The state of Wand slingers: Undeniable proof why wands are not viable and why GGG should fix them

I need a strong phys wand, leer cast and alpha howl for my aura, conduit and iron grip Scion.

Shes strong with ST and would be even stronger with alpha howl when soloing, and for groups she needs a decent phys wand to spam Power Siphon and Frenzy.

Atm I've been running blood rage with a high leech claw, and culling on ST with a bit of MF, along with haste and two damage auras, its like unbelievable super speed for the whole group.
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i like my baby and phy wand are strong man
"
Nightmare90 wrote:
"
Hanatsu wrote:
You're simply not wielding the Kraken!

http://www.youtube.com/watch?v=OxkyQ4EnF7E

It is totally amusing how much crafting rituals they execute. :D


First world problems, yeah? =^[.]^=
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whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
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i realy owned with my low life power siphon wander in OB.
and that was with a low base crit on wand nr1.

one thing that realy needs a fix is that fussilade favors ele builds. you cant take the left part of the node cluster to get it. /sadface


Last edited by NomadFX#0730 on Nov 7, 2013, 8:33:38 AM
Can't agree more.
Wands work because of the high attack speed and crit chance. The physical damage is pathetic, although they can get the same added physical damage that other one hand weapons can get.

So a perfect roll wand can be decent. It's still a big struggle if you want to get physical damage out of one. They used to work well because you could run 5 auras and get most of your damage from aura and items. Now it works with cast on crit gems... which eventually will be nerfed.

If they want to increase the physical damage on wands, it won't be OP at all so sounds fine to me. It won't change things much because that's not their strong suit. Think beyond the damage to find the damage.
"
Ouroboros226 wrote:
How wands should be in POE


How wands ARE in POE


In POE, better not bring a wand to a gunfight, knifefight, fistfight, or even killing the bugs in Dominus's garden. Those sticks are better used piled up as a funeralpyre for future people stupid enough to go wand slingers.
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Lets take a look

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBAP0BzAQHES0RvxSwF1AfAiUBKVQtHzGJNsU_c0qMSppMLUyzV4dZvGGxadNtGXjOgK6CHoP3h56OvpLBogTB88Uo0PvTG9sC37DyF_MF9lv67_xk


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Something is wrong

Take a good long look at this. I believe this is the most cost efficient way to get the wand nodes, it might be +/- 3-4 nodes, but at this kind of investment it hardly makes a difference.

Incase you are missing the point: 42 points. Massive 42 points, to make the weak wand nodes add up to a point where wand damage is on par with other weapons. That is almost half your skillpoints (Assuming you build for 100 points not 120, which is more realistic)

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Some notes

1) Wands have horrid base damage
2) No other weapon needs this amount of nourishing to become viable
3) People that want to use wand as their primary weapon, will not - *EVER* have skill points to also go spelldamage/crit builds, much less survival on hardcore.
4) Skillpoint efficency. Spells can get 50%++ spelldamage from a good wand, therefore going spellcaster witch is ofcourse viable. But when you go the other way, making a wand slinger, the spellmodifier is actually a useless stat - because you wont have enough skillpoints for primary: wand, secondary: spells, in addition to survival nodes.

5) At the current state of wands, you wont ever - ever, EVER have enough nodes left playing hardcore. I filled out the tree going only for survial (Life/block/resist)

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBAP0BzAQHB2MI9A5IES0RlhG_EdsUsBZvF1AZhRoyHNwdFB6BHwIkPCSqJQEnqSjFKVQtHzGIMYkzdjZ7NsU26TgbP3NHBkk7SVFKjEqaS41MLUw1TLNPfVFgVcZXK1eHWbxabWGxYqxp020ZcH1zU3jOeQN_xoBWgK6CHoP3h56Ovo9Gj_qRz5I4ksGdqqIEoqOnCKc0p1yplbSjuJPAVMHzwuzFKM9l0NDQ-9Mb1p3YJNsC2-ffsONq5BHsGPF28hfzBfO-9lv60vrv_GT_HA==


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What does this tell us?

1) You will have good damage with wand but be an utter glasscannon, with a little bit better survival lategame. If you actually manage to get that far.

2) You can get good survival, but have absolutely crap damage postponing the wand nodes.

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What can GGG do?

