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Path of Exile - Page 856

Forum Index > General Games
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Guild invites: Message any of EvoSenseOfPride, ScionViableORly, neophyteWham, TheTouchOfGOLD in game
OR
post your character name in the thread and ask for an invite
Private league ladder (finished): https://www.pathofexile.com/private-leagues/league/TeamLiquid and friends
Varanice
Profile Blog Joined June 2011
United States1517 Posts
December 04 2014 08:20 GMT
#17101
How can I view the new passive tree?
www.twitch.tv/varanice
Probemicro
Profile Joined February 2014
3708 Posts
December 04 2014 08:32 GMT
#17102
On December 04 2014 17:20 Varanice wrote:
How can I view the new passive tree?


https://github.com/EmmittJ/PoESkillTree/releases/tag/2.1.0

jsut check /r/pathofexile frequently at reddit, updates and stuff usually happen there
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2014-12-04 08:40:36
December 04 2014 08:34 GMT
#17103
On December 04 2014 17:14 bluQ wrote:
Wow. Im shocked by how much they nerfed melee crit builds ... They leave dagger untouched but nerf melee crits in general, can't really wrap my head around this one ....

So am I. Best for crit would still be staves I suppose, so I tried to see how much crit you can achieve. It's far less than before, even though the notables look juicy (10% endurance charge on crit and 10% power charge on block). At least you don't need to travel as much anymore, but the crit value will be far lower.

Summoner looking even better than before to me, since Zealoth's Oath is not a lot more north so you save like 6 points which you can put either into more ES or into curse efficiency.

Totem builds also look better, since the dual totem cluster is moved up so you save like 4? points if you go witch and don't wanna go down there anyway.

Also is it just me or are there less block nodes now? I can't seem to get close to max block anymore. Highest I got was 29% block and (lol) 490% additional defences from shields. Even if I remove the later one which saves some points, there are no other shield notes nearby. I even traveled from Templar to Duelist to Ranger.
Miragee
Profile Joined December 2009
8617 Posts
December 04 2014 08:45 GMT
#17104
Glancing over the tree:

Duelist seems worse now. The only problem I had so far with it was that leaving the starter area would cost so much points. Now that got even worse and nodes seem to be weaker in general.

Templar seems fine, starting nodes suck. I don't think I'm a friend of that tiddly circle jerk muster inside the starter areas. Makes it a pain to traverse through or take specific nodes coming from outside.

Marauder seems a bit stronger now but not by much.

Crit nerfs are fine, block nerfs are fine as well imho except the dual wield block nerf. I mean dual wielding is weak as crap anyways and you had to give up a lot of defense for it (a shield) and going block with dual wield was already way less efficient than with shields. Now they nerf dual wielding again? Damn, I will see how much that will hurt my Dual Wield Frenzy Duelist in standard.
vndestiny
Profile Blog Joined September 2011
Singapore3441 Posts
Last Edited: 2014-12-04 09:08:05
December 04 2014 08:59 GMT
#17105
On December 04 2014 17:14 bluQ wrote:
Wow. Im shocked by how much they nerfed melee crit builds ... They leave dagger untouched but nerf melee crits in general, can't really wrap my head around this one ....

Actually it seems like Melee crit is fine, I try making both a scepter crit & staff crit and they turn out to be ok, there's enough crit there for them.

Daggers on the other hand actually got destroyed, especially the popular LL BM ST. Deadly Precision cluster disappear into thin-air. Disemboweling becomes Melee specified instead of 1-hand melee weapon specific, thus staff got buff & dagger got shaft. Adder's Touch changes from 66% to 40%.

Overall I think for crit staff got buffed, scepter & bow stay the same ( why on earth they let bow stays the same wth ), dagger got nerf.
Spell caster rejoice, Templar area is filled with mana regen & bazillion of dmg. Though its actual starting nodes are pretty meh, so witch/shadow starts which travel to Templar to grap those juicy nodes might be the most efficient way of doing things.

On the other hand, unlike all other area rework, Duelist got destroyed. More wasted nodes than ever to reach the outside, nerf the value of those first few nodes. Combine with the block nerf & disappearance of those weapon life hybrid node, not sure who in there right mind would go for Duelist now :| ( unless you really like the red-shirt I guess )

Also bottom left side of the tree feels extremely wonky, much like pre-change Shadow area for some reasons.

Really not feeling it this time around. Also except my SRS scion which becomes a bit more efficient, a lvl 61 Arcer & a crit Staff guy which becomes better, the rest got shafted. All the block char & a LL ST became sad.
Well at least my phy wander stays the same & ele wander got better, so that's something.
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2014-12-04 09:09:30
December 04 2014 09:06 GMT
#17106
Yep, so much mana regen on templar tree. Seems like Arc / Flameblast Lifebuilds with AA will have another league of joy, unless of course they nerf the skill gems.

