5 months ago
Level 1 Petrified Blood Shadow3.27
Life: 570%
Mana: 33
eHP:
48
Resistances: -60%/-60%/-60%/-60%
DPS: 0
Hit Chance: 100%
Config: None
Bandit: Kill All
Gear
Gems
Petrified Blood
Notes
Templar Guardian Radiant Crusade - Sentinel of Radiance is now granted and summoned automatically. If it dies it gets resummoned after 4 seconds. [Annoying additional button with no impact other than up-keep. More interesting to have to make it survive.] Harmony of Purpose - Removed: Gain a random Shrine buff every 10 seconds [Too random and unsure of duplicates, new node can scale with Shrine Effect from e.g.: Gull and Blunderbore and be more interesting.] - Added: Pick 1 of these 3 - You have Lesser Acceleration Shrine - You have Lesser Massive Shrine - You have Lesser Resistance Shrine Hierophant Illuminated Devotion [Intensity is nowhere represented and fits into Hierophant. Make Leech generic so it opens up for more builds.] - Removed: Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge - Removed: 30% increased Area of Effect while you have Arcane Surge - Removed: 0.5% of Spell Damage Leeched as Life while you have Arcane Surge - Added: Gain 20% increased Effect of Arcane Surge per Stack of Intensity you have. - Added: Arcane Surge additionally grants 0.5% of Damage Leeched as Life. Ritual of Awakening [Small help for CI and Hybrid Totem builds.] - Added: Regenerate 0.5% of Energy Shield per Summoned Totem. Sign of Purpose: [Currently isn't really felt and clunky to play around. Theme -> Brand Recall is the button, aka the sign, that gives your brands more purpose.] * Removed: Brands have 100% more Activation Frequency if 75% of Attached Duration expired * Added: Brands have 30% more Activation Frequency if you have used Brand Recall recently. Brands have 30% less Activation Frequency if you haven't used Brand Recall recently. (Should require selfcasting.) Inquisitor Instruments of Virtue [Clearer Theme and more useful for actually making a hybrid attack spell caster maybe.] - Removed: 10% more Attack Damage for each Non-Instant Spell you've Cast in the past 8 seconds, up to a maximum of 30% - Added: Increases and Reductions to Spell Damage also apply to Attacks at 150% of their value Instruments of Zeal [You can now time this yourself and it comes with a little bonus of better Charge upkeep.] - Fanaticism Buff now scales with sources of Faster and Slower Buff Effect Expiration Rate. - Removed: Gain Fanaticism for 4 seconds on reaching Maximum Fanatic Charges - Removed: Lose all Fanatic Charges on reaching Maximum Fanatic Charges - Added: While at maximum Fanatic Charges, when you cast a Spell, lose all Fanatic Charges and gain Fanaticism. - Added: 100% increased Charge Duration Marauder Chieftain Hinekora, Death's Fury - Added: Hits have 10% chance to treat Enemy Monster Fire Resistance values as inverted [Usually used by non-hit builds for giga clear. Now maybe can also be used on a hit build and brings old ele-inversion mastery back to power but only for Fire damage.] Tukohama, War's Herald: - Added: Minion Skills from Equipped Body Armour are Supported by Level 10 Multistrike. [While Minions aren't that thematic to Marauder, I'd love to enable maybe something like Chieftain SRS with this.] Ngamahu, Flame's Advance [I feel like this node is way too nieche and only understood by super strength min-maxers. Now it's easier to use and adds to Fire Res. stacking builds.] - Removed: Non-Unique Jewels cause Increases and Reductions to other Damage Types in a Large Radius to be Transformed to apply to Fire Damage - Removed: Non-Unique Jewels cause Small and Notable Passive Skills in a Large Radius to also grant +4 to Strength - Added: Non-Unique Jewels cause Small Passive Skills in Large Radius to also grant +5% Fire Resistance. - Added: Non-Unique Jewels cause Notable Passive Skills in Large Radius to also grant 5% Fire Damage. Berserker Aspect of Carnage: [Experimental, I hate how simple the current version of this is. I think it could be made a lot more interesting, even if weaker in the end.] - Now grants 20% increased Damage taken (previously 10%) - Now grants 20% more Damage (previously 40%) - Added: Increases to Damage taken only affect you at 50% value - Added: Increases to Damage taken also affect nearby Enemy Monsters at 200% value Echoes of Rage (previously Ancestral Fury) [The strike node is