Why most of 'Unique' items suck so hard?

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Zoen wrote:

Funny how the only uniques you consider "useful" are those that have no penalty


Penalty always too great consider the benefits, doesn't worth it.

As for leveling - it doesn't matter much what kind of items you wear from lvl 12 to lvl 18, unique or not

Endgame is different story because finding any decent rare item is impossible. So you have a choice of junk rares or crap uniques and ending up alching white stuff - the only way to get any gear after starting maps
Last edited by dima_dunedin#7869 on Jul 17, 2013, 11:43:39 AM
Also it depends on the roll. For example I found badly rolled Rathpith Globe:



Against my alched shield it doesn't look good, spell damage is not enough to compensate twice less ES



But if I found max rolled Rathpith, I would exchange my shield to it
Last edited by dima_dunedin#7869 on Jul 17, 2013, 11:50:14 AM
Don't blessed orbs work on uniques?
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
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Mikrotherion wrote:
Don't blessed orbs work on uniques?


Great idea! I just thought what to do with all those endless divine orbs which I find all around, one per 200 hours

You obviously meant divine, cause blessed act on implicit mod
Last edited by dima_dunedin#7869 on Jul 17, 2013, 12:09:16 PM
Ah, I must have it all wrong - +100% to rarity is clearly gimping any farmer! My bad.
PoE has resurrected what once seemed like a lost cause - Blizzard, take notes!
Ah, yes. Then I meant divine orbs.
Well, they're a bit harder to come by.
My mistake.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
Last edited by Mikrotherion#4706 on Jul 17, 2013, 12:42:51 PM
Lets say you want to roll top 20% range of some mod. It means on average you need 5 divine orbs

I found only two so far.
Gotta love this thread.

OP posts two uniques that are good, and says "Go for it"

Someone in thread accepts challenge, since the two uniques are very powerful and awesome uniques.

He then goes "Huh, no, your wrong, they suck" showing he is unable to read and has closed his mind to enlightenment.

Didn't even start with the challenging ones like araku tiku
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omgzal123 wrote:
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Daggermaniac wrote:
wondertrap and wanderlust used by end-game players farming in act 3 merciless/maps.
sadimas touch ggcleaver gloves until level 30 easily.

You seem to know not what you are talking about.


If they are useful for end-game players then why NO ONE want to buy them? In fact some of those items dose have anything unique to them such as

Crap item that you will use maybe for 20lvls or will you use it as end game item for the lvl 5 support gem ? I dont think so.


Elemental Proliferation Requires a high level to use. this enables use of it from the get go.. I think all of your points are moot and you are just QQing because you don't know how to use or trade your items successfully.
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DareDog wrote:
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Zoen wrote:

Funny how the only uniques you consider "useful" are those that have no penalty and are what people would use in end-game content and not those you would use for, say, leveling up a new character.

Also quite surprised Redbeak isn't up there because it's quite useful for low life builds, just like Wondertrap.

Not every unique has to be some über powerful item that'll only see end-game use, because then that's all people will look for, and that's not GGG's design philosophy.


I have to point out that there is a huge difference between 6S items like Soul Mantle and 3S Redbeak.

Redbeak is not best in slot but nobody cares since you can grab it if you don't have anything better and throw away with no regrets once you get something better. Infernal Mantle is a different story since you have to at least 5L it to reap the benefits. Not to mention you have to make significant build decisions based on this item alone.

In later case the item has to be something really amazing or it won't be worth the investment. I could make a case for Soul Mantle, since 50% multiplicative damage increase is nothing to sneeze at, but Infernal Mantle is not something I would go out of my way to get.

Funny, because I have a low life Witch who uses dual Redbeaks, Wondertrap, and Pain Attunement. +230% spell damage at all times is nothing to sneeze at, either. On top of that, she doesn't need to have a single spell supported with 5 support gems to actually stand a chance anywhere and end up with a spell that'll cost a fourth of her mana pool per use, and then turn around and effortlessly kill herself on a reflect pack.

Now if she were a Fire Witch, imagine how deadly dual Redbeak + Soul Mantle + Pain Attunement would calculate to.

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