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New 19 Ascendency Classes in Legacy of Phrecia

New 19 Ascendency Classes in Legacy of Phrecia

Check out what are the new 19 Classes in Legacy of Phrecia Event for Path of Exile and what are the suggested builds for each

Legacy of Phrecia Event
Exploring the new Path of Exile's Ascendencies

Last update: February 18, 2025

 

The Legacy of Phrecia event in Path of Exile is set to shake up the game with an entirely new set of 19 Ascendancy classes, each bringing fresh mechanics, unique passives, and exciting playstyles. Unlike traditional Ascendancies, these new classes introduce powerful thematic abilities, altering how players approach character building. Whether it’s commanding spectral minions, manipulating time, or harnessing divine power, each class offers innovative tools that will redefine endgame strategies.

From the Ancestral Commander, who summons Karui spirits to fight alongside them, to the Wildspeaker, who taps into the primal aspects of the First Ones, these Ascendancies create exciting opportunities for theorycrafting. Some focus on synergies with existing skills, while others introduce entirely new mechanics, such as the Puppeteer’s enhanced minion control or the Harbinger’s time-based abilities.

Below, you'll find a curated list of powerful build ideas for each of the new Ascendancies, helping you take full advantage of their strengths in this event. Whether you enjoy minion builds, critical strike stacking, heavy melee damage, or intricate spellcasting setups, there’s something here for every playstyle. Let’s dive in!

 

NEW WITCH ASCENDENCIES
1. Harbinger

Harbinger's abilities will feel familiar to Harbinger item's users, so basically no one. However, as bad as these items are, the Ascendancy Passives have certain merits. Here's what these cryptic Harbinger Skills do: 

  • Greater Harbinger of Time Skill, from The Torrent's Reclamation, grants 10% increased action speed for 8 seconds every 10 seconds.
  • Greater Harbinger of Focus Skill, from The Immortal Will, grants immunity to curses, immunity to status ailments, Stun immunity, and 20% damage reduction for 4 seconds every 8 seconds, but only if you're Channelling.
  • Greater Harbinger of the Arcane Skill, from The Surging Thoughts, grants Arcane Surge and The Surging Thoughts for 4 seconds every 8 seconds. Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration Rate, but there are ways to scale up this effect further. The Surging Thoughts grants 15% chance to Shock and 10% Lightning Penetration.

Suggested Builds: The 40% increased Cooldown Recovery Rate is such a big boost to this, usually hard-to-obtain, stat, that'll be quite likely popular in builds whose power stems from reducing Cooldown, such as in CoC, Impending Doom, or Warcry builds. Just keep in mind that the cast/trigger rate is harder to calculate the smaller the number gets. The actual cast/trigger rate will be rounded to match server ticks, which is once every 33 milliseconds.

Possibly a Channelling build will be a better option. With the reduced expiration rate of Buffs on you, you can keep the Greater Harbinger of Focus Skill on you for the full 8 seconds, meaning it'll be always active as long as you're always Channelling. Just don't use Temporal Chains for self-curse as you'll be immune to Curses. A good example of a build that'll benefit from increased Cooldown Recovery Rate as well as Greater Harbinger of Focus are all the flavours of CoC Cyclone builds.

"100% increased Area of Effect of Hex Skills" is very desirable in an Impending Doom build - you need the AoE scaling for overlaps with Vixen's Entrapment. Combine it with a 40% Cooldown Recovery Rate to lower the Cooldown in the same item to trigger Doom Blast right on time.

The Harbinger of the Arcane branch seems weak. Stats like Mana Recovery rate,  ES Recovery Rate, Arcane Surge, or Chance to Shock are usually not something to be worried about or are easily obtainable. Nonetheless, you can benefit from them in an ES-based Lightning Damage Spellcaster. The remaining points may be spent to further specialize in Channelling or Triggering.

Passive Effect
Harbinger of Flow 40% increased Cooldown Recovery Rate
Harbinger of Time Grants Summon Greater Harbinger of Time Skill
Harbinger of Faith Buffs on you expire 30% slower
Debuffs on you expire 30% faster
Harbinger of Focus Grants Summon Greater Harbinger of Focus Skill
Harbinger of Will Immune to Curses while Channelling
Unaffected by Chill while Channelling
Unaffected by Shock while Channelling
Harbinger of Curses 100% increased Area of Effect of Hex Skills
Temporal Chains has no Reservation if Cast as an Aura
Harbinger of Thought 30% increased Energy Shield Recovery rate
30% increased Mana Recovery rate
Harbinger of the Arcane Grants Summon Greater Harbinger of the Arcane Skill
2. Herald

The Herald Ascendency, just like the name suggests, is all about the Herald Skills. You are forced to pick the Coming Calamity as your first choice, which disables all Auras, but massively improves your Reservation Efficiency of all Herald Skills. It allows you to effortlessly use 6-link setups for your Heralds without worrying about running out of Mana, and you can still use defensive non-Aura Reservation Skills like Aspect of the Spider or Tempest Shield. 

Suggested Builds: Herald of Agony is probably the best choice for this Ascendency. It is a Summoner style that uses only one, but insanely powerful Minion to do all the work. The Agony Crawler gains a massive amount of Damage and Attack Speed per each stack of Virulence, which this Ascendency raises by 25. You gain Virulence by Poisoning Enemies, which requires you to constantly deal even a small amount of Damage, making it a quite active style. It requires a specific setup, so combining it with other Minions is usually not worth it. 

You can also opt for the Herald of Purity, as with the Scourge you will be able to summon 6 powerful Melee Minions instead of the usual 4. Their AoE coverage is a bit lackluster, so you will probably want to incorporate some other Minions that suit the play style, such as Dominating Blow for ultimate Melee fighting Summoner, or Absolution for more support from a far distance. 

It is also possible to make a working Autobomber Build with the Herald of Thunder and Herald of Ice, Those Builds usually struggle with scaling the Damage due to their non-existential base Critical Strike Chance, which the Persecution Notable fixes immediately. Unlike the Surfcaster variant, you will be able to use the Annihilating Light Staff for the Triple Damage modifier, and the Inpulsa's Body Armour won't be required thanks to the massive AoE bonus for the Herald of Ice. However, this version will definitely require a higher budget to achieve satisfying results, so it is not recommended for the start. 

