Shadows and fixing tree for Open Beta - please read!
I don't really play Shadows all that much. Mostly because I can never fit in mana into my builds. There are some nearby mana clusters, but they make certain kinds of builds difficult. Also, because I think it's the weakest part of the tree, in some places. For instance, this picture here is meant to simply illustrate an attempt at an acrobatics + block build, with lightning strike dagger. Something similar to Invalesco's BotW. The main issue is, that % leech is a little tricky to fit in (it costs 3 points to get, technically) while still fitting in enough %life. What I'm trying to imply here, is that CI really works well with the build because of its placement relative to other clusters. Making it work with Acrobatics would be hard. I think making acrobatics better involves improving the area around it. First, the statistics: Red Cluster @6 points: 24% IPD w/ bows, 40% acc, 15% crit chance Blue Cluster @6 points: 36% IPD w/ swords, 16% acc, 2% aspeed Yellow Cluster @6 points: 36% IPD w/ daggers, 16% acc, 10% crit mult Pink Cluster @6 points: 24% IPD w/ bows, 4% attack speed, 30% arrow speed, koth Green Cluster @4 points: 20% IPD w/ bows, 15% crit chance, 35% arrow pierce Things to note: Teal Cluster is very, very messy. Look at all the major +30 attribute clusters on the passive tree. They have a concise purpose. If you take a +30 strength node, it often leads to +% life. If you take a +30 intelligence node, it often leads to an intelligence-related skill or ability, or it is located directly next to one. The teal cluster is an aberration. Also node, the red, blue and yellow clusters don't have any notables, while the claw cluster does -- and it makes the claw cluster there really good. Claw Cluster @6 points: 32% IPD w/ claws, 12% attack speed, 24% acc Attack speed is an EXTREMELY valuable stat and the claw cluster gives tons of it compared to surrounding clusters, giving only slightly less IPD as compensation. It also gives overall, better accuracy (only bow cluster beats it). I don't think many people utilize the red, blue, and yellow clusters -- and even if they do -- they're not getting as much out of them as I think they should. 1. There are no major sword clusters nearby for the Shadow. I think the blue cluster should be given much more personality with an interesting notable node, as I think Shadows are intended to use rapiers. 2. There are really good dagger clusters way north. It's really expensive to invest in daggers and get the yellow cluster, as you make getting CI or the other dagger clusters and critical multiplier clusters, difficult. 3. The bow clusters for the Shadow are REALLY haphazard. Projectile speed is just "slapped" on a few clusters. Some clusters give lots of accuracy but make you work to get them. It just seems like they're "unfocused" "super generalized stats" -- look at the Ranger, the ranger gets thematic bow clusters. Critical strike, critical damage, projectile damage, speed, IPD or accuracy. There's generally a theme, only a few clusters give a smattering of stats and I think these clusters are underused compared to others. The overall effect of these clusters is: Weakened Acrobatics. It increases the cost of acrobatics, because you're "getting less for your money." I mean, look at a comparable bow cluster for the Ranger... Master Fletcher @5 points: 40% acc, 15% crit mult, 23% IPD Red Cluster @6 points: 24% IPD w/ bows, 40% acc, 15% crit chance The Ranger is at least getting a whole free passive point worth of stats here, compared to the Shadow up top. When you consider how many Shadow clusters are like this, it's no wonder Shadows might be under performing. They're spending more points to get the same stats, and so have less stats to work with. Consider the Eagle Talon's cluster near the Ranger. Eagle Talon @5 points: 42% IPD w/ claws, 16% acc, 2% aspeed Sure, it's not directly comparable because it's mostly IPD and not attack speed, unlike the Shadow cluster, but the Ranger gets some pretty beastly stats for a whole point less! For six point clusters, the Shadow overall is just crushed in comparison to the Duelist or the Ranger, or even some of the Witch weapon talents. I've gone to the liberty of re-arranging this part of the tree to make it better. Pink is now "unique to shadows". It has an interesting notable effect that synergizes with shadows. Shadows are critical-based. It is still available and attractive to rangers. This cluster has changed however, it now gives, over 6 points: NEW: Pink @6 points: 24% IPD w/ bows, 60% critical strike chance w/ bows, 16% acc w/ bows, koth OLD: Pink @6 points: 24% IPD w/ bows, 4% attack speed, 30% arrow speed, koth Yellow is now connected to an intelligence node - this makes perfect sense. If you're going south and still want dagger increases, you're going to need intelligence! This