As for the starting nodes, I like the mana regen / life regen nodes. But the flat mana/life seems weak, so if you are a perfectionist you are probably gonna want to go witch just to not use that node.
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
Last Edited: 2014-12-04 09:29:57
December 04 2014 09:16 GMT
#17107
On December 04 2014 17:59 vndestiny wrote:
Show nested quote +
On December 04 2014 17:14 bluQ wrote:
Wow. Im shocked by how much they nerfed melee crit builds ... They leave dagger untouched but nerf melee crits in general, can't really wrap my head around this one ....

Actually it seems like Melee crit is fine, I try making both a scepter crit & staff crit and they turn out to be ok, there's enough crit there for them.

Daggers on the other hand actually got destroyed, especially the popular LL BM ST. Deadly Precision cluster disappear into thin-air. Disemboweling becomes Melee specified instead of 1-hand melee weapon specific, thus staff got buff & dagger got shaft. Adder's Touch changes from 66% to 40%.

Overall I think for crit staff got buffed, scepter & bow stay the same ( why on earth they let bow stays the same wth ), dagger got nerf.
Spell caster rejoice, Templar area is filled with mana regen & bazillion of dmg. Though its actual starting nodes are pretty meh, so witch/shadow starts which travel to Templar to grap those juicy nodes might be the most efficient way of doing things.

On the other hand, unlike all other area rework, Duelist got destroyed. More wasted nodes than ever to reach the outside, nerf the value of those first few nodes. Combine with the block nerf & disappearance of those weapon life hybrid node, not sure who in there right mind would go for Duelist now :| ( unless you really like the red-shirt I guess )

Also bottom left side of the tree feels extremely wonky, much like pre-change Shadow area for some reasons.

Really not feeling it this time around. Also except my SRS scion which becomes a bit more efficient, a lvl 61 Arcer & a crit Staff guy which becomes better, the rest got shafted. All the block char & a LL ST became sad.
Well at least my phy wander stays the same & ele wander got better, so that's something.

I mean it is cute that you guys build staff-crit builds BUT,
they nerfed the left tree from 290% crit for melee one handed down to 135%, that means reduced to 46% of what was available. The Adders Touch nerf feels miniscule compared to the left-tree crit-nerf.
I can't understand the reasoning behind those drastic changes.
Both my critcleave and critreave builds are heavily affected by that, where i would even say the reave one is less impacted due to being dagger and having the higher crit scaling.
For the cleave one i'm currently debating if it is even worth to invest more into crit than just the passing-by nodes.

And yea Flameblast got a huge buff due to the tree; about +80% ele/fire/spell damage for standard ingite-prolif blaster which is circa 15% more
www.twitch.tv/bluquh (PoE, Starbow, HS)
Miragee
Profile Joined December 2009
8617 Posts
December 04 2014 09:33 GMT
#17108
Just saw the Mace Stun --> Culling Strike node. My HC stun marauder will have a lot of fun I guess, lol.
vndestiny
Profile Blog Joined September 2011
Singapore3441 Posts
December 04 2014 12:51 GMT
#17109
On December 04 2014 18:16 bluQ wrote:
Show nested quote +
On December 04 2014 17:59 vndestiny wrote:
On December 04 2014 17:14 bluQ wrote:
Wow. Im shocked by how much they nerfed melee crit builds ... They leave dagger untouched but nerf melee crits in general, can't really wrap my head around this one ....

Actually it seems like Melee crit is fine, I try making both a scepter crit & staff crit and they turn out to be ok, there's enough crit there for them.

Daggers on the other hand actually got destroyed, especially the popular LL BM ST. Deadly Precision cluster disappear into thin-air. Disemboweling becomes Melee specified instead of 1-hand melee weapon specific, thus staff got buff & dagger got shaft. Adder's Touch changes from 66% to 40%.

Overall I think for crit staff got buffed, scepter & bow stay the same ( why on earth they let bow stays the same wth ), dagger got nerf.
Spell caster rejoice, Templar area is filled with mana regen & bazillion of dmg. Though its actual starting nodes are pretty meh, so witch/shadow starts which travel to Templar to grap those juicy nodes might be the most efficient way of doing things.

On the other hand, unlike all other area rework, Duelist got destroyed. More wasted nodes than ever to reach the outside, nerf the value of those first few nodes. Combine with the block nerf & disappearance of those weapon life hybrid node, not sure who in there right mind would go for Duelist now :| ( unless you really like the red-shirt I guess )

Also bottom left side of the tree feels extremely wonky, much like pre-change Shadow area for some reasons.

Really not feeling it this time around. Also except my SRS scion which becomes a bit more efficient, a lvl 61 Arcer & a crit Staff guy which becomes better, the rest got shafted. All the block char & a LL ST became sad.
Well at least my phy wander stays the same & ele wander got better, so that's something.