Passive Effect
Coming Calamity   Your Aura Skills are Disabled
200% increased Mana Reservation Efficiency of Herald Skills
Future Nostalgia +75% to Chaos Resistance while affected by Herald of Agony
Herald of Agony has 100% increased Buff Effect
Future Regret Herald of Thunder has 100% increased Buff Effect
+5% to maximum Lightning Resistance while affected by Herald of Thunder
Future Anguish Herald of Ash has 100% increased Buff Effect
+5% to maximum Fire Resistance while affected by Herald of Ash
Future Fear Herald of Ice has 100% increased Buff Effect
+5% to maximum Cold Resistance while affected by Herald of Ice
Future Guilt Herald of Purity has 100% increased Buff Effect
15% additional Physical Damage Reduction while affected by Herald of Purity
Damnation Gain additional Elemental Damage Reduction equal to half your Chaos Resistance
Maximum Endurance, Frenzy and Power Charges is 0
Retribution 20% Chance to gain Elemental Conflux for 4 seconds when you kill an Enemy
Scourge  +2 to maximum number of Sentinels of Purity
+25 to Maximum Virulence
Minions deal 66% increased Damage while you are affected by a Herald
Persecution  +5% to Critical Strike Chance of Herald Skills
Herald Skills have 50% increased Area of Effect
Apocalypse +3 to Level of all Herald Skill Gems
3. Bog Shaman

The Bog Shaman introduces some very interesting concepts with Life Cost of Skills used as a way to scale your Damage but is also the go-to Ascendency for most DoT Skills. The Rotten Core Notable seems to be quite awkward to utilise fully to scale Damage, but it can be used for the utility of triggering various CWDT setups or enabling permanent 10% Life Regeneration from the Doppelganger Guise Body Armour. 

Suggested Builds: The Pandemic offers a massive Damage boost for DoT Spells, but the Fell Fen makes Chaos DoTs like Blight of Contagion or Toxic Rain especially powerful. You will need the Chaos Innoculation Keystone to mitigate the downsides in the endgame, but for most Starter Builds having 0 Chaos Resistance is substantially better than negative 60%.  The Toad Pact is also very good, as the Elemental Resistances are much easier to acquire on your gear than additional AoE or Skill Effect Duration. 

With the Sanguine Power and Nightblood, you can achieve insane amounts of maximum Life, and use it together with the Sacrifice Support to add massive amounts of Chaos and Physical Damage to your Spells. However, those types of Builds require expensive Items to truly shine, such as the Rathpith Globe Shield, or generally well-rolled Rare Items. They will be definitely powerful, but we wouldn't recommend anyone to start a fresh league with them. 

Passive Effect
Sanguine Power Removes all Energy Shield
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
-3 Maximum Life per Level
Toad Pact  -20% to all Elemental Resistances
50% increased Projectile Speed
50% increased Area of Effect
50% increased Skill Effect Duration
Pandemic Lose 5% of Life per second if you have been Hit Recently
40% more Damage over Time
Vile Imprecations  Nearby Enemies have Malediction
30% increased Reservation Efficiency of Curse Aura Skills
Nightblood Skills gain a Base Life Cost equal to 25% of Base Mana Cost
Spells you cast yourself gain Added Physical Damage equal to 80% of Life Cost, if Life Cost is not higher than the maximum you could spend
Rotten Core Your Skills deal you 100% of Mana Spent on Upfront Skill Mana Costs as Physical Damage
Skills gain Added Chaos Damage equal to 40% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
Eerie Silence Grants Level 20 Pacify Skill
Enemies Pacified by you take 30% increased Damage
Fell Fen Nearby Enemies' Chaos Resistance is 0
Chaos Resistance is Zero
Venom Drinker +100% chance to be Poisoned
+5% to all maximum Resistances while Poisoned
You cannot be Poisoned while there are at least 5 Poisons on you

 

NEW SHADOW ASCENDENCIES
1. Surfcaster

The Surfcaster is probably the most interesting Ascendency on the list. It offers a very good mix of Damage, Speed, and conditional Defense in the form of Freeze. The Ghost of the Deep offers massive bonuses during the campaign which can save you a lot of time, but it remains fairly useful even in the late game. The two Fishing Rod Notables offer insane bonuses for Spells and Herald Skills, but getting one can be tricky. The Changing Seasons is also amazing, but it requires a specific Setup to pay off, such as picking up the Lethe Shade Notable to make it last longer or using the Trigger modifier on Weapon to inflict Chill on you consistently. 

Suggested Builds: Basically any Lightning Spell Caster will work with this Ascendency. You can experiment with Spells like Arc, Lightning Conduit, or Crackling Lance to find what gameplay feels the best for you and make it work with this Ascendency. In the end-game, you will have two excellent choices: raise your maximum Resistances and use Nebulis to massively increase your Cold-converted Damage, or use a Fishing Rod for guaranteed Criticals and massive Cast Speed. 

If you manage to obtain the Fishing Rod, you should also consider the Herald of Thunder Autobomber Build. With the guaranteed Critical Strikes and easy access to the proliferation of the Shocks for the Inpulsa's Body Armour, it will definitely be one of the fastest Builds for clearing Maps. 

This Ascendency can also be used for Attack Builds. Thanks to the reversed effect of Chill it can easily match the speed of a usual Deadeye Build, and the possibility to Freeze all Enemies with your Lightning Strike or Lightning Arrow is an unmatched defensive layer for those types of Builds. 

