Call of steel + Impale suggestion

What do you guys think about Impale support also giving you Call of Steel skill? It would feel nice with some of the melee phys impale skills to not have to slot in steel skill just to get call of steel to rip the impale shards. I think many new players don't even know this is an actual mechanic and it feels soo good for mapping to finish of stragglers. You can literally do phys impale EQ and just call the shards to finish mobs if they survived.
Last edited by Sameen_Shaw#0130 on Jan 25, 2024, 9:14:10 AM
Last bumped on Jan 25, 2024, 8:53:31 PM
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Read between the lines brother. They don't want people playing these builds at the moment, They nerfed them, and gave us divergent trauma for 1 league and then deleted it the very next league. Just play a spell or boneshatter until its fixed. It is what it is. I'm sad about it too but we will have our time in the light again.

As long as phys as extra is a mod. Phys builds will always be behind unless impale gets a lot of love.
Last edited by Lonnie455Rich#2087 on Jan 25, 2024, 12:21:11 PM
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Lonnie455Rich wrote:

As long as phys as extra is a mod. Phys builds will always be behind unless impale gets a lot of love.


I think the more damaging mod to pure physical builds is just straight up conversion. The fact that conversion immediately causes you to be able to double dip on damage mods, yet you can NEVER take advantage of that as physical is forever going to keep pure phys down.

Conversion is simply too easy to get nowadays, I would be happy if they even CAP "extra skill" conversion at like 50% or something like that for PoE 2 or even future PoE 1. Subsequent conversions would be capped at lesser percentages. Skills that have innate conversion such as molten strike would bypass this cap.
the double dip is actually pretty limited and the biggest offender is 'non-chaos as chaos' for builds with 4 step conversion (eternity shroud). it seems that GGG thinks that this 'clever' trick is cool. sadly all it does is creates one build and makes all other choices irrelevant due to power gap

phys damage has its perks: stuns actually make a difference while clearing, leech is easier to get, armour on enemies is actually easier to circumvent

on the other hand: conversion with interest exist (see above) making it a dumb choice. significant % of skills have non-negotiable conversion built in. bleed is kinda bad (very expensive to get compared to poison, several ways for mobs to resist it). several mods are 'phys as extra' so if you use Brutality you waste them.
and the biggest problem - overwhelm/crush cannot go negative. compared to exposure + ele curse + ele weakness + skill effect it is pretty gross


as for the OP: +1
sticking Steel skill is a socket tax that really hurts esp on 2h build
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sidtherat wrote:
leech is easier to get


Not anymore! Most leech nodes and leech sources are "attack damage" now, not physical damage.
this actually depends and depends a lot. ALL mana leech on items is phys attack only. if you are in marauder/templar tree section and have a 100% elemental build that requires mana leech you HAVE to a) impossible escape b) anoint c) use Lifetap (all 3 rob you from '10% leech is instant' mastery) or spend ~10+ points on duelist cluster..

i definitely felt issues with leech as ele build in this one part of the tree. travel to Duelist is very point inefficient and wasting anoint on Clever Thief just feels bad

important bit here is - alt qual support gems solved that.
I had Slams related post about this ridiculous restriction around "Physical" tag in bottom left side of the tree... Idk what is even going on an why this has not been changed leagues ago. You literally want chieftain to go fire base damage, but yet half of the nodes in his area do not work with the skills? Other side of the tree has just generic nodes like "increased attack damage" "attack damage leeches life" like cmon, what is this?
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sidtherat wrote:
this actually depends and depends a lot. ALL mana leech on items is phys attack only. if you are in marauder/templar tree section and have a 100% elemental build that requires mana leech you HAVE to a) impossible escape b) anoint c) use Lifetap (all 3 rob you from '10% leech is instant' mastery) or spend ~10+ points on duelist cluster..

i definitely felt issues with leech as ele build in this one part of the tree. travel to Duelist is very point inefficient and wasting anoint on Clever Thief just feels bad

important bit here is - alt qual support gems solved that.


I trust you. TBH, I haven't spent much time over in that area in recent memory. Last Marauder or attack-based templar I made was a cyclone build pre-chieftain rework.

For the builds that I have done that are attack-based, I have noticed that it has gotten a LOT easier to leech in general, but I guess that's just on the right side of the tree. I remember practically the only way to leech elemental damage as an attacker was to corrupt an amulet.
Last edited by jsuslak313#7615 on Jan 25, 2024, 8:55:39 PM

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