Melee Crit Builds Feedback

I've always been a huge fan of the critical strike mechanic in ARPG games, and I understand that if it isn't implemented properly there can be extreme balance issues. However, I feel that some of the critical strike/critical damage nodes should be placed differently or more should be added. For example, daggers are by far the best weapons for melee crit builds yet the duelist is in the best position to grab all the melee crit nodes as well as good life and defensive nodes. This is a problem because daggers need lots of int to use and duelists don't get any int by default. Also, the 3 main crit gems are all blue, making them hard to get rolls for in duelist armors. It seems as if the crit mechanic was really intended for spells, as power charges can only be gained by getting a critical, or using a wand. In addition, two hand critical builds are basically impossible to pull off, as there aren't enough two had specific crit passives, as well as their base crit being too low. The mele crit build issue has problems in all three major areas, gems, passives, and weapons. I've literally done tons of math of most of the crit builds that I can think of, and they usually don't fare well vs pure physical or elemental damage build that don't rely heavily on critical strikes. I know they devs didn't want a diablo 3 ww crit barb type of thing happening, and I know changes have been made to make this issue better, but I think there should be some work done before I can say I'm entirely satisfied. I should be able to build a good crit character for every weapon type and for every melee class. I look forward to providing more details if GGG would like them.
IGN EnderInExile
Last edited by EnderInExile#5958 on Jul 9, 2013, 1:32:22 AM
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Crit is not designed only for spells, but it is designed to be primarily for int.

Each of the three attributes has one main way of increasing their dps:
Str hits harder, dealing more damage per hit.
Dex hits faster with more attack speed (and slowing the other guy down).
Int hits smarter, targeting weak points to cause critical strikes.

This is why the crit gems are blue and the crit nodes tend to be in the north of the tree - crit is an int-aligned stat, just as attack speed and evasion are dex aligned, and life and melee damage are str aligned
Mark: Crit is a highly damaging stat on its own, similar to having powerful melee damage or fast attacks, but then adding shock to that makes it even more powerful, as well as being a way to keep your damage high while waiting for your next crit.
First of all I thank you for the reply Mark. I'm used to devs not even looking at what I write. I appreciate the design choices you've pointed out to me. I've done a lot of hard looking at the skill tree since I wrote this. I guess that I was expecting to pull off too much at the same time, and I now appreciate the trade offs that need to be made as well as the general philosophies behind each class. I didn't mean any disrespect by this post, and I hope none was taken. I was very frustrated by the problems I've been having with my character and it spilled into unnecessarily aggressive language. I really do love everything about this game now.
IGN EnderInExile
Last edited by EnderInExile#5958 on Jun 25, 2013, 3:44:23 AM
Melee crit builds sux, do u know any melee crit build? The crit nodes aren;t even viable for us. Those 3x crit multiply nodes near Resolute technique is a joke...
Also max i can get is like 200% crit chance, which maybe its fine, im talking here about twin terror + those crit nodes next to templar area but what ABOUT CRIT MULTIPLY? we cant get any CRIT MULTIPLY



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Moonzalino wrote:
Melee crit builds sux, do u know any melee crit build? The crit nodes aren;t even viable for us. Those 3x crit multiply nodes near Resolute technique is a joke...
Also max i can get is like 200% crit chance, which maybe its fine, im talking here about twin terror + those crit nodes next to templar area but what ABOUT CRIT MULTIPLY? we cant get any CRIT MULTIPLY


There are plenty of melee builds around crits.
To invest into crit you have to travel all around the passive tree.
3-4 nodes won't help you.
To crit or not to crit ?
Last edited by Slagmaur#4767 on Jun 25, 2013, 3:50:00 PM
Yeah, you really have to look at the ENTIRE TREE to find all the crit nodes first, then plan your builds. I would recommend starting with a shadow character for a cit build and going daggers.
IGN EnderInExile
Crit nodes overall may be concentrated in the north of the tree... but the weapon crit nodes in the southwest now are pretty powerful per node compared to what you can get elsewhere. Maybe the Shadow and Witch could do with some love on this score (more weapon crits, not generic crits - I know they have enough of that!)
The lack of crit chance nodes in the southern side is what makes RT so obviously better than the alternatives. Forget accuracy, what are you even losing without crit? A 5% chance of more damage? Even with a ton of crit multiplier sword passives, I need to stack crit chance on gear alone if I actually want to make use of them.
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAP0FfQ5IEZYUsBZvF1AZLhmFGjIaOB0UJDwkqiThJ6kn7SzhNulJUUwtT31QUFFgVElVxlbqWGNZ81ptXypfP2ZPZp5nvXBWcql0VXuMfM5-WX_GgFaBSYIeiEKMz46Kj0aQG5BVkn2Yb5oTm6Gio6c0p1ynhKmVrGasmKyqsji5fLndwBrB88bYz2XQ0NSP2HbbC9vU42rlz-dS6f7r5O5v7w7yL_ZI9zL31_rS-0U=





This is my weapon.

my 44% critical chance no gem or charge

400% critical with critical dmg gem

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