Resolute Technique + Melee splash + Melee in general

They'll fix crit and dagger anyway, so there is no need to rework RT. Its good as it is.

Im playing with ~40k dps in Beyond and im oneshotting all whites on 76+ (solo) thats fine.

If you think you need to 1-shot everything in a 6 man party (without top end mirror gear), then you are just wrong :P
Welcome to the greatest of arenas, Duelist. God is watching you.

Guys... Resolute Technique allows you to completely forgo Accuracy, allowing you to dedicate several item properties AND passive points to something else.

This means you can become a lot more tanky than crit builds.

It's a different playstyle.

If you somehow want Resolute Technique to offer similar damage to crit builds, you're out of your minds.
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Last edited by Nurvus#6072 on Oct 10, 2014, 6:35:26 AM
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Nurvus wrote:
Guys... Resolute Technique allows you to completely forgo Accuracy, allowing you to dedicate several item properties AND passive points to something else.

This means you can become a lot more tanky than crit builds.

It's a different playstyle.

If you somehow want Resolute Technique to offer similar damage to crit builds, you're out of your minds.


Indeed its really different style

dagger crit 1000k dps with melee and spell blocks
twohanded RT 20k dps with 0 block

Last edited by GodKas#2489 on Oct 10, 2014, 6:52:08 AM
"
GodKas wrote:
"
Nurvus wrote:
Guys... Resolute Technique allows you to completely forgo Accuracy, allowing you to dedicate several item properties AND passive points to something else.

This means you can become a lot more tanky than crit builds.

It's a different playstyle.

If you somehow want Resolute Technique to offer similar damage to crit builds, you're out of your minds.


Indeed its really different style

dagger crit 1000k dps with melee and spell blocks
twohanded RT 20k dps with 0 block



I thought we were talking about RT.
Spoiler

So twohanded weapons is too weak, and block is too good.
What else is new?

Let's just overlook the item properties you don't waste on accuracy/crit chance/crit multiplier...
...and the passive points you don't waste on accuracy/crit chance/crit multiplier...
...and the support gems you don't waste on crit-related stuff...

Try harder.
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Last edited by Nurvus#6072 on Oct 11, 2014, 11:46:20 AM
Well I can't say the same for others.

But to really talk about RT, you need to compare about the other options available. This will give you a better judgement on how bad it is ATM.

What someone said earlier was right,


"
If you think you need to 1-shot everything in a 6 man party (without top end mirror gear), then you are just wrong :P


I really don't think we should be able to 1 shot everything in 6 man parties. However, by going crit, it allows you to do that. Thats the problem with RT, its not bad, just not as good as the other option available (spellcasters + crit melee).
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I agree adding node (probably 2H only) behind RT. Those node should be very significant. They can be flat damage, % damage, attack speed, or even add % physical damage to elemental damage. Especially we can buy a never miss weapon from master now. RT is so weak currently.
(╯°□°)╯︵ ┻━┻
2handed weapons need a buff, sure.
Crit might also be a little out of control.

I think two of the 3 changes below should be made:
1 - Increase base Crit Chance on everything.
2 - Reduce the effectiveness of passives/item properties/supports that affect Crit Damage Multiplier
3 - Reduce base Crit Damage Multiplier from 150% to 125%.

However, look at RT and consider that:
Crit attack builds require you to invest into Crit Chance, Crit Multiplier and Accuracy.
RT builds don't require any of those 3. You can use all those free passive points, support gem slots & item properties on other stuff, most likely defensive.
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While crit builds do have to waste passives/mods to get crit chance up and RT saves you roughly 10 points at least, that means little, even though that should be a good thing, I barely see anyone benefit from that.

Oh 10 points into more damage? Well 3 crit multi makes that meaningless for 3 points. Those 10 pts are better into defense, but that means your dps will be even lower, nullifying the benefit of those 10 pts. Accuracy is almost always exclusive to gear and not passives, and people can get up to 90% chance to hit, which is only 10% lower then RT for the trade off of losing any chance to crit. So RT basically is trading any chance to crit for...10% extra chance to hit.., that's horrible.

RT 2H's are pretty bad. Elemental melee is bad (and was nerfed due to aura nerf) with no substantial mods on rings/passives that give elemental weapon life leech resulting in almost always having to run LL in gem slot to match that of physical for survivability. Solely 1h physical weapons with RT are trash, literally. Meanwhile crit bows/daggers do SO much more damage, so much that you can tune down damage significantly for more defense, whereas with RT if you don't break a threshold in damage your awesome defense means little if its taking you 15+ minutes to clear a map.

Crit already got nerfed, I don't think it needs a nerf, perhaps a cap on multi of about 500%, which is more then enough to melt anything. Its RT and the other stuff I mentioned that need a buff, as they just are average in and of by themselves without even comparing to crit.
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"
TokyoToho wrote:
While crit builds do have to waste passives/mods to get crit chance up and RT saves you roughly 10 points at least, that means little, even though that should be a good thing, I barely see anyone benefit from that.

