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I am still trying to make my Elemental Hit archer using Windripper work, latest version is where Ele Hit is just used as single target attack :D And I switched to Inquisitor because with Windripper and Increased Critical Strikes my crit chance is close to 100.
But I have been researching other Windripper Inquisitor builds and seems both Tornado Shot and Barrage are good for both packs and solo targets. It kind of kills any other archer skills... My setup is 5L: Frenzy + GMP+ FA+Increased Crit Strike+PCoC and 5L Ele hit+ FA+WED+Inc Crit Strikes+Crit Damage
The idea is to murder standard enemies with Frenzy while keeping both Frenzy and Power Charges at max (and I will try to replace FA from Frenzy setup with Added Cold Damage as my attack speed is already crazy). I use Victario Acuity amulet that gives me more projectile damage with each PC.
But seems skills like Barrage or Tornado Shot kill everything and make obsolete two skill setups like these 
Also it might be that Burning Arrow outperforms Ele Hit even for single target
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Frenzy is a really good ST skill if you play a max Frenzy charges char (especially Raider). Ele Hit can be made viable + Show Spoiler +, but it's bad. Burning Arrow definitely outperforms it and BA is actually really good in the right build. IIRC there was a BOTW with Burning Arrow not too long ago that looked impressive.
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trypanon+ele hit would be great if ele hit wasn't just designed as a autoattack with elemental dmg tacked on...for single target maybe lol
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On November 21 2016 18:56 HolydaKing wrote:Frenzy is a really good ST skill if you play a max Frenzy charges char (especially Raider). Ele Hit can be made viable + Show Spoiler +, but it's bad. Burning Arrow definitely outperforms it and BA is actually really good in the right build. IIRC there was a BOTW with Burning Arrow not too long ago that looked impressive. I noticed that even with my last character (scion) , my frenzy setup would clear white mobs fast and even blue mobs. It should do even better with Inquisitor. Also I noticed that using Deadeye for Scion that second arrow would often fuck up targeting. I would namelock rare enemy but my arrows would miss him even when he was standing still. Then I would switch to targeting its general direction and I would hit him every time. I am never taking that ascendancy again.
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On November 21 2016 14:59 Faeny wrote:Someone on reddit transcribed the podcast where Rory guested and discussed a bunch of stuff http://pastebin.com/pqx2P7R3I wonder how popular the cast while channeling support gem mentioned in the podcast will be. Seems like the triggered spells will be the focus - the cost of giving up two or more support gem slots from your main skill feels too steep...well, maybe using it to trigger EE for your scorching ray? Using spells with longer cast times than the trigger time seems to be the way to go to take some advantage of faster effective cast rate since you're already giving up two support gem slots to link it with a channeled spell. But maybe it'll be effective if two spells are linked. And if it's just less spell damage rather than less damage, maybe you could trigger SRS (probably not worth it) or detonate dead or something? Well I already came up with a possible build for this :D Caustic Arrow Scion (or Occultist) that uses Wither (channeling spell) with new support to add some more chaos damage to targets like with Essence Drain. I am sure something cool could be made.
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Here some good criticism (imho) from yoji www.youtube.com tldr cheap deaths by unreal spikes and game speed cant react the difference betwenn tier1 build and tier 2 is huge if you want to do the added content you are resticted and more
If you think i write this because i failed to kill the new bosses you are abosultely correct.I did hydra 1 time i was so hardly beaten that i quited in despair.Really my build was good and enjoyable but it sucked on bosses it was only good for mapping with clear speed.I was TS dead eye 4.8 hp 40k dps with BR 80k, 60% crit and 12-16k evasion.Can this build kill shaper?Anyway i shocked how much difficult the game became especially to unlock the red maps as corrupted its unreal.To watch Hegemony one shotted with 7k hp its really scary. I like breach league its so cool like dragon age inquisition staff so i ll play, its good it drops gear items than stupid tones of collectables like essence, perantus coins and talismans.
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4.8k hp is considered kinda low now. it's kind of crazy.
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Yeah pretty low, I think that's what fairly offensive Bow builds reach. I think I'll do a Life build first next league, but I'll definitely want about 6k+ Life. That's also reachable with Bow builds but afaik you'll have to go to the Scion rectangle at least.
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Yea i know its low but thats the build, neversink said it did it with 4,5 and ziggy with 4,8 and most of people in the forums are below 5k.You cant go further 5k without to sacrifice atziri steps and rats nest and i dont think for 200-300 hp to drop them is good.So that why i m asking if the build isnt viable for new content now.
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It makes more sense to play king of the forest over neversinks style. Scaling poison is far superior to scaling elemental damage currently, and you are way tankier for it.
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Or you do a inqusitor windripper version instead. You can easily get near 100 crit chance. Normal mobs die anyways and bosses will have 0 resists vs your attacks.
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Crit TS certainly feels good for clearing up to midlevel maps + Atziri (maybe, IDK), but to take it further becomes a "are my mechanics good enough to avoid 1 shots" situation. Brief rant: Life is kinda weak compared to ES right now because raw health pool is so important in red maps, though there are some more expensive/ gimmicky things you can do to make life okay though that requires far more investment (gear/ passive) than hurrdurr CI. I hope they fix something, idk, maybe adding 1% to a bunch of the 4% nodes or making the nodes +% +flat would work.
