Here’s an early look at the Gladiator Ascendancy in Path of Exile: Legion!
I expect the attitude to change slightly since Mathil disagree's with the crying about Gladiator.
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Here is today's rework suggestion:
Face the Wall (of Trump?) You can dual wield shields. 33% less global defences and block from equipped shields. Dual wielding shields counts as dual wielding. Dual wielding shields counts as being unarmed. Trump approves of this suggestion and so should you. I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready. Last edited by Pyrokar#6587 on Jun 3, 2019, 3:52:02 AM
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" I get the feeling you misunderstood him. He was probably implying that Glad will be now played even less than berserker. GGG is really bad at figuring out what people want because 90% of their community is low tier players that compliment everything GGG does. Allot of their "balance" team should be consisted of top tier players that have a good sense for synergy and theme behind ascendancy. |
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hmm, no Block-Glad-rework at all? So i still will be the victum of strange one shots.....
Why don't you make Block-Builds more desirable? e.g.: 1. for each block hit, armour and life of glad will be increased by X%(to a maximum of X%), until he got hit. This alone would give the gladiator the chance to mitigate these one shot kills.... 2. max block chance is now 90% 3. put the spell-block talent into one of the other block talents to free up some points, that allow gladiator to invest either in the new talents or blood xplosions etc.... If i simply look at the talents of other ascendencies...i see way more talents and bonie in one spot.... Someone really didn't wanted to invest a lot of time in glad ascendancy, by still selling us this as "new" melee rework.... dissapointed. |
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given the small nerfs to the small nodes gladiator is not looking too good as there isnt a real buff or rework here. i'd wish more effort was put into gladiator.
slayer/berserker gotten much more :/ |
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" I'm all in for that dual shielding. :D |
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" block + spell block is one of the strongest defenses in the game, why would they rework it? The other classes people prefer are all based around damage, if you want damage go damage. gladiator is block, theres no need to rework it because its already extremely powerful at what it does. " use damage reduction and a larger life pool. you dont need the ascendancy to give them to you, you have gear and a passive tree options. " block cap at 90%? You think glad should essentially get a 90% reduction in all incoming hit damage from attacks and spells? its already absolutely insane at 79%. slayer has damage, gladiator has defense. People who want damage will always go slayer if the classes are well balanced. Its as simple as that, if that means gladiator is not a huge draw, fine, hes doing what he is supposed to do for people who want to do that. If you cant survive as a gladiator then you need to start looking at how ur building and how defenses synergise together. youve got the strongest damage avoidance in the game, you need to pair it with damage reductions and life pool for the things you dont avoid. Iron reflexes, endurance charges, basalt flasks, fortify, enfeeble, theres plenty of damage reducers, and then simply life nodes, get loads of life, use items with loads of life. Maybe go aegis and get energy shield on top of your life, thats what my main gladiator does. I dunno what he has, its somewhere over 9k life in total and he gets a load back every time he blocks with the aegis. I use iron reflexes + grace to get the base armour value needed while wearing gear that has a lot of energy shield. you dont need to go es hybrid tho, alkieser used to make lots of gladiators and he always had 7-8k life just from life gear and life nodes. Get jewel slots, all of them, and get life on all ur jewels as the number 1 priority stat. How do the dps based classes survive? Whatever they are doing, the gladiator can essentially do the same thing except he takes 79% less damage from attacks and spells on top. He basically starts off taking less damage per map than the sum total of all the things those other classes end up stacking. |
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Today's rework suggestion is likely impossible to implement. But an impossible to implement suggestion is better than an uninspired one. The thought is what counts.
Penetrating Strike Your attacks penetrate enemy armour. Your attacks penetrate enemy physical resistance. Your attacks penetrate 20% enemy elemental resistance. Your attacks penetrate enemy physical and magical shields.( Including energy shield, evangelist mob shield, perandus shield etc.) Your attacks penetrate the earth and hit monsters being underground. Your attacks penetrate boss monster phase immunities! Your attacks penetrate trap damage immunities allowing you to destroy them. That's right. I went there. I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready. Last edited by Pyrokar#6587 on Jun 3, 2019, 10:48:49 PM
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Here's todays rework suggestion.
