Shield Charge

Here's my suggestions on how to fix Shield Charge:

Give it the same targeting rules that Flicker Strike uses.

If you click on empty ground with Flicker, you hit the nearest enemy. Great!

If you click on empty ground with Shield Charge you uselessly charge towards that point and swing at nothing, doing nothing. Boo!

With Flicker Strike supported by Multistrike, after the first hit, you flicker to the next enemy in range. Awesome! I feel like Goku! Hold down the button and clear the pack. Hold down the button a little longer and clear the map.

With Shield Charge supported by Multistrike, after the first hit, you stupidly stand like an ass and bop the same enemy (or the space where the enemy was) two more times, uselessly. *sad trombone noise.*

Give Shield Charge smart targeting so we can be blasting all over the place, and it would be a fun and useful skill.

Bonus points if they make it so that it preferentially targets the furthest enemy up to the maximum range from your current position with a clear path for each strike.
It's worth noting that +2 maps are a dangerous thing.
They can cause players to get out of their depth -
playing maps that are too hard for the items they currently have. Herp Derp.
The damage effectiveness could use some tweaking, maybe 60-75%. Also maybe make it so enemies it knocks back on the way to the designated location take a portion of the charge damage? Charge at enemy in far end of mob, hurt all enemies inbetween based on distance mechanic with final target at end of dash taking a larger hit (since its the hit that also hits with the weapon). Shield charge is designed for one hit KO builds which are difficult to manage with the skill in its present state based on how you need to actively slow enemies beforehand so you can get the maximum distance damage. The minute you see an enemy you start losing damage range because they most often charge immediately.

A damaging charge however feels much nicer and less clunky (and makes more sense than just pushing enemies aside to reach the target/s). Maybe even let splash work on every impact while charging to damage if you can work a balancing into it. Its like the skills your experiment with now, a skill you want to use once for impact rather than rapid fire (IE frostbomb and earthquake).

The skill in of itself is still good otherwise.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3441741

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3470384

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3473629
Second the idea of a damaging charge. Using this skill on my character is a bit annoying, since there are way too many times when I end up wasting the entire full charge hit 2 inches from the mob, only because the game didn't lock my mouse over the mob.

Changing this skill from a single point attack to a advancing area (like a really narrow cyclone) with a major damage bonus on the end of the charge will allow it to maintain its opening hit characteristics while allowing some reliability.
Another portion for consideration is increasing its damage based on movement speed. This is a charge so it makes sense that the faster you are traveling the more impact damage one would have. Enemies at the farthest point of the charge taking the most damage would only make sense if there was a gradual movement speed increase occurring (yet its just a 50% boost, doesn't gradually increase to 100%). When the player reaches said max speed they would be dealing larger damage.

Also i have not seen any notes stating the shield charge melee splash bug has been fixed. Have you fixed the secondary enemies scaling yet?
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3441741

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3470384

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3473629
Shield Charge should be usable with a wand as long as it is a non-spell shield. I am doing aoe magic and am sort of a brawler, and it would be cool to try some stuff with shield charge. Please hotfix and make it work with melee splash too :)
Two requests for a Shield Charge before 2.3

In Gladiator Outmatch and Outlast damage from Shield Charge should count as offhand damage and generate Endurance Charges.

Should be usable with wands! We can use them even unarmed, why not with wands?
The new shield charge is alot more friendly to use, much less obstruction/moving target issues. However that 50% less damage mod has to go, the more damage at distance is compensated by the fact the de-facto attack speed is reduced by the movement time over that distance....(especially if you charge out and back against a boss target)
Thanks for making Shield Charge great again!

I didn't expect it to turn into a main damage skill but here we are and it's fun, despite the minor recent nerf.
Shop closed until further notice. Check out my Dominus musical tribute instead:
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Last edited by OwVEmrkMLX on Jun 8, 2016, 4:18:16 AM
Does it have a chance to miss? Do I need accuracy with it? I've looked all over the forum and some people say yes some people say no... Mark GGG says it doesn't (so obviously I take his word as gold), but this was 4+ years ago and he also says it says it on the gem (which I can't seem to find)
Please... for the love of whatever you believe in... make Shield Charge have a "smart pathing" i that, if there is an obstacle on the way, our character will run to the designated area without slamming on a wall or any obstacle like a complete idiot... it's been over 4 years already, and still NO IMPROVEMENTS to the skill in it's pathing...

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