spell block for dual wield and staff??
may be i am missing something but why is spell block so hard to come by for staff and dual wield?
shield got plenty of nodes with spell block plus tempest shield that gives a ton of spell block while staff and dual wielding are stuck with 1 wheel or a few scattered nodes that barely give 30% the suggestion is simple add more generic spell block like for instance replacing those +3% chance to block with shield or dual wield from scion starting point to a generic +3% chance to block spell damage another option is to make tempest shield work with everything self found league fan http://www.pathofexile.com/forum/view-thread/324242/page/1 Last bumped on Jun 18, 2023, 8:47:10 PM
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I feel like block implicit for staves should perhaps have both spell and attack block properties (similar to the block flask). Dual wielding should give 15% attack AND spell block, not just attack.
I get that it doesn't totally make sense for weapons to be blocking spells...but when you really think about it...neither does having a shield block spells. Someone lights your wooden shield on fire with a spell and your shield can magically just tank that, yet weapons doing the same thing is a no-no? Completely on the other hand...shields SHOULD be the main way (or possibly the only way) to achieve high spell and attack block. It is the very essence of "shielding". Shields are all about blocking. It's great that the game even gives us a little bit of other options for blocking without shields, but really it is the SHIELD that is literally meant to block damage. I think it would make much more sense thematically across the board for: Dual Wield = evasion or parry (completely remove block, have "parry" avoid 100% of the damage of the hit or possibly even counterattack by default, built-in riposte) Shield = block (have it be easier to cap, take 10-25% of damage of blocked hits rather than 0%) 2-Hand = straight damage reduction OR damage amplification (remove block from staves, add % damage reduction since they are magic/melee hybrid; 2H sword = global crit/accuracy, 2H axe = global damage or bleed things, 2H mace = global double damage) Last edited by jsuslak313#7615 on Jun 10, 2023, 7:30:52 PM
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" on an ideal world dual wield and 2h weapons would be for those who favour offence over defence and weapon+shield for those who favour defence over offence. but since weapon+shield give as much if not more damage than 2h weapon then the logical thing is to add better defences to 2h and dual wield. self found league fan http://www.pathofexile.com/forum/view-thread/324242/page/1 Last edited by caboom#7201 on Jun 10, 2023, 8:25:29 PM
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^for sure I agree! My ideas were adding defense to dual wield and 2h, just in a different way.
But similarly, if you want to go "big hit, smash gud", then 2H weapons like axes and maces need damage and not defense. |
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" one can dream of GGG giving 2H weapons better offensive stats and replacing dual wielding mods from: +15% Chance to Block Attack Damage while Dual Wielding 10% more Attack Speed while Dual Wielding to 100% increased effect of explicit mods on melee weapons while dual wielding self found league fan http://www.pathofexile.com/forum/view-thread/324242/page/1 Last edited by caboom#7201 on Jun 18, 2023, 9:46:50 PM
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