Passive Effect
Ghost of the Deep You are Touched by a Tormented Illegal Fisherman granting:
20% increased Damage
30% increased Attack Speed
30% increased Cast Speed
30% increased Movement Speed
Sea Legs +30% to Cold and Lightning Resistances
Critical Strike Chance is increased by Overcapped Lightning Resistance
Evasion Rating is increased by Overcapped Cold Resistance
Screaming Reels  50% more Cast Speed while holding a Fishing Rod
Baited Breath All hits are Critical Strikes while holding a Fishing Rod
Stormy Seas  100% of Lightning Damage Converted to Cold Damage
Your Cold Damage can shock
Changing Seasons All Damage Taken from Hits can Chill you
The Effect of Chill on you is reversed
Glacial Wave Enemies Chilled by your Hits lessen their Damage dealt by half of Chill Effect
Enemies Chilled by your Hits have Damage taken increased by Chill Effect
Within the Tempest Enemies you kill are Shocked
Shocks you inflict spread to other Enemies within 1.5 metres
Brine Bound 50% chance to Freeze Enemies for 1 second when they Hit you
Enemies you Freeze remain Frozen for at least 1 second
2. Servant of Arakaali

The Broodguard is definitely the most important Notable here and makes this Ascendency very unique, but it doesn't mean you have to play it as a Summoner. Each Spider out of 20 you can summon grants you 2% increased Attack Speed and 15% increased Damage with Poison, or possibly even more as the details of level 20 Skill are still unknown. 

Suggested Builds: That said, the Arachnomancer seems to be the most suitable option. Unlike the usual Arakaali's Fang version, you can't use the Support Gems to make your Spiders stronger. However, the difference between levels 1 and 20 of this Skill should definitely make up for that, and you can use a real Weapon this time. At first, we recommend focusing on Poison Damage as it is easier to scale, but Neurotoxin enables a very powerful way of scaling Crit, which is very unusual for Minions. 

The other option is to use the Fatal Bite Notable and focus on your own Damage. It would work best with Physical Damage, which leads you to Physical Spells like Blade Vortex or Blade Blast. You could also use Blade Trap for more focus on the Attacks instead. Admittedly, this side of the Ascendency is less exciting, and could probably work better on a different Class altogether. 

Passive Effect
Skincrawlers  Minions have 50% chance to Poison Enemies on Hit
Minions have 10% chance to inflict Withered on Hit
Broodguard Trigger Level 20 Raise Spiders on Kill
Neurotoxin Minions have +5% to Critical Strike Multiplier per Withered Debuff on Enemy
Minions' Base Attack Critical Strike Chance is equal to the Critical
Strike Chance of your Main Hand Weapon
Threadspinner  Grants Level 30 Aspect of the Spider Skill
Aspect of the Spider has no Reservation
Silk Dancer Enemies affected by your Spider's Webs deal 15% reduced Damage
Enemies affected by your Spider's Webs have -15% to All Resistances
Fatal Bite Gain 30% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
20% chance to gain a Power Charge on hitting an Enemy affected by a Spider's Web
Malevolent Strands Grants Level 15 Envy Skill
Envy has no Reservation
Weaver's Contrition Grants level 20 Penance Mark
3. Blind Prophet

The Blind Prophet is a very powerful and versatile Ascendency for any Attack-based Builds, but it is also the best pick for anything related to Cast on Critical Setups. The 12% Base Critical Strike Chance from the Sightless is easily one of the strongest Ascendency Notables in the game. The remaining options are also very good - the Nimis is one of the most expensive items in the game, and now you can have half of its effects for completing the Cruel Labirynth. The Lightless is also interesting - with this Notable, you can get a lot of extra maximum Life, which is usually troublesome for Builds on the right side of the Passive Tree. 

Suggested Builds: Any Cast on Critical Build will work very well. You will still need hefty investments into Critical Strike Chance for Spells, but you will effortlessly reach a consistent Trigger Rate with any Attack, which is the most important factor for smooth gameplay. You can opt for classic setups with Cyclone with Cospri's Malice or Mjölner, Voltaxic or Rare Bow with Blast Rain or Rain of Arrows, or more recent Setups with Lancing Steel and a Rare Sword, or even Rare Axe with the Settlers-exclusive Fire Trigger Enchant. The Spell of choice is also very subjective - the Returning Projectiles from the Directionless Notable will make Ice Spear or Creeping Frost very deadly against Bosses, while Restless will make your Clear Speed with Physical Spells like Exsanguinate even better. 

It is also a great choice for the Molten Strike of the Zenith, which is one of the strongest Melee Skills in the game currently. The Returning Projectiles for this Skill are more effective than usual as it causes much better AoE overlap than the initial Hit. This Build is the most popular with a Strength-stacking Weapon as it is simply the most effective way to obtain Damage on an unlimited Budget currently, but it can work with a generic Elemental Weapon just as well, for which Abyss Jewels can come in very handy. 

Passive Effect
Sightless   Base Critical Strike Chance for Attacks with Weapons is 12%
You are Blind
Lightless  5% increased Maximum Life per Abyss Jewel affecting you
5% increased Maximum Mana per Abyss Jewel affecting you
Formless Trigger Level 30 Shade Form when Hit
30% increased Skill Effect Duration
Shapeless 50% chance to gain Elusive on Critical Strike
Elusive is removed from you at 50% effect
Restless  Non-Aura Curses you inflict are not removed from Dying Enemies
Enemies near corpses affected by your Curses are Blinded
Enemies Killed near corpses affected by your Curses explode, dealing 5% of their Life as Physical Damage
Faithless Your Curse Limit is equal to your maximum Power Charges
Directionless  Projectiles have 50% chance to Return to you
Projectiles are fired in random directions
Careless Skills fire 2 additional Projectiles

 

 

NEW RANGER ASCENDENCIES
1. Daughter of Oshabi

The Daughter of Oshabi is a good Ascendency, but the other Ranger's options are simply even more amazing. The theme here is somewhat lost - it focuses on many different things, making each of them individually quite weak. With the Roots of the Grove, you can use Elemental Damage to inflict Poison, but you must Hit Enemies 5 times before it's enabled. The Spellslinging is extremely strong Notable for this Archetype, as the modifier here is not a simple Reservation Efficiency - it halves any Reservation on this Skill. That said, it is still weaker than Cast on Crit Setup, although much easier to set up. The Illuminating Wisps is also an insanely strong Node - but for regular Attack Wanders only, as it does not interact with Spell Slinger Skills, yet you will have to spend your precious Points on this Node to unlock the Spellslinging. Lastly, the Forest Tracking and Oath of the Magi can be paired to achieve absurd amounts of Evasion Rating to make your Attacks deal greatly increased Damage. 

