Patch 0.10.2 advance patch notes

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profDEADPOOL
Posted 3/6/2013 5:12:18 AM
http://www.pathofexile.com/forum/view-thread/227309
Incinerate certainly seems cool.

I am very interested to see what the passive tree looks like after the changes.
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Ryyaann_Is_Band
Posted 3/6/2013 7:19:33 AM
Wow, each patch they do takes 1 minute for downtime and is jam-packed full of stuff. I'm excited for:

- Itemlevel 78 and 79 mods are now available on items.

Active Skill Balance Changes:
- Glacial Hammer's physical damage now increases by 4% per level rather than 3%.
- Cleave's physical damage now increases by 4% per level rather than 3%.
- Double Strike's physical damage now increases by 4% per level rather than 3%.
- Infernal Blow's physical damage now increases by 4% per level rather than 3%.
- Heavy Strike's physical damage now increases by 5% per level rather than 4%.
- The Portal gem is now treated as a spell, so it is affected by things like cast speed and can exist on a Spell Totem.
- Early levels of Fire Trap have had their damage reduced by around 35%.
- Early levels of Poison Arrow have had their damage reduced by around 35%.
- The mana cost of Detonate Dead has been reduced at early levels so that it's around 40% cheaper. It ramps up to the same mana cost as before for high levels.


Passive Skill Balance Changes:
- An additional group of mana passives has been added near to the Ranger area.
- The Duelist starting area has been extensively reworked. Characters who had passives that have been affected by pathing changes have received refunds to their passive skills.
- The first Duelist damage node now has +12 maximum life.
- The Mana Flows group has been moved within the Duelist area. Regeneration was increased from +20% to +40%, +10 intelligence was added and the maximum mana granted was reduced from +20% to +16%.
- Dual-wield-specific damage and attack speed passives have been improved.
- One handed and two handed Duelist passives have been merged into a general melee track.
- The Might notable passive has been changed to Master of the Arena (+20 strength, +2 melee range, +8% melee damage).
- The Agility notable passive has been changed to Acceleration (+20 dexterity, +12% attack speed).
- Berserking has been moved closer to the Duelist part of the tree.
- The early Duelist life group has been moved onto the opening path and consolidated into 1% life regeneration, 12% maximum life and 8% maximum life.
- The Armour Master notable passive has been removed, with its power added to the Leather and Steel nodes.
- The Duelist Dervish passive has been increased from +8% block rate to +10%.
- Increased the block on the Shield Mastery passive for the Duelist.
- Added a new set of mana gained on kill passives near the Duelist area.
- The Duelist Bow attack speed node has been increased by 2%.

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Ryyaann is banned.
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hokieneer
Posted 3/6/2013 9:26:43 AM
I just started playing a few days ago, (lvl 21 Templar), so my knowledge of well most everything in the game is limited.

Was duelist really that bad? That entire patch list is almost entirely mods for that class.
QCF_HP
Posted 3/6/2013 9:38:57 AM
hokieneer posted...
I just started playing a few days ago, (lvl 21 Templar), so my knowledge of well most everything in the game is limited.

Was duelist really that bad? That entire patch list is almost entirely mods for that class.


Yes. All their early passives are awful compared to everyone else's.

Nice to see they're trying to bring melee up to speed too. Although I don't really think these minor damage increases are going to do much to compete with ranged. Melee needs a whole new keystone or something.
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Runoth
Posted 3/6/2013 9:41:05 AM
It needed consolidation above everything else. It had to spend a lot of points to get pretty meager benefit, and some of its nodes were just bad. Some Notable nodes like Might or Agility, which are available as largely optional nodes to other classes, were supposed to be a main attraction for the Duelist class. In short, Duelist had to sift through a lot of junk to get to the better stuff near Ranger or Marauder.

Now as a melee Ranger, I'll be taking a bunch of the Duelist nodes instead of going straight for the Marauder tree like every melee class. Plus, buffing the mana nodes near Ranger and Duelist makes using mana much more appealing, since practically every melee class took Blood Magic. Using mana opens up new aura options for the Duelist too.

I'm excited :D
Jiga35
Posted 3/6/2013 10:23:03 AM
/clear_ignore_list!!!!!!!

Dear God, finally I can begin anew!
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There is a no more intolerant lot on earth than those who ramble on the most about tolerance. In the name of tolerance they have become the most intolerant.
Runoth
Posted 3/6/2013 10:29:25 AM
Jiga35 posted...
/clear_ignore_list!!!!!!!

Dear God, finally I can begin anew!


That's a brave thing you're doing.
Rydis-Shiko
Posted 3/6/2013 10:46:06 AM
Thought patch preview stated needs to 5 skills..still only see fire trap and pa
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If good things come to those who wait - arn't they just the leftovers of those who got there first?
There is not good or bad, just perspective and opinion.
Runoth
Posted 3/6/2013 11:15:00 AM

(edited)
They said 5 skills would have their damage increased, with nerfs to the lower levels of Fire Trap and PA.
Ryyaann_Is_Band
Posted 3/6/2013 11:28:54 AM
Does part of the reason why people think melee are underpowered is because "every" melee character specs Resolute Technique?
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Ryyaann is banned.
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