Abyss League Statistics

nice GGG
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very cool.
Occultist please buff
"
We're broadly happy with the closer gap between class choices at high levels, though it is clear there is still plenty of room for improvement.


Some graphs for easier understanding at a glance:

For reference, you should be looking for ~14.3% if all 7 base classes had their equal share, so Duelist and Ranger are pretty out of line one way while Shadow and Scion are out the other, though Scion skews all these numbers to a degree due to the nature of her ascendancy.

The following is a breakdown of which ascendancy class is taken most often by each base class. Choosing no ascendancy is simply listed as the base clase.


In no surprise to anyone, Slayer OP, Gladiator has block and bleedsplosion and Champion cries in the corner.


Almost identical breakdown to duelist, Raider frenzy charge generation on bosses is stronk, Pathfinder flasks still good and Deadeye is the redheaded stepchild.


The biggest blowout of the lot, Inq is nervously eying the nerfhammer. Guardian has Auras and LLRF while Heirophant has ... frostbolt totems as a leage starter I guess?


Same as Templar, Necro wins in a landslide. The bonus from Mistress of Sacrifice is just too huge to ignore, making her a better option for survivability or casting while also being the summoning class while summoning is stong as well as still being top tier as a suport option. Elementalist is just a bad Inquisitor most of the time 'cause there's almost no reason not to go crit with spells and Occultist is heavily specialised into ES (which is weak) and chaos ED/Contagion which, while good, is only 1 build among many.


Zerker has a disproportionate amount over the other choices, but not as bad as the others so far. Even without Vaal Pact cheese, 40% more and easy leech are build enabling by themselves and the warcry heal and buffs aren't terrible either. Jugg has the tank role covered and has merits as both league starter and lab farmer. Chieftan has his totems, but is otherwise mostly ignored.


Poor old Shadow actually has the closest thing to a balanced choice of ascendancies. Trickster is solid for lots of things, but the relative ease of RF/SR makes him popular while the insane potential of mines means that Sab gets a run. I can only imagine that the Assassin choices are either poison or autobombers since the Scion Assassin/[X] does the same job but better in many cases while also having another half an ascendancy to work with.

Scion was obviously omitted since it's either Ascendant or nothing and a graph showing 99.55% Ascendant/0.45% Scion doesn't tell you anything.

So, yeah, nothing that anyone whose played 1000 hours even a little bit didn't already know, except for perhaps that pathy isn't as common as you'd think and people keep choosing Assassin even when Scion would probably be better.
"
DiabloLives wrote:
rip top 4 ascendancy classes next league.



pretty spot on statement
The Twilight Strand is the most run area.

GG, GGG
Nice stats.

I really hope valuable divination cards will be reworked in 3.2.0 to make this game more diversified. I'm pretty sad that in a 157 maps Atlas, only 1 or 2 are worth to run... :(

And maybe the sextant system need some adjustments.
The map-running statistics are probably skewed, because no shaped maps are mentioned. Shaped Vault must surely be run as much\more than a normal Valut, and probably should hve the top spot in red map stats.

Same with Strand and Burial Chambers, they should likely be in the yellow map statistics, as people shape them.

Which, as i see it, highlights two major things.
1) Sextants op, especially on certain maps. Even a fully-sextanted strand, let alone vault, will bring you heaps more profit than running any "normal" map, or even a normally-sextanted (like 2-3 sextants) map.

2) Locking the most valuable divination cards in certain maps is op. While both vault and spider-forest have okay layouts, the main reason people are running them are cards, and for many the fact that cards drop only there is a good reason to just skip the rest of the Atlas altogether.

Not sure about the reasoning for new white\yellow maps missing, but for red maps, well, A) the droprate of maps above t12 has been extremely low, according to many people, and B) a lot of these maps have long boss fights with unskippable invincibility phases. Which would've been fine if map bosses were rewarding in any way, shape or form, but they aren't.

Just tie the boss drops to monsters remaining, please. So that the full-clear of a map also provided a massive quantity+rarity increase from a boss.
That'd make killing them worth it without turning maps into "find a boss, kill a boss, leave map" thing.
But what is the class that dies the most?
nice
"Look to my coming, at first light, on the fifth day. At dawn, look to the East." Gandalf The White

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