Path of Exile 2 - Ascendancy Classes in Early Access

Woop!
oh yeah
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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.


OFFICER, OFFICER, this guy is using his brain! how dare you, ARREST HIM!
Infernalist for me just seems weird, altered flesh just seems kinda bad (taking physical as chaos seems like a recipe for disaster) I'm more so hoping for demon form to buff summons, it'll be sick to still throw fire spells whilst buffing them and myself but who knows. I'll probably hold off on accending until others brick/succeed with there characters lol. It's on the surface seems like a good class, im just afraid of jank interactions not working the way I think they do lol


I will say this, when Scion comes out for 2 (if they ever add a class like her), I'm definitely going to try some jank with summoner/archer hybrids. With the ability to actually 6l our gems independent from our gear (IMO, one of the biggest hurdles in POE 1 for people who play casually trying to get through the atlas since it contributes to a LOT of issues with getting gear), I think in general hybrid summoner attacking builds will be MUCH more viable and I think that's pretty cool, and it'll make summoners feel a lot more active.
Last edited by DrVon#5635 on Dec 5, 2024, 12:30:49 PM
So excited!
long live GGG
lets gooo!
Beast
Skibz
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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.


You probably got it right that, if you wanna play minions, you probably don't go blood mage.

But did you ever consider witch not being the only minion class ?
You cant go wrong with gemlin legionair for pretty much anything, including minions. Or Chronomancer.., just slow opponents and get a bunch of utility .., or Titan .. life/armour and 50% buff on all your minion-dmg nodes ?
Should be good too.., oh and then there is like all the stuff that we don't know shit about yet.

ign: UpForJava
The Witchhunter's Pitiless Killer node really needs to calculate the Culling Strike AFTER the damage hit. It makes zero sense calculating before. The way it is currently worded, I could hit a normal enemy for 99% of his health and it won't proc the Culling Strike. The node is useless as it currently is. If GGG feels it's too powerful, I would accept a nerf as long as it's calculated after the damage hit.

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