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Talents, Abilities, Spells and Skills Dump

Dump Unsorted From Backers Beta Stream

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49 replies to this topic

#21
Skaddix

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Interesting Fighters get AOE, Praise The God sucks for Barbarians though hope they get something to compensate, I need more information on subclass



#22
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Is "tanking" new to PoE2? Iirc, front liners were a revolving door in PoE1, offering no resistance to mooks rushing your back ranks?

 

The person asking this question says engagement is less commonly seen. Maybe that means it's also tougher to break?

 

https://jesawyer.tum...elee-engagement


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#23
Skaddix

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So Tanking iS even Worse that is hard to wrap your head around lol



#24
DigitalCrack

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so not sure if its by design or they are not really finished but neither the base ranger or any subs have useable melee abilities. Super disapointed considering it was specifically mentioned that general rangers would be melee capable and that even a subclass would be focused on it. All not true in the beta at least.

 

Edit: for example Wounding Shot is ranged only (was useable in melee PoE1) all the active abilities that aren't a pet active are ranged only.  Good portion of the passives are ranged only.  At this point I am hoping the class and subs are unfinished.


Edited by DigitalCrack, 15 November 2017 - 06:36 PM.


#25
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So Tanking iS even Worse that is hard to wrap your head around lol


For all we know (until someone in the beta tells us) engagement is fighter and paladin only and is an instant kill if broken.

#26
draego

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so not sure if its by design or they are not really finished but neither the base ranger or any subs have useable melee abilities. Super disapointed considering it was specifically mentioned that general rangers would be melee capable and that even a subclass would be focused on it. All not true in the beta at least.

 

There is a thread i think talks about the real issue in general. I wonder if this is due to multiclassing and the need to be pragmatic about testing and balancing, now single classes have to suffer because if you want certain functions the game is telling you, you have to multiclass. In one since this feels like they went back on the design philosophy of viable character builds that you come up with. So it seems now if you come up with a character concept you have to find the class to match instead of POE1 where if you like the class lore and abilities you could morph them into different roles and different concepts. But i do get that multiclassing was meant to fix this issue. This is also why i dont really like multiclassing because it feel forced now and the one class i am really worried about multiclassing is ranger due to animal maybe not being strong enough later in game but that can be balanced also. I am sure i will prob find it fun. it just odd. it did look like there was a lot of animal abilities in the twitch stream i saw and we also dont see the high level abilities so there are those left also


Edited by draego, 15 November 2017 - 06:50 PM.


#27
DigitalCrack

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so not sure if its by design or they are not really finished but neither the base ranger or any subs have useable melee abilities. Super disapointed considering it was specifically mentioned that general rangers would be melee capable and that even a subclass would be focused on it. All not true in the beta at least.


There is a thread i think talks about the real issue in general. I wonder if this is due to multiclassing and the need to be pragmatic about testing and balancing, now single classes have to suffer because if you want certain functions the game is telling you, you have to multiclass. In one since this feels like they went back on the design philosophy of viable character builds that you come up with. So it seems now if you come up with a character concept you have to find the class to match instead of POE1 where if you like the class lore and abilities you could morph them into different roles and different concepts. But i do get that multiclassing was meant to fix this issue. This is also why i dont really like multiclassing because it feel forced now and the one class i am really worried about multiclassing is ranger due to animal maybe not being strong enough later in game but that can be balanced also. I am sure i will prob find it fun. it just odd. it did look like there was a lot of animal abilities in the twitch stream i saw and we also dont see the high level abilities so there are those left also

The problem for me being that ranger brings literally nothing to a melee build worth taking at this point... so no reason to ever multiclass it that way.

#28
draego

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so not sure if its by design or they are not really finished but neither the base ranger or any subs have useable melee abilities. Super disapointed considering it was specifically mentioned that general rangers would be melee capable and that even a subclass would be focused on it. All not true in the beta at least.


There is a thread i think talks about the real issue in general. I wonder if this is due to multiclassing and the need to be pragmatic about testing and balancing, now single classes have to suffer because if you want certain functions the game is telling you, you have to multiclass. In one since this feels like they went back on the design philosophy of viable character builds that you come up with. So it seems now if you come up with a character concept you have to find the class to match instead of POE1 where if you like the class lore and abilities you could morph them into different roles and different concepts. But i do get that multiclassing was meant to fix this issue. This is also why i dont really like multiclassing because it feel forced now and the one class i am really worried about multiclassing is ranger due to animal maybe not being strong enough later in game but that can be balanced also. I am sure i will prob find it fun. it just odd. it did look like there was a lot of animal abilities in the twitch stream i saw and we also dont see the high level abilities so there are those left also

The problem for me being that ranger brings literally nothing to a melee build worth taking at this point... so no reason to ever multiclass it that way.

 

 

ye but when you multi class you can pick 20 abilities from one class and i think 7 from one at level 20. So you could get most talents from melee class and then 7 for animal or something from ranger. At this point i get it wouldnt be a ranger and I am not saying i like this because it seem weird and i wanted a single class ranger especially for the animal power level to be max but i think this is how they meant for players to change up build concepts.


