Forbidden Rite
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Post your feedback for this skill here!
Make sure you concisely state your character build, level, and other complimenting abilities you have when you talk about a skill - The more we know about your character, the better we can understand your feedback. Last bumped on Mar 21, 2026, 4:41:57 AM
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Ahh, finally there is a post for this.
First of all, here is the state of my char, as I decided to drop the skill: https://pastebin.com/ymYLG147 (PoB Community). I really like the design idea of the skill, but for me the damage while playing as intended (Occultist, selfcast) felt absoultly underwelming. I mean yes, I've gone the cheap way of playing CI and my skilltree may also not be min/maxed, but still I expected better than struggling at the beginning of red maps with 10k es, a 5L and sereval ex investment. If we take a look at poe.ninja, their data states that 97% of the FR users are Hierophants, therefore playing totems in stead of casting the spell themself, so I don't belive that I'm the only one that is underwelmed by the selfcast performance. What I think what would help the skill is a higher ES scaling. This buff would make it more rewarding of using the skill yourself, since you won't be able to stack that much ES on totems so that this buff makes a noticable difference. You say Prison Cell, I hear 'Holiday'.
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I'm playing a cast while channeling Forbidden Rite Deadeye to take advantage of the chains and projectiles. However, I can't actually see it chaining anywhere. Is there some way to confirm if it can chain or not?
The chain skill gem certainly thinks it can, and will adjust the mana cost accordingly, but I'm yet to see a visual chain anywhere. Maybe it's bugged and can't chain? Maybe it was never meant to be able to chain? I would love to know! Thanks :) |
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Don't understand why this gem has not been nerfed during the league cause it is just totally broken when used with totems.
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Why wouldn't discipline aura affect Forbidden Rite (Spell Totem) dps?
Unless its just not showing in the tooltip... Visually, I can see that the discipline is giving totems ES so not sure why their dps isn't going up. Thanks for any help on that question! :) Those who dream by day are cognizant of many things which escape those who dream only by night. - POE
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Anticiping on the nerf.
give it the dark pact nerf aka : 5% es as extra dmg and 12% extra life as dmg IF " using your Life/es " like this you nerf totem playstyle whyle not touching totem in general and remove the broken portion of this skill when build on totem |
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Hello.
For the upcoming league (3.17), you have buffed majority of the spells, including Forbidden Rite. However due to the nature of the skill, the buff is not very significant compared to other spells. This is mainly due to how the spell scales damage. Most build that utilizes this skill gains huge amount of base damage from HP and ES scaling which has not been buffed. While on paper, it may seems like about 35% buff, it actually amounts to about 13% buff for self-cast version of the build while it is actually 30% nerf for CoC version that I was playing for Scourge. Forbidden rites provide neither more mobility nor more damage through duration mechanics. So I assume it is not one of those spells that should have received smaller adjustments. The fact that base damage and the damage effectiveness was buffed by 35% seems to support my assumption. So I am hoping this was a simple oversight. You have stated that while nerfing the damage multiplier on CoC support gem, you do not want to nerf the actual build by buffing the base spell damage. While this held true for many spells that were used with CoC, CoC Forbidden rite ended up receiving rather hefty nerf. So unless you are intention was to actual nerf the said build by significant amount, please consider providing further buff to the base damage scaling from HP and ES. Thank you |
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Hi GGG,
Can you increase %damage from life of this skill please? My build is life base build. I don't have ES at all. 12% is too low! |
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Hello,
Reading the patch notes for 3.28 : "Intelligence now inherently grants 1% increased Maximum Energy Shield per 10 Intelligence (previously per 5 Intelligence)." Totally fine, but this is a double-tap nerf to Forbidden Rite of Soul Sacrifice, just making sure that is intended and not an oversight ? It already got nerfed hard through Whispers of Infinity last league, is much weaker than other meta skills while requiring way more investment. Affliction, Necropolis and now Keepers are the worst leagues ever. Loot-shower fest, chase uniques too available, stacked decks and valdo boxes are a flawed design, and now the genesis tree handing out overpowered items hence invalidating several farms and crafting avenues.
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Wish you would have buffed self casters on 3.28 but that will have to wait another 4 months.... for 3.29 or even longer down the line.
