Reworked and Changed Ascendancy Classes in Path of Exile: Echoes of the Atlas

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SrPomp4s wrote:
Hi, I dont know about building characters very well, but I have a question if someone can help me. The raider ascendancy has changed a bit, so I dont know what nodes are the best for a Frostblades starter, if someone can help me it would be much appreciated

Have fun in Ritual League exiles !!!1


Quartz Infusion, Way of the Poacher, Rapid Assault and Avatar of Slaughter.

You can consider Avatar of the Veil for the ailment immunity, albeit there are other sources of ailment avoidance available (you'll mainly want that node if you're playing a multi-element build, which Frost Blades typically isn't - just use Frost Bomb for inflicting Exposure on bosses).

Get as much evasion and dodge as you can. Consider Mistwall for maxing out your (attack) block. Wear a Kintsugi and allocate Wind Dancer on the passive tree. If you really want to push your damage reduction (for when you eventually get hit), consider running Aspect of the Crab as well (although all the other Aspects also have nice bonuses to offer, and you can only run one of them). Can also anoint Aspect of Stone*, if you don't have any other passives you're interested in.

*don't bother searching your passive tree for it cos it's hidden, you only get it via anointing - https://pathofexile.gamepedia.com/Aspect_of_Stone
Last edited by Exile009#1139 on Jan 12, 2021, 2:43:03 PM
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Lvzb3l wrote:
GGG: Yeah guys we gonna balance the game bla bla bla...

Headhunter 7 YEARS LATER: DANCE WITH ME BABEEEEEEEEE!!!!!!


HH has been deliberately left untouched, as it's meant to serve as a twink chase item. There is no way to balance the effect it has - since it just borrows from the pool of rare monster mods which grant rare mobs the power to threaten us - that wouldn't mean nerfing it into irrelevance. See Replica Headhunter for a much weaker version - there's a reason that thing is much cheaper.

Headhunter is essentially separate from discussions around game balance - everyone agrees that it isn't balanced, but it also isn't meant to be.
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AbyssOfManus wrote:
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Zaturnin wrote:

The small node change - -5% is not less, it is reduced. there is difference between that.

MATH: x*y*z , where x is flat damage, y is 1+(% increased/reduced damage/100) and z is 1+(% more/less damage /100)

Now, when you understand this, 5% reduced is much less than the 5% less.
What you thing the change is, is LESS. In reality, it is REDUCED.

MATH #2 : Your minion deals 1000 flat damage, you had 400% increased minion damage (PRENERF) and 200% more damage via support gems (this is the example).

What I have pointed out, was the from like 5 nodes from 15% to 10%.

POST NERF will be looking like this - 1000 flat damage (unchanged), 375% increased damage (POST NERF) and 200% more damage.

NOW MATH #3 :

Prenerf damage - 1000* [1+(400%/100%)]* [1+(200%/100%)] = 1000*5*3 = 15000 damage

Postnerf damage - 1000% [1+(375%/100%)] * [1+(200%/100%)]= 1000*4,75*3 = 14250 damage

You have lost 100% * [1-(14250/15000)] = 5% damage (or in the POE calculation, it would be written as 5% LESS damage).

POINT #2
I was talking about cluster jewels that add more multipliers to the equation. Thus, the percentage loss can be even lower, because you can generate more INCREASED damage via cluster jewels than through the passive skill tree.


Ah, I see ! Indeed, when you put it like that, it makes more sense. Thanks for clarifying, I see what you mean now.
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EvoFrenzy wrote:
Am i the only one thinking Raider Changes are alot more significant.

Rapid Assault and Avatar of the Chase

just from the onslaught node you get Perma onslaught and 56% attack, Cast and movement speed.

and if you take Quartz Infusion and Avatar of the Veil

Perma phasing and immune to Ele aliments.




I know what my ascendancy is going to be this league..


Don't forget, if you do this you also have 15% dodge and 15% spell dodge.

And the assassin had 34% movement speed removed from ascendancy because?
might skip this league, since i mostly play necro every league
Really love the changes. Good work
So tired of seeing necromancers complaining.

IT'S STILL OP, jesus.
MINION/SUMMONER playstyle is OP.
Affliction and Necropolis worst leagues ever. The current game design has slowly turned this game into a loot-shower fest, chase uniques are way too available; and obtaining chase items through stacked decks and valdo's boxes simply isn't fun.
Lots of ascendancies seem less good, I wasn't playing those so I don't know how bad the nerf is. Some others look perfectly fine:
- Slayer
- Hiero
- Zerker
- PF

Also 2021: ranger is the new shadow. New meta.

I'm depressed about that huge miner nerf, turns a tune out your end game gear for another aura to how the fuck am I supposed to reserve that on one line.
Last edited by galuf#4435 on Jan 12, 2021, 2:54:20 PM
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kanzaki01 wrote:
So tired of seeing necromancers complaining.

IT'S STILL OP, jesus.
MINION/SUMMONER playstyle is OP.


ONE specific minion build is OP, the rest are mid tier builds.

[qute="galuf" realm="pc"]Lots of ascendancies seem less good, I wasn't playing those so I don't know how bad the nerf is. Some others look perfectly fine:
- Slayer
- Hiero
- Zerker
- PF

Also 2021: ranger is the new shadow. New meta.

I'm depressed about that huge miner nerf, turns a tune out your end game gear for another aura to how the fuck am I supposed to reserve that on one line.[/quote]


It's seems Jugg continues to be the whipping post for some reason. I would love to know why they keep nerfing it. It needs more damage. Obviously I don't think Jugg should be on par damage wise with say a zerker or slayer, but damn 10 minutes on what should be a 2 minute fight?? at least give them enough damage to cut that in half so we can actually play the game.
PC Specs :

I7-7700K @5.0GHz, 16 GB Patriot Viper DDR4, GTX 1070, Intel 600p 512GB NVME SSD
Last edited by Smoknjoe24#5708 on Jan 12, 2021, 3:09:41 PM
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ProfWollhoven wrote:
GGG: Golems and Spectres are too strong in comparison to other minions.

Also GGG: Let's remove increased minion damage from the Necromancer.

By the way: How to nerf Golems without killing them:

Instead of removing "20% increased Golem Damage per Summoned Golem" just change it to "20% increased Golem Damage per different type of Summoned Golem".




Long ago, it was 20% increased golem damage per summoned golem type. But the ascendancy was so unplayed it was changed to per golem along with adding another +1 golem. And even with this, Golem build themselves were not OP until cluster jewel aura stacking was added.

Any how, the elemental ascendancy changes suck IMO. Neutered the use of Heralds and Golems, and didn't really add any new power to make up for these losses. Although, the Aegis defense could be nice. But the Aegis isn't going to do anything for you if your DPS sucks.

I don't know. Need the full patch notes and the nerfs to the 40 altered skill gems. (No I'm not expecting buffs. GGG implied buffs to the ascendancies and look how that turned out.)

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