History YMMV / PathOfExile

7th Dec '17 12:04:12 PM EricNeoMatrix
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** Patch 3.0 massively buffed Vaal Pact, turning it into a must-have for most melee builds thanks the sheer amount of life leech it gives you - Marauders especially benefit from it thanks to their Ascendancies like Cloaked In Savagery, which has excellent synergy with Vaal Pact. This gets even more ridiculous when combined with the also-buffed Mind Over Matter node, which makes 30% of the damage you take drain your mana instead of health.
** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are the Tukohama's Vanguards[[note]]Act 6, which drop extremely damaging Scorching Ray totems[[/note]], Solar Guards[[note]]Act 8, which throw multiple fireballs in an arc[[/note]], Frost Sentinels[[note]]Also Act 8, which are the same as the DiscOneNuke Fire Sentinels in Act 3 except they can freeze enemies too[[/note]] and Wicker Men [[note]]Act 10, which have a spell similar to Righteous Fire that burns enemies around them[[/note]]. They're all DemonicSpiders when you fight them, but for summoner builds, these enemies are incredibly powerful as Spectres with proper Spectre gear[[note]]Bones of Ullr, Vis Mortis, Victario's Charity/Tukohama's Fortress, + minion helmets[[/note]], capable of utterly melting endgame bosses like the Guardians while keeping a good clear speed thanks to Flesh Offering and being very tanky thanks to minion passive nodes/Bone Offering. It's one of the primary reasons why the Necromancer is by far the most popular Witch Ascendancy.

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** Patch 3.0 massively buffed Vaal Pact, turning it into a must-have for most melee builds thanks the sheer amount of life leech it gives you - Marauders especially benefit from it thanks to their Ascendancies like Cloaked In Savagery, which has excellent synergy with Vaal Pact. This gets even more ridiculous when combined with the also-buffed Mind Over Matter node, which makes 30% of the damage you take drain your mana instead of health.
health. It was eventually nerfed in patch 3.1.
** The Well-built summoner builds are this in some players eyes. Since minions are completely automated, they allow the player to focus on avoiding damage which makes surviving the bosses much easier. This also means that Reflect, one of the most dreaded effects in the game, is utterly useless against a minion summoner. Several Witch Necromancer Ascendancy nodes - in particular Mistress of Sacrifice, which allows your Offering gems to apply to you as well as minions - make them even stronger and faster. However, minion builds are often finicky in actual game play, difficult to gear properly due to the mechanics of the spells, and often considered boring due to the passiveness of the gameplay, so summoner builds are relatively rare and their status as game-breaking debatable.
** Also with summoners, the
new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are the Tukohama's Vanguards[[note]]Act 6, which drop extremely damaging Scorching Ray totems[[/note]], Solar Guards[[note]]Act 8, which throw multiple fireballs in an arc[[/note]], Frost Sentinels[[note]]Also Act 8, which are the same as the DiscOneNuke Fire Sentinels in Act 3 except they can freeze enemies too[[/note]] and Wicker Men [[note]]Act 10, which have a spell similar to Righteous Fire that burns enemies around them[[/note]]. They're all DemonicSpiders when you fight them, but for summoner builds, these enemies are incredibly powerful as Spectres with proper Spectre gear[[note]]Bones of Ullr, Vis Mortis, Victario's Charity/Tukohama's Fortress, Fortress (for Vanguards), + minion helmets[[/note]], capable of utterly melting endgame bosses like the Guardians while keeping a good clear speed the player runs around like ''Sonic the Hedgehog'' thanks to Flesh Offering and being very tanky tanking huge damage thanks to minion passive nodes/Bone Offering. It's one of the primary reasons why the Necromancer is by far the most popular Witch Ascendancy.