I mean it is cute that you guys build staff-crit builds BUT,
they nerfed the left tree from 290% crit for melee one handed down to 135%, that means reduced to 46% of what was available. The Adders Touch nerf feels miniscule compared to the left-tree crit-nerf.
I can't understand the reasoning behind those drastic changes.
Both my critcleave and critreave builds are heavily affected by that, where i would even say the reave one is less impacted due to being dagger and having the higher crit scaling.
For the cleave one i'm currently debating if it is even worth to invest more into crit than just the passing-by nodes.

And yea Flameblast got a huge buff due to the tree; about +80% ele/fire/spell damage for standard ingite-prolif blaster which is circa 15% more


Oh yah sword crit also got shafted. Well I guess they really hate attk crit build now :|
Miragee
Profile Joined December 2009
8617 Posts
December 04 2014 14:34 GMT
#17110
Map drops hate me. T.T I got like 2 73 maps and 1 74 map from 10 73 maps today. jesus -.- A little bit of lovely 69/70 maps as compensation though, love it.

//always rolled for pack size and/or 60-80 quantity.
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2014-12-04 17:24:50
December 04 2014 16:29 GMT
#17111
On December 04 2014 15:15 Probemicro wrote:
Show nested quote +
On December 04 2014 14:50 TheTenthDoc wrote:
On December 04 2014 14:34 Probemicro wrote:
as a templar fag all those elemental and life nodes around the area look delicious


The taste is kind of bitter when you realize how awful the two starting nodes are. One strictly worse than Shadow, one just godawful in general given how class nodes are supposed to be "value points."

Area is great, starting nodes...not so much. As usual starting Witch and trekking to Templar will be better outside of niche builds (maybe Burning Discharge, but I'm not even sure about that).


a few inefficient nodes is not gonna destroy your build.
i wanna run around pantless as usual.
leagues are filled to the fucking brim with witches anyway. go ahead and join the other sheeple witches with their MUHRATHPITHS.

and duelist is ded as usual. now thats the one where the starting tree is actually shitty

edit: ok i can see you at reddit and main forum crying around, LOL. please is taking those nodes automatic suicide for you.


I think I'm kind of in that denial stage where I imagine that GGG might tweak the numbers on them if I cry loudly enough before the patch, it just seems to offend me on some deep emotional level. Honestly can't explain why.

It's really far less important than the clusterfuck they made Duelist considering I wanted to play two-handed Cleave like I am in the one-week or maybe Dyadus ele cleave, but I can't seem to work up the tears for that.

Edit: Actually, I just realized Templar is now a pretty crap start for Searing Bond builds too. Interesting.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
December 04 2014 16:32 GMT
#17112
how come the only way to see the updated tree is with an executable program

I checked it briefly at home but i can't dl and run shit at work lol
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Miragee
Profile Joined December 2009
8617 Posts
December 04 2014 16:40 GMT
#17113
On December 05 2014 01:32 Sn0_Man wrote:
how come the only way to see the updated tree is with an executable program

I checked it briefly at home but i can't dl and run shit at work lol


Because they only gave out the code. They said in the past they are having problems with loading it up on their own side because it overwrites the current tree. Another online calculator should pick it up soon, though.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
December 04 2014 16:45 GMT
#17114
yeah i remember last time poebuilder had it up real fast lol
i'm aware of why the official site doesnt put it up
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Onekobold
Profile Blog Joined October 2013
244 Posts
December 04 2014 17:22 GMT
#17115
--- Nuked ---
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2014-12-04 17:29:11
December 04 2014 17:24 GMT
#17116
crit based or non?
one hand or two?

I feel like the value to being 1h got demolished with the block nerfs but I could be wrong. TBH if I was ever gonna build a block char i'd probably predicate it on rumi's anyway unless that flask's getting nerfed. which it should but who knows right?

I mean 490% increased defenses from shield is kinda OK i guess if ur ci but otherwise nobody acutally wants like another 5000 armor that badly considering the point investment
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
December 04 2014 21:52 GMT
#17117
On December 05 2014 01:45 Sn0_Man wrote:
yeah i remember last time poebuilder had it up real fast lol
i'm aware of why the official site doesnt put it up

because (at least i remember it being said from GGG) the onsite skilltree gets pulled from same base as the ingame one, or something like that (u can get ur skilltree from ur chars shown on the website, that would be messed up too)
www.twitch.tv/bluquh (PoE, Starbow, HS)
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
December 04 2014 21:53 GMT
#17118
i know
i said
"I'm aware of why the official site doesn't put it up"
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Miragee
Profile Joined December 2009
8617 Posts
December 04 2014 23:23 GMT
#17119
People so rude to sno. ^.^
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
December 05 2014 00:11 GMT
#17120
ok
im thinkin about playing hardcore for the new leagues
haven't played in a while

is a tree path with MoM and EB for AA viable?
I'd plan on having lots of armor and being a caster

and if i did that how much +life% do I need now?
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