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Path Of Exile 3.7 Legion Update & Changes - Ascendancy Rework, Guard Skills, Melee Range Visuals And More!

5/31/2019 4:44:13 PM

it's been almost a week since path of exile legion announcement. over the last few days, ggg has announced a series of changes to poe 3.7 legion over the last few days. that cheiftan ascendancy is undergoing a rework, immortal call is now one of the new guard skills along with molten shell and stellskin, melee weapon range is now represented visually. now check this path of exile 3.7 legion update, you can find all the details about ascendancy rework, guard skills, melee range visuals and more!

poe 3.7 legion update

related read:path of exile legion beginner guide (3.7.0)


path of exile 3.7 legion update & changes - ascendancy rework, guard skills, melee range visuals 

in addition to a new mechanics, poe legion will feature new skills, items and the melee skills. there will also the ascendancy rework to help promote some of the currently underplayed melee-focused ascendancy classes. tune in as goldkk.com goes over the more relevant changes of path of exile 3.7 legion. 


cheiftan ascendancy rework for poe legion 3.7.0

valako, storm’s embrace

- 0.5 of maximum life regenerated per second per endurance charge. 

- 3% more damage of each endurance charge lost recently, up to 15%.

- +1 to maximum endurance charges.


tukohama, war’s herald 

- 1 % of damage dealt by your totems is leached to you as life. 

- 50% increased effect of buffs granted by your active ancestral totems. ancestor totems have 100% increased activation range. 

- 25% increased area of effect while you have a totem.


tasalio, cleaning water

- 100% to fire resistance.

- 2% of life regenerated per second.

- 10% of physical damage from hits taken as fire damage. 

- 50% increased life recovery rated if you’ve taken fire damage from an enemy hit recently.

- unaffected by ignite.


hinekora, death’s fury

20% chance to cover rare or unique enemies in ash for 10 seconds on hit. this was 10% and then it’s 1% fire damage, least his life and 10% increased strength pretty majestic.


ngamahu, flame’s advance

every 10 seconds, gain 100 % of physical damage as extra fire damage for 4 seconds. which means 50% of physical damage converted to fire damage.


you would never really know you can't keep track of like when your stuffs at what what duration, it's a great totem ascendency, it's always been a really good at conversion ascendancy, but i just don't see how it can compete with, like a lot of that tax bd stuff and like elementalist stuff. and about elementalists, it's probably also pretty good for ignites, we should add a little bit more, the chest ignite is not impactful enough, but then the fire and the barbarian is it's a big one, 15% fire, it just really lacks speed and i wish it had more totem placement but it's really defensive too. we're like the third most offensive force in the sea i like the design of this, this just seems so interesting and versatile and fresh and these like individual nodes that are in the genuine choice again, it's kind of what they did when inquisitor and i like that, i'd be a lot more that you're just kind of either optimizing around your gear or you're optimizing around the ascendency.


poe legion steelskin and the guard skills 

ggg did a great job that we’ve got steelskin and the guard skills, so this is something many players are particularly excited about, that makes people realize that armor is not nearly as bad as reddit made it out to fit to go a long way. 

- steelskin, molten shell and immortal call are the three guard skills in path of exile legion league, steelskin is a poe 3.7 new defensive skill. these skills are all instant and share a cooldown which won't expire while any of the skills are active. 

- molten shell and immortal call have received significant changes to ensure a more active play style, you are allowed to survive dangerous attacks while still standing your ground and reward responsive, skillful play. more great builds are possible to see in the new league. 

- immortal call is now instant and reduces physical and elemental damage for its duration. it can consume up to 5 endurance charges, gaining increased duration and additional less physical damage taken. at level 20, this can reduce physical damage by 35% and elemental damage by 34%. consuming endurance charges adds an additional 10% less physical damage taken for each charge consumed. unlike molten shell and steelskin, the skill has no maximum damage absorbed which makes it a much more effective answer to the deadliest of physical hits. however, it requires more planning and timing to make the most of its effect and no longer grants complete immunity to physical damage. 


that’s still really good but not as ridiculous, it’s been for the longest time, a big part of the game in the past was basically playing around there, casper damage taking a mortal call, that’s just how you made your characters, and if you wouldn’t have it, it would be a massive freaking difference in your character survivability and this can make for a much more skillful play. that’s kind of like what it’s always been in poe where people have characters where they would like to run around and they wouldn’t die, because of the immortal call and now it’s going to be less, so that’ s still be really helpful. but that also depends on like the duration and making any balance change to 300 weapons, there are buffs to added damage on weapons improvements to many 200 weapon passes and some new mechanics are available the benefit more from the higher head damage relative to the slower base attack damage of 200 weapons pretty skeptical. like making the choice to play two handers over one hand, there's a current poe without one hander ever being weaker than two-handers, they could make it more of you use the two-hander until use a one-hander sort of scenario which is cool. but that never gives you that really good hunter feel.


melee range visions for poe 3.7 legion

there are some players expecting great things so the way will think they're gonna balance like casters or ranged vs. melee is going to be by essentially making it, so that melee has a higher focus on survivability and single target and ranged attackers have lower single target, higher aoe and obviously less amount of defense, but that really never would have been fun, so if you were to take a map that takes three minutes for a caster would be two minutes of clearing the map or one minute of clearing the map in two minutes on the boss, that kind of mentality. obviously these aren't the exact numbers. 


and then for metacharacter, it would be two minutes on the map and then one minute for the boss, because that would be the difference, but like that wouldn't have never been fun because the boss encounters are just not fun and just standing there and whacking away, it's not interesting but now that they can make boss fight somewhere exciting and interesting and rewarding, maybe you're actually potentially going to be rewarded by dealing a larger amount of damage that you don't necessarily need for like larger for the larger part of the game, so it's a way to do things.

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more poe legion tips will be updated here as long as ggg announced, as they always come up with really cool and innovative ways of optimizing the game and balancing it out. stay tuned!