Revamped Ascendancy Class Reveal: Elementalist

https://pathofexile.gamepedia.com/Ailment

"...Critical strikes have a 100% chance to inflict ignite, freeze and shock."
Damage vs enemy HP defines ailment duration, if duration (i.e. hit damage compared to target life) is below certain time, it won't apply any ailment at all.
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Sykar wrote:
https://pathofexile.gamepedia.com/Ailment

"...Critical strikes have a 100% chance to inflict ignite, freeze and shock."


there is a minimum value to apply freeze, chill and shock its like a 1% damage boost in the case of shock if its smaller than that it won't apply.
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Sykar wrote:
https://pathofexile.gamepedia.com/Ailment

"...Critical strikes have a 100% chance to inflict ignite, freeze and shock."


Read the whole article.

Don't even need to take into account, that there is a map mod that gives monsters 90% ailment avoidance.
Last edited by schlachtergeselle on Feb 26, 2018, 1:13:44 PM
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Sykar wrote:
https://pathofexile.gamepedia.com/Ailment

"...Critical strikes have a 100% chance to inflict ignite, freeze and shock."


Read the whole article.

Don't even need to take into account, that there is a map mod that gives monsters 90% ailment avoidance.


I did.

"Application by damage
Ailments can be applied by hits of damage.

Each ailment is associated with one or more damage types. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks.

The damage type associations for ailments may be changed by certain effects. As an example, The Three Dragons changes which damage types have the potential to inflict elemental ailments.

A hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill.[2] Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from passive skills and equipment.

Targets may also have immunity or a chance to avoid certain ailments.

To summarize, an ailment is applied to the target if:

The hit of damage consists of damage types that have the potential to inflict the ailment
The chance to inflict the ailment is successful
The target fails to avoid the ailment
The target is not immune to the ailment
Any other conditions are met"


Looking into shock:

"A hit of damage that has a chance to shock is capable of inflicting shock. Critical strikes inherently have a 100% chance to shock. You can also gain chance to shock via gear or the passive skill tree. By default, only lightning damage is able to inflict shock, but certain equipment such as The Three Dragons can change which damage types are able to inflict shock. Additionally, shocked ground inflicts shock without dealing damage.

The base duration of shock is 2 seconds and the damage increase scales relative to the amount of Lightning damage dealt to the enemy's maximum life. Increased damage from shock is capped at 50% at 10% of the target's maximum life dealt by Lightning damage, scaling down to 0% at no damage. Hits below the minimum threshold of 1% effect are discarded,[1] effectively requiring a hit of 0.2% enemy maximum life.

Increased shock effect will reduce the threshold required to reach the cap. For example, with 100% increased Shock effect, a hit that deals 5% of the target's maximum health or more in Lightning damage will apply shock for 50% increased damage.

Shocking ground increases damage taken by a fixed amount of 20%. Other non-hit sources of Shock, unless otherwise specified in the debuff, will increase damage taken by 20%.

The shock status is applied after the hit (not before), because the duration of the shock is based on damage dealt.[2][3]"

In other words a crit has to deal enough damage for 0.2% of a targets health which in most cases should not be a problem.

I am also certain that Shaper of Desolation guarantees the respective ailment depending on which conflux is up.

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Draegnarrr wrote:
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Sykar wrote:
https://pathofexile.gamepedia.com/Ailment

"...Critical strikes have a 100% chance to inflict ignite, freeze and shock."


there is a minimum value to apply freeze, chill and shock its like a 1% damage boost in the case of shock if its smaller than that it won't apply.


But if I understand Beacon of Ruin correctly if you apply shock it will always be at least 20% + potential modifiers. Not to mention that 6 seconds out of 14 seconds you will apply shock 100% thanks to Shaper of Desolation.
Last edited by Sykar on Feb 26, 2018, 1:25:50 PM
I can't tell tbh, i'd say if its "discarded" that you have to apply a viable shock but i could also see it working the other way if its just any shock = 20% minimum.

Probably need some GGG clarification tbh
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Sykar wrote:
Hits below the minimum threshold of 1% effect are discarded,[1] effectively requiring a hit of 0.2% enemy maximum life.


