Skill Reveal - Ancestral Warchief

Totems that people who like totems don't like. I don't get it. :/
Perception is reality.
So... what is 2.3 all about? Just new skills/MTX/Div Cards, or is there more to it?
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When using both totems, they benefit from the Ancestral Warchief's multiplier to melee physical damage and the Ancestral Protector's multiplier to attack speed, making the combination of skills an effective strategy.


Considering that this means having two totems active, this isn't going to happen without wearing Soul Mantle, and/or being a Scion Ascendant or a Templar Heirophant. You take Ancestral Bond, and this combo becomes useless because you can't do damage with melee at that point.

Can't say either of these gems are exciting to begin with... and requiring such restrictive circumstances to use both is the death blow to both of them, as far as I'm concerned. I prefer builds that work right out of the box or pretty close to it... not something I have to wait nearly a full difficulty level before it even can be used.
"People ask me why I do this at my age. People are rude."
Last edited by Gruentod#7525 on May 6, 2016, 9:41:13 AM
First time i saw Ancestral Protector I was so happy "Yeah a melee totem, that's cool!"
BUT no it was a buff weird, not very usefull totem. Why not just create a melee attack totem like spell totem or ranged attack totem but for melee skills. IMO it would be more fun, enable more creativity for builds just more POE like.

I'm lost since a year about GGG's orientation about balancing game, creating new uniques and skills, mostly cause GGG just don't talk about it. When was the last time we got a Ddevelopment manifesto about the big picture ? where the game is going, what you want to do with it.

cheers

PS: btw last manifesto if i'm not wrong was last august...
and--->Improving Communication: The Development Manifesto (Please Read First!)
https://www.pathofexile.com/forum/view-thread/889671
Last edited by hrodgar09#1322 on May 6, 2016, 9:33:01 AM
-.-'
All my builds: https://www.pathofexile.com/forum/view-thread/1830178
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Vhlad wrote:
These take way too long to manifest.

The delay between totem placement and totem attack, combined with the fact that you need to stop moving forward to stay in activation range, means that the builds which utilize these skills are inherently much less efficient than all of the competitive clear speed builds.

How do these slow totem skills fit into an endgame where 1 cast or 1 shot clears multiple screens? We're clearing at nearly the speed of continuous whirling blades and the video here shows a little wimpy totem whack things in a 1/3 screen size area 2-4 times before they die.

Don't get me wrong I love to see skills like this added to the game. But a lot of balance changes need to take place before a playstyle involving these totems becomes competitively viable.


Because despite popular belief, some people like to have fun vs focus on lvl 100 or making currency. Maybe they don't fit into the end game at all? No one said they did.
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evilscheme1 wrote:
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nice

but i think they need to improve the active range of this ancestor totems


They are nothing but a gimmick with the current range requirement.
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hrodgar09 wrote:
PS: btw last manifesto if i'm not wrong was last august...
and--->Improving Communication: The Development Manifesto (Please Read First!)
https://www.pathofexile.com/forum/view-thread/889671
https://www.pathofexile.com/forum/view-thread/889671/filter-account-type/staff Actually, the last GGG staff in there was from April 2014. That's TWO YEARS, Carl!
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
so i can make my melee attacks now ranged? thats so ironic wow
Last edited by voodoojin#1121 on May 6, 2016, 10:36:15 AM
Looks very cool, but I still don't get it why we call that first one Ancestral Protector.

Err, where's the protection factor?

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