useless and only really works with Flicker well, fuck Flicker builds and give something to Bleed Rage builds instead. I think it's weird Berserker has little Bleed stuff cause it clearly is "bloody" themed.] - Now requires to have Crave the Slaughter or Warbringer. - Removed: Strike Skills also target the previous location they were used - Added: Each Rage also grants +1% to Damage over Time Multiplier. - Added: When you use a Warcry, gain Rage equal to how many Exerts the Warcry grants. - Added: You cannot exert Skills anymore. Juggernaut Untiring [This node is super boring and opaque in it's current state. I think now it's more thematic.] - Now requires Unrelenting. - Removed: 40% increased Life Regeneration rate - Removed: 1.5% of Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second - Added: +1 to Maximum Fortification per Endurance Charge - Added: Gain 1 stack of Fortification when you lose an Endurance Charge. - Added: Rare and Unique Enemies have 1% increased Stun Duration on them for each second they've ever been in your Presence, up to a maximum of 100%. Duelist Gladiator Weapon Master - Added: 20% more Damage over Time while wielding a Bow [Even though Duelist isn't depicted with a Bow, Bow Duelists have been a thing forever. So I think it's a shame this node doesn't support it.] Measured Retaliation - Removed: 50% chance for used Retaliation Skills to remain Usable and not consume a Cooldown Use - Added: Damaging Retaliation Skills become Usable every 8 seconds [Current node is too RNG and with the addition of the unique shield, GGG showed they are open to experimenting with this kind of effect. New way to be able to "rely" on your Retaliation skills.] - Added: 30% reduced Cooldown Recovery Rate Champion First to Strike, Last to Fall: [I find this node results in weird gameplay of pressing a button to fall below the threshold just to recover it again. Goal: Remove yet another "upkeep" button.] - Removed: Gain Adrenaline for 20 seconds when you reach Low Life - Removed: Recover 25% of Life when you gain Adrenaline - Removed: Remove all Ailments and Burning when you gain Adrenaline - Added: You have Adrenaline while on Low Life. - Added: Recover 5% of Allies Maximum Life when they Die Shieldbearer (New) [I think it's weird no ascendancy has a guard skill node and I think it fits best on Champion.] - Guard Skills have 50% increased Cooldown Recovery Rate. - Guard Skills store an additional use. - Guard Skills also apply to nearby Allies when used. - Guard Skills cannot be triggered. Slayer [Goal: Don't upset Carn but make slightly more interesting to make builds around.] - Small nodes attached to Brutal Fervor and Endless Hunger now are generic and not only for Attacks anymore. - Bane of Legends and Headsman swapped position. Bane of Legends - Removed: 10% more Damage if you've killed recently - Added: Gain a stack of Legend Killer for 4 seconds when you kill a Rare or Unique Enemy (Legend Killer is an unlimited stacking buff that grants 5% more Damage) Headsman - Added: Buffs on you expire 20% slower Ranger Warden Mother's Teachings - Grants Level 30 Barksin (previously Level 20) - Added: 5% of Evasion Rating also adds to Physical Damage Reduction from Armour per Bark [Basically what Invoker has in PoE2.] Lesson of the Seasons: - Removed: -15 Fire, Cold and Lightning Damage taken from Spell Hits per Bark - Removed: Prevent +3% of Suppressed Spell Damage per Bark below maximum - Added: Gain 2% reduced Elemental Damage taken per Bark [Seasons = Elemental Theme, no reason to relate it to Suppression and no need to make Barkskin even worse.] - Added: +10 Maximum Bark Oath of Summer: - Added: Scorch from your Hits always reduced Elemental Resistances by at least 10% [Useful for non-hit builds like e.g.: Blast Arrow of Trathus. (Which is fun to play on Warden because of Tinctures. Works like similar Elementalist nodes.] Avatar of the Wilds - Removed: Gain 1 Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy, no more than once every 0.2 seconds for each type of Ailment - Added: Gain 5 Unbound Fury per second if you have inflicted an Elemental Ailment recently [Basically the same but now you can use this on e.g.: Ignite builds which don't have a ton of attacks per second.] Pathfinder Nature's Boon and Nature's Adrenaline swapped position. Master Surgeon - Removed: Life Flask Effects are not removed