Witch vs Templar starting spell dmg nodes

Min/Max QQ is good stuff.

Class played by 50% of the population gets a 5% Mana Regen nerf... CLASS DESTROYED!!!!! THEME OF TREE LOST!!!! ALL CHARACTERS THE SAME AND BLAND NOW!!!

<3 PoE

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Cataract wrote:
Min/Max QQ is good stuff.

Class played by 50% of the population gets a 5% Mana Regen nerf... CLASS DESTROYED!!!!! THEME OF TREE LOST!!!! ALL CHARACTERS THE SAME AND BLAND NOW!!!

<3 PoE


Well, I already need to disable AA and remove Conc Effect on "half regen" maps. Then sure it isn't a good news even if it's *only* 5%. And as people said, witch = int = mana. Templar = mana is non sense.

By the way, people (streamers?) are thinking only about existing build and they aren't trying to think about NEW builds specific to Templar. That's why they said "hum, Witch start still better than Templar start then need a nerf".
fkxLegacySpectral : lvl 97 Raider ST HowA [Legacy]
fkxBreachSlayer : lvl 95 Slayer Blade Flurry [Breach]
fkxCrockett : lvl 94 Saboteur Ice Trap [Perendus]
fkxRampage : lvl 94 Witch Fireball [Rampage]
fkxShadow : lvl 95 Shadow FP/CI [open beta]
Last edited by fkxDuelist on Dec 10, 2014, 3:21:07 PM
Just lol at this thread.

They redistribute witch mana regen across several nodes instead of 1 mega node and all hell breaks lose how she is worse than templar.

Meanwhile templar went from:
14 life + 14 mana
5% life / 5% mana
20% mana regen / 0.4% life regen x3

60% mana regen, 5% life, 1.2% life regen, 5% mana, 14 life, 14 mana

to:
14 life / 20% mana regen
5% life / 5% mana
15% mana regen / 0.4% life regen x3

65% mana regen, 5% life, 1.2% life regen, 5% mana, 14 life

So giving templar +5% mana regen overall and witch losing 5% mana regen is considered broken now?
What the hell people.

Comparison wise:
1.3 templar:
5 points for 5% life, 65% mana regen, 1.2% life regen, 14 life

1.3 witch:
5 points for 12% es, 24% mana,55% mana regen, 14 es

And this reflects the classes well, there would be no sense if witch had life regen nodes for example. At least now there is an option to play a templar and not feel like "hey, if i went witch i would have saved like 5 points" during the whole game.

Chances are that both class will generally want the nodes from the other one in 1.3, so if you really think those nodes are OP (from either class) you can take them anyway.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth on Dec 10, 2014, 3:17:21 PM
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viniciusxis wrote:
Lot's of stuff


I did compare NEW witch to NEW templar. Also, where did you get 0.05% life regen?
I agree, witch needed changes. But why does a hybrid str/int class have higher mana regen, I just can't understand.
Also, scion should be left out of this discussion. (yes, she needs buffs)

Mana regen is directly proportional to max mana.

Witch gets a lot more max mana than templar (88% max mana in witch tree), templar gets 41% in his whole tree. Not only that but witch has some really sick nodes regarding EB, and still has the best spell caster nodes.

Feel like people forget not everyone goes EB, only people with EB care for those 5% but you would like to screw up everyone else who would try to run their skills on mana as templar (maybe *gasp* an attack user?).

GGG apparently has a vision of a templar different than people here see and they try to find reasons to make him inferior.

Templar has lower mana regen because getting more mana is that much harder to him, unlike witch which can spec into EB at like level 15?
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth on Dec 10, 2014, 3:26:51 PM
When I first started POE I found the skill tree a bit daunting (and still do sometimes). I really like the system where you can pick whatever you want but personally I feel that this model is really showing it's weaknesses now.
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fkxDuelist wrote:

Well, I already need to disable AA and remove Conc Effect on "half regen" maps.



That "half regen" is actually "Players recover Life, Mana and Energy Shield 50% slower" which also includes leeching, flasks, and etc. I usually avoid that mod because it is annoying as hell.
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

"
fkxDuelist wrote:
Well, I already need to disable AA and remove Conc Effect on "half regen" maps. Then sure it isn't a good news even if it's *only* 5%. And as people said, witch = int = mana. Templar = mana is non sense.

By the way, people (streamers?) are thinking only about existing build and they aren't trying to think about NEW builds specific to Templar. That's why they said "hum, Witch start still better than Templar start then need a nerf".


It's a 5% swing. If the theme of the tree was hanging on by a 5% thread.. then yes, this is an historical time we should all mark down as the day PoE lost its way.

Of course you have to disable you max viable AA on half regen maps. Most builds have some limitations when it comes to viable map affixes. Relying entirely on AA/EB/Cloak of OP for mitigation makes half regen a limiting affix.
Something people are forgetting is that for most Arc builds or builds that dont require AoE you ideally didn't want to path through Practical Application and instead came around for the life and mana wheel. You can now just path up into the mana wheel and get life/mana wheel and procees with your regular build. To get EB just head right of the northern Lightning Damage wheel. It's actually a buff to witch depending the spec.
"
Something people are forgetting is that for most Arc builds or builds that dont require AoE you ideally didn't want to path through Practical Application and instead came around for the life and mana wheel. You can now just path up into the mana wheel and get life/mana wheel and procees with your regular build. To get EB just head right of the northern Lightning Damage wheel. It's actually a buff to witch depending the spec.


Agree, and disagree with you here. You could still do the pathing through worse mana nodes to the life wheel, like you suggest doing now. And gain 20% mana regen and 20% mana. How it is with the new setup, you actually pretty much HAVE to get to the life/mana nodes by the mana nodes, because the starting node is not enough. The difference here now is, you're losing 5% mana regen compared to the old version, but gain 4% max mana instead. So I don't really see this as a buff.
What makes me wonder is, why did templar suddenly got higher mana regen, than witch?

What I agree you with is, (even though you don't actually say it here) that it is a good thing that witch's insane starting node get rebalanced. And yes, some builds got buffed, many got nerfed (a bit, 15% mana regen is not really going to destroy anyony who just picked up the starting node) and the most didn't change at all. My SRS for 1.3 for example, just got 1 extra node to pick, which is the templar starting node. Not a big deal, honestly.

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