Resolute Technique + Melee splash + Melee in general
you rly dont need to buff RT
see it like that skilling RT basicly means u dont need to skill any accuracy wich enables you to skill more dmg nodes ergo: you get more dmg just by not skilling accuracy = gg ;) |
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" Exactly, and one cant forget the fact that pure damage nodes can be very powerful and get you around 20k dps or so easily, and from that point on it doesnt matter what you stack dps wise as dps is basically pointless above a certain point because you 1 shot everything regardless of how much it is as long as it doesnt go below the 1 shot mark youre good. |
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I really dont know why everyone is saying 20k dps is okay.
Have you guys done 78 maps with a 6 man party? 20k dps tickles them. As of now i have 55k dps on my Marauder and in a 6 man Courtyard. If there is a rare mob in the map, it would take me a good 15 seconds to kill by myself. On my crit character, i like it maybe twice as fast. Not only that but i've spent half the amount of exalts as i have on my RT character. Also your accuracy statement is invalid in my opinion. You only need around 3 accuracy nodes + your helmet to have accuracy and you should have at least 87% chance to hit. Higher if youre higher level. Pure dmg nodes. Crit has advantage over everyway, survivability and damage. There is a reason why majority of players are playing crit builds. If you dont want RT to get buffed. Crit definitely needs to get a huge nerf. Edit: Youre going to take a LONGGGGGGGGGGG time to kill Atziri with 20k dps if you think thats okay dps. Ign: Kiaraa, Kionn , Nalaa Kiaraa Cyclone (2.0): https://www.pathofexile.com/forum/view-thread/1330927 Kionn Wander (1.2): http://www.pathofexile.com/forum/view-thread/1037723 (OUTDATED) Shop: https://www.pathofexile.com/forum/view-thread/1315055 Last edited by yongsheng11#5129 on Sep 21, 2014, 11:58:35 AM
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Now currently playing a Crit melee ranger. I can really tell the difference between RT and crit and how underpowered RT is.
Yes its decent for some builds, but 95% of the time, crit is better. Ign: Kiaraa, Kionn , Nalaa
Kiaraa Cyclone (2.0): https://www.pathofexile.com/forum/view-thread/1330927 Kionn Wander (1.2): http://www.pathofexile.com/forum/view-thread/1037723 (OUTDATED) Shop: https://www.pathofexile.com/forum/view-thread/1315055 |
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I feel the whole issue with melee is that two-handed weapons feel very weak, especially two-handed swords.
The idea with melee splash sounds good. Since I have huge problems with desync myself, due to a medicore connection, I like using shift+attack and wait for enemies to come to me. On the other hand, having the center of the splash circle positioned around the enemy hit gives a larger effective range. Positioning the circle around the player (give that is what would need to be done to enable shift-splashing in the first place) would reduce the range of the splash massively. I guess a AoE buff would also be required in that case. Furthermore I wonder why reave, the melee skill with likely the largest AoE, is only usable by one-handed weapons, while two-handed ones got no exclusive skill that really emphasizes their longer range and ability to hit multiple enemies in one strike. I'll get back to the RT issue later on but first some more thoughts regarding two-handed Weapons: While in theory a two-handed weapon outdamages a one-handed, I made the experience that, unless you own a mirror worthy two-handed weapon, onehanded crit outdamages any sort of two-handed weapon. The current meta of "melee" builds seem to exclusivley utilize one handed weapons with shields or the block chance that comes from dual wielding. As stated initially, my personal issue with melee is especially the relative weakness of two-handed Swords. While two-handed melee is not picked much in the current meta, one could argue that there are still quite some viable (if done with highest-end weapons) builds that use them. From what I can tell these builds boil down to: - staff for actual two-handed crit plus free block - 2H maces for ground slam semi-ranged AoE and stunlocking - high-end rolled 2H axes with Conc.Effect Cyclone for maximum raw physical damage Two-handed swords however seem to be not considered at all due to their implicit modifier being the increased accuracy. Which brings me back to the issue with RT. Two-handed builds using maces or axes (while still beeing weaker that one handed crit builds) hugely benefit from RT. While RT is likely still weaker than going for crit, which encourages avoiding two-handed weapons altogether, it makes two-handed swords entirely obsolete. Of course it is possible to use the implicit accuracy modifier of two-handed swords as an argument to skip RT when using them and actually taking the opportunity to go for crit, but (and here the real dubiousness comes into play) when going for two-handed melee crit one would obviously prefer a staff as you get free block (and in theory higher physdmg) as well. So I hugely wonder what the intention behind two-handed swords was in the first place. Saving you one passive skill point in the best case? To put it plain, either two-handed swords should recieve a entirely different implicit modifier or staffs should pass their critchance to them (which would likely be too much of a change). The fact that one can buy a Oros Sacrifice for arround 12 alteration orbs or a Terminus Est for less than three alteration obs might also be a hint that noone realy bothers even using 2H swords. While Kaom's Primacy is still arround 3 chaos, Marohi Erqi arround 20 chaos and Hegemony's Era a whooping 20 exalts. Rarity tiers and drwabacks (oro's) not considered, but you get the point. The issue with (two-handed) melee also goes hand in hand with the drawbacks of using armor as opposed to evasion or block chance for defense. Worth checking the discussion about that here www.pathofexile.com/forum/view-thread/1057649 bold = tl;dr IGN: TyrantOgoun + TyrantNemesis + TyrantAbaddon + TyrantQuetzalcoatl Shops: Std /141862 || Torment /1135488 || Community suggestions Log for 2H-weapons, melee and armor: /1083004 Last edited by 1stOfTHE5#0025 on Oct 7, 2014, 11:19:58 AM
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I do agree that 2 hand is quite obsolete. That is true however i feel the real problem is RT.
