Improved Witch Tree - Graphical Description

The Duelist got a nice new starting area which is pretty much perfect now.

But the 2 ladys have it hard. Especially the Witch. When you see how she does in races compared to the other classes you'll notice she is lacking.

For one it's because Spells are not as good early game as melee but also because her tree is pretty meh.

You are almost always better off starting as a Templar or Shadow and grab the things you need from the Witchtree by moving along it.

There is almost nothing worth taking deeper inside the tree.

Only summoners benefit from being a Witch.

So I took the Starting Area and changed it with some Photoshop Magic.
If you like you can make suggestions if something is OP or UP or just not right and tell me how you'd change it.

Here is the Tree in comparison:

Spoiler

http://oi41.tinypic.com/ok7vwk.jpg



NEW VERSION

Spoiler


http://oi44.tinypic.com/3538o4g.jpg



At GGG, please take this in consideration, I know you have a lot to do, but bookmark it if you think it is okay and when you have time to change the Witch, please take my advice, or whatever advice might come in this Thread. Thank you.

Because she needs it.


PS: I will do a similar one for the Ranger soon. Since her Tree is pretty bad as well but not as much as the Witch. There is also already a Thread here.
Here it is >>> http://www.pathofexile.com/forum/view-thread/122071/page/5/#p3299904
Last edited by KenshiD on May 8, 2013, 4:12:02 PM
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Very well thought out post. No on the Walker nodes though. Max Resists is too powerful a stat to simply throw around on the tree.
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Lyralei wrote:
Very well thought out post. No on the Walker nodes though. Max Resists is too powerful a stat to simply throw around on the tree.


Yeah I think the 15% Ele Res is good enough.

But I know a lot of people are complaining about Elemental Adaptation and how it has become a must have.

Personally I'd move it away from the Marauder tree into the middle. So all classes can get it.

Same with Inner Force.
The Walker nodes are very powerful actually. If I were to make them more appealing it would be by increasing their damage output and resistance by 3% respectively. Likewise for the two nodes before each of them.
Some good ideas here. I agree that the which tree is lacking. When I was new to the game I wanted to play a caster so I chose Witch. Soon I realized tho that the only reason to play Witch is playing Summoner. As a caster you are way better of as a Templar or Shadow.

Some feedback:
1) Thematically all resist doesn't belong on a stat node. 20Int 10% Spell Damage is fine.
2) Sadly this doesn't make the Witch tree more viable. People would just skill in their respective Elemental Walker node from the top.
3 & 4) I like this suggestion
5 & 7) What's with this order? In my opinion the weakest nodes should be those farther away (to encourage starting as a Witch as opposed to taking them efficiently as a Templar or Shadow). I think it should be 1) 12% + 10% ES Recovery Speed, 2) 12%, 3) 8%, 4) 10%.
6) Makes a lot of sense. I like it.
I like it, specially because as a Witch, Elemental Adaptation is really far if you don't go Dual Spork. If +5% Max Elemental Res is okay, i guess +3% in your element only can be great. Specially because it help fighting against Reflect damages.
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Kabushiki wrote:
Some good ideas here. I agree that the which tree is lacking. When I was new to the game I wanted to play a caster so I chose Witch. Soon I realized tho that the only reason to play Witch is playing Summoner. As a caster you are way better of as a Templar or Shadow.

Some feedback:
1) Thematically all resist doesn't belong on a stat node. 20Int 10% Spell Damage is fine.
2) Sadly this doesn't make the Witch tree more viable. People would just skill in their respective Elemental Walker node from the top.
3 & 4) I like this suggestion
5 & 7) What's with this order? In my opinion the weakest nodes should be those farther away (to encourage starting as a Witch as opposed to taking them efficiently as a Templar or Shadow). I think it should be 1) 12% + 10% ES Recovery Speed, 2) 12%, 3) 8%, 4) 10%.
6) Makes a lot of sense. I like it.


I took in some of your thoughts as well as of others and changed it, you can see it in the original Post as NEW VERSION.

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Maniaa wrote:
I like it, specially because as a Witch, Elemental Adaptation is really far if you don't go Dual Spork. If +5% Max Elemental Res is okay, i guess +3% in your element only can be great. Specially because it help fighting against Reflect damages.


Many complained about the +max res.
I personally would like to have more of them scattered around the tree, so not only Marauder and Templar get the bonus (since they also have inner force and Purity as well as Reduced mana as quest rewards)

But also it's really strong. I kept the old version just in case and left it the way it was original in the NEW VERSION.
Not part of the Witch tree but in its immediate surroundings, did anyone else notice how the block nodes close the the Witch tree are just hideous? It's literally the only one where Block Recovery is not optional but right at the start.
Last edited by Kabushiki on May 8, 2013, 10:37:59 AM
Please link the pictures as well as embed them. I don't feel like scrolling back and forth trying to view the whole image.
You expect me to act as something I'm not? I picked this name for a reason.
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Arrogant wrote:
Please link the pictures as well as embed them. I don't feel like scrolling back and forth trying to view the whole image.


I why not open them in a new tab?

When you use chrome you can drag and drop the picture to make a new tab. But okay I'll link them.

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