** Well built minions are this in some players eyes. Since minions are completely automated offense it allows the player to focus on avoiding damage which makes surviving the harder boss much easier. This also means that Reflect, one of the most dreaded effects in the game, is utterly useless against a minion summoner. In addition some minions, like golems, remain even after their summoner dies and can easily become powerful enough to overwhelm even the strongest bosses meaning that even on death as long as the minions are close enough to attack the target the player has still won the fight. Given that minion builds are often finicky in actual game play, difficult to gear properly due to the mechanics of the spells, and often considered boring due to the passiveness of the actual player such builds are relatively rare which makes their status as this debatable.
4th Dec '17 10:14:36 AM Dragoon321
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** Well built minions are this in some players eyes. Since minions are completely automated offense it allows the player to focus on avoiding damage which makes surviving the harder boss much easier. This also means that Reflect, one of the most dreaded effects in the game, is utterly useless against a minion summoner. In addition some minions, like golems, remain even after their summoner dies and can easily become powerful enough to overwhelm even the strongest bosses meaning that even on death as long as the minions are close enough to attack the target the player has still won the fight. Given that minion builds are often finicky in actual game play, difficult to gear properly due to the mechanics of the spells, and often considered boring due to the passiveness of the actual player such builds are relatively rare which makes their status as this debatable.
10th Nov '17 4:33:08 PM EricNeoMatrix
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* DuelingGames: With Diablo 3 (and perhaps Torchlight 2) as the prime action-rpg of this time-period. Marvel Heroes is sometimes brought into the conversation as well.

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* DuelingGames: With Diablo 3 (and perhaps Torchlight 2) as the prime action-rpg of this time-period. Marvel Heroes is sometimes brought into the conversation as well. More recently with ''VideoGame/GrimDawn''.



* GameBreaker: The game has had a few of them over the years. Many many different types of builds can be very powerful with the right gear and skills, but some have been so obscenely powerful that they've shaped the meta for years at a time.
** Before 3.0 Energy Shield was the dominant defensive setup in the game for a very long time simply because of how quickly it could scale with gear, to the point where it was possible to gain so much Energy Shield as to make characters functionally invincible
** Patch 3.0 massively buffed Vaal Pact, turning it into a must-have for melee builds thanks the sheer amount of life leech it gives you - Marauders especially benefit from it thanks to their Ascendancies like Cloaked In Savagery, which has excellent synergy with Vaal Pact.
** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are the Tukohama's Vanguards[[note]]Act 6, which drop extremely damaging Scorching Ray totems[[/note]], Solar Guards[[note]]Act 8, which throw multiple fireballs in an arc[[/note]], Frost Sentinels[[note]]Also Act 8, which are the same as the DiscOneNuke Fire Sentinels except they can freeze enemies too[[/note]] and Wicker Men [[note]]Act 10, which have a spell similar to Righteous Fire that burns enemies around them[[/note]]. They're all DemonicSpiders when you fight them, but for summoner builds, these enemies are incredibly powerful as spectres with proper spectre gear[[note]]Bones of Ullr, Vis Mortis, Victario's Charity/Tukohama's Fortress, + minion helmets[[/note]], capable of melting endgame bosses like the Guardians while keeping a good clear speed thanks to Flesh Offering and being very tanky thanks to minion passive nodes/Bone Offering.

to:

* GameBreaker: The game has had a few of them over the years. Many many different types of builds can be very powerful with the right gear and skills, but some have been so obscenely powerful that they've shaped the meta for years at a time.
time on occasion.
** Before patch 3.0 0, Energy Shield was the dominant defensive setup in the game for a very long time simply because of how quickly it could scale with gear, to the point where it was possible to gain so much Energy Shield as to make characters functionally invincible
** Patch 3.0 massively buffed Vaal Pact, turning it into a must-have for most melee builds thanks the sheer amount of life leech it gives you - Marauders especially benefit from it thanks to their Ascendancies like Cloaked In Savagery, which has excellent synergy with Vaal Pact.
Pact. This gets even more ridiculous when combined with the also-buffed Mind Over Matter node, which makes 30% of the damage you take drain your mana instead of health.
** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are the Tukohama's Vanguards[[note]]Act 6, which drop extremely damaging Scorching Ray totems[[/note]], Solar Guards[[note]]Act 8, which throw multiple fireballs in an arc[[/note]], Frost Sentinels[[note]]Also Act 8, which are the same as the DiscOneNuke Fire Sentinels in Act 3 except they can freeze enemies too[[/note]] and Wicker Men [[note]]Act 10, which have a spell similar to Righteous Fire that burns enemies around them[[/note]]. They're all DemonicSpiders when you fight them, but for summoner builds, these enemies are incredibly powerful as spectres Spectres with proper spectre Spectre gear[[note]]Bones of Ullr, Vis Mortis, Victario's Charity/Tukohama's Fortress, + minion helmets[[/note]], capable of utterly melting endgame bosses like the Guardians while keeping a good clear speed thanks to Flesh Offering and being very tanky thanks to minion passive nodes/Bone Offering.Offering. It's one of the primary reasons why the Necromancer is by far the most popular Witch Ascendancy.
*** Before then, the Act 4 Stygian Revanants and the aforementioned Fire Sentinels were this as well.
** Tabula Rasa is both this and/or a DiscOneNuke depending on your build. Tabula is a white chest armour piece that has six-linked gem slots and has no level requirement, with the tradeoff that it also has no stats on it whatsoever. This is ludicrously powerful, since most of your damage comes from support gems linked to attack gems, making it easily the best leveling item in the game - to the point where it can take some builds all the way to the endgame.
10th Nov '17 9:43:59 AM EricNeoMatrix
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** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are DemonicSpiders like the Tukohama's Vanguards[[note]]Act 6, which drops extremely damaging Scorching Ray totems[[/note]], Solar Guards[[note]]Act 8, which throw multiple firebals in an arc[[/note]], and Wicker Men [[note]]Act 10,which have a spell similar to Righteous Fire that burns enemies around them[[/note]]. They're dangerous to fight against, but for summoner builds, these enemies are incredibly powerful as spectres with proper spectre gear, capable of melting endgame bosses while keeping a good clear speed thanks to Flesh Offering.

