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Path of Exile is a MAJESTIC incline

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,644
It's true that as a zerker, you don't get any ascendancy-specific bonuses, and a defensive malus (10% dmg taken).
Tbh if I was playing zerk I'd just take all the other damage stuff and skip that node, and just not have malus but still have super high damage. As you say though, bigger difference is that the ranger side of the tree has really bad life nodes, while the marauder side has some incredibly good ones.
If you skip that node you lose your most reliable damage bonus. As I said, rage mechanic is actually not that good for most of the skills in the game. Yea, it is great for Cyclone with rage support but that is one skill (and it is getting a massive nerf now).

Raider gets to max Frenzy and upkeeps it much easier (7 frenzy is 28% more damage that has no downside). Also Onslaught is easily kept up and gives 43% inc attack and move speed without any passives on the tree.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,262
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Raider gets to max Frenzy and upkeeps it much easier (7 frenzy is 28% more damage that has no downside). Also Onslaught is easily kept up and gives 43% inc attack and move speed without any passives on the tree.
Increase is only so good though. That's my main problem with Raider, it doesn't really have anything that works out to a relevant amount of MORE DOMAGE. Frenzy charges are basically trivial to generate for most attack builds (Raider is better at keeping them up against bosses, but that's basically only relevant for the big boyz like Atziri, Elder, etc. Map bosses are not hard to keep charges for imo) with blood frenzy. Onslaught is harder, but 20% inc attack speed just isn't that much in the end.

Raider is very easy to use though, so I guess it's nice for people who don't want added build/play complexity from their ascendency? Just attack and you get all the benefits.

If you skip that node you lose your most reliable damage bonus. As I said, rage mechanic is actually not that good for most of the skills in the game. Yea, it is great for Cyclone with rage support but that is one skill (and it is getting a massive nerf now).
I am way too much of a hardcoward to willingly pick "10% increased damage taken". In fact, in legion I picked slayer over zerker purely because slayer had defensive options, and I don't want to die.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,644
Raider gets to max Frenzy and upkeeps it much easier (7 frenzy is 28% more damage that has no downside). Also Onslaught is easily kept up and gives 43% inc attack and move speed without any passives on the tree.
Increase is only so good though. That's my main problem with Raider, it doesn't really have anything that works out to a relevant amount of MORE DOMAGE. Frenzy charges are basically trivial to generate for most attack builds (Raider is better at keeping them up against bosses, but that's basically only relevant for the big boyz like Atziri, Elder, etc. Map bosses are not hard to keep charges for imo) with blood frenzy. Onslaught is harder, but 20% inc attack speed just isn't that much in the end.

Raider is very easy to use though, so I guess it's nice for people who don't want added build/play complexity from their ascendency? Just attack and you get all the benefits.
I had many builds that used frenzy charges that were not raider. None of them had frenzy charges in boss battles, even Trickster. Maybe 0.1% of players that play the biggest zoom zoom builds and stop for nothing can do bosses as well in that 10-12s but the rest of us will not get to boss and kill him in that time after last pack. And so many bosses have phases and shit, very irritating.
Blood Rage is good to upkeep them for map clear, terrible for anything else. Also it reduces your life regen and as that reduces more of your defenses.

Onslaught is 43% because raider gets 115% increased Onslaught effect just from his ascendancy. That is 43% always on, not Zerker 75% when at 50 rage charges (which is hard to upkeep with anything but cyclone) while your life ticks down and you need to be leeching).

Zerker is on paper more damage and attack speed, in game is not really.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,037
Blood Rage gives a ton of leech, it's not a total loss when it comes to defenses, it's honestly easier to die because you forgot to keep it up and stopped leeching, though that'll change if you get awesome gear and have tons of leech by default. And frenzy is easy to use on bosses, it takes like 2 seconds to get your initial stacks and then you just tap it once just before it wears off. If you've got lots of charges you've got duration too. Lots of boss phases even spawn trash adds to give away charges for you.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,644
You use blood rage as your primary leech source? Bad idea. It can kill you on some map mods and during labing.

