Sorceress / Monk Elemental Skills and Builds Feedback: Issues And Possible Solutions
Some additional feedback:
- Passive tree is very lacking of fire damage / Ignite boosting branches in upper parts of tree compared to cold and lightning damage ones, even in the Strength / Intelligence part where Templar and Druid (who both have fire abilities) would be located. More fire damage / Ignite boosting branches should be added, especially if Druid would be the next released class. - Fire damage builds also could use access to additional ailment that would mitigate their lack of protection, synergize with their features and bring them on par with cold / lightning that have access to 2 ailments each. Such ailment could be Conflagration (set on fire panic effect that would make enemy uncontrollably move and synergize with Ignite spreading effects) or Immobilize (to force enemies stay within fire damage over time areas like Flame Wall and Solar Orb). If needed for balance this ailment could have similar to Electrocute treatment and be enabled only by specific skills / passives / items too. |
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" What? Where did you see this? |
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Idk, but it's pretty obvious that LS is going to get nerfed and that a lot of mid-tier skills will be buffed in the upcoming patches.
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Update for this thread in anticipation of 0.3. Most issues posted here are still present.
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" I have some feedback as well. 0.1 I was completely new to PoE and went in blind. Rolled an invoker and instinctively went stats. The stat cluster at the bottom of the tree just seemed logical. It wasn't until late in the league that I learned that stat stacking was "OP" so I just kind of fell into. I know I had fun with the heralds and Elemental expression/conflux. A friend gave me pillar and although I didn't really know what I was doing, had a great time. 0.2 Rolled acolyte and thought a chaos melee/poison build sounded fun. Only to find out chaos doesn't scale poison. That comes from the tree and first phys hit. Doesn't make sense to have poison (chaos dmg) not scale with chaos nodes. When I discovered this I switched to flicker which is underwhelming. Now there are good flicker builds out there but I don't want to use zombies to do it. The other option is to go back to elemental dmg but without the ascendency, its just "invoker lite". The mana leech "could" be nice but once your mana is full, you cannot regen shield. The class has a terrible identity problem and it got to the point that I felt as if I rolled a pointless ascend. Discouraged, I rolled a sorceress/Chronomancer. (stormweaver light...just my luck) Decided a fire build would be fun. And it kind of was....when I had mana. Tried just about everything I could think of. Archmage is useless. I can get 2 (maybe 3) casts off before being completely out of mana. So I tried EB which was absolutely useless. What good is the extra mana pool if the mana I gained is consumed just as fast if not faster? The offset isn't there. Fun is in 5 second incremental intervals. Being out of mana is the baseline. Having mana is the outlier. Investing in either: Mana Dmg Defenses Comes at a significant cost to the others. That cost isn't negligible, it's build breaking. I like the fire build A LOT but the damage output is just too low. It's when I found out that I can't use herald of ash that kind of broke the desire to use fire. So I got the new Whispering Ice staff and switched everything to cold. Same problems as before only I could live a little longer but....still the same issues. Maybe it's because I'm still fairly new to the franchise and I'm not building correctly but the line between mana/dmg/defense is way, WAY too thin. It seems like every time I dip into the tree to make some changes so I can just play effectively, I make another thing worse. The problem is base dmg. In order to do any real dmg you have to +skills. That should be a bonus if you can afford it, not a requirement. If I didn't have +skills, none of the skills would do any dmg. Like, none. They do very little dmg now at +5. I can say that I DO NOT like having to use more than 2 skills on a pack of white mobs if I want any sort of time effectiveness. It seems like in order for any significant increase in the class effectiveness, base stuff needs to change. *Every fire skill needs a dmg boost buy a huge amount. Ignite just doesn't cut it. Sure you can set the screen on fire but then you're running from a bunch of flaming mobs. --OR-- *Let spell builds use herald of ash and herald of plague in their builds. There is NO REASON for those to require a martial weapon. *The passive tree needs some reworking. Move the dumb minion clusters that are all over the top. Add at least 5 more spell dmg clusters. Add more mana increase clusters. Using intel travel nodes isn't enough for the mana demand. I also think a the staff could use a major buff. Main hand/off hand is superior to staff and I believe it should be the opposite. As I'm sitting here typing this I'm trying to be specific but it honestly boils down to everything. Everything needs a buff. Mana pool mana regen defensive options (how about at least 1 evasion cluster at the top?) Base damage. Elemental differences. Each elemental option should have pros and cons. Fire needs more damage AND come CC. Yeah so basically everything needs buffed. แก้ไขล่าสุดโดย Skyvortex#7923 เมื่อ 20 ก.ค. 2025 10:38:36
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