Now here is the problem. First, you need a single hit, that breaks the threshold. It must be sufficient lightning damage, unless you have conflux or another source (eg voltaxic). also, you must crit or have sufficient chance to trigger shock, again, unless you have conflux, which has an uptime less than 50%. this effect can still be avoided, via mapmod.

so let me get this straight, you want to tell me, it is ok to spend 4 ascendancy points, so i can have roughly 50% uptime on a 20% shock with all elemental damage, if i do heavy single instance damage, on a map without elemental avoidance?
champion is shit, because his abilitiy to make enemies take increased damage is gated behind taunt, which has an immunity roll on maps, and doesn't affect shaper as well as his guardians.

elementalist is shit, any person with half a brain knows this. you can do some golem shenanigans, but for anything else go inquisitor or hierophant. because this ascendancy offers shit. this rework is a joke.

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Sykar wrote:

But if I understand Beacon of Ruin correctly if you apply shock it will always be at least 20% + potential modifiers. Not to mention that 6 seconds out of 14 seconds you will apply shock 100% thanks to Shaper of Desolation.


If you apply the shock, this is the problem. You don't apply shock, unless you break the threshold. And even then, you spend 4 ascendancy points on 20% or rather 24% increased damage taken on an enemy. Elemental focus does more, and doesn't eat up 4 ascendancy points.
Last edited by schlachtergeselle on Feb 26, 2018, 1:45:22 PM
I run Whispering Ice/CwC Scorching Ray and I see shock all the time and if not that I get Ignites or both. I have no idea where you get this idea from that you only get it "50% of the time" and let us also not forget that its base duration is 2 seconds which can be increased and anybody who wants a modicum of milage out of elemental ailments should at least invest a little into those nodes with extra duration/effect.
Conflux goes like this:
Chill 4 seconds
Shock 4 seconds
Ignite 4 seconds
Triple 2 seconds

From my build at least I can easily add 2 seconds to the shock and triple conflux making this 10 seconds out of 14 unless I am really unlucky and that is without any other enhancing nodes.

That being said I do agree that Elementalist is still lackluster especially compared to its direct competitor Occultist, Necromancer has not been revealed yet, which is why I pointed a reasonably well thought out critique on a previous page.

Edit: Elemental Focus is a support gem which makes this an apples and oranges comparison and you can run a Controlled Destruction instead if you wish to make use of elemental ailments.
Last edited by Sykar on Feb 26, 2018, 1:54:32 PM
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Ratedetar wrote:
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Kelvynn wrote:
I like most of these changes. The only thing I don't like is having to run Herald of Ash if you want the fire penetration bonus. That's the one Herald that's completely useless to a spell caster. Mastermind of Discord is much more useful for cold and lightning based Elementalists than for fire based.


They have to be changing herald of ash to work with casters too. Or else this node is for melee ? Doesn't really make sense.


Maybe somebody from GGG likes Ngamahu melee witch? O_o
Something that has been bothering me is that there is no synergy with ignite in here. Because ignite doesn't benefit from penetration mastermind of discord doesn't help - this seems like a huge oversight. If the elemental damage types in poe are distinguished by causing these elemental afflictions, and elementalist gets a way to apply them without crits, I would have expected that there would be a lot of nodes in here that would allow you to do interesting and powerful things with the afflictions. Mastermind of discord does nothing to help this, the golem nodes and paragon are fairly irrelevant here, only pendulum of destruction helps at all.

This seems... unfortunate. There also isn't really a class only mechanic - nothing like tailwind or rage. Many of these nodes aren't in and of themselves awful, but they do not lend themselves to cool build opportunities. I have made a lot of melee elementalists in my time - I think it's my most played character type over the 3000 odd hours I've spent playing this game - and this rework gives me basically no new opportunities at all. Conflux and beacon are as they were, pendulum is as unreliable as ever, and mastermind of discord is less interesting (and irrelevant if I want to use the damage from conflux anyway).

I really hope some extra consideration goes into this ascendancy, because currently it seems full of irritating contradictions.

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