CoCS is a outrageous mechanic exposing severe issues with current spell-casting systems
with my meh daggers and lvl65 char i already outdps my dedicated self-caster
all people claiming that single target is a problem - well.. you have remaining slots to spec into a single target skill, like bear trap or crit-flicker or just whatever. with elemental auras i think these daggers shall still dish serious damage with some elemental nodes that ill take anyway.
because i dont have 5L volls i have whirling blades with pcoc + cocs + ek to generate and maintain power charges (with good crit im maxed with one dash)
most hilarious build ive ever had. after maxing out on crit entire gear is all about survival
all for 20 mana. this is what shocked me after playing this - no resource management whatsoever.
this gem should be '100% MORE cost per spell cast' and it still would be not enough
So you suggest to be a good self-cast i should run with daggers.... and of course you are a discharger...
im saying that being self caster in current meta game is unrewarding because mediocre cocs build with mediocre daggers easily outperforms selfcasting
iron-will 500+ STR builds are ofc viable but these are NOT pure casters - it is another 'crutch' used to avoid playing spellcaster as 'intended' (or maybe not?) - that is with INT, spell damage bonuses, self-casting
btw that COCS build is ST+LMP+fireball+icespear+cocs
im saying that being self caster in current meta game is unrewarding because mediocre cocs build with mediocre daggers easily outperforms selfcasting
iron-will 500+ STR builds are ofc viable but these are NOT pure casters - it is another 'crutch' used to avoid playing spellcaster as 'intended' (or maybe not?) - that is with INT, spell damage bonuses, self-casting
btw that COCS build is ST+LMP+fireball+icespear+cocs
The truth with Casting is that you have a strange power-curve. While leveling spells normally do fine, exspecially with a +1 item. I have a low-level wand with +1 to fire-skills and it carried me all the way to Act 3 cruel.
After that you come to the point where spells start to suck, because they simply don't level fast enough to keep up with the content. At lvl15/16 your spells start to level slowly and you normally outpace them.
And although pretty gearindependent to maximize spell-damage you need insane equip-pieces. Something like Crit, Crit-Mult and Spelldamage and propably castspeed etc.
From a lvl 95 Witch I can tell you spells are severely underpowered late game (MAPS 74-78) especially when compared to melee.
The people who think otherwise need to lvl past 80, and stop posting stuff they know nothing about. (Yes I've checked many of your profiles with not anything higher than mid 70's)
The title says LATE GAME. Not mid 80's or lower.
IGN: lVlage (96 Witch)
Last edited by lVlage#3413 on Mar 27, 2014, 11:00:28 AM
I think people overestimate the actual DPS of a CoC build, it's not as overpowered as everyone seems to think...
Well 95% of the game is wiping through seething masses of monsters, and the broken way LMP CoC Spectral Throw scales with that is incomparable.
Spectral Throw isn't broken, not when compared to a Barrage Bow CoC build..
@LostForm, a 20/20 Lightning Warp linked with 20/20 Faster Casting and 20/20 Reduced Duration is practically instant, aside from the slight delay after the teleport finishes.
ya reduced duration is a nice addition. It is still a clunky mechanic, and if you need 3 20 quality gems to make it not clunky, you have a clunky mechanic on your hands. I know it is useable, no argument there, but you are talking about a really steep requirement here.
I'll stick to my quartz iron skin + granite iron skin + stroll on through the monsters strat, quartz flasks is a very nice addition (bravo) xD
Hey...is this thing on?
Last edited by LostForm#2813 on Mar 27, 2014, 11:04:14 AM
I dont play caster and I certainly dont know enough about this particular game to have a well founded opinion on this matter.
However, I have played games like this enough to know one thing that has already been stated here. Players figure out how to abuse mechanics and high end class builds, GM's nerf them, then players figure out new builds, and the cycle goes on like this FOREVER. There is no ultimate balance in this and this game is no different.
You all said so yourselves. When this game started everyone said caster and ranged builds were the way to go. Mele classes were the ones that were always lacking. Now they made some changes over time to bring casters down and raise mele's up and now were on the flip side. Not every class is going to be able to solo roll high end maps. If that is your idea of "equality" than you are playing the wrong type of game. What would be the fun of "building" a toon if EVERY build in the game could solo fly through all the content? There is always going to be some lower end builds and some higher end builds. You have to learn to adapt, adjust, and accept that some builds are always going to be better than others. A nerf to one class and/or some bonuses to another class always just result in a power shift. It never creates "equality".