Spoiler
http://i305.photobucket.com/albums/nn239/XVVV/Wand_zps17685d5b.jpg


The red circles, combine those nodes. The X'es? Remove them or incorporate those int points somewhere else.

This suggestion should free up 8 skillpoints. An acceptable amount.

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Conclusion

Spells (Primary) benefit from wand (Stats) = Spells dont get penalized
Wands (Primary) disallows spells (Skill starvation) = Wands get penalized

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To GGG: I apologize for my rather seemingly hostile and blunt approach. But can you seriously say wand slingers are not at a huge disproportionate disadvantage compared to other builds and classes atm? If you can come with solid, valid arguments backed by the proper math - to disprove my claim that wandslinger builds are not on par with other builds - then I will shut up about this issue forever.

Any comments and feedback from other wand slingers are most welcome. Yes, Im frustrated. But Id really like GGG to open their eyes, if I am correct. And if Im NOT correct - please open MY eyes.

(Edit: Edited the main topic for clarity. This is about wand slingers and the influx of lowgain wand nodes needed to make wand slingers (Power siphon etc.) viable. Not wands in themselves as multipurpose hybrid weapons. The problem here is that to make a wand user viable - you have to give up both survival and spells due to the vast amount of wand nodes to make a wand slinger viable)



Screw this theorycrafting.

Every wander I played with had immense DPS. Basically the only build that could not do reflect maps as it was a suicide.

On the contrary, even with uber gear, the spellcaster is basically the weakest build in game nowadays. Well, maybe hybrid life/es ele dmg builds are weaker.

And by spellcaster I mean active spellcasting, not setting up 15 totems, using traps or farting your way through Wraeclast with discharge.
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
Wanders are one of if not the highest DPS build in the game.


http://www.pathofexile.com/passive-skill-tree/AAAAAgMAVysHY-aBwFQRULvWO-Hi920ZpystH8HzTLOiowQHUDB_xg_EHwLbXhGWwcXcxzbF6-Sdow5ILL_sGDt82CTbAl8q_KvjhKc0hq7DbVqmpwjTG8BRiGtjQxXXuMqdro9GeM5w1bb38uHXhhpsgUk_c3BSmZoRL8LsVmPkIrI462O0xUcGKU9mTwW1KwpfaoV97DiCm42_wQAWQDrYV-JRR9saZp5N2HflMwwwfBB7cU2ePIx2_it_K_VLms-BbxnV1oq-OkNj_963MVj1ncQZ1w==

There ya go, 216% ES and 60% from intelligence.

And that build can achieve over 10k dps with chain + lmp + power siphon + faster attacks + crit multi + weapon ele dmg. You also need anger/wrath or just wrath.

And is it cheap? should one of the highest dps builds in the game be cheap? I don't think so. But you don't even really need a good weapon. Just crit chance + attack speed + lightning damage.. three stats and your good to go.


Go look at hegemonica's stream.

A build being bad at level 60 does not make wands bad. Most builds don't start getting good till 70+. I suggest you get to a higher level before you start screaming about imbalances.
ign: DaEDaenarys
Last edited by BldSwtTrs#4844 on Nov 7, 2013, 10:04:28 AM
This isn't a thread about how wanders are weak.

Its a thread about how WANDS are weak.

And its entirely valid because finding a suitable wand to make a wander build work is literally impossible unless you have many exalted orbs to spend on one.
(b) Personal abuse, foul language, inappropriate subject matter, obscene, harassing, threatening, hateful, or discriminatory or defamatory remarks of any nature ... are not permitted.

- PoE TOS.
Last edited by bhavv#7360 on Nov 7, 2013, 10:02:00 AM
dont have much experience with wanders but my take on this is that wanders work best going full crit chance and increase crit multiplier instead of dmg, i lv up one up to lv 4x and i manage around 7x chance to crit (nodes +power charges), with enought attack speed you can add to this "chance to crit" gem with ice spear or fireball.

that being said the base dmg is quite pathetic, spell dmg inate mod dosent help much and this kind of builds do require a lot of equipment and lv to do good.

just like staves i think wands need to be separated between phys and spell dmg dealer weapons by changing their inate mods and the mods they can spawn, furthermore it would be nice if wands get a better dmg or crit chance scaling.


self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

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