when Unreserved Life is Filled [This is another removal of an "upkeep"-button. Because this node means: press your life flask every X seconds.] - Removed: Life Flask Effects do not Queue - Now has 3 choices: [I think people would think these are op but I think they would be very cool and be like a "pre-mageblood" choice.] - Your Rightmost Non-Instant Life Flasks constantly applies to you. 30% less Life Recovery Rate - Your 3 Rightmost Normal Utility Flasks constantly apply their effects to you. - Your Rightmost Unique Utility Flask constantly applies it's flask effects to you. 50% less Flask Effect Master Alchemist - Removed: Removes Elemental Ailments when you use a Flask - Removed: 50% chance for Flasks you use to not consume Charges - Added: 50% chance that if Flask Charges would be consumed, the charges are refunded [So now it works with e.g.: Explosive Concotion.] - Added: 50% chance to Avoid Ailments during any Flask Effect [With tree investment, now this can be Ailment immune. Which isn't that valuable in 2026 anyways but it's nice it enables it and the "remove on flask" is just clunky and not a real stat line.] Master Distiller - Removed: Grant bonuses to Non-Channelling Skills you use by consuming 3 Charges from a Flask of each of the following types, if possible: - If Diamond Flask Charges are consumed, 250% increased Critical Strike Chance - If Bismuth Flask Charges are consumed, Penetrate 25% Elemental Resistances - If Amethyst Flask Charges are consumed, 37% of Physical Damage as Extra Chaos Damage - Added: Ruby Flasks grant 20% Fire Penetration - Added: Topaz Flasks grant 20% Lightning Penetration - Added: Sapphire Flasks grant 20% Cold Penetration - Added: Amethyst Flasks grant 20% Chaos Penetration (These bonuses scale with Flask Effect.) [At least that would be my intention. You can combo this node with Master Surgeon and other Pathfinder nodes now. Chaos penetration is a rare but interesting stat line.] Deadeye Wind Ward - Removed: Lose all Gale Force when Hit - Added: Lose 50% of Gale Force when Hit [Just don't be as stingy with right-side defenses anymore.] Occupying Force [This node needs a complete rework but I tried my best just doing small changes. Maybe this way we can make builds with it.] - Required range between Mirage Archers is now 20 units (previously 35) - Added: 100% increased Mirage Archer Duration Shadow Assassin Shadowed Blood - Removed: 40% of Physical Damage taken Recouped as Life - Added: 15% of Physical Damage taken as Chaos Damage - Added: 100% of Chaos Damage taken Recouped as Energy Shield [I think the numbers and keywords on this make it not a clear "let's always go CI with this node" and it's a more interesting defensive option now.] Death Marked: - Removed: Marked Enemy cannot Evade Attacks - Added: You can apply an additional Mark [Simplest idea I could think of to adjust this and try it before doing more with it.] Unstable Infusion: - Now grants: +2 to Maximum Power Charges (previously 1) - Removed: 15% chance to gain a Power Charge on Critical Strike - Removed: 30% chance to gain a Power Charge on Non-Critical Strike - Added: 50% reduced Charge Duration [This node now mimics the frenzy charge node from Trickster but because IMO power charges are more powerful it doesn't increasse but reduce charge duration, playing into the "unstable" theme.] Opportunistic: - Removed: Damage from your Critical Strikes cannot be Reflected - Removed: 25% more Damage while there is at most one Rare or Unique Enemy nearby - Removed: 35% less Damage taken while there are at least two Rare or Unique Enemies nearby - Added: 20% increased Movement Speed while there are no Enemies nearby - Added: 20% more Damage while there are more than 50 Monsters remaining - Added: 10% less Damage taken while there are less than 50 Monsters remaining [I don't think the current version of opportunistic feels actually opportunistic to play. I think this version should feel both opportunistic but also give us agency at the same time.] Assassination Style [These nodes were just awkward and I hate them so let's try entirely new things here.] Knife in the Back [In my mind, the theme of this is to assassinate quickly from behind or from a place unseen before.] - Removed: 100% more Critical Strike Chance against Enemies that are not on Low Life - Removed: +100% to Critical Strike Multiplier against