to:

** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are DemonicSpiders like the Tukohama's Vanguards[[note]]Act 6, which drops drop extremely damaging Scorching Ray totems[[/note]], Solar Guards[[note]]Act 8, which throw multiple firebals fireballs in an arc[[/note]], Frost Sentinels[[note]]Also Act 8, which are the same as the DiscOneNuke Fire Sentinels except they can freeze enemies too[[/note]] and Wicker Men [[note]]Act 10,which 10, which have a spell similar to Righteous Fire that burns enemies around them[[/note]]. They're dangerous to all DemonicSpiders when you fight against, them, but for summoner builds, these enemies are incredibly powerful as spectres with proper spectre gear, gear[[note]]Bones of Ullr, Vis Mortis, Victario's Charity/Tukohama's Fortress, + minion helmets[[/note]], capable of melting endgame bosses like the Guardians while keeping a good clear speed thanks to Flesh Offering and being very tanky thanks to minion passive nodes/Bone Offering.
10th Nov '17 9:32:22 AM EricNeoMatrix
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** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are DemonicSpiders like the Tukohama's Vanguards (Act 6), Solar Guards (Act 8), and Wicker Men (Act 10). They're dangerous to fight against, but for summoner builds, these enemies are incredibly powerful as spectres with proper spectre gear, capable of melting endgame bosses while keeping a good clear speed thanks to Flesh Offering.

to:

** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are DemonicSpiders like the Tukohama's Vanguards (Act 6), Vanguards[[note]]Act 6, which drops extremely damaging Scorching Ray totems[[/note]], Solar Guards (Act 8), Guards[[note]]Act 8, which throw multiple firebals in an arc[[/note]], and Wicker Men (Act 10).[[note]]Act 10,which have a spell similar to Righteous Fire that burns enemies around them[[/note]]. They're dangerous to fight against, but for summoner builds, these enemies are incredibly powerful as spectres with proper spectre gear, capable of melting endgame bosses while keeping a good clear speed thanks to Flesh Offering.
10th Nov '17 9:28:20 AM EricNeoMatrix
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** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are DemonicSpiders like the Tukohama's Vanguards (Act 6), Solar Guards (Act 8), and Wicker Men (Act 10). They're dangerous to fight against, butfFor summoner builds these enemies are incredibly powerful as spectres with proper specter gear, capable of melting endgame bosses while keeping a good clear speed thanks to Flesh Offering.

to:

** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are DemonicSpiders like the Tukohama's Vanguards (Act 6), Solar Guards (Act 8), and Wicker Men (Act 10). They're dangerous to fight against, butfFor but for summoner builds builds, these enemies are incredibly powerful as spectres with proper specter spectre gear, capable of melting endgame bosses while keeping a good clear speed thanks to Flesh Offering.
10th Nov '17 9:25:24 AM EricNeoMatrix
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Added DiffLines:

