My feedback on Acolyte of Chayula in version 0.3

I managed to reach level 87, obtaining all Ascendancy points, and I was able to run T15 maps without any issues. However, there are still areas where the Acolyte of Chayula needs improvement if it wants to compete with the Invoker.

Based on my in-game experience, I would like to share my suggestions for improvements:

1. The Inner Turmoil Ascendancy node worked well, as the most popular quarterstaff gems currently are Ice Strike and Storm Wave. Therefore, having the Acolyte of Chayula interact with elemental attacks is a welcome change.

2. The Unravelling Ascendancy node is not good and needs improvement. When a mechanic has randomness, it does not provide consistent benefits, meaning there will be times when the mechanic has no effect, making the Ascendancy weaker than the others. The ideal solution would be to have a fixed cycle: 2 seconds for the monk to build freeze, 2 seconds to build shock, and 2 seconds to build flammability, instead of it being random. This way, the benefit from Unravelling would be more consistent. Furthermore, the Ascendancy shouldn't rely on unique items to make the Unravelling node work. Ideally, the Unravelling node should also convert 100% of elemental damage to chaos damage as part of its base kit.

3. The Sap of Nightmares node worked well because I used unique items to make it function. This node will only become more effective when the Unravelling node converts 100% of elemental damage to chaos damage.

4. The Lucid Dreaming node improved in terms of allowing the player to choose which flame appears, reducing randomness. However, the buff duration is too short. When a player takes this node and wants the "choice of power," they expect to be able to get 10 stacks of the purple flames, but because the duration is only 5 seconds, it's not possible to gather all 10 stacks. In my opinion, the duration of the purple flames buff should be 20 or at least 10 seconds. It would also be interesting to differentiate between the purple flames generated by "Into the Breach" and those generated by the Mantra of Destruction gem, so the player can tell which is which.

5. The Grasp of the Void node needs improvement. Sometimes the explosion doesn't happen because the enemy doesn't attack the illusion. The ideal would be for the illusion to explode after 1 or 2 seconds, or to have a support gem that allows this explosion to occur.

6. Regarding the Embrace the Darkness node, I still haven't been able to see the real benefit of this node, as in the end-game all classes need an extra damage bonus. So, in addition to offering more resistance, it should also offer extra chaos damage, or this extra damage could be included in the Deepening Shadows node.

7. The Instability passive tree needs improvement. The chance to generate Volatility is too low, and the benefit from Instability is only 25%. Here we have the problem of randomness again. Furthermore, gaining volatility when stunned doesn't make sense because in this game, if you get stunned, you are doomed to lose, and no player wants that. So, this tree needs to be reworked with more attractive benefits. Perhaps gaining volatility on critical hits.

8. The Controlled Chaos passive tree needs improvement. Currently, when you get more than 30 volatility, the explosion does not occur; the ideal would be for a volatility explosion to happen when the maximum limit is reached. Also, an additional 3% chance to gain volatility is too low; it should be higher, maybe 5% or 10%.

9. Regarding the Precise Volatility passive tree, it worked well for me and the tree is in a good state.

That's it. I really hope that in the next version, this Ascendancy will be good enough to attract players. Because of the problems I mentioned above, most still prefer the Invoker Ascendancy. Please, keep up the excellent work you guys are doing with PoE 2.
แก้ไขล่าสุดโดย soturno22#4712 เมื่อ 21 ก.ย. 2025 11:47:16
ขุดครั้งสุดท้าย เมื่อ 21 ก.ย. 2025 11:37:09
1. Inner turmoil has to become stronger. The problem with volatility is that it has ICD 0.1s so you have 1%extra chaos damage each 0.1s in THE BEST CASE. which is 100% extra chaos damage for 10second duration, if you crack the build. which is simply - WEAK.

2. I would add more that, chaos damage is hard to ramp right now, while you spend a lot to ramp chaos damage you do lack %chance\build up ailments. Which makes its hard to even ignite, chill, freeze or shock. Need to have 100% more ailment infliction from chaos damage.

7. There is a good timeless jewel which makes 25% increase notable nodes.Which makes 31% not to lose volatility.

~~~~

Have you found a consistent way to create volatilely? Been trying to use bow, but dont wanna switch to crits from lighting rod. Hard to get volatility on bosses.
Btw, there is a fun Staff which makes enemies chilled in presence, With ramped presence its super high volatility stacks on mapping, but couldn't figure out next spells to build. Mby cast on ailment or invocation.
https://poe.ninja/poe2/builds/abyss/character/PoWeRofGreeD-7404/Valickoz
There is a way to get 200 stack of volatility: allocating the Unstable bond node in your amulet. Then, when we swap weapons, we can summon skeletons with the scepter to generate volatility by sacrificing them with profane ritual gem (you need to have 60 spirit to use the sacrifice buff gem). This can also be used to generate power charges.

I find it a bit tedious, but it's the only way currently. I found your build very creative, you did great :)
แก้ไขล่าสุดโดย soturno22#4712 เมื่อ 21 ก.ย. 2025 00:16:12
I think Waking Dream / Lucid Dreaming would be better if the remnants spawned closer to the player instead of at the edges of the area of effect. This would make it easier to get to 10 stacks. I think if you were to go to 20 seconds the player would just always have 10 stacks so the remnants would actually be pointless.
I agree, I hadn't thought of it that way. It would be fairer if the remnants spawns closer to the player.

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