With the release of your Poe Incursion league just around the corner, PoE is going to go over the last with the skill modifications PoE has been producing, like changes to previously announced skills that have changed for the duration of improvement! If you'd like other Skills Revamp in Path of Exile 3.3, you could go What Skill Revamp in Path of Exile 3.3 Incursion Part 1
1. Charged Dash
Charged Dash Channel to project a mirage forward in the direction you happen to be facing, based on your movement speed. Release to teleport towards the illusion dealing area of impact harm multiple occasions along the way. Traveling additional applies a bonus for the harm and also dealing damage in larger locations. Quicker attack speed and reduced movement speed will both result in Damage to be handled extra frequently along the path.
Charged Dash Changed In Poe 3.3
Charged Dash can also adequately controlled while channeling. The marker can be directed by rotating your cursor around your character. It'll turn the marker in the direction of your cursor from your character. That sounds unintuitive at first, but when you focus on leadership of the cursor rather than the location of the cursor, PoE has found that most people find moving the marker becomes much more intuitive, as it runs just like you would if controlling your character.
With this, you can easily control its movement to create a wider area of damage, navigate a path between spread out monsters to hit them all, correct your path if trouble appears or navigate over gaps and around corners.
This skill now has new damage behavior to let it deal damage while channeling, and has more consistent ongoing Damage, which is excellent for tough fights where one burst won't always kill everything.
While channeling, before the marker has stopped moving, the skill gains a stage every attack time like before (and the Skill has 60% more attack speed, so you'll learn stages quite quickly).
When you release, the skill now deals 75% more damage for each stage beyond the first. There are no more overlapping damage areas; it's just selling one significant damage hit.
While channeling, the skill frequently pulses damage along its length, every two attack times.
When the marker stops moving because it has reached its maximum range or hit blocking, you'll stop gaining stages. Instead, each wave that occurs while channeling will deal 150% more damage.
The goal of these changes is to make sure the damage you deal while charging up the skill and while the Skillfully loaded is roughly equal, so you don't feel like you need to rapidly teleport when fighting a boss to do the most damage. Movement speed is essential for faster traveling and covering a larger area, but doesn't increase the skill's damage.
2. Power Siphon
Fires your wand, dealing enhanced damage and granting you an energy charge if an enemy is killed by, or soon right after, the hit.
Power Siphon Changed In Poe 3.3
PoE has made significant changes to both the visuals and the stats on this skill to increase its power and area capacity to bring it closer to Kinetic Blast.
The new effects are much more powerful looking while also having better performance when killing enemies. It has a streamlined version of the old kill effect on Rare and Unique enemies, but a new impact on other kills.
Power Siphon now has a chance to generate power charges on hitting rare and unique enemies, making it useful for sustaining costs on bosses.
The skill now has strong critical strike chance and critical strike multiplier bonuses per power charge, further rewarding charge investment and a critical-based Poe 3.3 build.
Fires projectiles directly at enemies in a frontal 180-degree arc, and has four extra projectiles at gem level 1, up to 7 extra projectiles at gem level 20.
We wanted to compete with Kinetic Blast if possible, but even after our changes PoE are not entirely happy with the balance between Kinetic Blast, Power Siphon, and Elemental Hit. We're likely to revisit and skill balance in the future, improving the mechanics as well as fleshing out the skill options available.
3. Ball Lightning
Ball Lightning is a slow-moving projectile, that strikes targets with bolts of lightning around itself. Lightning bolts strike targets each and every 200 milliseconds and every target can't be hit much more often than this. That restriction is shared amongst all balls fired on the similar cast.[1] The base projectile speed is roughly 36 units per second.
Ball Lightning Changed In Poe 3.3
Ball Lightning now has higher damage, hits more frequently while traveling, has a larger area of effect, and goes faster in the same amount of time. The speed change will make it better for taking out larger groups of enemies.
