In Path of Exile: Legion you'll be able to access the Wicked Ward keystone on the regular skill tree!

From the reveals it seems that an awful amount of time was spent on improving ES/CI builds, ranged and spellcaster builds.

But seriously what about those Key Notes deep down in the dirty south of the skill tree where there is no ES node?

Maybe im too impatient and the top notch reworks of Gladiator and Berserker will lift them out of the 1% played range together with amazing key node reworks in the southern skill tree.
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1453R wrote:
Can't be speaking sense to Melee Fans, 009. They won't hear it no matter how loudly you shout it.
I mean don't the most extreme element want ranged and spells nerfed into the ground?
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AldarisGrave wrote:
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1453R wrote:
Can't be speaking sense to Melee Fans, 009. They won't hear it no matter how loudly you shout it.
I mean don't the most extreme element want ranged and spells nerfed into the ground?


If you mean the "very loud group of people that highly disagree with GGG" they want a lot more then just ranged and spells nerfed into the ground.
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1453R wrote:
So clearly the Occultist is losing Wicked Ward. I'm mighty curious to see what replaces it, given how fundamental it's been to the Occultist since it was introduced.

occultist isn't losing it, it's just being made available to other classes to create another es build that's not occultist
SSF, because Path of Trade RMTers and bots suck.
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Iamod wrote:
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1453R wrote:
So clearly the Occultist is losing Wicked Ward. I'm mighty curious to see what replaces it, given how fundamental it's been to the Occultist since it was introduced.

occultist isn't losing it, it's just being made available to other classes to create another es build that's not occultist
If the node had a different name and graphics, that might be plausible, but it looks exactly the same as the Occultist passive, and I very much doubt GGG would have two identical passives due to the potential for confusion, so the Occultist node is almost certainly being replaced.
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ekaye wrote:
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Iamod wrote:
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1453R wrote:
So clearly the Occultist is losing Wicked Ward. I'm mighty curious to see what replaces it, given how fundamental it's been to the Occultist since it was introduced.

occultist isn't losing it, it's just being made available to other classes to create another es build that's not occultist
If the node had a different name and graphics, that might be plausible, but it looks exactly the same as the Occultist passive, and I very much doubt GGG would have two identical passives due to the potential for confusion, so the Occultist node is almost certainly being replaced.


It's not the same passive, tho. The Occultist version doesn't have the downsides this node does.
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Exile009 wrote:


It's not the same passive, tho. The Occultist version doesn't have the downsides this node does.




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AldarisGrave wrote:
I mean don't the most extreme element want ranged and spells nerfed into the ground?


'The most extreme element', in this case, honestly and earnestly believes that 'Melee' can never be good/do what they believe melee should do in an ARPG until any form of non-melee damage is reduced to significantly below any form of non-melee damage. The general desire is for Grinding Gear to ground-up rebalance the entire game so that it takes several seconds of skill usage, many multiple hits, from ranged abilities to defeat a pack of monsters.


At its best, what folks who earnestly believe this game has gone in the wrong direction want is for melee builds and distance builds to have roughly the same overall clearspeed - melee kills much faster but in a much smaller overall area, requiring the character to move around a lot more, while ranged builds can attack from a distance and hit a larger number of targets but with weaker overall blows. They feel that slowing the game down drastically would bring back CC and similar control elements as a viable tactic and make the overall gameplay much more engaging. That sort of attitude is extremely rare though.

Far more commonly? People mostly just want spells and bows/wands nerfed into oblivion without touching melee shit so they can supercruise through maps and laff at all the archers, wanders, and spellcasters struggling to get anywhere, yeah. Typical stuff - why ask for balance when you can just bitch until the developer gives up and reverses the imbalance in your favor instead of the other guy's?
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Exile009 wrote:
It's not the same passive, tho. The Occultist version doesn't have the downsides this node does.


It literally has the exact same name. The occultist's node is definitely getting a name change at the very least. This isn't hard to understand.
wicked ward keystone + soul strike quiver. I don't really know if it a good ideal. 90% less energy shield recovery rate is pretty huge. is it a drawback or a good thing?
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breezy242 wrote:
wicked ward keystone + soul strike quiver. I don't really know if it a good ideal. 90% less energy shield recovery rate is pretty huge. is it a drawback or a good thing?


You're making two common beginner mistakes here. First of all, Recharge is not Regeneration (though I believe it is still Recovery, so watch out for that one). Thus, the keystone doesn't actually slow down your Recharge Rate at all.

Secondly, even if the keystone had 50% less recharge rate, your total penalty would actually only be 70% slower, not 90%. "Less" always stacks multiplicatively; "reduced" stacks additively with other "reduced" of the same data snippet. So you get 0.5 * 0.6 = 0.3 resulting recharge rate, aka 70% slower, in that theoretical case.

You would simply get 80% faster start of uninterruptible 40% slower recharge when combining that quiver and this keystone. There is literally no downside to this keystone (cost of passive points if you want to be pendantic) if you don't utilise Energy Shield Regeneration or Energy Shield Leech.
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