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Path of Exile is a MAJESTIC incline

T. Reich

Arcane
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not even close
The league challenge rewards are in - a goofy-looking helmet, goofy-looking wings, and yet another portal.
No pet.
At least it's not weapon effect/footprints all over again.
:negative:
 

Sykar

Arcane
Joined
Dec 2, 2014
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Turn right after Alpha Centauri
Gotta say, pretty underwhelming stuff. Mastermind/Beacon are still locked behind shitty notables like Pendulum/Shaper, golems got some more love even though they didnt need them, and while the eleleech/reflect immunity are really damn good for only 2 points, there's not much else in the ascendancy that's worth picking up. A shame.

The whole golemancer design really hurts the ascendancy as a whole, because while ele got a 7th notable now, for all builds but one it's still only a 5notable ascendancy, with shaper/pendulum being trashtier and even mastermind being mediocre at best.

Pendulum got a buff though. Slightly less damage but higher uptime and more AoE which went from 25%->75%. Shaper stayed the same sadly. Would have liked if they increased the duration of the triple ailments conflux.

The league challenge rewards are in - a goofy-looking helmet, goofy-looking wings, and yet another portal.
No pet.
At least it's not weapon effect/footprints all over again.
:negative:

I seriously could not care less about such non-sense.
 
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Saark

Arcane
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A Beautifully Desolate Campaign
I wonder how Harness the Void works. Does the higher extra-chaosdamage buff overwrite the lesser ones, or can you consistently get 350% additional chaosdamage as long as you hit quickly enough? That would be insane for Quillrain Poison builds.
 

T. Reich

Arcane
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Messages
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not even close
Well, the wording implies three different proc checks, so I expect that there is a small (0.3%) chance that a hit will get all three procs.
The implied average over time buff is approx 45% added chaos damage, which is still a ton.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,730
Full offense Caustic Arrow Occultist might be crazy damage. Life + MoM for defense
 

Balor

Arcane
Joined
Dec 29, 2004
Messages
5,186
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Russia
By the way, an occultist with malediction and Doedre's Skin can easily have like 9 curses on an enemy and gain 72% added non-chaos damage as chaos damage.
Combine that with Doedre's Scorn, Atziri's Promice and Wicked Ward/Vile Bastion for defence and you have a veritable powerhouse... too bad you'll have to resort to, say, wormblasting to actually keep that effect up with most bosses :(

I'll have to try that out if it ever drops for me.
 

Saark

Arcane
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A Beautifully Desolate Campaign
Having had time to think about the changes, it's actually sad how bad Elementalist is. I'd argue that with the upcoming ascendancy revamp Elementalist is even worse compared to the other ascendancies than it is right now, which is really damn weird. They're trying very hard to make multiple ele-damage builds work on Elementalist, but then you have a few nodes that actually make it impossible to play that sort of playstyle. Taking the herald node locks you out of using EE while having the same benefit you had before. Previously most elementalist builds were cold/fire anyway and you easily procced the -pen with flamedash/lightning warp, while you now have to reserve mana which compromises defenses. You also cannot use the old reflect-node on purpose anymore with 90% reflect damage reduction to keep up the bonuses it provided, and you barely get any decent amount of damage out of the ascendancy itself. Most of the damage you get from Elementalist isn't actually from a notable, but from the small nodes that lead up to them instead.

Let's have a look at what it actually provides. Most caster-builds will probably get Shaper+Beacon+Paragon as a baseline, so you'll have to decide between Liege or Pendulum.
-Liege is worse than before for most builds, since now it only provides 50% buff-effect from golems instead of 100% like before. Lightning/Ice golems have lost some value here, Chaos/Stone gained some. You also get generic damage increase instead of a specific one, which is a small buff. For fire-builds the new Liege is straight-up worse though, because it now only gives 70% inc damage compared to the 80% you got up until now. For Cold/Lightning the inc% is a bit higher (70% instead of the old 60% if you were running flame+cold/lightning, 40% if you were running a defensive one+your element). Less castspeed/crit than before, which sucks ass. A bit more regen/phys mitigation. No double inc% damage for conversion builds anymore either.
-Pendulum has been buffed, but the cyclical nature of it is still a big issue. You never really played around conflux, and you wont be playing around Pendulum either. Sometimes it's gonna be there, sometimes it wont. On average it's worse than before, 37.5% compared to the current 40%.

Most of the builds will probably still go Liege, so the whole ascendancy will get you a whopping 110% inc% from the small nodes+Liege and 20% more from Beacon, less than that when you are playing a lightning build that can reliably shock bosses. You also get some inc. AoE every 5 seconds and most importantly you get some ele-leech and reflect-immunity (which is not a big deal, because you got that before too with the old Paragon, Sibyls and Yugul). Basically frees up a ring-slot and a minor pantheon, but minor pantheons usually suck balls.

