Berserking Keystone in 0.10.2
So the new tree did negatively affect non-duelist builds.
In my case specifically , the repositioning off Berserking, 3 nodes farther from the marauder area, screws up my "fast attacking marauder" build. I do understand the need to buff duelists, though that doesn't mean that a marauder like mine ( and obviously marauders in general ) should be nerfed. I now that marauders have been slighlty buffed in power, but that doesn't really make up for it. My DPS dropped (306->296.4), without Berserking (on a lv 46 marauder). And no, getting 3 more levels to get to Berserking is not an option, since i could use those points for other nodes( e.g Endurance charges ), while still having Berserking, with the old tree. I'd say that 15% of attack speed is too much of DPS to essentially take away from marauders, and that the keystone should be somewhat closer. But since that's unlikely to happen at this point, an alternative would be to spread that 15% attack speed( or part of it ) to the Mase or Two-handed damage nodes in the marauder area. Or even add a lesser attack speed node somewhere in the marauder area. IGN: StompEmInTheNuts / HomiesOverHoes Last edited by PhCh15#6273 on Mar 8, 2013, 6:43:27 AM
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" There is a lot of good stuff near the new location... seems strange that you can't spend two points to reach it if it is that vital to your build. (Not sure how it could always take 3 points for you since it is only 2 away from the endurance charge passives as well as 2 points away from the health passives). Does your build come from the far left and not go past the old berserking location at all? |
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" It's not really that much about my build. It's about making it harder for marauders to reach that really important node, since not all marauders go for that overrated duelist health cluster, wasting a node on dexterity( not optimal ). Point is that, one day it's right above Unwavering stance, the next it's 3 nodes away, just so that it's closer to the duelist starting area. I guess my build could be used as an example, so here it is for reference: IGN: StompEmInTheNuts / HomiesOverHoes Last edited by PhCh15#6273 on Mar 8, 2013, 1:38:38 PM
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Holy shit tier, Batman.
I'm going to assume this is among your first characters? lel♯ jenk♯ ∞
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Marauders aren't supposed to be about attack speed.
A decent marauder build should be about one-shotting most mobs with really high damage skills/items. (Example, leap slam onto a mob and it dies 100% to 0% in one hit., no questions asked) You're doing it wrong basing your build on speed. Never give up, never surrender !
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Marauders aren't SUPPOSED to be about anything. Other than having the word "marauder" in their name.
Does this mean that ALL rangers are supposed to be high critical chance archers? Elementally focused rangers are just "wrong"? Perhaps he was going for a marauder that could leap slam QUICKLY to avoid damage, instead of tons of damage DEALT in one hit. That ever cross your mind? You cannot say one thing is more optimal than another until you have tested and tested it. Even saying "hey man, the DPS on leap slam drops, because you went speed instead of damage" doesn't work, because its all based on PREFERENCE. If his goal is to leap slam quickly to avoid being shot a bunch of times during his leaps downtime, then I'd say he's doing it right. Now, as to the OP, take a look at something like this:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgEAxthYY1BQjM_2SF8_VEnnUu8Oud3yL6gYah7UjxkuJ-2sqnKpfNlZ88AakFWnhBo47DhX4nflMokEsxRNogDwHwJxZp760jbp42okqhmFHRSPRtDQz2VVxhZv2WFXDdIhns2nMBQgUEcB5zboOlKGYFYEYVKfy2CIKLXvTjIJQKAFLWBLeu907SFgdPGeuQ==
Perhaps that would offer you quite a bit more health in 70 points, the attack speed node, as well as having unwavering stance and being well on your way to iron reflexes. I know the changes to the tree may not be optimal, but trying something like this out might help you in the way that you're hoping for. Was this the sort of build you were trying for?? Tanky with leap slamming in and out, using attack speed to quicken things up a bit? |
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Beserking is not a key stone.
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Well, you have chosen a gazillion life and strength (which also give life) nodes, but not blood magic. Duh. I doubt this build will have mana for more than 2-3 consecutive actions.
Not to mention that this marauder of yours while being able to tank very well will take forever to kill stuff, by having little to no nodes for damage. -- Yes, it is about preferences, but some things work, others don't or are just not worth it. I tried a build like yours while in closed beta, maxed life mara, and while nothing could take me down, it took FOREVER to kill some mobs, some of them were quite impossible due to the fact that they had regen/life leech (and I had plenty of it, right?) and my damage was puny. So, scratch one lvl 70 marauder (actually, there was a respec so I tried something else, closed beta was nice because of that, so many free full respecs hehe) Never give up, never surrender !
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" That's more likely an issue of skill gems or resources and possibly weapon choice. With rare exception, there is little reason to ever take damage nodes on the tech tree except accidentally. To say "I took too many life nodes, I should've taken more damage nodes" is false unless you mean to say you were too cheap and too blind to take say Lava Lash on an Infernal Blows build when it threw itself into your feet. Otherwise, going out of your way for 6% damage has never been a good idea. lel♯ jenk♯ ∞
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actually i think that the new position it's a BUFF to maradeur build, since you can now get it coming from "up side" going also to the new OP duelist keystones.
And that's my problem. I had the berserking passive, but my passive tree is still the same, i had no reset / extra refund points to compensate the changes. 'cause now with the new position i have to get there, yes, but from a different road... but no skill tree reset for me. Help? :D I mean, there is something i can do the get it, or can someone explain me why i did't get the reset? thankx all |
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