By buffing RT, 2 hands will automatically get buffed. Even with mirrored gear, the most dps you'll ever get is no more than 100k. Yes that is high, but compared to a crit build that can hit 300k. Thats pretty damn bad. You mentioned a lot about 2 hand RT. Youre right but buffing RT would actually also buff 1 hander. So people can start using RT builds with a shield. This creates a whole new variety of builds that we havent seen this season. Also im not sure if people are understanding my shift+click splash idea. Im saying it works exactly like how it does now, but if we shiftclick the ground, the aoe would be like if we were hitting ourselves, so its a circle around us. 2 hands/RT builds are DEFINITELY viable. I did atziri with my Marauder dual strike character. But the problem is, GGG does not give us much incentive to play them. 'Why do 50k dps and take 10 mins to kill atziri when you can do 100k dps and kill atziri in 5 mins. That is how i feel. So reading up, a lot of people mention 20k-30k is more than enough dps. Thats just dumb. Ign: Kiaraa, Kionn , Nalaa
Kiaraa Cyclone (2.0): https://www.pathofexile.com/forum/view-thread/1330927 Kionn Wander (1.2): http://www.pathofexile.com/forum/view-thread/1037723 (OUTDATED) Shop: https://www.pathofexile.com/forum/view-thread/1315055 |
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There is a very simple reason I don't play Melee builds.
If I misclick, and miss a mob, I walk to the spot and flail at the air and do absolutley nothing. If you're a leecher, that basically means you die. If melee splash was changed so that it would still impact at the point of click, that would solve all of my issues, because even if you miss your main target, the splash damage still goes off. That little change would fix 50% of the problems I have with all melee builds. (the other 50% is desync. :P) As for the whole Resolute Technique debate goes - screw it. Don't use it, don't care. it does seem a little underwhelming tbh. "If you’re incompetent, you can’t know you’re incompetent. […] the skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is." ~David Dunning
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" truth is 20k (twohanded rt) vs 1000k (crit dagger) |
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^ that.
Ign: Kiaraa, Kionn , Nalaa
Kiaraa Cyclone (2.0): https://www.pathofexile.com/forum/view-thread/1330927 Kionn Wander (1.2): http://www.pathofexile.com/forum/view-thread/1037723 (OUTDATED) Shop: https://www.pathofexile.com/forum/view-thread/1315055 |
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" Thats absolutely a issue I suffer often aswell. There is some desync going on in PoE, I think thats prooven, and my medicore connection certainly makes it a notable issue for me. Pretty much all my builds are life based physical melee and hence untilize leech or LoH. The reasons why desyncs kill me is exactly that: I don't hit anything on the server while my client shows me that I hit something, just that my HP dont raise back up again. Multistrike is already nice since the 2 additional strikes "autoaim" and give a decent cance to actually hit something that is not there client side. Melee splash further enhances this. I often observe enemies beeing affected by splash that my client shows me standing far away from the actual crowd I am hitting. Giving melee splash that shift-attack splashing would improve the situation even more I think. You would have the "autoaim" from Multistrike and you would hit any enemies near you aswell, wether you see them on your client or not. I don't know wether it is a problem to implement this or if it would be unballanced, but from my point of view it seems reasonable to add this behaviour to shift-attack melee splash. IGN: TyrantOgoun + TyrantNemesis + TyrantAbaddon + TyrantQuetzalcoatl Shops: Std /141862 || Torment /1135488 || Community suggestions Log for 2H-weapons, melee and armor: /1083004 Last edited by 1stOfTHE5#0025 on Oct 9, 2014, 8:14:20 AM
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