Enemies that are on Low Life - Removed: Critical Strikes have Culling Strike - Added: Increases and Reductions to Stealth also apply to your Critical Strike Chance at 400% their value. - Added: 50% increased Stealth - Added: You take 50% reduced Reflected Damage. [You need to combo this with Pantheon but at least now it's reliable.] For the Jugular [This one for me screams more "just kill the guy somehow" compared to the other node. It's more about a dirty job.] - Removed: +100% to Critical Strike Multiplier against Enemies that are not on Low Life - Removed: 100% more Critical Strike Chance against Enemies that are on Low Life - Removed: Critical Strikes have Culling Strike - Added: Deal 20% more Damage against Rare and Unique Enemies. - Added: Deal 1% less Damage with Hits and Ailments to Rare and Unique Enemies for each second they've ever been in your Presence, up to a maximum of 20% - Added: Culling Strike Trickster Heartstopper [Theme, stop the heart of the enemy but also the heart stops from the player when you drop low. Trickster is trickster for both enemy and player, it's a funky class.] - Removed: Every 10 seconds: Take 50% less Damage from Hits for 5 seconds Take 50% less Damage over Time for 5 seconds - Added: Take 1% less Damage from Rare and Unique Enemies for each second they've ever been in your Presence, up to a maximum of 12% - Added: Nearby Enemies have 100% reduced Life Regeneration Rate - Added: Life Recovery other than Flasks cannot Recover Life to above Low Life Polymath - Removed: 2% more Damage for each different type of Mastery you have Allocated - Removed: Recover 1% of Life on Kill for each different type of Mastery you have Allocated - Removed: Recover 1% of Energy Shield on Kill for each different type of Mastery you have Allocated - Removed: Recover 1% of Mana on Kill for each different type of Mastery you have Allocated - Added: 1% more Damage for each Mastery Allocated - Added: You can allocate Masteries more than once [I think this would just be more interesting and make for super unique thing only this class can do.] One Step Ahead -> Masterful Disguise - Removed: Nearby Enemy Monsters' Action Speed is at most 90% of base value - Removed: Your Action Speed is at least 90% of base value. - Added: While wearing Magic Boots, Gloves and Helmet, your Action Speed is at least 100% of base value. [Has always been problematic node that has been too good, now is at least good again but comes at a big downside.] - Added: 100% increased bonuses gained from Equipped Magic Boots [These are inspired by the Runegraft, so the stat exists in PoE programming already and it's interesting how you can "double up" on prefixes and suffixes but you lose overall stats.] - Added: 100% increased bonuses gained from Equipped Magic Gloves - Added: 100% increased bonuses gained from Equipped Magic Helmets Saboteur [I think I like all Sabo nodes. If traps and mines and triggers weren't flawed or weak by default it would be really cool.] Bomb Specialist [I hate the randomness of this node, so please let's try something new and funky.] - Removed: Hits have 30% chance to deal 50% more Area Damage - Removed: 30% chance to take 50% less Area Damage from Hits - Added: Increases and Reductions to Area also apply to Area Damage at 200% of their value. - Added: 100% increased Mine Duration [Smoke Mine enjoyers, thematic because it's clearly meant as this skill that a guy detonating a bomb wold be using to get away quickly before the explosion.] - Added: +10% Quality of AoE Gems Witch Occultist Withering Presence [They made chaos pops work with minions but then just stopped making Occultist work with minions. Yes necromancer exists but I think all Witch classes should have minion compatibility. This is interesting for Poison Minions, Chaos Golems, Specters, ...] - Removed: 15% more Chaos Damage - Removed: Nearby Hindered Enemies deal 15% reduced Damage over Time - Added: You and your Minions deal 15% more Chaos Damage - Added: 10% reduced Damage Taken from Damage over Time Vile Bastion [I think this improves the theme and makes Occultist work better as CI class. I think Occultist is THE CI class in the game so it's awkward it has flat regen. And now it comes with a downside and thus it's a "Vile" Bastion.] - Regenerate 10% of Energy Shield per second (previously 100 per second) - Added: You cannot