fortify is still rekt
Bro, you trying to get fortify with cyclone linked to Life gain on his, blind support and faster attacks and you saying u deal million of dmg with cyclone? I think you just don't understand new fortifye. You need BIG hit, not tickle from life gain on hit cyclone. Just because you trigger with cyclone ngamahu balls doesn't mean you deserve fortify :D
Last edited by NasusPodInta#1947 on Mar 3, 2022, 8:40:46 PM
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i wasnt running lab with a ngamahu build. i linked the axe in my previous post, it has its gem links in it.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" +1 “Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 |
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devs simply hate melee builds, so dont expect anything
Last edited by SerialF#4835 on Mar 4, 2022, 12:24:24 AM
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the unintended effect of fortify getting rekt is that i went full dps, rather than use such an unreliable skill, and found myself clearing more bosses and invites than i normally could have.
thanks ggg for showing me the way [Removed by Support]
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I'm a little confused why it doesn't work with Cyclone. I haven't had any problem at all with the new fortify. Currently using it with Wild Strike and I can reach my 21 stacks almost instantly.
Builds
https://www.pathofexile.com/forum/view-thread/2149153 https://www.pathofexile.com/forum/view-thread/2245701 https://www.pathofexile.com/forum/view-thread/2664371 Shaper Guide: https://www.pathofexile.com/forum/view-thread/2252008 |
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i can reach stacks instantly against trash mobs, but this character is used to farm lab, and that means the lvl83 uber uber lab, and it just doesnt work. apparently having a 900 pdps 2h weapon isnt good enough gear to get fortify when you actually need it?
its so stupid, please devs can you just sort fortify out. heres where melee need fortify the most, when they have low damage and are fighting a really high health target. that is the most important melee needs fortify situation in the game, and thats the situation where it currently stops working all together. i think its super easy to fix, just lower the threshold for a hit that grants fortify. im sure a low damage cyclone melee build is doing 200x the hit damage of a caster weapon shield charge. this is so easy to fix, theres a country mile between even a low dps genuine melee hit and a caster with whirling blades etc, i refuse to believe they cant just fix the number, very easily. it should never have released in this state and honestly im confused how it was allowed to stay like this even for a week, never mind 4 months. I love all you people on the forums, we can disagree but still be friends and respect each other :) Last edited by Snorkle_uk#0761 on Mar 4, 2022, 1:10:49 PM
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" As long as they base it on a percentage of the actual life of the target there are too many variables involved, so if they put the threshold too low everyone will be able to get fortify when hitting weaker monsters, and if they put it too high, very few will be able to gain it on stronger monsters, as is the case now. The right way to do it, I think, is scale it on base life of a monster of the same level as the target. That way it's still needed to scale hit damage but you eliminate the variance so it's much easier to set a comfortable threshold. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Mar 4, 2022, 1:39:03 PM
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" I've actually talked to a few guildmates about this since first reading this thread, and we've basically all agreed that the way fortify needs to work is as follows: Every X amount of total melee damage dealt with the supported skill triggers the Fortify buff, which gives Y amount of damage reduction for 6-8 seconds. This counter is reset to zero at the end of the fortify buff duration. X and Y both increase exponentially by levelling the skill gem, similar to how gems like Inspiration and Arcane Surge work. So at gem level one you get very little damage reduction (5% at the most) from Fortify, but it triggers very easily, only requiring 1500-2000 total damage. Gem level 20 would give a tremendous amount of damage reduction, but require millions of cumulative damage to trigger. And for players who wanted to go the ultra high end tank route, level 30+ Fortify would give increasingly massive amounts of damage reduction, but require ever higher amounts of damage to trigger. We think this hits every goal needed to fix/improve the Fortify support gem. 1 - Because perpetual Fortify is impossible through the support alone, this concept does not remove the Champion ascendancy as a strong, viable pick for a variety of builds. Nobody wants Champion to be the new Trickster, so not completely invalidating the Fortitude notable was important to us. 2 - No arbitrary distinctions between different types of melee builds. Any skill which deals significant melee hit damage is now a viable companion to this support, not only ones which attack slowly like Tectonic Slam and... are there even any others that people still play? 3 - Because only melee hit damage counts toward triggering the buff, it does NOT work with projectile-melee skills like Frost Blades, Lightning Strike, Wild Strike, or Molten Strike unless the enemy is being engaged directly by the melee portion of the skill. We saw no problem with giving players a defensive buff for using lightning strike as a melee skill, but it would be silly to let people get it by spraying projectiles toward offscreen enemies. 4 - The buff itself encourages smarter, more tactical play. Periodically gaining several seconds of drastically reduced damage taken in endgame content allows players to synchronize their other buffs (flasks, vaal warchief, berserk, etc) to maximize their output during these "safe damage windows." 5 - The scalability of the gem gives players more options in how they want to use it. Is it better to have 15% damage reduction half of the time, or 5% damage reduction 90% of the time? Having that kind of choice is always good. 6 - It FINALLY gives melee players something they can do well which other archetypes can't. If someone wants to throw fortify onto their summoner and get 2% damage reduction by shield charging around, I honestly think that's fine. You're never going to have enough DPS to consistently trigger a big 15%+ fortify buff without actual melee damage investment. |
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Yea, I read that in the patch and knew it wasn't going to work. Didn't even have to play.
There are other issues with Fortify beyond it's jank mechanics also. The passive tree notably. Melee is not exclusive to any one starting point. Every point can melee so their intention of having it a "melee" perk is fundamentally flawed on multiple layers. "Never trust floating women." -Officer Kirac
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