Suggested Builds: To make the most out of this Ascendency, we recommend a Poison Spellslinger with Elemental Spell. The Sacred Wips can be quite useful as utility tools - they can inflict Grasping Vines to enable Elemental Poison, as well as Wither to massively increase the Chaos Damage Enemies take. 

The other recommendation is an Attack-based Wander with a Rare Wand with Lightning Damage per Intelligence modifier. That way you can get tons of Evasion Rating scaling from the Shaper's Touch Gloves, which grant you a 2% Evasion Rating per 10 Intelligence. Since you will be stacking as many Attributes as possible anyway, it will grant you tons of additional Damage from the Forest Tracking Notable.

Passive Effect
Roots of the Grove All Damage inflicts Poison against Enemies affected by at least 5 Grasping Vines
Inflict 1 Grasping Vine on Hit
Woodland Shrines  Trigger Level 20 Create Lesser Shrine when you kill an Enemy
Innate Blessing Gain a random shrine buff every 10 seconds
Illuminating Wisps  +2 to maximum number of Sacred Wisps
+2 to number of Sacred Wisps Summoned
Spellslinging Skills Supported by Spellslinger have 50% increased Cooldown Recovery Rate
Skills Supported by Spellslinger have 50% reduced Mana Reservation
Oath of the Magi  Defences from Equipped Body Armour are doubled if it has no Socketed Gems
+60% to all Elemental Resistances if you have an Equipped Helmet with no Socketed Gems
30% increased Maximum Life if you have Equipped Gloves with no Socketed Gems
30% increased Movement Speed if you have Equipped Boots with no Socketed Gems
Forest Tracking 2% increased Attack Damage per 450 Evasion Rating
Rare and Unique Enemies within 120 metres have Minimap Icons
2. Whisperer

The Whisperer is suitable for a very narrow set of Builds, but in that niche, it is insanely powerful. It heavily focuses on a specific style of scaling Attack Damage, which is stacking lots of Mana and using Indigon Helmet for the massive amount of Spell Damage bonuses, converted into Attack Damage at 150% efficiency. While this setup can work with basically any Attack in the game for any type of Weapon, it naturally works best with Skills that already have built-in Mana scaling to elevate them to the maximum potential. You will also have an almost permanent effect on Berserker Buff, as you will generate tons of Rage.

Suggested Builds: Power Siphon of Archmage gains 24% of your Maximum Mana as Added Lightning Damage and offers very smooth Clear Speed thanks to auto-targeting. It also scales with Spell Damage modifiers on its own, so you can use the have you forgotten? Notable to make your Projectiles Fork, for even better Clear. It can be used manually, or combined with Ballistas, such as showcased in our Build Guide for the Hierophant.

The similar, yet very different option is to use the Kinetic Blast of Clustering. It scales slightly less with Mana, as it offers only 15% of Maximum Mana as Added Damage, but this time it adds Physical Damage. It gives you the opportunity to convert it into a different type, such as Chaos, using a single Notable on the Cluster Jewel and benefiting greatly from the Withering Debuff to further improve your Damage, just like in our Kinetic Blast of Clustering Deadeye Build. The Clear Speed is also great, despite having only one Projectile you can use Spellslinger to create Tornado on every Attack, causing a massive amount of AoE overlaps. 

Passive Effect
an infinite pursuit  Intelligence provides no inherent bonus to Maximum Mana
+1 to Maximum Mana per Dexterity
don't panic yet 100% of Physical Damage is taken from Mana before Life
we know all 50% increased Mana Cost of Skills
Attack Skills have Added Lightning Damage equal to 4% of maximum Mana
wait a little Gain 10 Rage after Spending a total of 200 Mana
breathe deep 50% increased Mana Recovery from Flasks
Non-instant Mana Recovery from Flasks is also Recovered as Life
there is more +4 to Minimum Frenzy Charges
+4 to Minimum Power Charges
+1 to Maximum Frenzy Charges and Maximum Power Charges
not a word 50% increased Blind Effect
100% increased Stealth
Blind Enemies on Hit
your mind is destroyed Increases and Reductions to Spell Damage also apply to Attacks at 150% of their value
have you forgotten? Projectiles from Attacks Fork
Projectiles from Attacks can Fork 1 additional time
3. Wildspeaker

Wildspeaker is a master of Aspect Skills. The Aspect of the Avian or Crab is not really useful, but the Aspect of the Cat is insanely good for any Flicker Strike Build. The reason for that is the Fearful Symmetry Notable which grants you Frenzy and Power Charges every time you gain Cat's stealth. Thanks to this you can use Flicker Strike with any Weapon, and any Body Armour, which was always the biggest restriction for such Builds. That's not all - the Scourge of the Wilds allows you to get a great amount of Damage by stacking Dexterity Attribute. You can also easily cap your Spell Dodge with the Primal Instinct Notable and Acrobatics Keystone. Lastly, you can use the Greatwolf's Call to get 8% Action Speed from Tailwind Buff, or the Pack Mentality for extra Physical Damage Added to Attacks for each active Wolf. 

Suggested Builds: The obvious choice is the Flicker Strike - with this Ascendency you don't need to worry about the Cooldown and Frenzy Charges at all. At first, you can use a usual Elemental Sword or Claw, but at later stages, we recommend a Rare Weapon with a special modifier that Adds Cold Damage per 10 points of Dexterity, which will also greatly increase your Damage with the Scourge of the Wilds. The Voidforge is also a very good option, as the Pack Mentality can grant you tons of Physical Damage, but it might be very expensive in the first weeks of League. 

The other recommendation is to use Facereaker Gloves with any suitable Skill, such as Smite. Each Spectral Wolf grants you 8 to 16 Physical Damage, and you can have 10 of them active at a given time. With Facebreaker Gloves it means 960 average Physical Damage added to your Attacks, which is simply insane. 

