The Ascendant Class Changes

One of the current builds the Scion actually feels useful for is crit Bringer of Rain Warchief totem with Hegemony's Era. Why? Because the mechanic of having an extra totem from the helm and the chance to gain a power charge when placing a totem are unique.

Why is GGG so reluctant to give the same treatment to other ascendancy nodes? How many new builds (or at least new takes on builds possible through other classes) are actually going to come out of these nodes if they're either going to be number-boosters or are going to just do the same thing another ascendancy does but weaker?

If the ascendancy numbers are going to be weaker while retaining the same mechanics that the base ascendancy has then the choice of which class to use to be most effective is going to be "not the one that's been chopped down so it fits into a single sad node." And if the scion numbers are more powerful than the base class then the scion will dominate for those builds.

If the intent is just to get Scion's numbers up because she's got raw power then her numbers come at the expense of other classes'.

If the intent is to get her more on par with other subclasses then she absolutely must be able to do something -unique- that they can't do. Going back to that Hege's warchief BoR build, no other class gets an extra totem from the helm nor does another class get power charges from placing totems. Those unique features enable the build to at least be a bit different and interesting compared to other versions like what a Hierophant might do. And there's the flexibility of the Scion going Assassin to get more crit, Gladiator for block, and so on.

For each of the main classes, perhaps at least one of their Scion subclasses should do something unique like the Hierophant node does? A Juggernaut version that gives something in a new way might be "while you have Fortify you cannot be slowed below base speed."
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Raghin wrote:
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While it's largely the passives changing, the "Path of" passives that allow you to start at another class's tree will also grant two additional passive skills so that players may gain an immediate increase in power when taking these points.


Question:
Is that a mistake (as in did you mean 2 additional skill points)

????
the "Path of" passives that allow you to start at another class's tree will also grant two additional passive

the "Path of" passives that allow you to start at another class's tree will also grant two additional passive

the "Path of" passives that allow you to start at another class's tree will also grant two additional passive.

And if you don't get it still.

the "Path of" passives that allow you to start at another class's tree will also grant two additional passive.

Bye bye desync!
Even though buffed, most of the specialisations seem very underwhelming compared to their parent ones.
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Meah5 wrote:
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With the defining features of other Ascendancy classes available and able to be paired with each other, this should increase the power of the Ascendant to be more comparable with other classes and enable some previously never before seen combinations.



Help, am I reading this wrong or are u saying that say NECRO + ELEM, RAIDER + DEADEYE, SLAYER + CHAMP, .... or all 3 NECRO + ELEM + OCC. Scion cant choice more than 1 Class defining feature point right now, but in 3.0 u can pair two or more of the Same Class defining points, then we would really see new combos. Or I'm just too tried to read ur engurish right...


If that were so, then, Scion would be competitive.

Looking through all the wheel combinations, 4 picks would give her nice power, but no broken synergies that I can see. This is probably because the skills don't synergize and there's nothing defining in any of the sets given.

Let's say you pick Elementalist + Necro + Assassin + Trickster. Pretty high powered.
Better, but still not quite there I think.
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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Kunaak wrote:
still wont use it - too many conditional effects.

this, don't understand why GGG hate scion so much
Necromancer node doesn't really have the right amount of 'oomph' to it. When you read it, aside from the minions damage reduction, everything else on the node just makes it sound like a party buff node or aura bot node.

Something like Spirit Eater, Mistress of Sacrifice, or even Beacon of Corruption would go a long way to helping it. You don't even get straight minion damage out of it either.

In fact, alot of the nodes seem overly simplified and lack alot of flare to them.
It's the one major complaint I have seen/had with the entirety of the ascendency system for the scion
Berserker looks terrible.
Nice :) Can we have more changes to ascendant classes? Change everything. You should do tree locking mechanic. You could change tree every league and ppl could have their favorite builds saved with this. Lock your tree or release it if you prefer the change :)
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KieranGravebane wrote:
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鬼殺し wrote:
Bet she still has epic derp face though.

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HQuality wrote:
still not on par with other classes (especially w pathfinder) but much better
thanks!

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lif44 wrote:
Honestly, this wont change much. Unless the original ascendancies got nerfed to shit, they still will be better as long as the uber lab for scion is mediocre.

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Ashriel wrote:
Yeah, this is pretty underwhelming. This was not the rework we needed.

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OneOfDaZZZ wrote:
The problem with scion is the first ascendancy is worthless... Every other class gets gets q boost and scion gets the shaft.

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TreeOfDead wrote:
What about other classes? They wont be changed at all?

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Achilion wrote:
Meh. Not excited at all. Actually kinda dissapointed.

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CaptainWARLORD wrote:
I stopped reading after I saw "build defining" and then took a look at Necromancer and the "Offering Skills also affect you" is not there. That's mostly why I even use it. Still gonna play Necro instead. Screw this.

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ZaM wrote:
Wow, these are really weak changes to Scion. Might get a 5-10% bump in the number of people playing Scion after these changes but this is far from making the class competitive whatsoever.

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Vhlad wrote:
I wouldn't call that having the defining features of other ascendancy classes...

For occultist, it's wicked ward

For necro, it's having offerings affect you and ias/cast speed/damage per aura, scaled by aura effectiveness.

For elementalist, it's ele immune golems or free prolif. Conflux is ok but not the defining characteristic any more since the nerf, or if it was needed for a build the scion version is too situational to make the build reliable.

For chieftain, it's fire immune taunt totems

For berserker, it's cloaked in savagery (along with 100% uptime dual leech)

For pathfinder, it's a flask charge every 3s and status ailment immunity, along with lots of flask effect scaling

For guardian, it's radiant faith.

For inquisitor, it's inevitable judgment.

For gladiator, it's versatile combatant.

and so on

These are the defining features that determine which ascendancy we choose. They are the foundation upon which we build our character on. The scion is missing these in almost every case.

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Tuadh wrote:
Unfortunately, not a significant change, but a good start!

I make those my words.

Also: https://www.pathofexile.com/forum/view-thread/1900546/page/1


if TLDR: SCION SUCK HARD before or after this changes.

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