Galvanic Hammer access for RT Templars

Personally, I find the draw of elemental damage to be getting the crits so I can get the added effects. An RT Scepter-wielding Templar seems counter-intuitive to me.
That's what the "chance to shock/freeze/ignite" abilities are for.
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HealthRex wrote:
I'd like to clarify that I'm not saying the passives leading up to Galvanic Hammer are bad.


No, they're, they're solidly terrible.

Galvanic Hammer with Lightning Strike, Glacial Hammer or Infernal Blow is superior to +22% physical damage, and that's super, but without meaty +elemental damage gear, it's no better than Fencing, Dervish, Blade Master, or Skull Cracker.

This is one of those many "significant nodes averaged out over a bunch of points to be perfectly average" sort of things.
I disagree. 15% critical mutliplier WITH 4% physical damage is a great node. The average crit mult per node is 10%, so you're getting 50% more per node plus an added physical damage bonus.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Which would be super duper. If he was a shadow. And not a beardman.

4.8% more damage for eleven points? Okay, whatever. How many points does it cost you getting the 90+% accuracy to go on top of that?

These are just numbers, and these are about as good as a basic strength node.

The 2% attack speed is what you should be defending. At least it's 2/3rd of a basic point in a region low on its supply, that doesn't require additional commitment to enable it.
Last edited by LimitedRooster#5890 on Feb 2, 2013, 8:17:05 PM
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LimitedRooster wrote:
Which would be super duper. If he was a shadow. And not a beardman.

4.8% more damage for eleven points? Okay, whatever. How many points does it cost you getting the 90+% accuracy to go on top of that?

These are just numbers, and these are about as good as a basic strength node.

The 2% attack speed is what you should be defending. At least it's 2/3rd of a basic point in a region low on its supply, that doesn't require additional commitment to enable it.


oh sorry I remembered wrong, the nodes are 2% attack speed 15% crit mult, I thought it was 4% physical damage. 2% attack speed is actually way better than 4% physical damage, so these nodes are much better than I was thinking about

http://www.pathofexile.com/passive-skill-tree/AAAAAgUAAnEEswVbDH0PVBB_E8wUTRVQFm8W-RhdGYUaOB0UJIskqiftMok0MTbpPQ9DY0RyRY5G10ouTdhP81H5VcZX4liuWPVbWV6fYqxmT2aeZ71xTXflfEt8g3y7ffWBSYFvhMSIOIp0i4yMdo9GkFWTB5rPm6Gdip3EnjyftKFtogCnCKeEp6WpaKpSr3OyOLcxt3K4k7lDvTnAGsQVxPbFisaezfrPZdDQ1YvWndmi4XPjauwZ7Djsy-0g7m_wH_Nx89331_rS_c8=

Here ya go. You know, Templar builds critical just fine? Look at all that nice crit chance/mult in combination with a Staff. Now, this particular build is a little skimp on the life (only 150% increased life), but with a little tuning up this build could work fine. Critical mult is better for Shadows, but it's great when a Templar focuses on it, too.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
The problem is, Staves don't count as Maces and as such Galvanic Hammer and all the passives in the cluster won't apply.
I'd like to diss the 8-8-5-10 elemental damage pick for attackers too, but it's completely feasible to have +elemental attack damage greater than the sum of a 200% increased physical damage weapon. This is the silly world we live in, where something that applies to only half of your weapon's attack overshadows the mods that affect 100% of it. Poor physical damage.

Wait, no, two handed weapons attack slowly and therefore don't maximize bonus elemental damage, as well as being twice as strong physically. You'd need the more improbable layout of around 5 top-tier elemental gear rolls to justify them.

Anyway, this just reminded that I thought "hey, the universal block nodes in the center should include staff block. That's just common sense" but then I had the vibe staves are doomed anyway and do I really want the pressure of spending massive tax points to venture into probably silly inefficient zones.

Anyway, I do respect Anubite's courage to put himself out there with tree suggestions; it's easy to criticize when you're no the one putting numbers on things. (Though I've already put a pretty firm number out of what you can expect out of base Templar Mace crit.)

Here's an outline of a Tempest Templar Template I've been working on in the back of my mind just to be fair. I'm pretty sure +quality no longer increases block on shields (confirmation?), so getting the last ~8% block to be an immortal killing machine that never gets hurt that makes people kill themselves by standing around (the ultimate lazy man build) without walking to Jerusalem drives me crazy.

.. Back on topic: Galvanic Hammer. It's neat. Make it into an iconic. Don't put the pretty girl in a burka.
I'd like to see a Keystone that converts crit to something useful for RT users. If you go a straightforward tank Marauder, RT is almost mandatory since dex and accuracy are not readily available and so much DPS is lost with all the misses.

Galvanic hammer is amazing for RT, but getting to it is just too many wasted points between the strength node and GH itself. I appreciate the 'sacrifice' point, but 4 nodes for 4% AS and 12% PD is too big of a sacrifice in my opinion.
Does RT really need more help?

They already "streamlined" pretty much all of the crit/accuracy nodes out of the way for RT users ages ago. Pretty much every Marauder build and most melee Templar builds I see posted seem to pick it. It seems fine to me that some clusters will be more likely to be picked in a non-RT build than in an RT build.

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