, ES tricksters get free energy shield leech, and overleech... meh.

Spellbreaker: Requires Escape Artist. +20% chance to Suppress Spell Damage, prevent +10% of Suppressed Spell Damage while on Full Energy Shield, and 50% chance for Energy Shield Recharge to start when you Suppress Spell Damage.

Solid defensive but limit to ES tricksters... still this is actually 20% less damage taken from spells when you have full ES, and that should be common because ES recharge ticks on when you take any spell damage.




looks like mimimi post,...
Its nice Ascendency for those who wants to feel tanky.
They just throw some number to stats, but I don't see any skill that really makes it worth. All skills are too unrelatable and too unreliable. For example, a skill that makes the trickster immune to ground effects would be much more interesting.
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B00b wrote:
They just throw some number to stats, but I don't see any skill that really makes it worth. All skills are too unrelatable and too unreliable. For example, a skill that makes the trickster immune to ground effects would be much more interesting.



all the new ascendy nodes arent unreliable at all? what are you talking about
The defensive nodes are quite good. I'm not sure I'd call the offensive potential "OP" without making some curious maneuvers on the rest of the tree.

Scion Ascendent choices look interesting given her ability to hit many masteries.

Either way I dont see this as a no-brainer trickster league. It's good, but not overwhelmingly so.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
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Gopstop22 wrote:
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B00b wrote:
They just throw some number to stats, but I don't see any skill that really makes it worth. All skills are too unrelatable and too unreliable. For example, a skill that makes the trickster immune to ground effects would be much more interesting.



all the new ascendy nodes arent unreliable at all? what are you talking about


+1% life/energy recovery whatever for each different mastery, imposes restrictions to the build. Leech is good if you kill mobs, but against a big yellow is bleh and don't slow down damage over time to give time to react.

Receive less damage half of the time, but you don't control when. Half of the time you die. Why people prefer suppression over blocking? It is more reliable.

The 20% of spell suppression is nice, but if it only works if you have full energy, makes it unreliable. Damage over time will kill you.

Frenzy charges. Do people really use them? If you don't control when it is triggered there are better skills to be invested.

Basically they throw a punch of stats that don't work half of the time. At the right conditions you are a god slayer, but seconds later you die and don't know why.
Last edited by B00b#4465 on Aug 12, 2022, 10:16:27 AM
Suggestions for interesting skills for the trickers.

Immunity/reduction of ground effects.
50% reduction of DoT. (Combinned with the keystone reduces DoT to 25%).
Gain phasing after receiving a mighty blow or after a mighty blow your health cannot go below, but during 1 seg you can't regenerate and ES start is delayed.
If an enemy is overkill, it explodes is a cloud of poison.
Increase speed by 10%.
If you use a movement skill, it leaves a copy of yourself for a shot time that has probability to taunt enemies.

Just some ideas that might make interesting builds beyond numbers... if developers read forums, feel free to take them.
Last edited by B00b#4465 on Aug 12, 2022, 12:25:17 PM
"One step ahead" could be the strongest defensive skill in the game or just nice to have, depending on the radius of "nearby". Being able to negate all local monster speed modifiers, auras, buffs as well as map mods on nearby enemies e.g. as BV is...huge. Its insane. I think people dont give enough credit to that.
Last edited by Dontfear#1425 on Aug 12, 2022, 3:59:30 PM
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Dontfear wrote:
"One step ahead" could be the strongest defensive skill in the game or just nice to have, depending on the radius of "nearby". Being able to negate all local monster speed modifiers, auras, buffs as well as map mods on nearby enemies e.g. as BV is...huge. Its insane. I think people dont give enough credit to that.


But it wont apply to bosses, just AN mods and specific things like Sirus-touched?

It is cool, I do like it, but just not seeing it help with the gate-keeper content.
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Dontfear wrote:
"One step ahead" could be the strongest defensive skill in the game or just nice to have, depending on the radius of "nearby". Being able to negate all speed modifiers, auras, buffs and what not on nearby enemies e.g. as BV is...huge. Its insane. I think people dont give enough credit to that.


I have mix feelings about it. It is an interesting concept but I don't think it provides any edge. Chilling already slows down the enemy by 30%. It seems like a generic skill that you take when you have nothing better to choose. There are passives that already gives 10% more cast/attack speed. I expect a clear edge or unique in an ascendancy node.
For example, +20% speed to channeled skills. Well, this is useful for a very specific build that it is already a top, but it was taken away by the witch and the scion. But this is something people are looking for when they choose the class. How is useful for the build.
Last edited by B00b#4465 on Aug 12, 2022, 4:19:46 PM

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