is how all other classes work with regards to +30 nodes. Yellow also now has a unique notable node, intended to synergize more with dex-focused Shadows, rather than Int focused: "Ouroboros: Restore 3 mana on hit with daggers." This cluster has the following properties: NEW: Yellow @6 points: 36% IPD w/ daggers, 16% acc, 4% attack speed, Ouroboros OLD: Yellow @6 points: 36% IPD w/ daggers, 16% acc, 10% crit mult This helps to tackle the mana issue with shadows -- they can get ridiculous attack speed to increase their mana generation in melee combat. I'm not sure if 3 mana is balanced, 4 might be better, but that's simply testing it out and crunching some numbers. The blue cluster now links with strength - this makes sense even if you're using raipers. YOu want a little bit of strength when using a sword. The blue cluster now has a notable node that makes sense and also tackles mana. "Soul Pierce: 1% mana leech with swords" Suddenly, Shadows now have a unique reason to go Swords - they have less mana issues. The blue cluster is mostly unchanged. NEW: Blue Cluster @6 points: 36% IPD w/ swords, 16% acc, 2% aspeed, Soul Pierce OLD: Blue Cluster @6 points: 36% IPD w/ swords, 16% acc, 2% aspeed The Red Cluster has relocated because it's meant to be a general purpose bow cluster. Here are its new stats -- refocused with the idea of improving arrow speed. NEW: Red Cluster @6 points: 75% arrow speed, 15% IPD w/ bows, +12% acc w/ bows OLD: Red Cluster @6 points: 24% IPD w/ bows, 40% acc, 15% crit chance Each passive point in the red cluster has changed. It is now extremely focused on arrow speed for Rangers who want that stat. It has Master Fletcher added to the end of it. "Arrows Piercing" is a pretty good notable node and it warrants being in a larger cluster, with more impactful nodes. It's now relocated closer to the Shadow, but only slightly, so it shouldn't be that big of a deal. Here are its new stats: NEW: Green Cluster @5 points: 30% IPD w/ bows, 20% crit chance, 35% arrow pierce OLD: Green Cluster @4 points: 20% IPD w/ bows, 15% crit chance, 35% arrow pierce Arrows Piercing is now 1 more point expensive to get, but players who take it are now getting 10% IPD and 5% crit chance higher than before, which I think is appropriate considering the increased cost to invest in, as well as the increased cost to get to this cluster. What is the overall effect of these changes? 1. These clusters now have notables, making six points of investment in them comparable to other clusters other classes get. 2. Some of clusters now offer alternatives to mana regeneration. 3. The structure of the tree is congruent with other parts of the tree. Shadows are "more like" other classes. 4. Acrobatics is better because better clusters are near it. 5. The shadow has "unique" "class-identifying" reasons for using swords, bows, and daggers that distinguish him from "intelligence-based" dagger builds or Witches. 6. Weapons overall are better for Shadows compared to before. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite#0701 on Jan 2, 2013, 1:13:09 PM
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It's an intimidating wall of text, but at least there are pictures so it makes me feel comfortable.
There are many valid points in here about the weaknesses in the shadow tree, and interesting suggestions too. The shadow needs lots of mana because they're likely 1h characters (1h needs more hits to kill stuff thus more mana), or/and spell users. I think we need some in the starter area. Mental acquity has a redundant crit bonus, maybe some mana regen instead ? Also, my eye rolls every time I read these arrow speed and KotH nodes... Finally, there is just no point to these 3 weapon clusters with no notable passives in them. The 2x20% accuracy with bows is worthwhile, but in general they're really really sad to look at. Thank you Anu for trying to come up with solutions. Last edited by Thalandor#0885 on Jan 4, 2013, 4:46:54 PM
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I've been talking about the mana issues for/with shadows for a while, and it is true, certain types of shadows, are simply unplayable, due to the fact that they have such a stone wall effect, with mana, that it's rather astounding.
Ele bow shadows, are, for the most part, nearly unmanagable until you get a 2-3% mana leech gem and/or a leveled clarity gem, even with Eldritch battery, the mana issues are more then abundant. |
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" Haha I can agree to that, I loved some aspects of my ele bow shadow but for the most part it was the most frustrating thing dealing with the ridiculous mana issues. This perpetual frustration all the time, if it weren't for the mana issues, it would of been a non stop blast :) I guess it is the one area where they are severely lacking. |
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