As some have mentioned here, a solo caster build CAN be built for farming in high end maps. Maybe its not the caster or set up your prefer, but how is that any different than any other class in the game? Certain ranger builds perform better than others. The same applies to tanks, and every other build in the game. I understand what the pure casters are saying, but do they not understand that if they gave some bonuses to the casters then the mele and other classes would by crying how casters have it easier. Trying to truly "equalize" all classes in a game like this is a war you cannot win.
Last edited by dogghaus#7443 on Mar 27, 2014, 12:48:56 PM
I dont play caster and I certainly dont know enough about this particular game to have a well founded opinion on this matter.
However, I have played games like this enough to know one thing that has already been stated here. Players figure out how to abuse mechanics and high end class builds, GM's nerf them, then players figure out new builds, and the cycle goes on like this FOREVER. There is no ultimate balance in this and this game is no different.
You all said so yourselves. When this game started everyone said caster and ranged builds were the way to go. Mele classes were the ones that were always lacking. Now they made some changes over time to bring casters down and raise mele's up and now were on the flip side. Not every class is going to be able to solo roll high end maps. If that is your idea of "equality" than you are playing the wrong type of game. What would be the fun of "building" a toon if EVERY build in the game could solo fly through all the content? There is always going to be some lower end builds and some higher end builds. You have to learn to adapt, adjust, and accept that some builds are always going to be better than others. A nerf to one class and/or some bonuses to another class always just result in a power shift. It never creates "equality".
As some have mentioned here, a solo caster build CAN be built for farming in high end maps. Maybe its not the caster or set up your prefer, but how is that any different than any other class in the game? Certain ranger builds perform better than others. The same applies to tanks, and every other build in the game. I understand what the pure casters are saying, but do they not understand that if they gave some bonuses to the casters then the mele and other classes would by crying how casters have it easier. Trying to truly "equalize" all classes in a game like this is a war you cannot win.
You never played caster so i refrain to explain.
To answer your essay i just want to know differences between choice of melee, range and caster. When you start playing you have some imagine of character - YOU NOT pick witch to be melee warrior runing with large maul and not pick muscular character to be caster and run with small stick in hand else concepts should be just an option.
Melee ( tough, strong on close comabat ) range ( fast attack, mobile) witch ( weak, strong on area ) one should need another... not just be a scenery for other classes.
Last edited by Sqwa#2453 on Mar 27, 2014, 2:59:33 PM
I dont play caster and I certainly dont know enough about this particular game to have a well founded opinion on this matter.
However, I have played games like this enough to know one thing that has already been stated here. Players figure out how to abuse mechanics and high end class builds, GM's nerf them, then players figure out new builds, and the cycle goes on like this FOREVER. There is no ultimate balance in this and this game is no different.
You all said so yourselves. When this game started everyone said caster and ranged builds were the way to go. Mele classes were the ones that were always lacking. Now they made some changes over time to bring casters down and raise mele's up and now were on the flip side. Not every class is going to be able to solo roll high end maps. If that is your idea of "equality" than you are playing the wrong type of game. What would be the fun of "building" a toon if EVERY build in the game could solo fly through all the content? There is always going to be some lower end builds and some higher end builds. You have to learn to adapt, adjust, and accept that some builds are always going to be better than others. A nerf to one class and/or some bonuses to another class always just result in a power shift. It never creates "equality".
As some have mentioned here, a solo caster build CAN be built for farming in high end maps. Maybe its not the caster or set up your prefer, but how is that any different than any other class in the game? Certain ranger builds perform better than others. The same applies to tanks, and every other build in the game. I understand what the pure casters are saying, but do they not understand that if they gave some bonuses to the casters then the mele and other classes would by crying how casters have it easier. Trying to truly "equalize" all classes in a game like this is a war you cannot win.
You never played caster so i refrain to explain.
To answer your essay i just want to know differences between choice of melee, range and caster. When you start playing you have some imagine of character - YOU NOT pick witch to be melee warrior runing with large maul and not pick muscular character to be caster and run with small stick in hand else concepts should be just an option.
Melee ( tough, strong on close comabat ) range ( fast attack, mobile) witch ( weak, strong on area ) one should need another... not just be a scenery for other classes.
hell no. this ain't a holy trinity mmo. there are hundreds of those already. a lot of us play poe cuz we're sick of that one class one role one build system
poe is all about doing whatever build you want. and it should stay that way