Smith of Kitava: Manifest Weapon
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With the changes to Manifest Weapon, the ability is now "decent". However this weapon ability still suffers.
Currently the issues with this ability (as of 0.3.0.) is: 1. Still a lack of damage scaling. Investment into using it as a main skill is still not that great. It is better than in Dawn of The Hunt (0.2.0), but still somewhat lacking, even with extreme investments in Companion/Minion damage and strength scaling. 2. The AI. Currently, when more than 1 enemy is apart from each other it struggles to pick a target, often stuttering between its choices of who to go for. It also suffers from the inability to stick to a target for a reasonable period, that you direct it to using the "Minion Direct Key" button. 3. With the 2nd issue comes the next crushing blow to the skill... Its lack of movement speed and its ability to hit moving targets. Currently when it actually goes after a target, if that target begins to move, or if the hitbox of the target is "wonky", the Manifest Weapon will fail to hit. This wouldn't be so bad if not for the fact that the movement speed of the Manifest Weapon itself is slow. It takes far too long for it to reach its designated target, this is especially so when the actual character has to wait for the weapon to catch up from 2 screens away, or have the weapon fly to any enemy on the other side of your screen. GGG please fix/buff this ability. It's a fun thematic ability that I think many people want to enjoy, but the issues it currently has makes it suffer. Some possible ways to improve the ability: 1. Please! Please increase its movement speed. We have no reasonable way to increase its movement speed or its ability to catch up and stick to targets. 2. Allow its damage scaling to be of similar or better to that of the scaling to a basic attack, especially with how basic attacks are still actually useful in end game. 2.5. Some way to have more added damage scaling/effectiveness? Better ailment (poison/bleed) scaling. 3. Fix its targeting issues and its ability to hit moving enemies. 4. Since its a companion and a weapon, why not allow us to be able to have it still work with weapon set/swap. You can have it so that your 1st weapon set will always be the weapon that is "manifested". This allows for it to be active and not punishing for doing weapon swaps. 4.5. Having it working with weapon set/swaps, another cool idea can be that with the Trusted Kinship Keystone, it can allow us to have our 2nd weapon set to also become "Manifested" at the same time as the first weapon set (Add a spirit cost if necessary). As of now, this is all the feedback I can currently think of. Please GGG, I'm a big fan of Dancing Dervish from PoE 1. I'm loving the ability and want to see some more improvements to it and the Smith of Kitava. Hope my feedback was appreciated. Best wishes! Last bumped19 дек. 2025 г., 12:34:29
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Agreed, I think that while the damage is still a bit underwhelming, the biggest issues the skill has is definitely the minion AI.
It is slightly infuriating to see my weapon constantly path back and forward between two random mobs off in the distance while i'm being rushed down and mauled. The other points I can understand being intentional design/balance choices but I assume this is not intended. The other points I generally agree with, I'd also like for the weapon-specific skill to be a command skill, or have some kind of ability to have the weapon do area damage (aside from relying on a specific base type) through a passive or support. |
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Bump
I hope GGG is seeing this. |
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" This is seriously a great idea. I always thinked about manifested weapon as a "impale activator" for boss fights. It could also work with minions like "Faridun Impaler". Neden yaşıyorsun?
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Yup.
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Most ascendancy skills seem horribly undertuned/half-baked. Hope to see them getting some substantial buffs in the future. OP has some good points and suggestions for Manifest Weapon in particular. As it stands, I don't see a reason to use this skill atm
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Bump
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Another +1 to this. Manifest Weapon still feels like it needs more buffs after 0.4.0. The idea is great, but the payoff doesn’t really match the investment right now.
Since the skill already has STR scaling for damage and DEX scaling for attack speed, I think it would make a lot of sense to add INT scaling as well. A good option could be INT reducing the cooldown of the special move. That kind of three-stat scaling would make the skill feel more complete and open up a lot more interesting build paths. Hopefully it gets a bit more love, because I really like the concept of this skill. |
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