Melee Classes DESERVE 10% more movement speed and 20% damage reduction—Here’s Why!
" I hope shifting the goalposts that hard won't cause longterm damage to your spine. |
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" No, you can also scale elemental damage fairly easily and you have easy access to elemental equilibrium, ailment scaling, electrocute, freeze by pathing towards monk. You can also scale fire damage by pathing towards warrior. Curses are an outlier but hardly the focus of optimized spell builds. Last edited by fouquet#0993 on Dec 23, 2024, 8:01:42 AM
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Answer the question or concede. Curses are spells. How much build freedom does a Mercenary have in building around them compared to a Witch?
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I don't understand this convo, given that gemling (as a subset of merc) has both 10q, reduced costs, and the best stat scaling ingame which subsequently means that the additional pathing it has to do to get to monk/witch area is both beneficial and something you'd want to do anyways. Gemling-based archmage builds are incredibly strong spell casters, even for off-meta stuff like ID, which is curse-based, yes.
https://www.youtube.com/watch?v=kg9VZPRpZb0 | |
" So optimizing spells = building around curses? Really carrying that goalpost. Other than struggling to reach multi-cursing gemling can still scale chaos spells (hexblast) by scaling poison. Curses are generally a -resist type setup but they also include marks which gemling has more access to. |
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" It's just a PoE noob trying to avoid admitting that their suggestion won't work and me antagonizing it because I can. Just PoE forum things. |
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" 12% EXTRA quality on gems alone is enough to cover any travel nodes between merc and witch. Let alone that gemling can bleed with bone spells better than witch since he has access to more bleed nodes on the tree, he has access to proj nodes, there are minion nodes, generic crit nodes (that guess what, work on spells!), he's closer to poison nodes, making him potentially better with chaos dot because dark effigy can proc poison like crazy and on and on. You literally have ZERO knowledge of how poe is played and want to have an ego about it |
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The conversation began through discussion of how to incorporate melee bonuses specifically for melee builds. A disagreement came about when I suggested simply adding the tag 'melee' into wherever the chosen nodes get set. Opposition said this would limit build variety. I made the plainly-obvious claim that build variety is inherently limited upon character creation once a class is chosen since different areas on the tree specialize in different types of play.
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There are no "melee classes" in PoE2. You can play warrior with minions. Nothing is stopping you. therefore an "innate stat increase" is not feasible. The solution could be to have a few more bandit-quests selectable options like in act 2 where you choose between the medallion halves or act 3 where you select between the potions. Those should contain more hefty bonuses instead of 30% charm charges gained, including the movement/attack speed.
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" Look inward. My claim is that build variety is inherently limited in part by class chosen upon creation and that isn't a bad thing. |
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