Reminder: Resolute Technique still provides minimal value over non-RT builds ever since Acc buff.
RT is junk. thats the short review of that node. it is useless except for some VERY niche scenarios
with Precision, buffed flat ACC rolls on items and pretty much every ascendancy providing ACC/crit in some form there is only one viable way of scaling damage for attack builds (excluding snowflakes like ignite and the like) - crit there is no other way. crit or suck. difference between crit build and non crit build is 3x+ times more damage for relatively low investment. crit is simply yet another multiplier - investing into additional multiplier brings more results than increasing existing ones (diminishing returns). problem is the ease you can reach ~50% effective crit chance - < 10 passives, some crit on items, source of accuracy be it Precision or ascendancy like Jugg (that ability to be tanky AND crit is what makes Jugg so f.. strong). sure, it sounds like a lot but no 'regular' investment is going to match that increase in damage. going crit gives like 200% more damage. ofc that assumes - and assumes correctly - that players know that some weapons are garbage (5%, rare 2h etc) and avoid them. the best (and in fact only sensible) setup aka DW foils has enough base crit and great nodes. if someone wants to play skill like EQ + Marohi: Slayer makes that perfectly possible non-crit is junk option because reaching reasonable hit chance is the better part of cost needed to 'go crit' so why stop there? and because the cost in total is very low - RT is junk without a sensible, viable use case note: my FB + IB character is RT. it is STRICTLY inferior to current Mathil's FB+IB character. STRICLY inferior despite having better gear and legacy 956% FB. why? because crit is THE way to play this game. there is no choice between crit and non-crit. it is crit or suck. |
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" This really sums it up. I've spent dozens (hundreds?) of hours in PoB, tinkering with hundreds (if not thousands) of different builds since the 3.7 accuracy rework, and... Anytime I make what looks like even a semi-passable non-crit melee build, I invariably find that it can quickly be converted to crit for a minimum of 100% more DPS on the same investment. And yeah, sadly you're right on the basetypes; dual foils are hands-down the best DPS. You can get endgame-viable stuff with a limited supply of rare 2H, (harder to get with the crafting nerf in 3.9) but it's still worse than dual foils. The power of them is just plain insane. And yes, part of the balance, I feel, would involve some stiff nerfing to a number of the most popular basetypes. (and this also goes for Snorkle_uk's mythical "don't take RT, but waste points on accuracy without getting any crit;" in these situations, EVERY time it's better to take RT than that, and far better still to just go crit) My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
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Resolute technique is already lost science... It was like that from the moment there was accuracy with crit rate on the other end of the stick...
You cant beat Crit rate/dmg only with resolute technique it provides too little of advantage, especially when we have items with resolute options, and also a lot of attack speed which let us have 10 attacks per second or more, so basically even if you have ~70% of accuracy, which is pretty low, you still manage to deal ~6-7 attacks in a second with a high chance of crit strike, which can deal almost same damage as another 3 -4 attacks. So only with that, doing 1 crit you can deal more damage when having resolute technique and landing all those 10 attacks. That is very basic calculation, but the basis is correct on this one... Imagine if your crit is at ~40-50%, half of those hits will deal tripe dmg... Resolute lags behind by quite a lot... It would be worth it only if it gave good attack speed advantage... Currently i have Cyclone berserk with resolute technique, but there is no point in further keeping it that way, the bottleneck is real on this one... |
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well you cant just simply put %more damage there without adding something like
-% less damage with bleeds/impale :P d:-D*
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Furthermore boss fights.... Without crits it is really hard to stand a chance against bosses...
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Bleed builds is fairly good against bosses.
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" Well RT is basically only good if you can't get value out of dealing critical hits. So the only time you ever take RT is when you are already not getting more damage from crits, so the downside of RT is basically useless. I would change RT entirely into a non-crit Keystone and stick with the theme of being resolute. Something I would in some form include is: a) Not missing b) Fortify c) Stun immunity I also like the idea of changing your critical strike chance into a chance to deal double damage. This way you remove accuracy, but you also remove the ability to scale crit multiplier, your critical hits would basically always deal double damage (might have to come with a %less critical strike chance). But the keystone could give Fortify on Melee Hit or Stun Immunity if you hit an enemy with a melee attack recently. |
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Bleed is actually pretty good with RT. And now after testing things out i could say that i felt more stable having RT and bleed instead of no RT and crit strike/accuracy nodes.
Looking further it seems that RT gives another advantage and that is quite the number of free passive points.. You dont need to invest in crit/accuracy mechanics, so you save up at least ~7-8 passive points. This can go towards impale/bleed or fortify or health for example. After testing it with cyclone berserk I would say that crit/accuracy is better for the right side of the passive tree classes because the accuracy is maxed out a lot easier wit less passive points involved. While the left side of the pasive tree builds should probably stay with RT/bleed/impale mechanics, looking at it the guys that start out in the left side all are more towards the damage sustain and tanky/meat mountain types of classes, so the prolonged damage effects are more of our forte rather than quick damage glass canons that mostly concentrate on the right side of passive tree.. |
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" yeah it has a place in the wrong side of the tree |
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" bleed is good. not 'good with RT'. bleed in general is - surprisingly - well designed mechanic that can be played in numerous ways. unsurprisingly - the crit way deals most damage. and any player can reap the benefits with: all you need is valid hit chance and some crit scaling. bleed takes the highest (1 or 8) stacks into consideration so it is important to get these peak values as high as possible. what other 100-200% multiplier you can find in the wild? Ruthless procs are great for bleed as you are guaranteed to get one SOLID bleed going but.. Ruthless + crit is just soooo much better. crit + Ruthless + crimson dance == lots of 'on average' higher bleeds than with one or the other with a chance to get a double-tap of Ruthless+crit combo |
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