Armor is bad, and it should feel bad.

"
StarlightGamer wrote:
Well, more evidence that making a viable true melee character is impossible. It's not because I can't kill things, but, oddly enough, things are doing too much damage for me to survive. Let me tell you a little about this character: 45% damage reduction from armor, 75% all resists, and EIGHT endurance charges. And I'm in NORMAL! I should be borderline fucking invulnerable to damage with the amount of defenses I have at this point. The only thing I have left that I could reliably improve is my max resists, and they're going to all be 80% next level.

Normally I'm a guy that says "People think it's impossible? Challenge accepted." But I think I have to concede this one.

Edit: The main thing I'm having trouble with is elemental damage. Clearly 75% resists aren't enough, but 80% resists should only lower the damage an additional 20%. Flasks probably last too short of a time to be a viable means of elemental defense for a low damage character, even if I rolled an Avenger's prefix and improved its quality.


Does the 45% dr include 8 endurance charge or exclude them? As a templar or marauder usually I have 50%+ dr without endurance charge/aura/morten shell. It shoots up to 70-80%+ when I use the other options. I think you haven't had enough armor :P
"
Borgbilly wrote:
I think the biggest deal with armor right now is that endurance charges are required for anyone that wants to tank big melee hits against oak, brutus and the like, but that endurance charges are basically impossible to generate against anything you need endurance charges for.

We generate endurance charges with enduring cry and warlords mark. Warlords mark only returns endurance charges if you kill the monster in question, and enduring cry requires that there be multiple monsters nearby. Neither applies on a boss fight like brutus, and only apply to the beginning of oak.

tl;dr: melee needs a way to gain endurance charges against single targets


There will be, the devs have said that they're working on more ways to generate charges, and assumedly there will be a way to get Endurance at One-on-Boss encounters as well.
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Remember that the estimated damage reduction displayed in the character screen based on armor is way way to high when applied to big hits.
"
panplan wrote:
Does the 45% dr include 8 endurance charge or exclude them? As a templar or marauder usually I have 50%+ dr without endurance charge/aura/morten shell. It shoots up to 70-80%+ when I use the other options. I think you haven't had enough armor :P


Exclude, of course. That should have ended up being 85% DR after the charges. That gear should be pretty good for my level.
"
StarlightGamer wrote:
Well, more evidence that making a viable true melee character is impossible. It's not because I can't kill things, but, oddly enough, things are doing too much damage for me to survive.


They are working on it :)
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Im very curious what they are gonna do because imo it's very hard to balance it in this game systems. Normally ranged should have less survivability because they are able to kill things from distance/kite but in this game where any class has access to pretty much everything it's not that simple. If ranger and witch could be ranged only and templar marauder duelist shadow melee only it would be easy by putting +xx% dmg reduction or something. But it's not like that so... i don't know :P i guess GGG will come up with something more complicated.
I just hope that they are not going to just buff melee-survival skills like enduring cry etc. because not everyone is using them (and shouldnt be forced to). We should be able to create dmg based characters with life leech as survive ability.
I dream of receiveing "overtime" dmg and being able to heal from it, balancing in the center of my health globe instead of being 1/2 shotted in a second :P
Last edited by nexx80#3054 on Feb 10, 2013, 2:27:22 PM
Well, I guess I'll just shelve him. When the changes get here, I'll just delete both of my tanky duelists and try, try again. *sigh*

Edit: Unless we get respecs.
Last edited by StarlightGamer#6805 on Feb 10, 2013, 2:30:52 PM
Either way, I started a bow ranger and retired my melee ranger until melee is viable in Merciless from lvls 65++ onwards.
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This is tircky. I am noticing the armor issue in Act 2 Cruel. The problem I see is this; if they change how armor works for US, then doesn't that change how it works form monsters as well?
Or do they use a different mechanic?
I don't envy the devs on this one....
Life is too serious to take too seriously.
use endurance charges with armor, its not very good on its own.
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