You use namelock frenzy in melee to upkeep frenzy? What?
You would stop your cyclone to run up to boss so you can tap him once?! Wtf?
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,043
Just wanted to mention that after doing 2, 4, 3, 3, 2 emblem domains I got a grand total of 0 timeless jewels.
:hero: Great content, would play again.
VyZIDJK.png
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,043
They said there will be changes to the file system of the game, but that probably won't be until 4.0.
 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close

For me, the biggest point of contention is the "Mana for Spellcasters" section.
GGG decided to kill mana leech for spellcasters entirely, and are seemingly intent on forcing the mana regen angle, but mostly via roundabout ways, including forcing the mana flask usage.
And no word about rebalancing the base mana costs of spells. Or Eldritch Battery.
I don't think that players will take kindly to that. I guess EB will be the "mana pool" of choice for most of spellcaster builds.
 

Sykar

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

For me, the biggest point of contention is the "Mana for Spellcasters" section.
GGG decided to kill mana leech for spellcasters entirely, and are seemingly intent on forcing the mana regen angle, but mostly via roundabout ways, including forcing the mana flask usage.
And no word about rebalancing the base mana costs of spells. Or Eldritch Battery.
I don't think that players will take kindly to that. I guess EB will be the "mana pool" of choice for most of spellcaster builds.

That will work great with CI!
:happytrollboy:
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,450
Location
spite
The Dead Reckoning Unique Jewel can now turn up to 15 skeleton warriors into mages, up from 5 and is now limited to 1
time to stock up on acid then :martini:


I won't play PoE again until they add gender selection to character creation. I want to play marauder with bow.
but you can already play one... unless it's lore reason?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,398
For me, the biggest point of contention is the "Mana for Spellcasters" section.
GGG decided to kill mana leech for spellcasters entirely, and are seemingly intent on forcing the mana regen angle, but mostly via roundabout ways, including forcing the mana flask usage.
And no word about rebalancing the base mana costs of spells. Or Eldritch Battery.
I don't think that players will take kindly to that. I guess EB will be the "mana pool" of choice for most of spellcaster builds.

You mean people won't be able to sustain those billion damage builds ? the horror.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,043
We've lowered the added physical damage on retaliation attacks, because of how high their damage output could be when used with Facebreakers. Their base damage has been increased to compensate.
:dead:
Oops, looks like there were some non-meta skills that were playable, we've fixed that.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,037
For me, the biggest point of contention is the "Mana for Spellcasters" section.
GGG decided to kill mana leech for spellcasters entirely, and are seemingly intent on forcing the mana regen angle, but mostly via roundabout ways, including forcing the mana flask usage.
And no word about rebalancing the base mana costs of spells. Or Eldritch Battery.
I don't think that players will take kindly to that. I guess EB will be the "mana pool" of choice for most of spellcaster builds.

You mean people won't be able to sustain those billion damage builds ? the horror.
Nonsense, just use a manaless build. Like this one:

 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
For me, the biggest point of contention is the "Mana for Spellcasters" section.
GGG decided to kill mana leech for spellcasters entirely, and are seemingly intent on forcing the mana regen angle, but mostly via roundabout ways, including forcing the mana flask usage.
And no word about rebalancing the base mana costs of spells. Or Eldritch Battery.
I don't think that players will take kindly to that. I guess EB will be the "mana pool" of choice for most of spellcaster builds.

You mean people won't be able to sustain those billion damage builds ? the horror.

In case your memory is really that bad, or you never cared to notice:
Most (like, vast majority) of the busted dps builds have historically been either attack-based (mostly ranged, DUH, but some faux-melee skills as well) or attack-based trigger-casters (coc, poet's pen).
This is mostly because such builds have WAY more damage-scaling potential than straight spellcaster builds.

And the distinct minority of busted straight spellcasters would always circumvent mana problems in non-linear ways, like:
a) playing a skill that deals damage by itself, reducing a player's need to cast it constantly (totems, brands, winter orb).
b) dealing so much damage per cast that it's not necessary to sustain the skill for long even against top bosses (traps and mines).
c) abusing certain mechanics available at the time (old EB+MoM, or nullifying old-old incinerate's mana cost by elreon jewellery).

