A Closer Look at the New Passive Tree!
Hopefully there's some explanation behind the huge loss in life nodes near the Witch start. ES sucks during leveling for now, and this tree seems to be missing multiple clusters.
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" Its not gonna look like this when the patch hits, we are 18 days away, lots of balance changes can come in the next weeks. |
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I salute you OP.
Very nice analysis, thx for this. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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Thanks for the responses everyone.
" They may change into Life/ES hybrid nodes, since we know GGG wants to promote that when they removed the Suffering map mod. They're going to need more buffs like that if Life/ES hybrid is going to be viable. " Yeah, maybe now that the passive tree isn't biased towards daggers we'll see more diversity with claws and other things. " It seems kind of odd to have lightning resist there, but then again, they did remove all of the 3-node resist clusters. I'm not really sure why. " I think they may make a notable on each of the three wheels, I just wasn't sure exactly what the ES one was because it didn't look like the other ES notable nodes. " Everyone is wondering about the life per level changes. They seem to have removed quite a bit of the life nodes around witch/shadow, which never had that many to begin with. If the life nodes in the Mara/Duel/Ranger areas remains the same, then this will be a huge buff to them. " It looks like they're not going to be gateing with the notable stat nodes anymore, so they'll truly be optional now. It's also nice that they moved the hammer/axe notables closer to the templar, as I was never able to reach them before without gimping on other things. And honestly, the old Galvanic Hammer circle wasn't that great anyways (crit multi & accuracy for hammers?). Hopefully they changed those values as well. " They should be new "Physical Damage" nodes, at least, that's what they should be if what they said about providing a route for non-elemental spells is true. " Hopefully they at least lowered the numbers on them, because they were super effeicent before with both aura effect AND reserve, which is like having critical chance AND multiplier on the same node. I think they're reworking auras themselves a bit as well, so we'll see. Last edited by Meridin#6350 on Aug 4, 2014, 2:48:07 AM
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Aura nodes are being moved further apart. They aren't nerfed per se, just require a bigger investment to take them all.
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Very well done, Meridin. :)
Account sharing/boosting is a bannable offence. No ifs, ands, or buts.
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Even though this isn't final, I appreciate all the work you did to make the tree viewable. The eye strain! Oh god the eye strain!
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00 |
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Hey thanks Meridin for going to the extra effort, I really appreciate it.
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Even if this is (obviously) all subject to change, this is an informative insight into where the changes are going. And, chances are, a good part of it will end up looking like that. Thanks! =^[.]^=
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If those lower path Shadow node(s are Physical Damage nodes (generic) then we'll see a lot more of Puncture (that double dip...:D), Ethereal Knives, Bear Trap coming from Shadows. I think it'd be fitting since all those are very biased towards the Shadow in flavour xD (Note that the following three green nodes that are speculated to be Projectile Damage nodes would also favour Puncture and EK to a great extent)
Given this and the fact that Shadows are the closest to the DoT(Entropy) and Chaos/DoT passives, Puncture's future looks blindingly bright. The possibility for increased effect of curses would put Vulnerability as THE curse for the build. Increased Physical Damage Taken double dip with an extra 40% ooomph for the DoT part... Hehe, now add in Shadow's stupid crit cluster + Trap + Point Blank and that's a shit ton of damage... I'm sooo looking forward to a new tree to play around with. Currently I've mashed this section of the new one and the rest of the old one together to get a sense of what build I'll make. It's still too hard without knowing the Ranger -> Shadow area which was to see substantial changes for easier pathing. I'm also extremely curious as to what the new percentages on the life nodes in the Shadow, Witch, Ranger areas will be. It seems that many of them are moving to hybrid Life/Mana nodes and given that there's fewer of them, I'm wondering if these will be the standard 6%/8% or maybe they'll buff each one to 8%/8% given that there's less of them now anyways (3 in Witch instead of 4 (36%), 10 in Shadow instead of 12 (104%)). If they do buff them then it's still less percentage than before but not so heavily nerfed (3*8% = 24% vs old 36% and (4+2+2)*8% + 2*12% = 88% vs old 104%). If it were 6% instead of 8% the values would be brought down to a total of 98% Life in the entire NE quadrant of the tree vs the old 140%... There would need to be serious flat life leveling bonuses if that was the case... |
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