Path of Exile: Synthesis Patch Notes

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SRS, to sustain 6-L 20 raging heads was mandatory to get 20clarity and bunch of mana regeneration and dmg of them is ok`ish at best in endgame and you increase mana coast by 30 % what ....why ..who when i dont understand.
I was planing to remember this skill and start league with it but its impossible after you get 6 link its unplayable... worst nerf ever


I definitely rolled my eyes at the SRS nerf. Think this one caught a lot of people off guard as it hasn't even been a great summoner build for a while now yet alone a strong overall build.

Summoners in general probably should have been left alone for this release. The new league mechanic seems geared towards an Incursion-type speed clear and these builds were very average for those encounters.
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jddc78 wrote:
Been playing around with the new passive tree and one thing stood out to me as pretty awkward.

The new connecting nodes in the shadow area kind of suck. As a caster you are taking an extra int node to get out of the starting shadow area since you have to exit east vs. north from Coldhearted. Likewise for Fangs.

Feel like instead of connecting east of Coldhearted/Fangs that keeping the old north and south. Maybe branching east off of Resourcefullness like the old Null node instead.



Basically like they nerfed the left part of tree in 3.5, they did the same and nerf the right part of skill tree this time , making sure you waste one more point if you want to take that extra life..

Their goal is to make you waste 1~2 extra points so your build would be even tighter than before.
Last edited by mic01851165#0058 on Mar 6, 2019, 10:36:30 AM
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Vaydra wrote:
Please give Flasks an item sound


+1
From patch notes:
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You are now less likely to find fossils t depths shallower than 58, and more likely to find fossils at deeper depths.


Does that mean that at level 59 I will get same fossils as before? How does that scale?
IGN: LeszczuTheSlayer
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mic01851165 wrote:
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jddc78 wrote:
Been playing around with the new passive tree and one thing stood out to me as pretty awkward.

The new connecting nodes in the shadow area kind of suck. As a caster you are taking an extra int node to get out of the starting shadow area since you have to exit east vs. north from Coldhearted. Likewise for Fangs.

Feel like instead of connecting east of Coldhearted/Fangs that keeping the old north and south. Maybe branching east off of Resourcefullness like the old Null node instead.



Basically like they nerfed the left part of tree in 3.5, they did the same and nerf the right part of skill tree this time , making sure you waste one more point if you want to take that extra life..

Their goal is to make you waste 1~2 extra points so your build would be even tighter than before.


The design of this particular part of the tree is unique. They have 4 major clusters that form a square. Almost everywhere else on the tree you have some kind of lane that leads into major clusters. I think that is why the pathing here seems super awkward. Once you are in this square it isn't easy to get back out.
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Subt1e wrote:
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shinigamiscall wrote:
Totem league.

That's what you get from these patch notes.

Melee - dead
Leach - Gutted
-- Lots of mediocre skills/spells nerfed including SRS which always had issues with Mana and just got hit hard. Why? Cold Snap dmg reduction? Why even? It wasn't even good. It hasn't been since the initial rework where pools stacked.
-- Poet's Pen will now be worth an alch and bought by idiots that didn't read the patch notes.

I'm glad this league doesn't interest me because this patch is as usual Path of Nerfs. Pushing specific skills for a league and nerfing the shit out of the rest. Then midleague you nerf the skills you buffed for being too strong. I can already see a few of these getting heavy needs because of the broken buffs you just gave them. Better luck next time GGG.


Maybe if you play totems you can get more than one character above level 90 :)


Haha. I never stick to a character long enough. My auramancer, when that was good, had over 20k es and 13 auras up constantly. Never died either. I just get bored of a character and end up trying something else. Can't say how many characters I have deleted at this point but I know it's a lot. Also, haven't been playing since ToA. Have been waiting for major buffs or changes that interest me. So far nothing. So, for me, it's yet another league to skip. If I wanted I could easily grind characters to 100 with the insane currency I have on standard but it's boring and I would much rather play something else or play a new league. Just unfortunate this won't be the one to come back on.
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linghuchong9 wrote:
Now also grants 50% reduced Maximum Recovery per Life Leech.

Can someone explain mechanics?
Any potential bugs?


Cleave a pack of 20 monsters, 1000% reduced Maximum Recovery? What it this?
I'm going to attempt to explain what I believe the new ES stats mean, and I'm hoping someone can either verify or correct my assumption. I'm assuming each instance heals for 1% max ES and has a max duration of 5s, though to the best of my knowledge none of that information has been posted.

  • Spell Damage Leeched as Energy Shield: Pretty straight forward. This is a leech applied exclusively to ES. Increasing this increases the total potential healing per hit, up to a maximum of 5% max ES.
  • Increased Total Recovery Per Second from Energy Shield Leech: This is the the equivalent to life's increased life leeched per second. This will apply a multiplier to the 1% leeched per instance.
  • Increased Maximum Total Recovery per Second from Energy Shield Leech: This is the equivalent to life's maximum life per second to maximum life leech rate. This will apply a multiplier to the 10% maximum leech per second. Ethreal Forest and Light Eater will bring this up to 15% max ES per second.


Ghost Reaver will do 3 things:
  • Convert the full 20% life leech to 20% ES leech. This can potentially be doubled by Vaal Pact and increased by life leech modifiers, but it is not affected by ES leech modifiers.
  • Double the maximum total ES leech: 10% becomes 20%, 15% becomes 30%, etc.
  • Halve ES recharge


My understanding is ES will be able to leech upwards of 50% (includes Ethereal Forest, Light Eater, and Ghost Reaver) max ES per second with 50% recharge, even more if Vaal Pact is in the mix. That sounds way too powerful for any ES-based character to achieve with little investment...

Thoughts?
Last edited by Aldonés#1294 on Mar 6, 2019, 11:00:12 AM
Is The Poet's Pen worthless now or am i missing something?

Like GGG you said that you won't touch the other ways we use spells.
So now ascendant Slayer is the only Ascendant that "grants" a disadvantage instead of a bonus?
Is this possible?

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