Problem with Intuitive Leap into Phase Acrobatics

Intuitive Leap allows passives in the radius to be assigned without being connected to your tree. You can't then "branch out" to passives outside that radius, because those passives don't have that property, and thus can't be allocated unless they're connected to your tree.
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Mark_GGG wrote:
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NSDungeon wrote:
Now from what I've seen you can access Phase Acrobatics

You can't use Intuitive Leap to access Phase Acrobatics. It's not within the radius.
You can access the three "additional change to dodge" passives, but like additional block, additional chance to dodge can't function without some base chance to dodge for it to add to (this doesn't need to come from acrobatics, but you do need some from some source).


Hello Mark!
Yeah, I saw that the range on Intuitive Leap from the Jewel Socket above Phase Acrobatics isn't enough to get it. I meant that you can get access to it via Intuitive Leap and that's via all the Acrobatic Improvements notes which are easily accessible from there.

Sorry for asking
Can you please confirm this for 3% and 4% notes that they don't work on their own?

This honestly seems a bit weird and really counter-intuitive to me. I know that most notes that say additional % something in the Skill Tree are the Block Chance notes. And they go along with things that have an in build Block Chance, like Shields, Staffs and Dual Wielding. But what about the one with 4% additional Phys Reduction (Soul of Steel) or the two for Totem Phys Reduction (Ironwood and Totem Physical Damage Reduction)? You don't really have a base Physical Damage Reduction %. It may say so on the (C)haracter information. But as far as I know it's calculated each time something with Phys Damage hits you. Physical Damage Reduction % = Armour / ( Armour + (12 * the enemy's raw damage). And even in most RPGs that I have played when it says additional something it's usually like 3 additional fire resist, where even if you don't already have fire resists it becomes 0+3=3 fire and if you do - 20+3=23.

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TikoXi wrote:
I think you are critically overrating these bonuses.


I also agree with you that getting the ES and Infused Shield notes isn't that OP and a must on every build. But honestly even getting just the 30% Spell Dodge from Phase Acrobatics at the cost of let's say 2+ Dead Skills is worth it! (One being the nearest Acrobatic Improvements note near Phase Acrobatics and the other one being the Intuitive Leap itself unless you can corrupt it with some nice implicit bonus.) That's almost dodging every 3rd spell that comes right at you, on top of all other sorts of mitigation that you already have. This isn't something that you can feel during the Beta testing, because of all the wipes that are scheduled. But when they release Act 4 in the Realm with the new Normal and Hardcore leagues I do believe that it will be something really abusable and commonly seen. Not to mention in Standard where it could be even easier to obtain this kind of Gear.

And my problem isn't with those % dodge in general. It's actually with the fact that they seem real good to me but I'm disliking the idea to put Projectile notes right before the Jewel Socket. I mean this was supposed to be a good Path for Melee builds! Now look at the bottom left corner near Iron Grip where Iron Grip is. There are the Melee Damage notes around a Jewel Socket. It's literally the worst place for a Intuitive Leap and all the other Radius based Jewels to be! In the Medium Radius in which is Intuitive Leap you can get only the notes that you've already gained in order for you to even take this Skill Point and that's it! The Elemental Damage wheel isn't also very good looking. I do believe that the range for an Intuitive Leap there isn't enough to get Whispers of Doom but at least you can get both the Curse Cast Speed and if you were going for a Phys Wand Build - the Wand Attack Speed as well, saving you a few points in the process. I'm not gonna address the locations of the Armour, Evasion and Mana Wheels around a Jewel Sockets since those kind of things are usable by a larger variety of builds. But from all the Wheels around Jewel Sockets the one with the Projectiles notes is simply the best for Intuitive Leap. And it and the Mana Wheel can net you access to something that otherwise you wouldn't get. And it bugs me that with the removing of "shotgunning" Projectiles builds already seem the thing to do for the upcoming two leagues. I see that GGG did their job for those wheel to be kinda thematic. But couldn't it be moved a little bit so that it's the Evasion notes that are near to Acrobatics and Phase Acrobatics (makes sense) and the Projectile Notes near Point Blank (also makes sense!). There's only the King of the Hill Wheel near to Point Blank anyway. This of course would mean that the rest of the Red and Blue pairs should also switch places (Phys Damage and Armour; Elemental Damage and Mana). But because most ES builds deal some decent amount of Ele Damage anyway - this shouldn't be a problem.