Passive Effect
Scourge of the Wilds  Minions deal 1% increased Damage per 5 Dexterity
Increases and Reductions to Minion Damage also affect you at 150% of their value
Greatwolf's Call  You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other
You and nearby Allies have Tailwind
Boon of the First Ones On Killing a Rare Monster gain 1 of its Modifiers for 20 seconds
Nearby Enemies Killed by anyone count as being killed by you instead
Primal Instinct  -15% to amount of Suppressed Spell Damage Prevented
+100% chance to Suppress Spell Damage
Flash of Teeth  Grants Level 30 Aspect of the Cat Skill
Aspect of the Cat has no Reservation
Fearful Symmetry Gain up to your maximum number of Frenzy and Power Charges when you gain Cat's Stealth
+1 to Maximum Frenzy Charges
+1 to Maximum Power Charges
Feathered Scales  Grants Level 30 Aspect of the Avian Skill
Aspect of the Avian has no Reservation
Above the Clouds 200% increased Aspect of the Avian Buff Effect
Aspect of the Avian also grants Avian's Might and Avian's Flight to nearby Allies
Pack Mentality Trigger Level 20 Summon Spectral Wolf on Critical Strike

 

 

NEW DUELIST ASCENDENCIES
1. Gambler

The Gambler offers decent Damage, and very good, although inconsistent, Defense. While being good, it doesn't offer anything particularly interesting or Build-enabling. The chance-based Defenses are not ideal either, and they don't work on the Damage over Time effect at all. The Lucky Critical Strike Chance would be awesome for Cast on Crit Builds, but unfortunately, the starting position on the Passive Tree is highly unfavourable. 

Suggested Builds: The Overly Confident can be active at all times with the Petrified Blood Skill active. It will also prompt you to use Bloodthirst Support, which adds 2% of your maximum Life as Physical Damage for your Attacks. Unlike most other options, it doesn't come with a possible minimum and maximum value, which means the Unlucky Damage roll from the Spectacular Parlay won't be that much of a problem. It would work best with Facebreaker Gloves or Voidforge, although the Wildspeaker is probably a better fit for that. The Gambler, however, seems to be a tankier option, especially thanks to Blocking over 90% of the incoming Attacks or Spells.  

Passive Effect
Risk Aversion 50% chance to Avoid Elemental Ailments
50% chance to Avoid being Stunned
Risky Exploit  -25% to all Elemental Resistances
50% chance for Elemental Resistances to count as being 90% against Enemy Hits
Reversed Odds Hits have 50% chance to treat Enemy Monster Elemental Resistance values as inverted
Overly Confident  Damage of Enemies Hitting you is Unlucky while you are on Low Life
Heads Chance to Block Spell Damage is Lucky
Chance to Block Attack Damage is Unlucky
Tails Chance to Block Spell Damage is Unlucky
Chance to Block Attack Damage is Lucky
Growing Accumulator 15% chance to deal Triple Damage
30% chance to deal Double Damage
Deal 25% less Damage
Spectacular Parlay Your Critical Strike Chance is Lucky
Damage with Hits is Unlucky
2. Paladin

The Paladin is also very good, but also quite bland. It offers a lot of Damage for generic Attack Build. You will increase the Elemental Damage taken by enemies by 25%, summon Relics that grant you powerful Wrath, Anger, and Hatred Auras, and you can Taunt Enemies to make them take even more Damage, which can be easily achieved with a Rare Abyss Jewel that grants you up to 8% Chance to Taunt Enemies on Hit, or an Autoexertion Setup. The fourth Ascendency would be usually the Field Medicine to make your Flask stronger. The extra level 30 Aura is not very useful, as it can't be linked with Enlighten Support to lower the Reservation Costs. It also can be an excellent Support Character, but that is a very niche playstyle. 

Suggested Builds: As mentioned, this Ascendency can fit almost any Attack Build, preferably Melee, but can also fit Ranged Builds that use Point Blank for maximum Damage output due to its close Range requirements on the Light of Divinity. The Anger and Wrath Auras will add tons of Elemental Damage to your Build, so you can use your Mana for defensive Auras like Purity of Elements, Grace, or opt for Speed with Haste. The best Skills would be the Lightning Strike or Molten Strike, but Wild Strike or Frost Blades can also work very well. 

The Bring the Battle also grants you infinite Power for your Warcries, which makes it the best choice for any Slam Skill, as those usually use a lot of Warcries to make your Hits slower, but deadlier. We recommend the Volcanic Fissure of Snaking which we already explored on the Chieftain Ascendency, which can be very easily converted for Duelist here. 

Passive Effect
Absolution  Curses are inflicted on you instead of Linked targets
40% increased Effect of Non-Curse Auras from your Skills while you have a Linked Target
Field Medicine  Magic Utility Flasks applied to you have 40% increased Effect
Non-Unique Utility Flasks you Use apply to Linked Targets
Deep Connections +5 to Level of all Link Skill Gems
Lose no Experience when you die because a Linked target died
Discipline Grants Level 30 Discipline Skill
Determination Grants Level 30 Determination Skill
Grace Grants Level 30 Grace Skill
Anointed Champion You have Consecrated Ground around you while stationary
Effects of Consecrated Ground you create Linger for 4 seconds
Light of Divinity  Nearby Enemies take 25% increased Elemental Damage
Elemental Valiance 25% chance to Trigger Level 20 Summon Elemental Relic when you or a nearby Ally Kill an Enemy, or Hit a Rare or Unique Enemy
Bring the Battle Enemies Taunted by you take 20% increased Damage
Enemies Taunted by you deal 20% less Damage with Hits and Ailments against other targets
Warcries have infinite Power
3. Aristocrat

Aristocrat is a very flexible class that can be used basically for anything, but it will be the best choice only for a handful of Attribute-stacking builds. Those are usually expensive and harder to assemble, so we are not sure if it's a recommended choice for a 30-day Event, but surely there will be those that will try to push this playstyle to its limit.  With the extra Passives, Levels, and Quality to your Support and Skill Gems, this may end up being a Top Tier class for Aurabot. The question is if a Support character is what you are looking for during such an exciting Event.

Suggested Builds:  The first thing that comes to mind when looking at all the Massive bonuses to all three Attribute Types, is an Attribute Stacker with Widowhaild and The Poised Prism Quiver for a massive flat added damage. You can utilize it to boost the damage of your regular Bow Attacks or trigger numerous low-level Manaforged Attacks, with greatly increased base damage. However, it's hard to determine if the bonus attribute will compensate for the lack of other bonuses a typical Inquisitor offered with this build, so the potential of this class is questionable. This class will also surely work for Curse or Aura-based Support characters, with easy access to higher-level Empower, Enhance, and Enlighten Support Gems. If you pick the extra Passives and bonuses to all Gems, the effect of all such Gems is further increased, but that's essentially nothing new or interesting.