All of this is good enough in a vaccuum, but then you have a look at occultist and realize that two notables beat the 4 you're gonna take on Elementalist, with cursable hexproof enemies taking care of any reflect or leech issues, while Forbidden Power provides more consistent aoe and damage than elementalist. And you still got 4 points to get at least 26% more damage from Malediction, which can easily become 40% with a little investment, or just take WW+Bloom to boost your defenses, something that Elementalist just doesn't have. Oh and you get 25% inc curse effect too, which is pretty damn big against bosses.

At the end of the day most caster-builds will either go occultist or inquisitor, depending on how that revamp is going to turn out, while elementalist remains to be an ascendancy you go for when you're either playing a golemancer or want an easy demi on a build that is good enough to not need an ascendancy at all.
 
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Sykar

Arcane
Joined
Dec 2, 2014
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Location
Turn right after Alpha Centauri
Stop making me sad for my main being Elementalist. She was my very first character in PoE and is well over four and a half year old. :negative:

Edit: Quoted this on the GD forum on PoE forum. Maybe it will grab one of the devs attention.
 
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Saark

Arcane
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A Beautifully Desolate Campaign
Elementalist should be the go-to ascendancy for non-crit casterbuilds that still want to utilize ailments, ideally multiple ones at that. I always felt like the ascendancy doesn't provide enough bonuses to non-crit based ailments, which is what I was hoping for with the rework. There should be ailment duration/effect nodes, there should be uniques that actually make ignite a viable playstyle again similar to how poison has become playable thanks to uniques like coralitos and dendrobate. A unique that changes your ignite duration increase to instead reduce its duration, basically increasing your dps for fast-hitting abilities if you don't go over 100%. We've seen a few shock/freeze based uniques, which is a good start, but ignite needs them even more.

The ascendancy should also provide interesting mechanics for ailments. Something like these:
-x% increased ailment duration/effect for each ailment you applied recently
-Shaper of Desolation shouldn't just allow all your damage to apply that ailment, but boost its effectiveness while the corresponding conflux is active.
-Pendulum could switch between increase to damage, and increase to ailment effectiveness. Most ailment-heavy builds aren't big on AoE. Tie in the AoE increase to the prolif notable instead.
-Enemies should suffer more when affected by your ailments. Something like this: Igniting an enemy increases chill/freeze-effectiveness by 50%, while reducing shock effectiveness by 25%. Chilling/Freezing an enemy increases shock-effectiveness by 50%, while reducing ignite effectiveness by 25%. Shocking an enemy increases ignite effectiveness by 50%, while reducing chill/freeze effectiveness by 25%. Would tie in well with Shaper of Desolation.
-We could have something mechanically similar to the previous Mastermind, as in once you apply a certain ailment, the next application of another ailment gets boosted while also having a drawback. Would work incredibly well with EE. For example (random numbers, just to explain the concept): Enemies you ignite become immune to ignite after 2seconds for 4 seconds. Once immune, chill/freeze/shock effectiveness are increased by 50%. Have the same for each ailment, where once applied you cannot re-apply it for a bit but significantly boost the other two ailments effectiveness, and you can make a great tri-elemental ailment build that actually becomes interesting to play around.

Some of these ideas are opposing each other, I don't expect to be able to to stack effectiveness to insane numbers. Have some of the shock bonuses tied to the character, not the shock itself, so you dont suddenly become a support because you can provide 50 more% multiplier shocks. Right now all we get is 20% non-damage ailment effectiveness, which doesn't even apply to freeze, and only makes chill/shock a little bit stronger.
 
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Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Necromancer revealed:

CrunchyFood.jpg


:bounce:
 
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ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,730
Skeletomancers incoming!! :)
Time for good old D2 Necro. Only thing missing is homing Spirit spell.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,730
SRS is kinda bone spirit lite.
Now that you mention it, there is a SRS summoning enemy. I have been thinking for a while if having a bunch of those as Spectres will be as powerful as being a SRS self caster. It would eliminate of one the most irritating parts of SRS - low duration and need to stand still too much while summoning more.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,457
Location
spite
Bisco quantity nerf for white mobs to 35-50%.
No surprise whatsoever. First - Sadima's Touch Quantity nerf, then they removed Increased Quantity support gem and now this.

Speaking of Zana, the marathon to reach Zana Level 8 is shorter from 3.2.0 onwards, as quite a lot of Zana's quests now grant additional reputation for her when they are completed.
thanks goodness, that grind for 8th lvl was unbearable even with rotas.

Limits for sexants, lmao.
While a handful of players are going to be disappointed that they can't make insane wealth anymore,
you're talking about not-streamers amrite?
 

Saark

Arcane
Patron
Joined
Jun 16, 2010
Messages
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A Beautifully Desolate Campaign
Inquisitor basically unchanged, except for getting consecrated ground on bosses. RIP Elementalist.
 

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