How do i survive as melee

I am playing a jugg with 6 endurance charges and fortify up almost all the time, yet i still cant take on syndicate members. i just used 5 portals to kill two of them. what can i do to survive fights. i just dont wanna play any more which sucks cause i really like poe.
Last bumped on Dec 23, 2018, 11:04:31 AM
The main mistake is when you trying to do them being same level as you.
You need to be 8+ over leveled to survive at least.

Or be in a party with other players, and aurabot amust along them.
Last edited by DarkJen#6961 on Dec 22, 2018, 2:45:08 AM
Best bet is shoving a vaal Double Strike on a 6l and pop it when the fight happens then pray that you kill them before they start screwing you up
Well for one you don't play as melee
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You're playing the wrong type of jugg... only good type is life gain on hit type with a dozens of molten strike balls a second... it's like old vaal pact.
Git R Dun!
Holy shit, that's a weird build you play there.
Stacking flat ele damage abyss jewels on maces with infernal blow?

I'd suggest you level up in easy zones, like very low maps or even blood aqueduct, and grab a bunch of the life nodes that you currently skipped.

Also maybe swap into the more defensive part of Jugger's Ascendancy (drop unyielding, use unrelenting or unbreakable, after uber lab both of them).
Currently you're a Jugg without any of the tankiness of a Jugg.


3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
one way to survive as melee is going coc and cast strong spells ^^
3.26 when?
Don't abandon us. don't turn your backs on the ones loving poe.
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I_NO wrote:
Well for one you don't play as melee


Melee is the red headed stepchild of balance in games with prevalent one-shot mechanics.


Any time a one-shot mechanic makes you move, a melee character loses damage engagement for twice as long as a ranged character because they have to move off the boss and back on, and totem trap and now brand characters lose none at all because they were running in circles with the Benny Hill theme playing anyway.


In order to make melee practical it needs to be considerably stronger and tougher than ranged equivalents because it is always in more danger and always loses more opportunities for damage because of movement.

But it isn't right now. Basically any survival tool available to melee is also available to ranged, and melee DPS isn't as good either outside of a few narrow builds because of the greater opportunity of cost sinking even more nodes into life and being more gear dependent throughout the lifetime of the character.
"
satanttin wrote:
one way to survive as melee is going coc and cast strong spells ^^


Or play a max bloack gladiator (like mine, you can see it on my chara page). You won't have max dps, but you will survive 90% of the damage the game throws at you.
"
GloatingSwine wrote:

In order to make melee practical it needs to be considerably stronger and tougher than ranged equivalents because it is always in more danger and always loses more opportunities for damage because of movement.


But where should this tankiness come from?

If they put it into ascendancies, we will grab the most tanky class and then still use a spell.
If they put it in the skilltree, same story.
If they put it on a skill (like fortify), we just use a melee skill and profit.
If they put it on items, same story.
Rework mechanics like armor? I can wear a brass dome as a caster if I really want.

The shared skill tree and skill gems across all classes make balancing a nightmare.

There's like only one way to really buff melee atm, and that's to quadruple all base damage numbers of melee skills (or even higher).
This way we could build a 100% defensive skilltree and still obliterate content.
But that's powercreep again.
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519

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