1.0 Passive Tree
" Yeah, as I said, I understand your concerns as I myself held similar views on several occasions. And I do agree shutting down the tree would take a lot of appeal out of it for me as well. I know they're thinking long and hard about this and they probably won't screw us over in the long run. We will still be able to build caster maras, archer templars or melee witches in some fashion, and I won't hold it against them if that happens not to be in the exact same way we do it now. Well, we want pretty much the same thing, you hope for it and I await it, guess that's all the difference there is. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" Yes, can you please tell me how many nodes you'll need to get out of the immediate Scion area, and how efficient these will be? Right, I thought so too. But if I had to venture a guess... well, the nodes in the center (that is, within the circle), are currently probably the worst investment in the entire tree. But yeah, by all means, roll a scion and spend 10-20 nodes on 0.4% life regeneration and 3% IAS before you even able to branch out to the individual areas of other classes. A Belligerent Expert System
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" This. Any time a new feature has been introduced, I've been generally psyched, but I gotta say this seems poorly thought through. We've had OB for a while now, and if there was ever a time to try something that further changed the way the skill tree works on a big scale, it would have been OB. Instead they slate a new class with additional changes to the skill tree for release. I'm pretty skeptical of this. I think the fun part of character building in this game for the vast majority is the flexibility and freedoom the tree gives, for all classes. We are going to see A LOT of Scions post-release. Unless additional changes are made until then, more than any other class for sure. IGN : Jovial
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" The nodes in the centre? > 12% IPD nodes at Shadow start (you know, every 1h weapon build starting from this class?) > 5% elemental damage nodes, Templar and Shadow (though arguably the latter will pick...3% cast speed, good going mate) > 8% projectile damage, Ranger and Duelist (CI rangers will take either this or 3% IAS. Everyone else goes for the ev/hp like a good cookie-cutter, but those nodes are good.) Did someone say getting out fast? How to make a build: http://www.pathofexile.com/forum/view-thread/510084
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" Yea, at the base duration of a firestorm that passive adds 0.55 seconds of firesorm, which translates into 3.66 fireballs (one every 0.15 seconds). This is obviously rounded down so the damage boost is only around 37.5%. Also it only increases your dps vs monsters which take longer than like one and a half seconds to kill and who dont move. It also is quite far to move along the skill tree (seven points+the three invested in the passive itself) and doesnt boost your minions. I would think about grabing elemental damage and increased AOE from the templar area instead. Also inner force is a must for a summoner with battery There is allways a solution ;) edit: this would also have the added benefit of giving you the more valueable life nodes around the templar area instead of the generic 6% nodes around skill duration Last edited by DolphinCannon#6150 on Oct 4, 2013, 12:30:44 PM
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People assume that the middle nodes will remain just as crappy as they are now. Did you not notice the 6 new notables around Scion?
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" But there are less keystones there.. |
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" People assume many things, including that the nodes will improve, that you'll have a reasonably short path out, and that there will be no way to cross through the center. The one thing they don't assume is that what you saw in the video is the final version of the tree... because, well, Chris said it isn't. A Belligerent Expert System Last edited by Rogomatic#1985 on Oct 4, 2013, 12:32:28 PM
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The goal of the scion is very clearly to limit "get all the nodes" syndrome for current classes. On the other hand, the actual investment to get into neighboring areas to a starting point is relatively low, insignificantly more then going through the middle, and branching "double" spaces isn't really any more expensive than going through the center.
Main change? Witch isn't going to get duelist stuff, Shadow won't be getting near Marauder, and Ranger won't be getting into Templar. which makes sense. Those are the diametrically opposite classes. "reducing" availability is more likely to increase build diversity by forcing greater creativity within non-scion builds, whereas Scions will only gain real traction if they NEED to get nodes from a diametrically opposed classes (in addition to two non-diametric classes). You people are blowing this greatly out of proportion. Also I have my fingers crossed for tri-hybrid armour. But that's just me. IGN - PlutoChthon, Talvathir
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" ...Which version of POE are you playing that has multiple keystones (not notables) right at the start of each class? " You mean you didn't assume that? =) Oh, some people assume that I don't assume other stuff too. Shall I assume you are assuming only things that you want to assume too? Last edited by Zealflare#7547 on Oct 4, 2013, 12:41:11 PM
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