Leech. Forbidden Power: - Removed: Gain a Power Charge after Spending a total of 200 Mana - Added: Gain a Power Charge after Spending a total of 200 Life, Energy Shield or Mana Elementalist Heart of Destruction - Convergence Buff now scales with sources of Faster and Slower Buff Effect Expiration Rate. Bringer of Ruin: [I think it reads OP but it wouldn't really affect anything other than HOAG and I think Phrecia showed that even when HOAG is super buffed it's not meta.] - Added: Herald Skills deal 66% more Damage Necromancer Mindless Aggression [This node is just hella boring.] - Removed: Minions have 20% more Maximum Life - Removed: Minions deal 10% more Damage - Added: Increases to Minion Life also grant you increased Minion Damage. (This works with Spiritual Aid and similar modifiers.) - Added: 100% increased Minion Life - Added: Minions Regenerate 2% of Life per second - Added: You and your Minions deal 20% less Damage if a Minion has been killed recently [Balance knob for DD,...] Scion Ascendant Rework it completely and instead of every node granting 3-4 stats related to the class, take the 1 thing that is key and unique to that ascendancy and put it on Ascendant as 1 node 1 liners only. It's the wild combo class that lets you do everything but it doesn't gain the bonus stats that the normal class gains. At least this would be my approach, currently a lot of Ascendant nodes are like "half good" for builds and I'd prefer if, when a node fits, it truly fits, and not just "half decent". Elementalist: Your Damage always Shocks, Ignites and Chills. Occultist Enemies you Kill have a 30% chance to explode, dealing Chaos Damage equal to half of their Life. Necromancer: Your Offerings also affect you. Hierophant: +2 to maximum number of Summoned Totems. Inquisitor: Critical Strikes ignore Enemy Elemental Resistances. Guardian: 50% increased Reservation Efficiency of Skills Chieftain: All Maximum Elemental Resistances are equal to your Maximum Fire Resistance. Berserker: Rage has 100% increased effect. Juggernaut: Endurance Charges grant +1% Physical and Elemental Damage reduction. Gladiator: Your Block and Spell Block Chance is Lucky if you have Blocked recently. Slayer: Life Leech effects are not removed at Full Life. Champion: You and nearby Allies have 15 Fortification. Deadeye: You have and nearby Allies have Tailwind. Pathfinder: Flasks gain 3 Charges every 3 seconds. Warden: You can have an additional Tincture active Assassin: All Damage from Hits can Poison Trickster: You can allocate Masteries more than once. Saboteur: Increases and Reductions to Area of Effect also apply to Damage. Banners [This matters for Champion. Current Banners have awkward effects that I don't understand why I would want them only in a specific area around them. I think the system is fine by now but the stats you gain from Banners just are awkward and not build enabling. All Banner bonuses are now generic and neither Melee nor Attack keyword bound. I don't see why the Banner fantasy has to be bound to Melee Attacks, especially when Banners also make me think of e.g.: a Bard or Troubadour class which would be usually more of a Spellcaster type. ] War Banner - Removed: 8% increased Accuracy Rating to you and Allies - Removed: 4% more Phyiscal Damage with Melee Skills to you and Allies - Added: +100 Accuracy to you and Allies - Added: 4% more Physical Damage to you and Allies Defiance Banner - Removed: 8% increased Movement Speed to you and Allies [?????? Why would I want Movement Speed in my Banner Area??????] - Removed: 8% chance to Suppress Spell Damage to you and Allies [Spell Suppress is something I want ALWAYS not just in my Banner?????] - Added: +200 Armor to you and Allies [This helps low armor characters providing flat and on Armor stackers this banner can now become a DMG button, yay] - Added: +10% Damage Recouped as Life to you and Allies [Put this up when you expect to take damage and it helps you and it's super reliable] Dread Banner - Removed: +4% chance to Block Attack Damage to you and allies - Removed: Recover 9-34 Life when Blocking to you and allies - Added: +1% maximum Life Threshold to be considered Low Life to you and allies [Champion synergy and new way to be able to be "low life"] - Added: 5% increased Taunt duration [Champion base taunt duration can be awkward with some setups, this can help and is thematic]