deadeye's far shot is useless and makes deadeye weak

"
Perq wrote:
"
grepman wrote:
"
Perq wrote:
Its actually awesome. :V My only gripe is that Far Shot is Attack Projectiles only. And there was me hoping for Deadeye caster. :<
magma orb deadeye with gloomfang will be stupid strong.


Why would she be? Gloomfang works the opposite to the Deadeyes node. Gloomfang works better with each chain and Deadeye's point works better with first chains. In other words, if you get both you get more consistent damage, but not really that much more on bosses.

It would be better if Far Shot worked with spells, it doesn't sooooo, not much of a change here.
have you seen gloomfang MO on bosses if you aim well and precast ? they croak in one hit. so having it damage more on first chains via ricochet helps kinda the same way far shot helps toons with point blank ;)
"
Salvi123 wrote:

the difference between dual wield slayer and deadeye is 56 damage/10 attack speed and half of all minor passives 2.5 notable passive (far shot gives you nothing if you are caster deadeye, fast and deadly gives you 30% projectile damage, gathering winds 10-20 ms and cast speed, 1000 evasion (I think dex will be low since as a caster you want go to witch/templar area)). let be honest, slayer was OP with his leech, bane of legends, stun/bleed immune, I don't sure if deadeye can handle this loss as successfully as slayer but if you think so, then ok.
about glare: is this a true? I saw a lot of build using lioneye's glare, but almost all build makers told that they using glare simply because high phys dps and "hits can't be evaded"
I'm so fixated on far shot because I'd never seen that someone using it, ofcourse it's better than nothing, but imagine something else as notable ascendancy instead of it.

Im not saying lioneyes glare is used for far shot, but its not 'bad to have'.

look, I agree with premise of your post that far shot is somewhat weak in terms of being a notable in ascendancy tree -it is not that important to archers and doesnt work with casters

however, youre extending this valid point into some sillyness that it makes the ascendancy weak and whole ascendancy is about magma orb...wut ?

also, youve never seen someone using far shot, this means youve never seen someone use endless munitions too (since its a must-travel node currently) ? well one deadeye I made for ssfhc mayhem (or turmoil, the one that didnt void) was using that (and endless munitions) with ice shot
far shot is not bad.
depends on if you want to utilize its mechanics or not.
if not, dont take this node.
if so, you could for example combine with proj weakness for knockback,
or king of the hill.
could combine a dmg multiplier and some extra defense.

"far shot is idiotic, because i only play chin sol, and this doesnt work well with far shot"

sounds to me like
"spoons are idiotic, because i only eat french fries, and they are hard to eat with spoons"

either dont use spoon in that gear slot, or try to combine spoon&soup ;)
Unknown rule type: SetFondSize
Last edited by MarboroMan#2479 on Feb 26, 2018, 4:36:07 AM
"
grepman wrote:
"
Salvi123 wrote:

the difference between dual wield slayer and deadeye is 56 damage/10 attack speed and half of all minor passives 2.5 notable passive (far shot gives you nothing if you are caster deadeye, fast and deadly gives you 30% projectile damage, gathering winds 10-20 ms and cast speed, 1000 evasion (I think dex will be low since as a caster you want go to witch/templar area)). let be honest, slayer was OP with his leech, bane of legends, stun/bleed immune, I don't sure if deadeye can handle this loss as successfully as slayer but if you think so, then ok.
about glare: is this a true? I saw a lot of build using lioneye's glare, but almost all build makers told that they using glare simply because high phys dps and "hits can't be evaded"
I'm so fixated on far shot because I'd never seen that someone using it, ofcourse it's better than nothing, but imagine something else as notable ascendancy instead of it.

Im not saying lioneyes glare is used for far shot, but its not 'bad to have'.

look, I agree with premise of your post that far shot is somewhat weak in terms of being a notable in ascendancy tree -it is not that important to archers and doesnt work with casters

however, youre extending this valid point into some sillyness that it makes the ascendancy weak and whole ascendancy is about magma orb...wut ?

also, youve never seen someone using far shot, this means youve never seen someone use endless munitions too (since its a must-travel node currently) ? well one deadeye I made for ssfhc mayhem (or turmoil, the one that didnt void) was using that (and endless munitions) with ice shot

yes, never saw deadeye, but saw a lot of pathfinders and raiders.
this ascendancy can work pretty well for ssf, you gain accuracy, what is important if you don't have lioneye's glare, gain additional projectile what is good without dying sun/+1 arrow corruption, enchants, gain pirce shots, which allows to run 4l, I thought about the purposes of this ascendancy and found that it's perfect for ssf.
about magma orb: this is the only skill that can give you 50% more multiplier out of ricochet(the most powerful node), so this is limit of this build, no stronger options I think, that's the reason why I focused on it. also +1 projectile from endless munitions doesn't give you any damage, only aoe, which is already high enough with gmp.
for attack projectile skills raider just gives more damage, and they are usually runs glare with far shot.
"
MarboroMan wrote:
far shot is not bad.
depends on if you want to utilize its mechanics or not.
if not, dont take this node.
if so, you could for example combine with proj weakness for knockback,
or king of the hill.
could combine a dmg multiplier and some extra defense.