Finally, mana leech has never been a sole reliable way to sustain self-casters, mostly because of how mana leech works (leech cap is 12.5% of max mana). That means that mana leech alone would not sustain some of the more mana-hungry spells that would require upwards of 250-350 (or more) mana/sec to be cast indefinitely.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,398
I literally wrote to one of GGG devs to add default attack skill gem so that it can be buffed. What i am playing from time to time with is puncture which looks like default attack.

Also since i was digging through my old posts from GGG forums this is gem i found. I posed this in 2012 when game was still in closed beta:

There are several things i think should be improved.


1. Targeting. We know it already. Some mobs are harder to hit because targeting system don't work to well.

2. Increase area of attack without targeting. When you trying to hit something without targeting (i mean melee) you have like very very very small area in front of you to hit. Thing is it is far larger when you hit somebody with targeting.

3. Mana pool. I played a few months already, tried all classes different builds but there wasn't single time when i felt that i have problems with mana. I could stack few auras and still have mana pool to do some high mana cost skills. I think for example mana regeneration should be very low for start and only for characters which choose mana regeneration passives should be noticeable. As of overall mana pool i think it's way to easy to upgrade it.
Wouldn't be awesome to have some build that do amazing damage to monster but it burn all mana ? I think that this is also connected with cooldowns. Skills that needs cooldown should be high mana cost so players won't spam them anymore and this should help with cooldowns.

4. DPS. Act 1 start, 5-12 damage. Act2 end 350-380 damage. I love like anyone here item progression but i think DPS is way to high at the end of act 2 and this goes to passives. Because of high DPS in later part of the game, most of passives with 5% 10% to damage spell damage etc are very very powerful.

5. MF magic find. Many of us like it, i like it too. Problem is, it's bad design in my opinion. If you have MF and IQ there will be times when you will try to do MF build or take a hit to your DPS or any other stat and try to achieve high MF. MF should be in my opinion global not per player mods. MF and IQ are trying to change your style of having fun changing it to work. You work not play thanks to that. Also removing MF and IQ should help with Bots. This should also help economy of game. I know personally many people which stacked so much MF in different games that they sold unique items left and right (not only in PoE). I think one of fun with games like PoE is loot. It is still not problem but when many people start to play game with open beta there will be a lot of people who will live with PoE by selling items inflating prices of items. It's not best way to deal with that problem but it should help a lot.

MF and IQ is wonderfull idea to implement on maps and should not be errased from this part of the game.

6. Way to switch off DPS. It is more personal but i simply don't like to know DPS. I like to calculate myself DPS, i like to compare weapons trying to see which is better but i don't like to be told. I personally love x-x system. It's something like numbers when you hit someone. It is helpfull ? Sure it is. Is it immersive ? No. I would love to see this option.

7. More weapons I know it's rather hard because it requires new animations assets and more but game should have more weapons like pikes, crossbows, scythes, flails and many many more weapons than what we have. It's not critical at this point but it should help game to be more enjoyable for players.

8. Mobs death animations. I personally love PoE death animations. I love how monsters die spilling their insides on floor and weaving their tentacles but there are many players that would love simple ragdoll model of killing things. And i see potential in it being done right like killing few mobs and trying to move past pile of boddies. Definetely Option to turn off and on. I don't want to loose those wonderfull animations. That option should help new players.

9. Character screen. It's already said that UI will be improved with next patch but i don't know for sure characters in UI will be improved. Meaning armor pieces weapons. They are naked there and i would love to see them as they are in game. Same on POE.com

10. Multiple projectiles Increase mana burn. It's almost god like support gem a must have.

11. More gems which alter projectiles. For example gem which gives 2x speed of projectiles but range is only 50%. Or projecticles will bounce of walls 2 times. Homing, etc. There is a lot of things which you could add to improve this idea.

That's all for now.

MF DPS and Mana pool are my highest choises to improve.

:negative:
 

T. Reich

Arcane
Joined
Apr 15, 2013
Messages
2,714
Location
not even close
Poison pf is ok, the trick is that you invest a good deal into herald of agony with it as well.
PF is still a pick if you favour clear speed over single target (that's where Assassin is good at).

Poison shuriken looks like a prime abuse target for flat elemental damage scaling.
 

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