Path of Exile 2 - Ascendancy Classes in Early Access

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TRONEON#8788 wrote:
So if you wish to go minion build on Witch it feels like you are forced to take Infernalist due to lack of options for minions/spirit in Bloodmage, kinda wish they had more minion things in bloodmage as well so you can choose either or rather than feel forced into one ascendancy choice to meh passive and a lot of draw backs and no minion/spirit options if you wish to use minion build. Even if you want to take say Bloodmage to take away the mana costs on bloodmage you have to waste 8 passive points going far off the skill tree due to blood magic placement.

It just feels like bloodmage is lacking a lot and minion runners are forced into one choice only? Personally I don't want to go heavy on fire damage or be infernalist but looks like I will have to if I want to run a minion build.


Well, you're not forced into playing witch either. Warbringer has a totem + minions thing going, albeit more about temporary minions, Gemling boosts gems that historically were the best way to scale minions, and Invoker offers both huge amounts of spirit, tankiness and meta QoL/efficiency while having his starting zone close to the witch, so most probably close to minion nodes.

Clearly infernalist seems be the most supportive ascendancy towards minions, but then having both infernalist and bloodmage focusing on minions would feel strange.
I just want one of the devs to confirm that minion builds are even a thing in EA because I just don't see it.

Infernalist: You take Hellound, Living Flame and the two "your allies gain" thingies. Now you can't take 25%life reserved for more spirit.

If you take more spirit, you can't take both living flame buffs anymore, which is dumb. You could ignore it and take hellhound but then what for? Some extra spirit and a minion you can use. Then what...self damage on crit? Why is that even there?

You put a minion in the ascendancy AND nodes that affect allies. But then also put +spirit in there but behind a travel node I don't need. Cold/Lightning taken as fire? Who cares? That does nothing.

Please showcase a single build one of the devs did that works, because with how weird Infernalist is setup you might as well go Legionare instead.
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DieKao#0567 wrote:
I just want one of the devs to confirm that minion builds are even a thing in EA because I just don't see it.

Infernalist: You take Hellound, Living Flame and the two "your allies gain" thingies. Now you can't take 25%life reserved for more spirit.

If you take more spirit, you can't take both living flame buffs anymore, which is dumb. You could ignore it and take hellhound but then what for? Some extra spirit and a minion you can use. Then what...self damage on crit? Why is that even there?

You put a minion in the ascendancy AND nodes that affect allies. But then also put +spirit in there but behind a travel node I don't need. Cold/Lightning taken as fire? Who cares? That does nothing.

Please showcase a single build one of the devs did that works, because with how weird Infernalist is setup you might as well go Legionare instead.

No. Minion builds are impossible. All minion skills are disabled. Also, having to chose between nodes is bad game design. We should just get all the nodes as soon as we ascend.

Jeez .....
That's the whole point otherwise what will the other ascendancies be fore if everyone just chose 1 then the other 2 are useless and never played. Now you are truly forced to figure it out and make it work on multiple classes. It breaks the brain because it's not POE 1 standard and people don't know how to cope with that.
Good job on the ascendancy classes, GGG. At first some of the bonuses seem really good, but of course at second glance you notice that all of them have downsides in the mechanics and none of those are really overpowered by design.

The only thing i dislike is the ui-part of it. I mean if you have such a big circle, why not use the space a little more efficient instead of filling it almost entirely with a picture, but who cares i guess. So congrats on a job well done.
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DieKao#0567 wrote:
I just want one of the devs to confirm that minion builds are even a thing in EA because I just don't see it.

Infernalist: You take Hellound, Living Flame and the two "your allies gain" thingies. Now you can't take 25%life reserved for more spirit.

If you take more spirit, you can't take both living flame buffs anymore, which is dumb. You could ignore it and take hellhound but then what for? Some extra spirit and a minion you can use. Then what...self damage on crit? Why is that even there?

You put a minion in the ascendancy AND nodes that affect allies. But then also put +spirit in there but behind a travel node I don't need. Cold/Lightning taken as fire? Who cares? That does nothing.

Please showcase a single build one of the devs did that works, because with how weird Infernalist is setup you might as well go Legionare instead.


That's the point of choosing, isn't it ? You're not necessarily supposed to pick ALL notable that can support your build. You choose whether you focus on a large army of buffed minions (1-3-7-9) or a tanky-ES summoner (1-3-4-10) or a burning SRS legion (7-8-9-10), possibly even more options...

Infernalist has the most notables of the whole EA. That's supposed to offer options, which is great, and doesn't mean you can pick everything.
nice !!!
Monk seems like it's gonna be the best crowd control class in group content. Titan is gonna be the funnest thing on the planet I can't wait to stack strength and just unga unga
I would like to have more totem skills, ascendancy is not doing much for totems and where is the summon/minion ascendancy? :(
Last edited by Afura#6483 on Dec 5, 2024, 10:38:00 AM
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