"far shot is idiotic, because i only play chin sol, and this doesnt work well with far shot"

sounds to me like
"spoons are idiotic, because i only eat french fries, and they are hard to eat with spoons"

either dont use spoon in that gear slot, or try to combine spoon&soup ;)

yeah, if you want more defences, rather offensive options you can play with far shot, but if you don't want, but want to play with ricochet or/and endless munitions you can't not take this node, because it blocks ricochet and endless munitions.
Still pretty garbo.
Reflect on chains.
Endless Munition is just another +1 proj node.
Most nodes are QoL. Other ascendancies are strictly better.
Rupture is nice.
Regarding Magma Orb builds I could pick the (current) inquisitor and do far better.

Can't wait for the clone memes though.
"
Salvi123 wrote:

if you want to play with ricochet or/and endless munitions you can't not take this node, because it blocks ricochet and endless munitions.


was there an "old" far shot with a dmg penalty?
https://web.poecdn.com/public/news/2018-02-26/NormalShapes.jpg
here it just says "deals more dmg" nothing about less/reduced dmg,
so what?

or u just mean because you have to spend 2 points on travelling nodes?
in this case i agree,
6 points for only +1chain and +1 proj is poor....
kind of....
but only if u really dont want to utilize far shot and build around it.

if there is really nothing impactfull to do with it,
the community will leave deadeye underrepresented,
so 2 or 3 leagues later we'll see some buffs there i assume.

till then we just keep playing 9-frenzy-whatever-skill-raider and the occasional calamity heavymentalist.
will be fun as well :)
Unknown rule type: SetFondSize
"
grepman wrote:
"
Perq wrote:
"
grepman wrote:
magma orb deadeye with gloomfang will be stupid strong.


Why would she be? Gloomfang works the opposite to the Deadeyes node. Gloomfang works better with each chain and Deadeye's point works better with first chains. In other words, if you get both you get more consistent damage, but not really that much more on bosses.

It would be better if Far Shot worked with spells, it doesn't sooooo, not much of a change here.
have you seen gloomfang MO on bosses if you aim well and precast ? they croak in one hit. so having it damage more on first chains via ricochet helps kinda the same way far shot helps toons with point blank ;)


It helps them as in when you doongoof and can't get far enough and not improving the already high damage. You can REALLY pick other classes that have far more useful nodes, really.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
"
MarboroMan wrote:
"
Salvi123 wrote:

if you want to play with ricochet or/and endless munitions you can't not take this node, because it blocks ricochet and endless munitions.


was there an "old" far shot with a dmg penalty?
https://web.poecdn.com/public/news/2018-02-26/NormalShapes.jpg
here it just says "deals more dmg" nothing about less/reduced dmg,
so what?

or u just mean because you have to spend 2 points on travelling nodes?
in this case i agree,
6 points for only +1chain and +1 proj is poor....
kind of....
but only if u really dont want to utilize far shot and build around it.

if there is really nothing impactfull to do with it,
the community will leave deadeye underrepresented,
so 2 or 3 leagues later we'll see some buffs there i assume.

till then we just keep playing 9-frenzy-whatever-skill-raider and the occasional calamity heavymentalist.
will be fun as well :)

yes, this -2 passive points really sad, so the build with this playstyle(point blank/chin sol/ricochet) will be just weak, need some better gear, higher level, etc, just not comfortable to play this if you want high dps.
new league, still almost nobody playing deadeye (but in the first few weeks or so there will be some magma orb deadeyes before not obvious, but OP builds appears)
Emo reaction does not make it a valid reaction.
You are overblowing the matter and still fail to produce a logic behind calling it useless

If you do not like it - use other ascendancy.

I will pick this node because i find it very nice and i do use chin sol and point blank.

Calm down and if you want to provide a feedback put less emo and more.facts into it.

Report Forum Post

Report Account:

Report Type

Additional Info