Now Projectile builds simply seem to get a big advantage compared to other builds because those 3 Projectiles notes will actually do something for them, instead of being an additional sacrifice in order to get the % Dodge there. In additional to let's say the other two (Intuitive Leap and an useless Acrobatic Improvements).
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NSDungeon wrote:
Yeah, I saw that the range on Intuitive Leap from the Jewel Socket above Phase Acrobatics isn't enough to get it. I meant that you can get access to it via Intuitive Leap and that's via all the Acrobatic Improvements notes which are easily accessible from there.
In case you missed it because of the page change, please see my post above yours.
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NSDungeon wrote:
Sorry for asking
Can you please confirm this for 3% and 4% notes that they don't work on their own?

This honestly seems a bit weird and really counter-intuitive to me. I know that most notes that say additional % something in the Skill Tree are the Block Chance notes. And they go along with things that have an in build Block Chance, like Shields, Staffs and Dual Wielding. But what about the one with 4% additional Phys Reduction (Soul of Steel) or the two for Totem Phys Reduction (Ironwood and Totem Physical Damage Reduction)? You don't really have a base Physical Damage Reduction %. It may say so on the (C)haracter information. But as far as I know it's calculated each time something with Phys Damage hits you. Physical Damage Reduction % = Armour / ( Armour + (12 * the enemy's raw damage). And even in most RPGs that I have played when it says additional something it's usually like 3 additional fire resist, where even if you don't already have fire resists it becomes 0+3=3 fire and if you do - 20+3=23.
If you have armour you do have a base physical damage reduction any time it matters (that value is variable between different hits) but this is largely irrelevant. This isn't specific to the "additional" wording, it's just how block and dodge work. I agree that this isn't intuitively obvious from the wording and would prefer that restriction not be in place, but that's out of my hands.
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NSDungeon wrote:
Now from what I've seen you can access Phase Acrobatics and the Acrobatic Improvements behind Acrobatics from the Jewel socket above them. Dunno if I even should and how to post a picture here. Anyway my problem with that is the following:

I'm serious considering getting those 4+ Dead Skill Slots only in order to get the total 30% Spell Dodge and 10% Attack Dodge notes. Even so serious considering that I might use the reset for my Standard Character to roll into a Spectral Throw Char instead of continuing to play with Melee skills with either the new Fortify Support Gem or the new Unique Jewel that I saw spoiled somewhere which grants a chance to Fortify on Melee hit.

So - I really believe that this huge Dodge bonus is worth without the loss of the 50% loss in ES, Armor and 30% Block (both Spells and Attacks). And because of this I'm kinda feeling pushed into playing with something that actually uses those Projectile notes that are above it. Now on one hand Melee has some long needed support, but because of it's slow clear speed and still problematic survivability I suppose that it wouldn't ever be the build to play. And on the other hand spells in general are getting sorta nerfed - logic dictates that Projectile characters will be the build to play. And something even little as this nice fit to them with the Projectiles notes, Acrobatic Improvements and Phase Acrobatics seem simply to good to it. I know that there's something similar done with the ES notes and Infused Shield behind CI. But dodge is useful for any Char and ES only for such that mostly use it as a life pool.

Couldn't it be at least some notes that are more useful overall? Like Movespeed notes (everyone loves movespeed!), Dexterity notes (stats could be potentially useful for Gem requirements) or even Evasion notes (if you're an evasion Char than it's awesome, if you're an armor Char with IR it's still pretty good). And of course move the Projectile notes somewhere else around a Jewel Socket.


Well, you can do that. Good for you. Not everyone will though. You like it, you can play it. That doesn't mean much.

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