Shield Charge & Resonating Shield Question
Trying to work out if these skills are actually viable, I came across this post:
" This seems to suggest that if these skills are based on the PoE1 version that they will not benefit from any of the new passive tree +%shield boosts (Core of the Guardian, Shield Defences etc). The skills give 2-4 damage / 15 points of shield armor. The best lvl 70 shield I have found so far (with 20% quality added) is 617. Or 41.3. If this is the case, they may as well have no damage value at all. 41 damage at level 70 is highly unlikely to even break a regen tick, let alone actually damage a monster. Can I get clarification if these skills are still functioning like their ancestors and if so... why? Last bumped on Dec 15, 2024, 2:04:58 AM
|
![]() |
I am using these two skills as my main skill now. You are correct about having damage base the armour but the increase defence modifier is different and will not apply to the damage.
You have to look for flat addition to armour and % increase combo but prioritize the flat because the flat increase is affected by the % increase. For example these two affixes will give high damage to the two skills mentioned. +200 armour +150% increase armour My level 50 shield now in Act Cruel has 700+ armour with 14% quality. But yeah it's hard to find a shield your best bet is too check the trade site. At level 70 I will be looking for 1k to 1.5k armour shields to keep up. |
![]() |
The only theory I have been able to come up with as to why these abilities are so pitifully under-tuned, is the fact that your shield is raised during the cast making it so you essentially cant be damaged by hits (from the front) while using them. So essentially resonating shield is just a replacement for Raise Shield that does something while your shield is raised vs the whole nothing you get with plain raise shield.. and shield charge is just a "safe" travel skill making it so you dont have to worry about getting obliterated by charging through a bunch of projectiles mobs fired at you after you started the cast (like with what can happen with leap slam/stampede).
If my theory is correct and these abilities are just meant to be "safe" so they do less damage as a result... it just feels like these abilities will almost forever be after-thoughts/something you only pick up because you've got a skill slot to spare and may as well use resonating shield instead of raise shield. Shield charge at least has a little more utility for getting around maps/boss mechanics cus its really fast, but the combination of a CD + low damage means I doubt it'll see much use beyond that. |
![]() |