[[BUFF REQUEST]] IN 3.28, CAN PATHFINDER'S USELESS NODES BE BUFFED?
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Okay, so...not sure how often I have to ask for these buffs, BUT...
Nature's Boon: it's a stupidly weak node, and here's the math: Eternal Lab: you have 4x5% inc. effect of flask effect from minors applying to 5 flasks. 5x20 = 100% total inc. flask effect. But this dumb node, assuming you use a life flask and ONE unique flask? 3x30%. 90%. Less than your combined bonuses from your minor nodes. This is pathetic. Master Alchemist: undependable, thus pointless. If you can't sustain flasks in hideout, it means you can't sustain them in single-target situations. Anyone and their dog can sustain flasks while mapping. The elemental ailment removal does nothing when monsters can reapply it. This node is incredibly weak, especially for a four-pointer. Master Distiller: AKA "drain your flasks just for using a travel skill". Jungroan made a YouTube video about how using it is actively detrimental. The combination of these three nodes being as awful as they are pigeonholes Pathfinder into a very select few builds, essentially amounting to PoCo of Bouncing into Mambastrike, and while Mamba is a solid endgame build, it's pathetic that Pathfinders are more or less pigeonholed into this one specific build. So...here are some suggestions to make useless nodes a bit less useless. Nature's Boon: 40% increased effect of flasks on you. Instead of 30% of magic utility, just an all-across-the-board 40% increase. And then: your maximum life is increased by 50% of your increased flask effect. Considering that occultist gains 75% ES from her two pointer for filling out spell block, pathfinder gaining ~40% inc. max life from this node + minors + tides is probably okay. Master Alchemist: Your flasks consume 20 charges instead of their stated value. Your flasks last for 8 seconds instead of their stated value. Your elemental resistances against damage over time are equal to your highest uncapped elemental resistance. Basically, the gladiator Determined Survivor node, but for flasks, and then the defensive aspect might allow Taste of Hate to not just be a stopgap on the way to Progenesis. Master Distiller: the easiest change would be to go back to the 20 exposure/150 crit/25% of phys gained as chaos while affected by the flasks, instead of draining them. An even cuter rework might be: "apply 30 additional exposure with hits for each elemental resistance granted by a flask that affects you". So a bismuth would apply 30 exposure of each element, while a sapphire would apply 30 cold exposure, and so on. Please discuss? Last bumped on Feb 26, 2026, 2:58:05 AM
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