Some suggestions - passive tree/keystone modifications
" Well CI was in a problematic situation when they introduced Ghost Reaver. With the old values to ES Ghost Reaver was simply way too strong. However they took the wrong conclusion and nerved CI which basically means CI without GR is worthless. Giving CI a bonus you lose when you take GR is a nice idea. Also the first thing that could be done for Phase Acro is changing it to a notable doing: "Your chance to dodge applies to spells as well as attacks". This means that any increase in chance to dodge you get from whatever sources applies not only to the normal dodge chance but also to spell-dodge. Even if this is propably not the solution that solves all problems with Physical Spells I'm pretty sure it helps. Also maybe Evasion should help reducing the chance to crit from Spells. It does this for Attacks. The biggest problem isn't regular physical damage spells... they aren't doing that much damage. The problem is that you can be unfortunate enough to take two crits in a row, something that would never happen with evasion. The biggest problem here actually is Evasion + Bow. This seems to be the basic idea of an Evasion char. That fancy elves that dodges enemies attacks while striking down foes with arrows... just to get hit by a burning rock moving slower than the ranger O.o. Bow + Evasion should be the thing. But using Evasion without a shield for Spellblock is highly dangerous, while if you have 75% chance to block spells Evasion is incredible strong even against physical spells (exspecially if you add in Arctic Armor or MoM). The problem however is propably a bit deeper than just Evasion vs. Physical Spells suck. Blocking is way too strong and basically limits every other defense greatly. With Evasion, Block and Dodge less than 10% of the Enemies hits actually reach you. |
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From my experiences if you're using a shield acro is just redundant and mostly useless. It just limits options of going MoM, EB for AA, use of granites or anything of the sort. It's mostly for builds that can't use shields but even then, dodge doesn't compare to block. It's hard to get higher dodge, usually involves a couple uniques to get it higher, also there's no way to increase spell dodge where there's a few plug in options for shields.
With limited options to get higher dodge I like PA just allowing or even just converting dodge completely into spell dodge. Similar to saffells. I also agree with the CI assessment. Most of us were really wondering what was going on when all the nerfs hit. CI just went from this unique playstyle in CB to basically a copy of life in OB, not much has been done to convert it back to what it was. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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" Invalesco, I always love your posts and agree with the majority of them and was very excited to see you return but this is just fucking retarded. Are you on drugs or is this some sort of experiment to see if people will agree with you on even hilariously retarded things just because of your community-created authority when it comes to builds and game knowledge? Beyond league.
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[qupote="emphasy"]Also the first thing that could be done for Phase Acro is changing it to a notable doing: "Your chance to dodge applies to spells as well as attacks". This means that any increase in chance to dodge you get from whatever sources applies not only to the normal dodge chance but also to spell-dodge. Even if this is propably not the solution that solves all problems with Physical Spells I'm pretty sure it helps.[/quote]
And use the accuracy of the caster to calculate evade ? That does not seem right ... +1 for reduced spell crit chances SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" There are so many great replies and discussions in here that, if you have taken a few minutes to read, would definitely change the way you look at this. IGN: @Loohy
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" The full context includes improving BASE ES on gear(to make it viable in earlier stages of the game) amongst other things such that GR becomes a meaningful choice (as keystones are designed to be) and not a mandatory thing. While we're on the subject of keystones, I do hope they address Blood Magic and Mortal Conviction. I've always said that the FIRST aura reserved by a BM user who takes Mortal Conviction should be free and subsequent ones get the usual effect (or hell, just make the first aura free and that's it) In its current state if you took EVERY SINGLE reservation node, put on an Alpha's Howl, Prism Guardian AND a level 20 Reduced Mana you would STILL reserve 13.46% of your life on a 60% aura (approx.). Blood Magic should be a distinct choice for individuals who want the full utility of 5 support links and the freedom to not worry about resource management. But this shouldn't come at the cost of sacrificing all all your auras which honestly play an integral role in every character. The ability to obtain a single aura with no commitment would do wonders to make it a viable alternative other build choices while retaining the ability to run 2 with sufficient commitment and yet doesn't make it a mandatory pick. |
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" Hmm? Dodge doesn't care about accuracity, evasion does. Right now you get Acrobatics and a flat 30% Phase-Acro. However the 4 nodes before Phase-Acrobatics don't apply to it, as well as most other things. Darkray Vectors only apply to dodge vs. Attacks, not Spells. I'm not sure about Daressos Defiance, which is worded "All enemies attacks..." does this include spells? The problem with making Dodge apply to spells and attacks via keystone is that with Acrobatics, the +10% behind it, Darkray and Daressos you have a wooping 62% (although this means 8 frenzy-charges). Right now that amount is possible against attacks, but not spells, which might be a bit high again. The problem with completly ignoring the damage of a spell instead of a reduction is that you actually get increasing returns. Each percent of dodge is more valuable than the last one. Meaning a char with MoM, 75% Spellblock and 62% Spell-Dodge would be almost indestructible, even by physical spells. A possibility could be to make an endless roll with spell-dodges. You have 30% chance to eliminate the damage, if that fails you have 30% chance to half that damage, if that fails you have 30% to reduce it by 25%. That way it would be possible to flatten the damage-curve a bit and reduce spikyness without giving chars the ability to build endless amounts of inpenetratable layers. |
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Missread, I though you wanted to apply the currencyt chances to spells nd nothing else ( that's why I thought "evading" instead of "dodging" ).
What else gives dodge chances but some unique items ? So are you suggesting a 30% dodge chances for attacks and spells ? That's be too much in that case imho. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Changes sound amazing! Just one last thing, very important imo.
Phase Acrobatics - applies evasion rating to physical damage from spells. |
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" Daresso's Defiance only raised my chance to dodge attacks while my chance to dodge spells remained at 30% the whole time. But yea, I like the synergy between Acrobatics + Daresso's Defiance + Darkray Vectors. I rarely get hit by melee mobs. My only issues are spell mobs, specifically EKers, and AoE bombers. Sometimes you can take the game out of the garage but you can't take the garage out of the game. - raics, 06.08.2016 Last edited by JohnNamikaze#6516 on Jan 16, 2014, 2:44:51 PM
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