4. Storm Burst
Storm Burst is usually an active skill gem that unleashes a stream of projectiles when the spell is becoming channeled. The projectiles pierce by means of and deal lightning harm to the enemies.
Ball Lightning Changed In Poe 3.3
Storm Burst has significantly more damage, especially from the projectiles. We also increased the area of effect by 10%. Missiles now deal 183 to 275 lightning damage at gem level 20, and the explosions deal 65% more damage. We're planning more mechanical changes as PoE are not entirely happy with the mechanics of the skill, especially with how tricky it is to use on bosses and when used by totems, but 3.3.0 will only feature damage changes.
5. Cold Snap and Vaal Cold Snap
Cold Snap is usually a spell that bargains cold damage to enemies in a location and includes a high opportunity to freeze. Note that although Cold Snap has a flat 30% minimum chance to freeze, because of the way freeze mechanics operate, enemies will only be frozen if the damage done by Cold Snap exceeds a minimum essential percentage with the target's life.
Vaal Cold Snap can be a Vaal spell that causes ice crystals to explode around the player, freezing enemies and leaving the ground chilled.
Cold Snap Changed In Poe 3.3
The first prototype that we mentioned in Skill Revamps Part 1 was too powerful for early leveling and looked unimpressive.
PoE has reworked it, so it instantly hits for damage in a medium sized area, and creates a space of cold damage that expands to twice the radius over a few seconds. This area chills and deals cold damage over time.
The skill now has a chance to give Frenzy Charges when you kill an enemy in its radius, and you can spend Frenzy Charges to bypass its cooldown. The goal is to make it function well as a utility skill even if you're not building it for damage. It provides Frenzy Charges for spellcasters, which fits well within the cold gem theme.
Cold Snap is now a level 16 skill, alongside other charge skills, and requires Dexterity as well as Intelligence.
Vaal Cold Snap now creates a glowing aura around you that expands in size over its duration, growing very large. If any enemy dies in its area, it always generates a Frenzy Charge for you. As long as there is an enemy in its radius, it also makes a frenzy charge every second, which is excellent for keeping your Frenzy Charges active during a boss fight.
If you prefer generating Power Charges, the Winter's Bounty threshold jewel will cause Cold Snap and Vaal Cold Snap to create Power Charges instead of Frenzy Charges, and have the cooldown of Cold Snap bypassed with Power Charges instead of Frenzy Charges.
6. Vaal Righteous Fire
Vaal Righteous Fire is actually a Vaal spell that expends your power shield and all but 1 life to deal fire damage to surrounding enemies relative to how much life and power shield was spent
Vaal Righteous Fire Changed In Poe 3.3
The skill now provides a larger and more powerful version of the Righteous Fire aura that lasts a short duration.
It also grants more spell damage while active, multiplying with Righteous Fire.
It now sacrifices 30% of your maximum life and energy shield when cast, dealing a significant amount of burning damage per second based on the amount forgone.
7. Vaal Earthquake
Earthquake is really a melee attack dealing damage in a location and leaving a crack in the ground. Right after a duration, the crack releases an aftershock, dealing more harm in a larger area. Requires an Axe, mace or employees.
Vaal Earthquake Changed In Poe 3.3
PoE has changed this skill from our original plan quite considerably; it created multiple chasms that released aftershocks, but this just felt like a more significant Vaal Ground Slam, and the effects of Earthquake covered up too large an area for too long.
Our reworked skill now performs an Earthquake attack with lower hit damage but much higher Aftershock damage, then gives you a skill effect that makes your footsteps crack the ground, repeating the Earthquake effect as you walk. You can only have one Vaal Earthquake break at once, so you'll get regular aftershocks based on the skill's duration.
The skill has a limited number of aftershocks, so you don't have to walk the entire time you have the skill effect to get the most out of the aftershocks. You could alternate between moving and attacking to create as many aftershocks as possible, or activate it and then rush through an area, leaving a path of destruction behind you.