Solutions for Jugg's physical immunity
Jugg is now almost physical immune which ruins the balance
Here are solutions without directly nerfing Jugg itself 1. Make physical damage reduction cap from 90% to 75% like all other elemental ones 2. Introduce new support gem, physical penetration, like all other elemental ones 3. Make immortal call gain fixed 75% physical damage reduction rather than perf physical immunity Last edited by GodKas#2489 on Jun 21, 2016, 2:14:45 AM Last bumped on Jul 9, 2016, 5:37:09 AM
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" then everyone will just pick up a bow or wand, and get the same result, and no one but masochists will play melee again, like it was before. |
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" As for 1, not sure why physical has to be like elemental, the left side of the tree (armor) has a hard time mitigating against elemental damage that they have to rely on unique flasks to mitigate some of the elemental damage. While physical immunity may seem a bit much, elemental damage is what will take down the build. As for 2........the mob's armor is almost abysmal that physical penetration is only going to show some improvement. If you are already a hard hitting physical, you are going to tear them down quickly no matter what. As for 3.....immortal call will not be immortal with that suggestion. You might as well delete the gem if it comes down to the case since it will not be hard to hit 75% with high AR, EC, and even stuff like Basalt and Granite flasks. Yea, we are good as it is. Sometimes you can take the game out of the garage but you can't take the garage out of the game. - raics, 06.08.2016 Last edited by JohnNamikaze#6516 on Jun 21, 2016, 2:29:54 AM
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You shouldnt be talking about balance with your poor understanding of the game
You are not almost physical immune if you play juggs. Times IC are not up you still have to be able to take hits just like anyone else. Unless you manual cast which anyone can do. I think you can still get 96% all res with flasks, saffels, purites and aura boosts. Used to be 101% nevertheless 75% is certainly not cap. I got a better idea remove IC any immunity is dumb. I'll still face tank uber trio due to leech and high armor and block. Poor rangers mwahahaha Git R Dun! Last edited by Aim_Deep#3474 on Jun 21, 2016, 2:37:25 AM
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I've seen more elementalists, pathfinders, and slayers than I have seen juggernauts. In fact, I've seen all 3 marauder subclasses in about equal proportions, and relatively less than everyone except templars, I'd say. Where's all this "JUGG OP" hype coming from?
builds: https://www.pathofexile.com/forum/view-thread/1663570/
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" Racists or little man syndrome. xD (joking) But seriously juggs is not OP at least relativly speaking. I get PMs daily about "why am I dying" with juggs. Well 8 EC is only 32% mit doh. Basically a legacy lightning coil's worth. it aint immune for sure. Only One Juggernaut here nuff said and he's playing a blow ranger lol https://www.pathofexile.com/forum/view-thread/1668234 Git R Dun! Last edited by Aim_Deep#3474 on Jun 21, 2016, 2:54:37 AM
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" The only way to get actual phys immunity is to stack s many charges as possible which right now would mean 2 of the new kaom;s rings with a belt corruption which brings us to 11. Then you would also need ALL the duration nodes which would bring us to around 8-9 Seconds MAX on IC self cast with a 20/20 Duration gem. You would basically have to cast this every 9 seconds which if you are willing do something so tedious then you deserve the immunity... Your still gonna end up dieing at some point because your gonna forget or miss a cast in the middle of all the other shit you need to keep track of but it IS possible. 100% ALL Res is also possible but unlike before this is only possible with pathfinder and also requires the witch flask nodes ALL other possible Pathfinder flask nodes including not taking one of the notable pathfinder nodes and taking 2 path ascendancy nodes instead along with Saffel's+Alphas+21 gem of all 3 puritys+ALL the aura nodes and flasks with effect rolled on them as well. But it IS possible to achieve 100% elemental Resistance across the board.. is it worth all that investment to do so? Probably not... 96% is plenty. IC is still nowhere close to being as broken even with this new Jugger stuff as it was pre nerf... Back in the day if you invested everything to do now for an 8-9 second IC you could get upwards of 22-24+ seconds of IC duration. Now that was certainly easy to keep up at all times and worth the effort to be essentially immune to physical damage. Theres some boss's that can be cheesed with this now but theres still plenty of other boss's this wont help against since they do elemental and chaos damage anyway.. And theres no possible way at least that i know of to achieve BOTH 100% elemental Res AND Perma IC. So even if you manage to invest all that shit to get one your still left to contend with the other. And Agreed... If ANY immunity exists people are gonna use it no matter what it takes to do so. Atleast right now what it takes to make it happen either way almost insures they wont have damage as well as an immunity to a damage source. Not without some mirror worthy weapons or something. But honestly i couldn't help but laugh throughout the entire Video of Double Core Mal getting his shit pushed back by someone WITHOUT FLASKS. That was truly epic. There is a fine line between Consideration and Hesitation. The former is Wisdom, the latter is Fear. Last edited by Demonoz#1375 on Jun 21, 2016, 5:36:23 AM
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"Don't forget to use Shackles of the Wretched with Temporal Chains and juggernaut's Unstoppable node to multiply the IC duration by about 1.5 (with some curse effect)! builds: https://www.pathofexile.com/forum/view-thread/1663570/
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" I'm not sure if you know how IC works. Duration from these sources is additive - not multiplied. You don't need any duration nodes with 11 Endu Charges, nor Duration Gem. Also - CWdT also exists. Being able to generate 11 Endu Charges instead of one (Vengeance-Stun-EnduOnStun-AnyDamageGem - it still procs, even if you take no damage), and then transforming it to 7-9s of Physical Immunity is a little too much. And no, it is not as much investment as getting ele resistances to 95%+. To me, problem is with being able to generate that many charges. Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge. | |
They can easily adjust the immortal call duration if they wanted to:
They can leave the base duration the same, so it works on other classes to mitigate burst damage just like it works now and they can put something like "x-xx% less extra duration per endurance charge". That way it would be harder to get high duration ic. |
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