So crit builds investment into Crit Chance + Crit Multiplier + Accuracy nodes is merely 10 points total? Nice!
What about the gear?
What about the supports?

"
TokyoToho wrote:
Oh 10 points into more damage? Well 3 crit multi makes that meaningless for 3 points. Those 10 pts are better into defense, but that means your dps will be even lower, nullifying the benefit of those 10 pts. Accuracy is almost always exclusive to gear and not passives, and people can get up to 90% chance to hit, which is only 10% lower then RT for the trade off of losing any chance to crit. So RT basically is trading any chance to crit for...10% extra chance to hit.., that's horrible.

RT 2H's are pretty bad. Elemental melee is bad (and was nerfed due to aura nerf) with no substantial mods on rings/passives that give elemental weapon life leech resulting in almost always having to run LL in gem slot to match that of physical for survivability. Solely 1h physical weapons with RT are trash, literally. Meanwhile crit bows/daggers do SO much more damage, so much that you can tune down damage significantly for more defense, whereas with RT if you don't break a threshold in damage your awesome defense means little if its taking you 15+ minutes to clear a map.

Crit already got nerfed, I don't think it needs a nerf, perhaps a cap on multi of about 500%, which is more then enough to melt anything. Its RT and the other stuff I mentioned that need a buff, as they just are average in and of by themselves without even comparing to crit.

I merely said that we cannot expect RT to ever deal similar damage to crit and then explained why.
People went bananas because of that, it seems.

If you read my post I consider both crit and block to be overboard.
They are not overboard early to mid game, but late game due to the huge amount of sources you can stack crit chance/multiplier/block from.
Increasing base crit chance and reducing base crit multiplier (or the effectiveness of crit multiplier properties/nodes/supports) is a way to "limit" its effectiveness without nerfing it early to mid game. It's only a nerf to the insane lategame crit damage potential.

You are taking the opposite stance and considering RT is "underboard".
If RT were to be buffed, I'd say add the below:
1 - Your damage is increased by the base crit chance of your weapon.
Why: The weapons are balanced around their various properties, crit chance being one of them. It makes sense to bake it into your base damage while using RT.
2 - Double the increased damage scaling from Strength.
Why: It's safe to assume RT users focus on Strength, because Dex wastes its accuracy, and Int doesn't exactly favor melee.

I think the two above would be enough.
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Last edited by Nurvus#6072 on Oct 11, 2014, 3:23:48 PM
I didn't do a hell lot of crit builds yet since I love to play with 2H Swords,
but from the stuff I tried, RT saves you spending some points on accuracy.
That is, it does not seem to require all that much accuracy anyways since there are physdmg nodes that usually give some additonal accuracy which appears to be enough mostly.
The real differnece is actually, that it requires seemingly less nodes to build for a decent critchance than you need for a decent physical DPS.

Recently I started a 2H sword crit shadow (yeh thats dumb) and just taking the nodes right infront of shadow and the sword-crit circle between ranger and duellist gave my lvl65 Shadow enough damage to easily clear lvl72 maps with a 340dmg 1.40aps 2H Sword.
Giving me a 4.088dmg flicker-strike (@38% critchance without powercharges) with 16 passives spent on crit + 6 more on phys sword damage + accuracy, so 22 passive points overall on damage.

My lvl86 Marrauder however spent 33 passive points on several sword and 2h physical nodes and 1 on RT.
Using a 370dmg 1.63aps 2H sword gives him a 3.100dmg flicker-strike.

However, I am not sure if RT is to blame.
Personally I just think that building for crit is more efficient than non-crit.

Maybe thats just due to the aviabillity of plenty of cheap crit-boosting uniques (Rats and Maligaro's) compared to the requirement of a extremely high rolled physical weapon in order to reach similar DPS without crit.


"
Nurvus wrote:


[...]

You are taking the opposite stance and considering RT is "underboard".
If RT were to be buffed, I'd say add the below:
1 - Your damage is increased by the base crit chance of your weapon.
Why: The weapons are balanced around their various properties, crit chance being one of them. It makes sense to bake it into your base damage while using RT.
2 - Double the increased damage scaling from Strength.
Why: It's safe to assume RT users focus on Strength, because Dex wastes its accuracy, and Int doesn't exactly favor melee.

I think the two above would be enough.


The idea of RT "reusing" the lost crit or accuracy seems nice.
Putting something like this behind RT (like the spelldodge behind accrobatics) would make going for RT certainly more rewarding, even for other classes than Marrauder/Templar.
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Last edited by 1stOfTHE5#0025 on Oct 12, 2014, 12:48:45 PM

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