Unarmed Passive Tree Skills



Please make something on the passive tree / cluster system for this...
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Last bumped on Apr 3, 2020, 2:10:55 PM
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Unarmed is kinda balanced around this concept of not having as many usable passives as others. That's what justifies it being balanced when you have what would otherwise be absolutely insane bonuses from Facebreaker and the like.

Keep in mind that unarmed is still "melee" and "attack" so all nodes that simply specify "melee damage", "attack damage" and (for non-Doryani's Fist users) "(melee) physical damage" all apply. If you want more, (as well as building crit) there's Rigwald's Curse, which lets you take claw nodes, AND gives you a flat +7% crit chance, plenty enough to build off of.

And there is a cluster jewel for unarmed, the unique "One with Nothing." The keystone "hollow palm technique" can be rather powerful, given that while it precludes use of a shield (or facebreaker) it makes up for it by letting you take all the dual-wield nodes, as well as immediately over doubling your DPS (60% more attack speed on its own, 10% more for being dual-wielding, and 20% more damage for being dual-wielding) plus still letting you block, and still granting you a pretty amazing return on dex stacking: 10-20 physical damage per 10 dex? (do remember, "3-5 cold damage per 10 dex" was considered too powerful on bows, and was nerfed to 2-4)

The entire system is set up to operate well and balanced on its own. It just operates differently; if it was given the ability to just take nodes like other types, then it'd become wildly overpowered.
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster

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