Passive Effect
Inherited Fortune  Grants 5 Passive Skill Points
Family Heirlooms  +1 to Level of all Skill Gems
Gem-lined Cap +3 to Level of all non-Exceptional Support Gems
Centerpiece +15% to Quality of all Skill Gems
Private Tuition  Cannot be shocked if Intelligence is higher than Strength
30% increased Intelligence
Illicit Gains  Cannot be Ignited if Strength is higher than Dexterity
30% increased Strength
Fancy Foil  Cannot be Frozen if Dexterity is higher than Intelligence
30% increased Dexterity
Dreadful Attitude Items and Gems have 25% reduced Attribute Requirements
5% increased Damage per 5 of your lowest Attribute

 

NEW MARAUDER ASCENDENCIES
1. Antiquarian

Antiquarian presents an intriguing theme, with Ascendancy Passives that grant bonuses tied to specific Unique Items. However, it also focuses on Ward, a niche and generally unpopular defensive mechanic, making it uncertain whether this class is worth recommending.

The bonus Strength and potentially greatly increased Duration of all effects could have some unique applications, though none immediately come to mind. Perhaps this class holds a hidden gem waiting to be discovered? That said, it lacks any direct damage modifiers, making it one of the least compelling options at first glance.

Suggested Builds: At this time, we don’t have any concrete build ideas for Antiquarian. While it appears to offer strong defensive potential - possibly even to the point of near-immortality under specific conditions - its lack of damage output makes it difficult to justify playing.

Passive Effect
Exhibit 122: Lioneye's Hair  Your hits can't be Evaded
50% reduced Dexterity
Exhibit 123: Lioneye's Bow Far Shot
Exhibit 123: Lioneye's Shield -100 Physical Damage taken from Projectile Attacks
Gain 50% Chance to Block from Equipped Shield instead of the Shield's value
Exhibit 24: Goliath Knuckle  You have no Intelligence
+150 to Strength
Exhibit 45: Turtle Shell 1000% increased Stun and Block Recovery
Exhibit 39: Whaletooth Bangle 1% increased Duration per 10 Strength
Exhibit 377: Kalguuran Armour  Gain Ward instead of 50% of Armour and Evasion Rating from Equipped Body Armour
Exhibit 390: Starlight Reflector 100% faster Restoration of Ward
100% increased Global Defences
Exhibit 24: Runic Tablet Gain Adrenaline for 10 seconds when Ward Breaks
2. Behemoth

One of the worst classes that you can choose for the Event. The first Ascendency choice forces you to disable all your Spells including Auras, Banners, Curses, and even Berserk - which truthfully, doesn't make any sense. If it doesn't get reworked before the launch on February 20,  you shouldn't even consider playing it. There are several ways one could possibly build a Behemoth character - either focusing on Fortification, Rage, Unarmed combat, or Armour-based defenses - sadly, theory-crafting in this case is a waste of one's time...

Suggested Builds: we can't really suggest playing Behemoth at all in its current state, but you could try using it for the Fortification Stacking setup, which combined with the Celestial Brace Gloves can give you insane Attack Speed and defenses. You can also try a cheaper and weaker variant of a Hateforge build, without having to actually obtain this pair of insanely rare and expensive Gloves, or some Unarmed build with Facebreaker Gloves. However, all this is pointless if you are to sacrifice your Auras and Berserk Spell for the questionable bonuses.

Passive Effect
Rampager  10% increased Character Size
Spell Skills deal no Damage
Your Spells are disabled
Melee Hits count as Rampage Kills
Rampage
Sheer Fury  15% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
+15 to Maximum Rage
Fueled by Hate 50% increased Rage Cost of Skills
Vaal Attack Skills you Use yourself Cost Rage instead of requiring Souls
You cannot gain Rage during Soul Gain Prevention
Dire Rampart  Melee Hits Fortify
Regenerate 0.2% of Life per second per Fortification
Tireless Frenzy 1% increased Attack Speed per Fortification
+10 to maximum Fortification
Final Blow +10% to Unarmed Melee Attack Critical Strike Chance
Your Critical Strike Chance is Lucky while on Low Life
Mental Conditioning  +4 Mana per 4 Strength
Power of Purpose
Incorruptible Armour also applies to Chaos Damage taken from Hits
Steel Willed 2% increased Attack Damage per 450 Armour
10% chance to Defend with double your Armour for each time you've been Hit by an Enemy Recently, up to 30%
3. Ancestral Commander

Ancestral Commander is the tankiest Ascendency in Legacy of Phrecia. It will be surely very popular among Hardcore players. The +3 to Maximum Endurance Charges is the most notable Passive on this Tree which will allow you to stack up 16-17 Endurance Charges from all available sources, offering uncomparable defensive potential. On the other hand, you can change those to Brutal Charges for a very high chance to deal Triple Damage and utilize those massive bonuses on pretty much any setup.  It's hard to say how all those Spirits you can get to summon will perform,  but given they will trigger under specified conditions, we don't expect them to be that impactful and preferred over the other more consistent options. 

Suggested Builds: The first build that comes to our mind will be a Starter build based on Explosive Arrow Totems and powerful Ignites viable for both Softcore and Hardcore players. You can't go wrong with that, but given how popular this setup was historically, it may not be the most exciting one for you. We also see potential in Melee builds based on Arn's Anguish and Ralakesh's Impatience Boots - for example, Boneshatter which will Melt all the content with ease, but any other Strike Skill will be very satisfying to play on this class. There is some potential for a Corpse-exploding build that utilizes Call of the Ancestors and Deathrattle Passives but without actual testing, we can't tell if the damage will be good enough.

