Here’s an early look at the Champion Ascendancy in Path of Exile: Legion!

"XX when you have Fortify"
"XX when you have Fortify"
"XX when you have Fortify"
"XX when you have Fortify"

"You have Fortify"

This got a chuckle out of me because it reminded me of a Yu-Gi-Oh parody animation.
Not sure if this is the best place to ask, but I've never been clear on how First to Strike, Last to Fall removes "burning". Burning is Fire Damage over Time, and it's not clear how that can be "removed". If a monster is casting Scorching Ray at you, does it delete the monster? If you're on burning ground, does it erase the ground? I assume you're not just immune to Burning damage for the duration of Adrenaline.
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ekaye wrote:
Not sure if this is the best place to ask, but I've never been clear on how First to Strike, Last to Fall removes "burning". Burning is Fire Damage over Time, and it's not clear how that can be "removed". If a monster is casting Scorching Ray at you, does it delete the monster? If you're on burning ground, does it erase the ground? I assume you're not just immune to Burning damage for the duration of Adrenaline.


Pretty sure it's just burning from ignite/rf, and possibly oni's debuff?
Last edited by Nubman#6211 on Jun 2, 2019, 8:56:45 PM
So... basically nothing? Hurray.
(2-3-2019) Buff underused skills (3.23?!)+ selfcast, stop nerfing defense, build in threshold jewels (3.23?!), implement D3-style looting, add death log + MTX preview, actually rework flasks, stop balancing around the .01%, unnerf Harvest, ADD NEW WAYS TO LEVEL, finally implement Loot 2.0
Nah. Worthless.
From my understanding they will buff Fortify (the skill gem) to have a much higher damage modifier to the point you can actually use it on a main skill setup.

If that ends up being the case i feel like the Fortify Champion node should get a little extra oomph. It does cost 4 ascendancy points to get to after all.

Champion lives and dies by the 100% hit chance, and if accuracy becomes less important/easier to cap. Champion as a whole could end up being on the weak side overall.
So, nothing changed beside some 50% dmg gain buff on a node only masochists take, a 25% instant healpot for the other group of sado-masochists, changed the melee nodes to attack nodes that one can pick bow/wanderer champion (lulz) and even nerfed the last useless aurabot node none played to 40% stages but now with 0,1% rege instead of 0,5%

I start to think that they started with chieftain/berserker/slayer the first 3 days, got themselves pumped up with bottles of coffee and aspirin, but then at day 4 when gladiator/champion came in line, they just printed the nodes and threw darts on them, which they randomly nerfed or buffed by a random number they rolled with dices.
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Essem wrote:
From my understanding they will buff Fortify (the skill gem) to have a much higher damage modifier to the point you can actually use it on a main skill setup.

If that ends up being the case i feel like the Fortify Champion node should get a little extra oomph. It does cost 4 ascendancy points to get to after all.

Champion lives and dies by the 100% hit chance, and if accuracy becomes less important/easier to cap. Champion as a whole could end up being on the weak side overall.


You dont really get the Fortify-Node if you can use the Fortify-Support-Gem. You get it if you want permanent, unconditional Fortify on Bow- or HoA-builds.
Will the scion be getting the changes from nodes 4, 6, 13 & 14?
:>
No one takes the Fortify node already - with the changes being made to the Fortify support gem, this will become even more true. That said, it's pretty unbelievable not to see something added to the node here. Unbelievable being a very appropriate word.
(2-3-2019) Buff underused skills (3.23?!)+ selfcast, stop nerfing defense, build in threshold jewels (3.23?!), implement D3-style looting, add death log + MTX preview, actually rework flasks, stop balancing around the .01%, unnerf Harvest, ADD NEW WAYS TO LEVEL, finally implement Loot 2.0

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