PoE Acrobatics — Path of Exile

Acrobatics is a keystone passive skill in Path of Exile that alters the way your character interacts with spell suppression. Instead of applying the standard chance to suppress spell damage, Acrobatics converts this into a chance to dodge spell hits, at 50% of its original value. This unique defensive mechanic can significantly enhance your survivability against spell-based attacks, especially in situations where evasion alone may not be sufficient.

PoE Acrobatics

Mechanics

  • Spell Suppression to Spell Dodge Conversion: Acrobatics changes how modifiers to spell suppression work. Normally, spell suppression reduces the amount of damage taken from spells. With Acrobatics, these modifiers instead grant a chance to completely dodge the spell hits. However, this chance is only applied at 50% of its original value. For example, if you have a 20% chance to suppress spell damage, Acrobatics converts this into a 10% chance to dodge spell hits.
  • Spell Dodge Cap: The chance to dodge spell hits provided by Acrobatics is capped at 75%. This means that no matter how much you stack spell suppression or other dodge-related modifiers, your total chance to dodge spell hits will never exceed 75%.
  • Independent Rolls: Unlike evasion, which uses an entropy-based system to avoid attacks, spell dodge through Acrobatics operates on independent rolls. Each time you are hit by a spell, there is a separate roll to determine if the spell will be dodged. This makes spell dodge a reliable form of defense, as it does not rely on a sequence of previous events.
  • Precedence in Defense: When an enemy spell hits, the game first checks if the hit is dodged. If the spell hit is not dodged, it then proceeds to check for block and other forms of damage mitigation. This sequence ensures that Acrobatics can potentially prevent damage before it even has a chance to interact with other defensive mechanics.

PoE Acrobatics Build

Classes:

  • Warden: 58%
  • Pathfinder: 18%
  • Trickster: 6%
  • Deadeye: 6%
  • Slayer: 4%
  • Assassin: 3%
  • Saboteur: 2%
  • Ascendant: 0.8%
  • Gladiator: 0.8%
  • Juggernaut: 0.4%
  • Berserker: 0.4%
  • Occultist: 0.4%
  • Champion: 0.4%
  • Inquisitor: 0%
  • Necromancer: 0%
  • Hierophant: 0%
  • Elementalist: 0%
  • Chieftain: 0%
  • Guardian: 0%
  • Shadow: 0%

Main Skills:

  • Lightning Strike: 56%
  • Vaal Lightning Strike: 52%
  • Explosive Trap: 10%
  • Elemental Hit of the Spectrum: 4%
  • Toxic Rain of Sporeburst: 2%
  • Tornado Shot: 2%
  • Flicker Strike: 2%
  • Scourge Arrow of Menace: 2%
  • Storm Rain: 2%
  • Frost Blades: 2%
  • Explosive Trap of Shrapnel: 1%
  • Power Siphon: 1%
  • Lightning Arrow: 1%

Masteries:

  • Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted: 70%
  • 12% increased Mana Reservation Efficiency of Skills: 66%
  • 10% of Leech is Instant: 63%
  • +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating: 57%
  • +1% Chance to Block Spell Damage per 5% Chance to Block Attack Damage: 56%
  • Skills Supported by Nightblade have 40% increased Effect of Elusive: 52%
  • Tinctures deactivate when you have 12 or more Mana Burn: 47%
  • Auras from your Skills have 10% increased Effect on you: 47%
  • The first 6 Mana Burn applied to you have no effect: 47%
  • Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade: 46%
  • Monsters cannot Block your Attacks: 35%
  • Non-Vaal Strike Skills target 1 additional nearby Enemy: 19%
  • You have Phasing if you have Suppressed Spell Damage Recently, +8% chance to Suppress Spell Damage while Phasing: 16%

Strategic Use

Acrobatics is particularly valuable for characters who prioritize mobility and avoidance over direct mitigation. Characters with high evasion or those who frequently engage in fast-paced, hit-and-run combat can benefit greatly from Acrobatics. The keystone is especially effective against spell-heavy enemies, as it allows players to dodge dangerous spell hits that would otherwise be difficult to mitigate.

Acrobatics is commonly used in builds that already focus on evasion and dodge mechanics, such as those utilizing the Phase Acrobatics keystone, which grants a chance to dodge spell hits directly. By combining Acrobatics with Phase Acrobatics, players can achieve a higher overall chance to avoid spell damage, making them more resilient against magic-based threats.

Limitations

While Acrobatics provides a strong defensive option against spells, it does come with limitations. The 50% conversion rate means that you only gain half the original spell suppression value as dodge chance, which can reduce the effectiveness of spell suppression-focused gear or passives. Additionally, the 75% cap on spell dodge means that it’s impossible to achieve complete immunity to spell hits, even with perfect gear and passives.

Moreover, Acrobatics only affects spell hits, so it does not provide any defense against physical or elemental attacks that are not classified as spells. Therefore, players need to balance their defenses to ensure they are protected against all types of damage.

Conclusion

Acrobatics is a keystone passive skill that offers a unique and powerful way to defend against spell damage by converting spell suppression into spell dodge. It is especially useful for agile, evasion-based characters who thrive on avoiding damage rather than mitigating it directly. While it comes with some trade-offs, such as the 50% conversion rate and 75% cap, Acrobatics can be a game-changer in spell-heavy encounters, providing an additional layer of defense that can mean the difference between life and death in the unforgiving world of Wraeclast.

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