Passive Effect
Born Under Fire Nearby Enemies Convert 50% of their Physical Damage to Fire
Ancestral Reach  Strike Skills which target additional Enemies can do so from 50% further away
Non-Vaal Strike Skills target 1 additional nearby Enemy
Ancestral Echo Strike Skills also target the previous location they were Used
Call of the Ancestors   30% reduced Warcry Speed
120% increased Warcry Cooldown Recovery Rate
Deathrattle Nearby corpses Explode when you Warcry, dealing 12% of their Life as Physical Damage
Your Warcries open Chests
Toughened Skin Action Speed cannot be modified to below Base Value
Movement Speed cannot be modified to below Base Value
Armour from Equipped Body Armour is doubled
Ancestral Endurance  +3 to Maximum Endurance Charges
Ancestral Defiance Gain 15% of Missing Unreserved Life before being Hit by an Enemy
Forest of Ancestors +1 to maximum number of Summoned Totems
20% of Damage from Hits is taken from your nearest Totem's Life before you
Spirit of Kaom Trigger level 20 Summon Spirit of Kaom Skill when a Totem dies while a Unique Enemy is in your Presence
Spirit of Rakiata Trigger level 20 Summon Spirit of Rakiata Skill on Critical Strike against Marked Unique Enemy
Spirit of Kiloava Trigger level 20 Summon Spirit of Kiloava Skill when you Block Damage from a Unique Enemy
Spirit of Utula Trigger level 20 Summon Spirit of Utula Skill on taking a Savage Hit from a Unique Enemy
Spirit of Kahuturoa Trigger level 20 Summon Spirit of Kahuturoa Skill when you take a Critical Strike from a Unique Enemy

 

NEW TEMPLAR ASCENDENCIES
1. Puppeteer

The Puppeteer Ascendancy revolves around commanding an army of Minions, enhancing Zombies, Animated Weapons, and Curses. Key benefits include corpse-less Zombie summoning, Strength-sharing with Minions, aggressive Minion behavior, Critical Strike scaling for Minions, and doubling *Animate Weapon* effects. Ideal for Necromancer-style play.

Suggested Builds: Since most of the Ascendency nodes are related to specific Skill Gems, naturally you are bound to use those when playing a Puppeteer. The most obvious picks are Baron Zombie Summoner and increased Strength, which will be now directly boosted, and the bonuses to Animated Weapons, which could be quite powerful even before, also look very temptaing. Keep in mind that Rotting Might, Feeding Frenzy, Hexbearer and Enervating Presence is a very powerful combination that will work wonders basically on any Minion build out there.

Passive Effect
Marination  Gain 20% of Maximum Life as Extra Maximum Energy Shield
Minions gain 20% of Maximum Life as Extra Maximum Energy Shield
Enervating Presence Nearby Enemy Monsters have at least 20% of Life Reserved
Putrid Conscription Your Minions spread Caustic Ground on Death, dealing 30% of their maximum Life as Chaos Damage per second
Rotting Might  Half of your Strength is added to your Minions
25% increased Strength
Feeding Frenzy Minions' Base Attack Critical Strike Chance is equal to the Critical Strike Chance of your Main Hand Weapon
Minions are Aggressive
Graveyard Shift  For each nearby corpse, 1% increased Movement Speed
Raise Zombie does not require a corpse
Your Raised Zombies count as corpses
Flesh Puppets +4 to Level of all Raise Zombie Gems
25% increased Raised Zombie Size
Marionettes Weapons you Animate create an additional copy
Animated Guardian deals 25% increased Damage per Animated Weapon
Animated Minions' Melee Attacks deal Splash Damage to surrounding targets
Defences of Items attached to Animated Guardian also apply to Animated Weapons
Hexbearer You can apply an additional Curse
Hexes Transfer to all Enemies within 3 metres when Hexed Enemy dies
2. Polytheist

Polytheis is yet another class that struggles to find its' identity. It has some interesting nodes, but those don't offer any synergy between themselves, making it hard to come up with a solid setup for this class. The Abberath's Fury looks most interesting and is surely something that should be able to carry you to Maps in unusual fashion, but it will definitely stop there. The Minimum charges are nice, so is the node with two extra Projectiles or built-in Astral Projector, but then again, those are not pers that on their own may convince you to select this class. 

Suggested Builds: this is a really tricky one, with no obvious choices. Attack builds where you count as moving will work, possibly like a Cyclone builds with Devout or Ryslatha, Garukhan, Ralakesh, and Solaris would work, but most likely there will be better classes even if you decided to play such a simple, well-known setup. Maybe a Pyroclast Mine build? It could be an interesting option, as it benefits greatly from Devout of Lunaris - the Charges are also nice, but then again, you can easily generate Charges on Miner characters, and it's hard to select 2 other valuable Ascendency nodes, and we are not convinced the Blind and 100% Increased Critical Strike Chance is worth it in the end.

Passive Effect
Devout of Gruthkul  +300 to maximum Life
Regenerate 8% of Life per second
Spell Skills deal no Damage
Your Spells are disabled
Devout of Ryslatha  Enemies you've Hit Recently have 100% reduced Life Regeneration rate
30% more Maximum Attack Damage
Devout of the Brine King +10% to maximum Cold Resistance
Cannot be Frozen
Devout of Ralakesh  +3 to Minimum Endurance Charges
+3 to Minimum Frenzy Charges
+3 to Minimum Power Charges
Devout of Yugul  Hex Reflection
Your Hexes can affect Hexproof Enemies
Immune to Reflected Damage
Devout of Lunaris Spells fire 2 additional Projectiles
Nova Spells Cast at the targeted location instead of around you
Devout of Abberath  Burning Hoofprints
Triggers Level 20 Abberath's Fury
Devout of Gurakhan  100% increased Evasion Rating while moving
Immune to Burning Ground, Shocked Ground and Chilled Ground
Regenerate 4% of Life per second while moving
100% increased Mana Regeneration Rate while moving
Devout of Solaris Nearby Enemies are Blinded
100% increased Critical Strike Chance against Blinded Enemies
Enemies Blinded by you have 100% reduced Critical Strike Chance
3. Architect of Chaos

A very powerful Ascendency, but surely an end-game one that will require a lot of investments and specific equipment to perform well. It is heavily oriented on the use of Vaal Gems, increasing their Gem Level, Duration, and Critical Strike Chance.  The second part of the tree revolves around converting Mana, Mana Cost of Skills and Reservation to Life. At first glance, shifting the potential defenses and resource management of your build - but who knows if this will not turn out to be a build-defining aspect of this class at some point. 

