The Ascendant Class Changes

It seems like there isn't a lot of synergy to playing a necro scion since most mini ascendancies are based on what type of self or totemdamage you do.

It would be nice for example if you could change a lot of the "share with partymembers" to "share with allies".
Or if ascendancies could work with minions somehow. At a penalty maybe.
Last edited by zavyr#0710 on May 23, 2017, 1:05:18 PM
The hell is all the hype about? Almost nothing has changed to Ascendant besides some extremely minor tweaks (in some cases NERFS) to her passives.

If anyone actually compared the changes, I don't see why they even merit a post.

Witch=
Necromancer: Slight defensive buff, lost the silly offering bonus and niche corpse eating bonus for more duration, a little more damage, and more chaos res. This is a buff.
Occultist: Unchanged. Disappointed
Necromancer: From 4% elemental reduction to 50% elemental reflect reduction. Still a mostly useless benefit. Lost 30% inc damage per golem type for an extra golem is a horizontal flexibility change. 1% extra penetration and 2 second longer conditional conflux. I guess this is a buff?

Shadow=
Trickster: Recovery buffed. Mana regen buffed. This is a buff.
Assassin: 0.5% more crit chance and 10% more power charge generation... ok. This is a buff.
Saboteur: Lost trap cooldown recovery and elemental penetration for... movement speed and damage if you place your mines/traps and derp around for 4 seconds before setting them off for extra damage? What the shit is this? You give movement speed to speed up a playstyle that is bottlenecked by trap cooldowns and mine detonation speeds while forcing them to slow down if they want damage? It was an already poor ascendancy, it just got strictly NERFED.

Ranger=
Pathfinder: Traded extra charges gained for Surgeon's, at least it's useful now. Got flask damage and speed, nice. Would have been nice to see 10% chance to not consume flask charges changed to 10% reduced flask charges used, but oh well. Definitely buffed, but only if you play crit.
Raider: Finally has a way to sustain charges on bosses (sustaining on packs was never a problem). Useless ailment avoidance traded for movespeed, nice. Buffed.
Deadeye: Lost tiny chance to bleed for negligible projectile speed. Also a little more damage. I suppose people might use this for Spark builds now, kappa. Disappointed.

Duelist=
Champion: Easier to fortify, slightly more damage. This is a buff... I guess.
Slayer: Lost culling strike and overkill leech for reduced reflected physical and... leech effects not ending, but it's not as valuable as the real slayer, which has bleed/stun immunity with leech. NERFED.
Gladiator: Lost spell block for movement speed, but only when your damage output is so low you're taking a ton of hits. 1% more block and 5% more increased damage after killing a bleeding target don't compensate for this. NERFED.

Marauder=
Chieftain: Unchanged. Disappointed.
Juggernaut: from 10% chance to endurance on hit to 20% chance. Stingy buff.
Berserker: Lost 5% increased attack/cast speed on savage hit. NERFED.

Templar=
Hierophant: 20% to 50% power charge on totem drop. Because GGG really wants us to play power charge crit totems. Still not happening. Disappointed.
Guardian: More block (for party too), more movespeed for party, and reduced curse effect rather than the useless curse removal. BUFFED.
Inquisitor: Tiny damage buff, tiny extra consecrated ground chance that no one uses anyway (if you cared, you'd carry a sulphur flask). Stingy buff.

So...

Final score:
REALLY BUFFED (3): Pathfinder, Ranger, Guardian
Negligibly buffed (7): Necromancer, Elementalist, Trickster, Assassin, Champion, Juggernaut, Inquisitor
Did something happen?(4): Occultist, Deadeye, Chieftain, Hierophant
NERF BAT FOR THE LOLS (4): Saboteur, Slayer, Gladiator, Berserker

Verdict: Nothing much to see here, just some shuffling of mediocre passives. The biggest actual buff is the two extra passive points you get for the new starting point. This manifest could have just been thrown into the 3.0 patch notes and been over with. Disappointed.
"
zavyr wrote:
It seems like there isn't a lot of synergy to playing a necro scion since most mini ascendancies are based on what type of self or totemdamage you do.

It would be nice for example if you could change a lot of the "share with partymembers" to "share with allies".
Or if ascendancies could work with minions somehow. At a penalty maybe.


Chieftain/Slayer
"
Marysvillain wrote:
Up next: Development manifesto: Pathfinder buff.


Buff? I think you mean nerf. :)
I've been thinking about playing a Scion for next league, but I don't think I will.

As long as the scion needs 3 ascendancy points to get to a meaningful ascendancy passive it's not going to be on par with other ascendancy classes.

Remove the useless attribute bonus nodes, and let the scion reach up to 4 ascendancy classes.
Ascendancy is about getting OP passives after each completion of the labyrinth.

I also think the option to start at another class starting is useless, although I think there might be some creative builds that use this option.
Last edited by xykivo#5568 on May 23, 2017, 1:23:39 PM
"
Synergy1337 wrote:
"
Marysvillain wrote:
Up next: Development manifesto: Pathfinder buff.


Buff? I think you mean nerf. :)


I don't think you got the joke =p

Soon: A ZiggyD presentation of inside content released on PoE's official site.
Last edited by VapidActions#1355 on May 23, 2017, 1:27:06 PM
From what i see there must be huges nerfs inc across the board if this is a real "buff" to scion.
About time!!! Her Ascendancy class was so lackluster compared to the others! Now she's going to be much more interesting and viable!
Pointless.

The ascendancies that define many classes are not even given a nod in scion.

Trickster - Zero manna move skills
Heiro - An extra totem
Chief - Totems immune to elemental damage

Just to toss off a few.
Being able to combine two class defining ascendancies might make scion actually playable. Pared down bastardizations of the other classes, taking the *least* used ascendancies and pared down at that, keeps scion in the same boat it's been in since ascendancies were introduced.
A beached one going nowhere.
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
A couple people raised the point:

The way the images are presented (all three nodes around an ascendancy "highlighted", therefore allocated, as well as the ambiguous wording "other Ascendancy classes available and able to be paired with each other" It may be possible now that you can ascend into multiple ascendancies for the same class (take both occultist and elementalist).

If THAT is the case, the changes and slight nerfs to some instead of across the board buffs make sense, and can really make this viable. If we can now take multiple ascendancies from the same class, meaning with the 8 points we can now achieve 4 total ascendancy nodes (matching other classes for ascendancy notables) this could really be great.

If this could be confirmed / denied, it would be very much appreciated.

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