Torture and Execute Your attacks against bleeding, poisoned, maimed or blinded enemies have a 100% chance to inflict a random debuff that the target does not already suffer from. 5% more damage per type of debuff on enemy. Your attacks against enemies that suffer from at least 5 different debuffs have culling strike. P.S. To anyone reading this that doesn't know, a debuff is anything that gives an icon with a red border and appears next to your buff icons. I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready. Last edited by Pyrokar#6587 on Jun 5, 2019, 12:03:27 AM
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Since everyone's suggesting something, I wanna give some suggestions too:-
--- Make Gladiator a weapon specialist! Change all the block nodes WITHIN the ascendancy to work anyhow, anytime, anywhere. Not just for shields and dual-wielding, even bare-handed and bows can block. 1. For all the small nodes: (+% to Block Attack Damage while Dual-Wielding or holding a Shield) => (+% to block attack Damage) 2. Add a few things to Versatile Combatant on top of what it already has: += (Total Chance to Block Attack Damage is equal to all acquired sources of Chance to Block Attack Damage) += (+4% to maximum Chance to Block Attack Damage) 3. Remove Violent Retaliation --- Challenger Charges are cool too! Make Challenger Charges more easily acquirable WITHIN the ascendancy, and they should be made to give different effects for different Notable Nodes taken. 1. Change a few things in Painforged: Add: += (4% more Physical Damage per Challenger Charge) += (+0.5% Chance to Block Attack Damage per Challenger Charge) += (30% Chance to gain a Challenger Charge when Hit) += (+5 to Maximum Challenger Charges) Remove: -= (40% increased Damage if you've taken no Damage from Hits Recently) -= (+8% Chance to Block Attack Damage if you were Damaged by a Hit Recently) -= (Your Counterattacks deal Double Damage) 2. Change a few things to Blood in the Eyes: Add: += (15% chance to Maim and Blind with Hits against Bleeding Enemies) += (Nearby enemies have 1% reduced Evasion Rating per Challenger Charge) += (10% Chance to gain a Challenger Charge when you inflict Bleed, Blind, or Maim) += (+5 to Maximum Challenger Charges) Remove: -= (Enemies Maimed by you take 10% increased Physical Damage) -= (Attacks Maim on Hit against Bleeding Enemies) -= (10% chance to Blind with Hits against Bleeding Enemies) 3. Change a few things to Outmatch and Outlast: Add: += (1% Chance to gain an Endurance Charge or a Frenzy Charge when you gain a Challenger Charge per Challenger Charge) += (+1 to Maximum Endurance Charge and Frenzy Charge when you have at least 5 Challenger Charges) += (10% Chance to gain a Challenger Charge when you gain an Endurance Charge or Frenzy Charge) += (+5 to Maximum Challenger Charges) Remove: -= (25% chance to gain a Frenzy Charge on Kill with Main Hand) -= (25% chance to gain an Endurance Charge on Kill with Off Hand) -= (10% more Physical Damage while at maximum Frenzy Charges) -= (10% reduced Physical Damage taken while at maximum Endurance Charges) 4. Change a few things to Arena Challenger: Adjust: (2% more Attack and Movement Speed per Challenger Charge) => (1% more Attack and Movement Speed per Challenger Charge) (+10 to Maximum Challenger Charges) => (+5 to Maximum Challenger Charges) --- Add a new node for Blood and Sand stances Just add a Notable Node after Arena Challenger, let's call it That Which Flows: += (Blood and Sand reserves no Mana) += (50% increased Effect of Blood and Sand while in their respective stances) += (Gain the effects of Sand Stance while in Blood Stance) += (Gain the effects of Blood Stance while in Sand Stance) --- And another node for Charges Just add a Notable Node after Outmatch and Outlast, let's call it At Match At Last: += (Endurance Charges you have are counted as Frenzy Charges on you) += (Frenzy Charges you have are counted as Endurance Charges on you) And that's it. TL:DR All suggestions. |
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