This rant does not take into account Trigger Gems or those play-styles. This is specific to self casters only. As a mandatory design decision going forward, all gems that exist in the game should be USABLE when they are first given. This has gone under the radar for a long while, and skills like Forbidden Rite, Righteous Fire, and Raise Zombie fall under this category. Righteous Fire has been buffed on the tree masteries to allow for it to be playable early game. Raise Zombie REQUIRES other skill gems and mechanics to function. (You want a challenge? Kill Hillock, Kill 3 monsters, Raise 3 Zombies, and delete your skillgem you used to kill the monsters. Good luck.) (This has been unchanged since the skillgem has existed.) (The order which you should be given minion gems should be Summon Raging Spirits, Summon Skeletons, Raise Zombie.) (Desecrate requires level 16) Forbidden Rite REQUIRES extreme investment to use. ===================================================================== 3.23.0 The change (removal) to projectile speed from gem quality makes the gem feel REALLY bad when enemies move away. Even on slow moving mobs. Projectile speed in general has been nerfed with the changes to Alternate Gem Quality effects (Anomalous, Divergent, Phantasmal) being removed from the game. Please buff the base projectile speed by 5%-10%. Forbidden Rite is almost unplayable when you first get it (level 16). Sacrificing ALL tree damage for defenses to just make the gem work without dying on cast. Sample tree: https://www.pathofexile.com/passive-skill-tree/3.28.0d/AAAABgMBMQB_CPQQCREtEvYV1xjCHdkfxyL0KQ8reCycLR8uCEJKQ1REq1M1Va5ZvFqvXIpdjl-hY19qQ2sXbAttGXyDghCFMoauj6aRN5MnlSC1BLzqwfPFKMt_1qrfsOGS6-70cfZbAAJzkhjCGeZfoQ== Wandslinger and Undertaker are one of the few ways to boost damage. Add more Generic Spell Damage to the Tree in the Witch Area. Cast speed is lacking. Again, buff self casters. Asylum and Tolerance are required for Chaos resistance. You will suffer from not getting early game sources of Energy shield. Amethyst Ring Requires Level 30 to equip. This should either be lowered to 16 to allow easier use of FR, or FR should be moved to Act 3 rewards (when players have the skillpoints). IIRC, Amethyst rings in the past used to be able to drop in Act 2, however this was changed somewhere in ~3.0ish patches. Chaos resistance as a mod can be rolled at level 16, but should be buffed numerically. Add a new high Tier, and lower the level which existing tiers can roll (Preserves existing mods, no Legacy items) 5-10% (Lower to level 10+) 11-15% (16) 16-20% (30) 21-25% (44) 26-30% (56) 31-35% (65) 36-40% (new, 81+) Amethyst Flask requires level 18. This is fine for Act 2, but generally rarely appears as a vendor item. This should be offered / given as a reward for completing The Great White Beast. Relying on this for constant uptime of resistances during casting can be overly clunky, whereas wearing 2 resistance rings is a better choice, if their required level is dropped to 16. Getting CI early is not a viable option as base ES on lower / early game gear has been nerfed in the past. This also nerfs your damage because it scales of Life more than ES. You actively sacrifice 30% of base damage for survivability on cast. Stun avoidance nodes need to be added / buffed, in the Top and Top Right portions of the tree. (Either give Spell damage + avoidance, or Energy shield + avoidance) Stun Immunity cannot be gotten at early game. Base damage of Forbidden Rite, at higher levels, needs a small buff. (Not the transfigured version) Buffs to the skill tree to allow for hybrid Life+Mana play-styles, and Life+Es Playstyles. Specifically for Life+Mana, more nodes like Heart and Soul. Those are the ONLY hybrid nodes of those kind on the tree, plus the templar starting node. Melding notable, entire wheel needs buff. Do not balance wheel/tree numbers based around unique jewel interactions and conversions. That means you nerf the jewel, not the tree. The opportunity cost of using that jewel slot in the area is enough. Consideration could be given to add chance to apply Wither on hit as an inherent part of the skill, or chance to poison, or inflict decay. Wither, as a Mechanic, should be changed to 4 seconds, up from 2. This falls in line with all other "Recently" mechanics and effects that fall off after 4 seconds. ===================================================================== Buff Notable Cleansed Thoughts / Add Unique item. "Chaos Damage is increased by Overcapped Chaos Resistance" +(3-5) to maximum Chaos Resistance - "Death Empowers those that Embrace it." By using Overcapped resistances, it punishes those who are CI but do not use Chaos Resistance. It rewards those who value resistance. If it's a unique item, it rewards players who actually take Cleansed Thoughts as a notable. It is extremely weak on its own. ===================================================================== More Cast speed nodes on tree. Seriously. More support gems that buff cast speed. (Ramping costs for ramping speed?) (More things that consume charges for buffs?) Nerfs to Soul-Eater tech from Coiling Whisper (ring) has shifted players to use Righteous Fire of Arcane Devotion. Mitigating the ES Degen is an unworthy challenge for it's opportunity cost of losing ES recharge and constant degen. More Blink Skillgems. I'm tired of using Frostblink on any caster. It's not thematic. Give use element+chaos specific blink skills that do not interrupt casting. (Shadow Step. Blinks to location and grants you Elusive.) (Does not deal damage) Give us a Dex Guard skill already. Adding a new base type for Amulets that give Chaos resistance can also help. Don't be afraid to add base items into the game. (Looking at Talismans.) Personally I think you should add another 1x1 equipment slot for all players to allow for using Talismans. (Third Ring Slot............ Why... just why......) "The absence of evidence is not the evidence of absence." Last edited by Hixxie#2252 on Mar 22, 2026, 6:11:31 AM
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