Ascendancy Class Statistics

RIP berserker :-) occultist and elementalist still not buffed enough.

Melee ele builds OP (because of the stat-sticks).

P.S: defenses are still missing for non-leech-based characters in the endgame. dodge and spell dodge are still crutches :-)
JUGG - RIP.
I tested 2 new Ascendancies with major changes, Hierophant and Deadeye, and revisited Champion. I liked all 3 but Champion proved to be the safest and fastest killer with SSF gearing.

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P.S: defenses are still missing for non-leech-based characters in the endgame. dodge and spell dodge are still crutches :-)


I have just tested this on my own when I encountered yellow map tier Elder with my Champion, who has just a small bit of leech (no Vaal Pact). I have mapped with zero issues into early red-tier maps, however, Elder in yellow map was absolutely pushing my survivability. I still used 2 HP flasks but I run 2nd half of phase 1 without any HP flask because you can not get new charges in this phase. It was quite scary even if I managed to do it without dying.
Was almost sure for 95% that 95% of classes will be jugg
I was excited for the ascendancy updates and I agree, it was a good direction overall. Lets just not forget about all the issues being discussed regularly over in feedback during our statistics hype. I'd love to see the statistic for how many people are still playing in the current patch verse how many were active this far into previous patches....
Last edited by theD4nk0wl on Mar 26, 2018, 7:53:07 AM
Every basic class has an Ascdendency class that has more than 5% of users in SC. GGG must be pretty happy about that.

While Bestiary League has (ahem) not been the most successful league, Patch 3.2 Ascendency changes have turned out really rather well, for the most part. That's not to say there aren't further improvements that could and should be made, but we can be pretty happy with a big step forward.

My thoughts on further improvements:

1. Elementalist doesn't feel good because:
- It won't feel good unless ignite does too.
- It to be the self-cast build, which means it needs high damage and some distinctive form of damage mitigation or sustain for while it's standing there casting or chanelling.
- Relying on alternating effects sucks if they're based on time, rather than something the player controls.
- Golementalist is fine, but that's just one build.

2. Assassin and Trickster are held back because poison feels bad. Assasin is Crit-ele or poison; Trickster is ED or poison. If poison feels bad, that basic makes each class a single build choice.

3. GGG overreacted in panic to the community's glee at the original Harness the Void. And the community forgot how hard repeated conversion is.

4. The problem with poison is
- You should have a choice between "fast, small, many posions" and "big hit poisons". I think GGG intended this for Perfect Agony, but didn't the implementation failed.
- The line "30% less damage with hits" on Perfect Agony is far too punishing.
- Also, there are too few poison specialist nodes (Dirty Techniques, Fatal Toxins, Toxic strikes), making that pathing obligatory, and they do too little given such a small base damage.

So, for poison,

- Change base poison duration from 2 seconds to 3 seconds.
- Move Perfect Agony up next to Throatseeker.
- Change Perfect Agony to "Modifiers to Critical Strike Multiplier also apply to Damage Multiplier for Poison from Critical Strikes at 50% of their value. 66% less Poison duration. 10% less damage from Hits."
- Create a new cluster with a notable for poison duration and minors for poison damage (but no chance to poison). Use it to traverse efficiently between Acrobatics and the line past Lynx/Weapon Artistry.

For Trickster:
- buff Harness the Void but make it a dead-end.
- Move Prolonged Pain in front of Patient Reaper, rather than vice-versa.
- Remove the sustain in "Patient Reaper" and replace it with "Your damage over time can leach life. Life leech from your damage over time affects is applied instantly when the affected monster is killed by your damage over time".

For Elementalist
- Add "[2%] reduced elemental damage taken" to all the minor nodes.
- Pendulum of Discord: instead of switching between its effects every 5 seconds, "Gain [Pendulum's area] when you use a skill that does elemental damage*. Gain [Pendulum's elemental damage] when you use a skill with an area of effect". Pendulums overwrite each other.
--- i.e. Cast Frostbolt. you gain area buff
Cast Vortex. Vortex has inc AoE.
You lose area buff, gain damage buff.
Cast frostbolt. Frostbolt has inc damage.
You lose damage buff, gain AoE buff.

- Each Conflux should also apply a kind of reserve elemental equilibrium: "Take no damage from this element; take 10% increased damage from both other elements" - with elemental conflux giving you protection from *all* elemental damage for 2 seconds, every 14 seconds.
- Beacon of Ruin. Buff the radius. More importantly, something to make ignite good for elementalist. Such as "Your ignites stack without limit if there is only one enemy nearby. Your ignites on monsters you kill spread to all nearby enemies, stacking up to [eight] times".
Glad I play Juggernaut this league before it gets nerfed in the next.
From League Starter to Shaper – Cheap, Tanky, Fast and Fun Physical ST – Very Detailed Guide
https://www.pathofexile.com/forum/view-thread/2077519

Gannicus, God of the Arena – Deathless Uber Elder for Everyone
https://www.pathofexile.com/forum/view-thread/2627521
Berserker is dead
If you are going to face a real challenge, it has to be a real challenge. You can't accomplish anything without the possibility of failure.
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M4gnific wrote:
I'm playing Raider (my first char) and i love playing it, but next time i'll go for a tank class. As a Raider i die too much. I don't bother dying, but the 10% EXP penalty for dying is just crazy.


Thats as much down to gear as class, if you used the gear you are using on a tankier class you'd still die a lot as you have low/no life rolls on pretty much everything

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