Just wanted to drop some of my personal thoughts and feedback (maybe a little bit of a rant, tbh) on the current state of the game and the recent 1.3 patch notes. Most of this applies to 1.2.1.6 as well.
Normally, I’d record a video to back all this up, but I do not have enough time and energy. So, here’s a quick text breakdown based on my own extensive testing of what feels kinda weak right now.
Soldier
- 2H Forcewave is seriously lagging behind the 1H version, especially with how crazy the Octavius set is. It’d be awesome to see some RAtA added to 2H Forcewave. Soldier is the OG retaliation mastery, but it honestly lacks the skills/modifiers to fully push that playstyle.
Demolitionist
- Stun Jacks really needs some love. It’s basically forgotten at this point. Only a couple of sets like Light’s Guardian and Harra’s support it, and they aren’t even that strong. Plus, relying on specific green MIs just to get life steal feels bad.
- Demo has huge base physical damage and nodes like Temper, but absolutely ZERO physical RR. So, everyone just converts the physical damage to elemental or whatever instead of actually playing a phys Demo. Kinda misses the mark, since Demo totally has the vibe of a heavy physical mastery.
Occultist
- Sigil of Consumption’s single-target damage is kinda meh. Even with the lower cooldown, I’d honestly prefer casting one really strong, high-DPS Sigil rather than having to spam and stack a bunch of them.
- Bloody Pox should probably just stick to being a utility/debuff skill rather than getting pure damage modifiers. We’re never really going to use it as a core DPS skill anyway.
- Doom Bolt radius should definitely scale with skill level.
Nightblade
- Nightblade is in a great spot rn, but I’d love to see some RAtA builds for it (other than the usual Dreegal’anore stuff) just to mix things up.
Arcanist
- Olexra’s Flash Freeze is mechanically weird. Since it only applies RR when enemies are actually frozen, it’s basically useless against endgame bosses. Super fun concept, but practically garbage for endgame, tbh.
- Callidor’s Tempest numbers are just too low. The last real buff it got was in 1.1.9.8. Compared to the massive buffs other skills got after 1.2, CT just feels weak now.
Shaman
- Devouring Swarm’s RR is super clunky. Almost every other mastery gets these nice, big circular AoE debuffs, while Shaman is stuck with a narrow straight line. It feels awful to use. Plus, 5 seconds duration at level 16? Come on. Compare that to a 0-CD Curse of Frailty giving you 12 seconds in a huge AoE at level 10.
Inquisitor
- Locking Aura of Censure to elemental RR really hurts build diversity. Because it holds the RR, it loses out on other damage stats. If I want to play an elemental Inq + Oathkeeper/Shaman, my exclusive aura is 100% locked. It’d be way better if the RR was moved to Death Sentence or Seal.
- Speaking of the 1.3 patch notes… damage reduction got buffed across the board, but Censure? Nothing. Makes the skill feel even more useless. Also, Aspect of the Guardian got a phys res buff, but Aura of Conviction got completely ignored. Very fun.
- Runes of Hagarrad / Kalastor builds eat up way too many skill points and have zero sustain. Even with all the gear modifiers, the playstyle feels surprisingly weak rn.
Necromancer
- Ill Omen’s main job is damage reduction, but you have to actually target an enemy. Ravenous Earth does the same job but way better in an AoE. Are we seriously supposed to use Ill Omen as a main DPS skill?
Oathkeeper
- Aegis of Menhir has a mountain of modifier gear, but it never reaches the top tiers. The CD version isn’t any better than other CD skills, and the spam version via the Conduit nerfs your damage into the ground.
- Judgment is just a bad skill, honestly. It’s sitting in the same trash tier as OFF and Blade Trap. Heart of Wrath gives RAtA, but it only ticks once every 5 seconds instead of every second. Nobody is going to use that as a core retaliation skill. Aside from pulling aggro, it’s a waste of skill points.
Critical Strikes
- Crate keeps hammering crit damage in 1.3, including devotions, and I think it’s the wrong move. High crit builds get their massive multipliers from exclusive auras (like Divine Mandate) and skill nodes (like DEE’s Terrifying Gaze giving 50-65% alone). Nerfing a devotion that gives like 10% crit damage doesn’t stop the OP builds, it just punishes the weaker builds that are desperately trying to get enough crit to even function.
Equipment
- Grasp of Unchained Might giving Pierce-to-Phys conversion for Aura of Conviction makes zero sense.
- Band of the Eternal Haunt is barely used by Elemental builds, but flat RR is huge for Pierce Inquisitors. It’d be great if this ring added flat Pierce damage to actually fit the builds that want to use it.
- Conduit of Whispers prefixes give fun niche modifiers, but they really should add +2 or +3 to the specific mutated skill. These niche builds struggle hard with getting enough skill points, and this would help them actually compete.