Suggested Builds: we believe the best builds for Architect of Chaos will revolve around Vaal Skills with Duration, the ability to Critically Strike, and possibly benefit from the extra Gem Levels. The Spells seem to be the best candidates for the job - with Vaal Spark and Vaal Lighting Trap being solid and verified options - and both those Spells may even work fine during the leveling, but with negligible bonuses from this Ascendency until you get the Vaal version of your Gems. Some interesting setups may revolve around the Vaal Minion Gems, like Vaal Absolution and Vaal Domination, allowing your empowered Minions to fight for much longer, and have greatly increased damage. At the same time, the Minion playstyle may be something more suitable for a build that wants to reserve a big portion of your Life.

Passive Effect
Fever of Corruption  50% increased Vaal Skill Effect Duration
Vaal Skills require 50% reduced Souls per Use
Depose Order  50% reduced Soul Gain Prevention Duration
286% increased Vaal Skill Critical Strike Chance
Chaos Reigns +3 to Level of all Vaal Skill Gems
Impure Blood  Skills Cost Life instead of Mana
Hewn Flesh Skills Reserve Life instead of Mana
100% increased Life Reservation Efficiency of Skills
Glimpse of Chaos 8% increased Maximum Life for each Corrupted Item Equipped
12% increased Maximum Energy Shield for each Corrupted Item Equipped
-4% to all Resistances for each Corrupted Item Equipped
Dissolution Removes all Energy Shield
Life that would be lost by taking Damage is instead Reserved
until you take no Damage to Life for 1 second
Forbidden Secrets Everlasting Sacrifice
Shepherd of Souls

 

 

NEW SCION ASCENDENCY
1. Scavenger

Scavenger is the Top Tier class in the Legacy of Phrecia Event. It's surprising how it compares to the Antiquarian, who at first glance was supposed to have a similar theme - and somehow it's the Scavenger who got all the interesting Nodes for himself and in a quantity that opens up countless interesting and powerful combinations. You can play all types of builds based on specific choices. After the first and second Labirynths, you get to select defensive-oriented Passives, like, for example, Shavronne's Wrapping for the low-life setups, or Cloak of Flame for its massive Physical damage mitigation, or Foxshade with insane permanent bonuses for Chaos Inoculation characters. It's not until the 3rd Trial that you have to decide on your play style and the type of build you are going to play. And there are a lot of interesting options for all build archetypes. We predict taking Void Battery for your typical Charge stacker will be the most common option, with either Death Rush, Fury Valve, or Leadership's Price as the last option - based on the final build you are playing, and your personal preferences.

Suggested Builds: if you are not afraid of the possible price of Ralakesh's Impatience Boots, then Scavenger is most likely going to be the best class for any Charge Stacking Build. You can play Hexblast Miner, Power Siphon Miner, Penance Brand of Dissipation, and Arc (or basically self-cast on other Spell you want to play). The Midnight Bargain is also a very potent Node for Minion characters. and surely will make this class fully viable for such a playstyle. 

Passive Effect
1st Tier   
Stasis Prison 50% of Damage taken Recouped as Life
Debuffs on you expire 50% faster
Blunderbore 40% increased Effect of Shrine Buffs on you
You have Lesser Brutal Shrine Buff
You have Lesser Massive Shrine Buff
Shavronne's Wrappings Chaos Damage taken does not bypass Energy Shield
Foxshade 20% increased Movement Speed when on Full Life
Damage of Enemies Hitting you is Unlucky while you are on Full Life
80% increased Global Evasion Rating when on Full Life
Cloak of Flame 40% of Physical Damage from Hits taken as Fire Damage
2nd Tier   
Tawhoa's Felling Trigger Level 20 Tawhoa's Chosen when you Attack with a Non-Vaal Slam or Strike Skill near an Enemy
Starforge Your Physical Damage can Shock
20% increased Area of Effect for Attacks
Oro's Sacrifice Culling Strike against Burning Enemies
Gain a Frenzy Charge if an Attack Ignites an Enemy
Doomfletch Gain 20% of Weapon Physical Damage as Extra Damage of each Element
Soul Taker Insufficient Mana doesn't prevent your Melee Attacks
Your Physical Damage can Chill
Sinvicta's Mettle 2% increased Area of Effect per 25 Rampage Kills
Gain a Frenzy Charge on every 50th Rampage Kill
Rampage
2nd Tier   
Obliteration Enemies you kill have a 30% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
Void Battery 25% increased Spell Damage per Power Charge
+1 to Maximum Power Charges
The Fulcrum 25% of Physical Damage Converted to Fire Damage
25% of Physical Damage Converted to Cold Damage
25% of Physical Damage Converted to Lightning Damage
Elemental Ailments you inflict are Reflected to you
Nycta's Lantern 50% increased Light Radius
Battlemage
Cerberus Limb 0.5% of Spell Damage Leeched as Life if Equipped Shield has at least 30% Chance to Block
+1 to Maximum Energy Shield per 5 Armour on Equipped Shield
+5 to Armour per 5 Evasion Rating on Equipped Shield
+20 to Evasion Rating per 5 Maximum Energy Shield on Equipped Shield
Midnight Bargain +3 to maximum number of Summoned Phantasms
+1 to Maximum number of Spectres
+2 to Maximum number of Raised Zombies
+2 to Maximum number of Skeletons
+3 to Maximum number of Summoned Raging Spirits
3rd Tier   
Fury Valve Modifiers to number of Projectiles instead apply
to the number of targets Projectiles Split towards
Skills fire 2 additional Projectiles
Doedre's Tounge Cursed Enemies cannot inflict Elemental Ailments on You
Leadership's Price You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest
Attributes are equal
Cannot Ignite, Chill, Freeze or Shock
Death Rush Gain Adrenaline for 5 seconds on Kill
Zerphis's Heart Chaos Damage can Ignite, Chill and Shock
Tainted Pact Taking Chaos Damage over Time heals you instead while Leeching Life

 


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