How is Thaumaturgical Infusion on Gemling a good ascendancy passive?
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In a game where tanking is barely important (except Thorn builds) and its better to just deal damage and kill stuff first, when is an extra OPTIONAL unlock of 15% more elemental resistance (individually at that) gonna save you? Gameplay is already built upon damage, timing of attacks, and dodge rolling that if ever you die its a matter of degree of skill or build issue. Does it protect from certain one-shots?
Extra stat bonuses or Extra copies of (POWERFUL) support gems seems the standard general options if not needing the specific cost reduction passive. And even if you have 2 extra points-- + to Quality or Level or heck even support gem attribute slots contribute more immediately without needing to worry about allocating what attributes for your support gems to get the right resistances AND THEN having the gear to boost those resistances to max. Seems like a dead or trap passive unless theres a synergy with resistances which I doubt at the moment especially with how they designed the game and how Tank roles really have no much use (I hope they did have more multiplayer MMO mechanics atleast for multiplayer) Last bumped on Mar 25, 2025, 5:50:14 AM
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Thaumaturgical infusion is a terrible early passive, true. But in the late game once you've achieved so much dps that everything dies instantly, you can easily then switch to thaumaturgical infusion for some easy max resists to help avoid a death or two. That's the beauty of Gemling, generic flexible power for all.
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" I was ready to write more arguments but then I crunched the numbers and damn its crazy how much it compounds on cumulative damage hits. Like at 90% reduction it takes 10 hits for enemy to do supposed full damage vs 75% taking 4 hits. The extra 15% reduction tho probably not stopping 'one-shot' bosses but damn does it help in cumulative damage. Its essentially halving the damage reduced from 75%--its still boggling my mind how the math works. All that said, I stand on it being kinda niche with how most enemies are either doing physical or the very dangerous ones are the damage ailments (bleed, poison) that I remember kills me more. And I'm just thinking about how all other classes or characters that dont play with these extra 15% resistances are (and by design should) survive endgame encounters-- whether by dodging, life, leech, damage, etc. so it seems virtually unnecessary by design to spec into this unless there are SPECIFIC supposed 'one-shot' attacks of bosses that help you survive those or multiple instances of damage (im assuming DoTs also shouldnt be as punishing without this and there are alternative 'outs' to survive those) either from bosses (which should be avoidable) or from multiple enemies (which usually players kill with AOE builds before getting hit). Like its seems too niche-- not a lot of scenarios are you getting consecutive elem. hits. Maybe its just enough for a more confident playstyle of tanking some damage but thats probably about it. Hopefully gameplay becomes more varied that these mechanics would matter more. Not to mention also how hard it is to cap to max resistance considering the Resistance Penalties. Last edited by Papiness_#2792 on Mar 25, 2025, 8:17:35 AM
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