Edited by draego, 15 November 2017 - 06:58 PM.


#29
Skaddix

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So Tanking iS even Worse that is hard to wrap your head around lol


For all we know (until someone in the beta tells us) engagement is fighter and paladin only and is an instant kill if broken.

 

 

True Alll I am saying is tanky was hard enough at higher difficulties...having to always put ur back to the wall or have your tanks block the door was tiring or otherwise the mobs went straight into the back line. 



#30
Ancelor

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so.... no universal talents apparently

and no passives for priests.

My battlecleric seems less possible now


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#31
morhilane

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so.... no universal talents apparently
and no passives for priests.
My battlecleric seems less possible now


You still have access to all the weapons proficiency (where most modals used to be universal talent in POE1), all 3 shields have defensive modals and base accuracy is the same for all.

You can still make a battlecleric, is it going to hit harder than a Fighter/Rogue without using a buff, no, but it didn't in POE1 either because their accuracy sucked.

#32
Alhoon

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I took a screenshot of every single racial in the beta. Here's an album of them:

 

https://imgur.com/a/A0AzI

 

Few things to note:

  • Fire and Death Godlikes have two racials

  • None of these seem to scale with levels at all in beta (at least not in a level range of 1-6)


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#33
Boeroer

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Thanks a lot! Actually Wellspring of Life rose from "meh" to "hooray". :)



#34
JerekKruger

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Interesting changes for Island Aumaua, Boreal Dwarfs, Wood Elves and Wild Orlans.

Boreal Dwarfs and Wood Elves were perhaps the default DPS picks due to the strength of Accuracy in Pillars so I can understand why that change was made, and similarly for Wild Orlans and tanking. The change to Island Aumaua is a shame though. Obviously their racial was powerful for multi gun builds but other than that I don't think it was too powerful.

Also yeah, Wellspring of Life looks like it could be pretty good now, which is nice.

Edited by JerekKruger, 17 November 2017 - 01:08 AM.


#35
MaxQuest

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I took a screenshot of every single racial in the beta. Here's an album of them:
 
https://imgur.com/a/A0AzI

Thanks you a lot Alhoon!

Few thoughts on these racials:
- "Resistance to X Afflictions" looks super vague. Is it +10 to defenses? +20? +100? Or perhaps it's -x seconds to their duration?
- "Can Graze, Can Graze" - no comment...
- "Immunity to Slog Zone attacks" - no comment...
- "Resistance to Dexterity Afflictions" - there are 6 stats, so this helps vs 1/6 of stat related afflictions. Feels useless for a ranged cc/dps character. Really hope it will be possible to import a PoE1 save but change the race, as all my MCs were wood elves...
- "Fighting Spirit" seems to be nerfed. It had a 20s proc before, now it seems to be passive. And my characters are above 50% endurance most of the time.
- "Minor Threat": I would heavily prefer "5% of hits converted to crits; and extra x% more if attacking the enemy which is already threatened by a teammate"

Godlikes:
- Death Godlike: remains underpowered as in practice the bonus damage will translate into less than +5% overall. As for +3 bonus to power level, I doubt I will be consistently lingering around "Near Death".
- Fire Godlikes: feel underpowered. They have less AR vs burn than pale elves. Ant it feels strange. Plus the Battle Forged damage is too low, and description doesn't mention that it is scaling.
- Moon Godlike: The Silver Tide heal seems to get nerfed...unless screenshot was made using a level 1 character @10 MIG. But being able to reliably trigger +2 to power level via Wellspring of Life is nice.
- Nature Godlike: missing. As pointed by JerekKruger Wellspring of Life is related to Nature Godlike. Have to wait for their second racial to be revealed.


Edited by MaxQuest, 17 November 2017 - 05:20 AM.


#36
Ancelor

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so.... no universal talents apparently
and no passives for priests.
My battlecleric seems less possible now


You still have access to all the weapons proficiency (where most modals used to be universal talent in POE1), all 3 shields have defensive modals and base accuracy is the same for all.

You can still make a battlecleric, is it going to hit harder than a Fighter/Rogue without using a buff, no, but it didn't in POE1 either because their accuracy sucked.

 

Ι used to take weapon and shield and the deity weapon talent in my Priest coupled with aggrandizing radiance.
let's see if the options in POE2 will allow something similar.

we're still in beta so I'm just waiting :)



#37
JerekKruger

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Nature Godlike: missing


Wellspring of Life is the Nature Godlike's racial.
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#38
MaxQuest

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Wellspring of Life is the Nature Godlike's racial.

Oh. Thanks for pointing it out.
This means Moon and Nature godlikes don't have their second racial defined yet?
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#39
Lephys

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I sure hope all the lack of seeming scaling or lack of scaling in the descriptions is just temporary. I can't think of very many reasons you'd ever want something to NOT scale with your power.


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#40
Juodas Varnas

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Does anyone know how the Conjurer Wizard Familiars will work? Are you able to choose what kind of familiar you have? What can it do?






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