Melee Classes DESERVE 10% more movement speed and 20% damage reduction—Here’s Why!

It's just a visibility issue. Played Monk since day 1, 99 deaths, level 93 (almost 94).

15 or so of my deaths were bosses, campaign and endgame (this is fine, more would be have been fine).

80 or so of my deaths were ground effects completely obfuscated by terrain, other effects, corpses, or foliage.

The other 4 of my deaths were either big crits from single white mobs, or swarms of white mobs getting the best of me.

FOUR PERCENT of my deaths have been in the "world" of the game, doing what we do for 95% of our time in combat.

I'd rather have died to bosses 80 times and ground effects 15 instead.

Same number of deaths, feels less shit that way.

For the record, my last death was a Blossoming Field or whatever map, where a bunch of fire circles on-death spawned on burning ground, in strongbox smog, during delirium...and also while being buried under a dozen corpses and half clipped into a hill.

Yeah, really feels like ANYTHING I could have avoided. And no, I'm not going to play "fire a skill from 9 screens away and run like fuck until I can't breathe anymore" if that's the direction they're taking. Takes the actions straight outta ARPG.
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You are posting about gem accessbility. I'm talking about Spell Passives. You've done nothing to prove your case.



This is getting embarrassing. Let me give you a hint. The skill tags for spells include things like projectile and area. Scaling increased projectile damage for a projectile spell is exactly the same as scaling increased spell damage. All sources of increased damage for a skill's tags are additive.

You can scale any spell by scaling its non-spell tags.


Also, gemling is a mercenary ascendancy. Sit down, son.

Last edited by fouquet#0993 on Dec 23, 2024, 7:32:51 AM
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but they did it with gems in poe1 and what happened is that every caster used a dagger and a melee move skill to trigger fortify. they dont care that it means getting into melee range theyre always getting into melee range anyway because the game is swarmy and the % damage reduction is just too good to trade up.


people can just use weapon swaps etc now so much easier too. im already seeing shield charge casters in this game purely for the mobility. let them somehow proc a DR off that ability cause its melee and now this will be the meta for every caster and casters will be the meta. thats exactly what happened with fortify in poe1.


And there are easy ways to prevent these kind of tactics, making sure, that only true melee fighters can benefit from these gems. See this:

https://www.pathofexile.com/forum/view-thread/3660416





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This aura could never be abused by ranged users because of it's rules. Even "ranged" melee fighters like sunder can't abuse it, since the stacks can only be generated within 3 metres. It really forces the player to dive into the action and grants him a huge buff. The 8 second timer helps to keep the stacks up, even between fights.



casters generated fortify stacks within 3 meters in poe1, they hit monsters point blank with shield charge, whirling blades and even direct strike hits.

most builds get surrounded all the time, casters are quite willing to jump into the action to get a buff like that. this is exactly how fortify in poe worked at first and every caster who was 'playing the game correctly' was using it. it didnt change anything for melee.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
Mercenary has to move 21 nodes before they get a passive with the word "Spell" in it. Witch only 1.

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LeFlesh#9979 wrote:
Mercenary has to move 21 nodes before they get a passive with the word "Spell" in it. Witch only 1.



Reading seems to be a difficult task for you. Try again. Optimizing spells =/= scaling 'increased spell damage' on tree. Learn how the game works before you post.
You seem to be the one struggling to comprehend that this conversation is about the passive tree. Your impotent snark does nothing to help your case.
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It's just a visibility issue. Played Monk since day 1, 99 deaths, level 93 (almost 94).

15 or so of my deaths were bosses, campaign and endgame (this is fine, more would be have been fine).

80 or so of my deaths were ground effects completely obfuscated by terrain, other effects, corpses, or foliage.

The other 4 of my deaths were either big crits from single white mobs, or swarms of white mobs getting the best of me.

FOUR PERCENT of my deaths have been in the "world" of the game, doing what we do for 95% of our time in combat.

I'd rather have died to bosses 80 times and ground effects 15 instead.

Same number of deaths, feels less shit that way.

For the record, my last death was a Blossoming Field or whatever map, where a bunch of fire circles on-death spawned on burning ground, in strongbox smog, during delirium...and also while being buried under a dozen corpses and half clipped into a hill.

Yeah, really feels like ANYTHING I could have avoided. And no, I'm not going to play "fire a skill from 9 screens away and run like fuck until I can't breathe anymore" if that's the direction they're taking. Takes the actions straight outta ARPG.


Oh man, tell me about it. Any forest maps with foliage or undergrowth are especially bad for ground effects. Poison puddles and chaos blooms blend right into those tilesets. Like I posted earlier, a good chunk of my deaths are from ground effects, bad rare affixes, and nigh-unseeable chaos damage in some form. That, or bad mana sustain in critical moments. I can count the number of deaths that made me go "Ah, crap, I got greedy/I shouldn't have dodged there/I cornered myself" during maps on maybe a hand and a half.
There are a couple nooks in the Ultimatum map that gets obscured by foreground buildings/shrubbery. I'm guessing they'll make those become transparent when blocking the camera . . . eventually.
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LeFlesh#9979 wrote:
You seem to be the one struggling to comprehend that this conversation is about the passive tree. Your impotent snark does nothing to help your case.


This is getting painful. I'll spell it out for you.

On the passive tree, the gemling legionaire, a mercenary ascendancy, has access to a large number of passive skills that improve projectile damage. Many spells have projectile tags which mean that scaling projectile damage and functionality on the gemling is the same as scaling spell damage on the a Witch ascendancy. Gemling also benefits from scaling off attributes without restricting skill selection and boosting skills via quality and doubling on supports. This 'mercenary' class has more options for optimizing spell skills than the witch.

Active Skills scale based on the skill tags associated with them. Spells do not only scale off of explicit spell passives.

Capisce?
Last edited by fouquet#0993 on Dec 23, 2024, 7:48:45 AM
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fouquet#0993 wrote:
that improve projectile damage

Capisce?

So, you admit they are limited to using only projectile spells effectively?

What if A Mercenary wants the freedom to optimize Curses?
Last edited by LeFlesh#9979 on Dec 23, 2024, 7:57:19 AM

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