** The new acts introduced in ''The Fall of Oriath'' also added new enemies. Of particular note are DemonicSpiders like the Tukohama's Vanguards (Act 6), Solar Guards (Act 8), and Wicker Men (Act 10). They're dangerous to fight against, butfFor summoner builds these enemies are incredibly powerful as spectres with proper specter gear, capable of melting endgame bosses while keeping a good clear speed thanks to Flesh Offering.
10th Nov '17 8:42:07 AM EricNeoMatrix
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* GameBreaker: The game has had a few of them over the years Many many different types of builds can be very powerful with the right gear and skills but some have been so obscenely powerful that they've shaped the meta for years at a time
** #0 massively buffed Vaal Pact turning it into a must-have for melee builds - Marauders especially benefit from it thanks to their Ascendancies like Cloaked In Savagery

to:

* GameBreaker: The game has had a few of them over the years years. Many many different types of builds can be very powerful with the right gear and skills skills, but some have been so obscenely powerful that they've shaped the meta for years at a time
time.
** #0 Before 3.0 Energy Shield was the dominant defensive setup in the game for a very long time simply because of how quickly it could scale with gear, to the point where it was possible to gain so much Energy Shield as to make characters functionally invincible
** Patch 3.0
massively buffed Vaal Pact Pact, turning it into a must-have for melee builds thanks the sheer amount of life leech it gives you - Marauders especially benefit from it thanks to their Ascendancies like Cloaked In SavagerySavagery, which has excellent synergy with Vaal Pact.
10th Nov '17 8:35:13 AM EricNeoMatrix
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Added DiffLines:

* GameBreaker: The game has had a few of them over the years Many many different types of builds can be very powerful with the right gear and skills but some have been so obscenely powerful that they've shaped the meta for years at a time
** #0 massively buffed Vaal Pact turning it into a must-have for melee builds - Marauders especially benefit from it thanks to their Ascendancies like Cloaked In Savagery
9th Nov '17 2:25:00 PM EricNeoMatrix
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** Come the 3.0 patch, the massive nerfing to Energy Shield builds has also raised some heckles.



** Innocence is a pretty good introduction to [[DifficultySpike what you're in for]] in regards to the bosses in ''The Fall of Oriath''. While High Templar Avarius was manageable, Innocence is basically the Shaper Lite, constantly filling the screen with [=AoE=] attacks, almost all of which can do ''over 900 damage'' even on characters with the most armor you can have at that point in the game, meaning that he can nearly-one shot even characters who heavily built their characters around life. You ''will'' be hearing the words "I am the ___" many, ''many'' times before you finally kill this bastard. What really makes Innocence stand is, aside from Doedre the Vile and Kitava (both mentioned below), ''none'' of the new Act midbosses and end bosses are ''nearly'' as hard as he is.

to:

** Innocence is a pretty good introduction to [[DifficultySpike what you're in for]] in regards to the bosses in ''The Fall of Oriath''. While High Templar Avarius was manageable, Innocence is basically the Shaper Lite, constantly filling the screen with [=AoE=] attacks, almost all of which can do ''over 900 damage'' even on characters with the most armor you can have at that point in the game, meaning that he can nearly-one shot even characters who heavily built their characters around life. You ''will'' be hearing the words "I am the ___" many, ''many'' times before you finally kill this bastard. What really makes Innocence stand is, aside from Doedre the Vile and Kitava (both mentioned below), ''none'' none of the new Act midbosses and end bosses are ''nearly'' as hard as he is.



** Several high-tier maps have this reputation, but the most notable is the Hall of the Grandmasters, which is filled with the most powerful Rogue Exiles in the game. It's difficult to the point of being flat-out {{Unwinnable}} for most builds.



** The Marauder got some flak as this. As the pure Strength class, he focuses on powerful melee attacks and armor that is purely defensive. The problem is that, towards the end of the game and ''especially'' the higher difficulties, you pretty much ''need'' some form of ranged attack and evasion/an energy shield to stay alive without having to guzzle potions every other second.

to:

** The Marauder got some flak as this. As the pure Strength class, he focuses on powerful melee attacks and armor that is purely defensive. The problem is that, towards the end of the game and ''especially'' the higher difficulties, you pretty much ''need'' some form of ranged attack and evasion/an energy shield to stay alive without having to guzzle potions every other second. However, come 3.0, he was massively buffed thanks to [[GameBreaker Vaal Pact]], making him extremely powerful in the endgame.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.PathOfExile