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Or do a global reduce of player and monster damage because both are out of whack .
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I love PoE but I feel it is becoming a bit of a mess. Anytime I make a comment about it on the reddit thread I get dowboated into oblivion. So I stress: I really like PoE, its my favourite arpg by far. But the direction it is going worries me; since open beta GGG repeatedly adding skills and support gems to the game, without (seemingly) proper testing and balancing. As wel as keeping every league mechanic in the game, making it a layer cake of a mess; especially for a new player. But most worryingly (other than the p2w developments of premium stash tabs and Chinese servers being allowed to buyback HC characters) is the power creep going completely out of control, the difference between endgame viable builds used to be fairly small, you could go ele cleave, or spork; two completely different styles but similar clear speeds (back then). Now if you want to be able to clear end-game without BiS gear you are straight jacketed into 2 or 3 builds. A real bummer because the beauty of PoE was build diversity, its what attracted me to the game in the first place.
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On November 23 2016 00:24 -Archangel- wrote: Or do a global reduce of player and monster damage because both are out of whack . Hmm, nah that's too simple. There are many skills that aren't out of whack unless you have GG gear. Try leveling with a shit skill and it will be much more slowly. They should both nerf some of the OP skills AND buff some of the bad skills or change those. Plenty old skills that could use some work, like Cleave, Ground Slam, all the ST skills like Glacial Hammer, spells like Arctic Breath / Magma Orb (not that old tho) etc...
Simply nerfing monster damage won't do either. Imo Act 1 - 3 monster damage is pretty fine, then there's a large spike in Act4 which new players are often having problems with. In maps many monsters are fine, but not all of course. Corpse Spitters can do ridiculous damage for example. Simply nerfing all boss dmg wouldn't be good either, there are plenty bosses that are laughable.
EDIT: Lots of people enjoy the current fast mapping speeds, personally I find it a little too crazy (30sec strand with Cospri for example is ridiculous). So just nerfing the strong skills won't help GGG. But then again I don't play those builds (also because they are crazy expensive mostly) and don't really care.
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On November 23 2016 01:34 HolydaKing wrote:Show nested quote +On November 23 2016 00:24 -Archangel- wrote: Or do a global reduce of player and monster damage because both are out of whack . Hmm, nah that's too simple. There are many skills that aren't out of whack unless you have GG gear. Try leveling with a shit skill and it will be much more slowly. They should both nerf some of the OP skills AND buff some of the bad skills or change those. Plenty old skills that could use some work, like Cleave, Ground Slam, all the ST skills like Glacial Hammer, spells like Arctic Breath / Magma Orb (not that old tho) etc... Simply nerfing monster damage won't do either. Imo Act 1 - 3 monster damage is pretty fine, then there's a large spike in Act4 which new players are often having problems with. In maps many monsters are fine, but not all of course. Corpse Spitters can do ridiculous damage for example. Simply nerfing all boss dmg wouldn't be good either, there are plenty bosses that are laughable. A more precise nerfing approach would be of course better but a global nerf would still be better than nothing being changed.
I am afraid that they are going to just nerf a few stronger skills while leaving enemy damage as it is making the game less fun to play. The overkill damage/clear speed meta was created because dead enemy= zero damage to players. Once players found that they can kill monsters fast, they moved on to killing maps fast.
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On November 23 2016 01:37 -Archangel- wrote:Show nested quote +On November 23 2016 01:34 HolydaKing wrote:On November 23 2016 00:24 -Archangel- wrote: Or do a global reduce of player and monster damage because both are out of whack . Hmm, nah that's too simple. There are many skills that aren't out of whack unless you have GG gear. Try leveling with a shit skill and it will be much more slowly. They should both nerf some of the OP skills AND buff some of the bad skills or change those. Plenty old skills that could use some work, like Cleave, Ground Slam, all the ST skills like Glacial Hammer, spells like Arctic Breath / Magma Orb (not that old tho) etc... Simply nerfing monster damage won't do either. Imo Act 1 - 3 monster damage is pretty fine, then there's a large spike in Act4 which new players are often having problems with. In maps many monsters are fine, but not all of course. Corpse Spitters can do ridiculous damage for example. Simply nerfing all boss dmg wouldn't be good either, there are plenty bosses that are laughable. A more precise nerfing approach would be of course better but a global nerf would still be better than nothing being changed. I am afraid that they are going to just nerf a few stronger skills while leaving enemy damage as it is making the game less fun to play. The overkill damage/clear speed meta was created because dead enemy= zero damage to players. Once players found that they can kill monsters fast, they moved on to killing maps fast. They could just buff reflect again. Though that would simply make Totems more popular. But I think those aren't having that huge clear speed?
IMO PoE was plenty fast before Ascendancy. Everyone was screaming "LOL power creep" when they added Ascendancy classes. Meanwhile, there have been barely and buffs to monsters while even stronger skill gems / items were released.
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PoE should remove critical strike multiplier, and nerf skill that covers several areas at once. It is totally against their initial policy to have power without drawbacks. I am dumbfounded skills like bladefall, vortex, EQ, blade vortex, ED, and now blade flurry exist in the form they do, even after "nerfs".
People that embrace totally OP skills, should understand they also face them from monsters.
"They could just buff reflect again. Though that would simply make Totems more popular. But I think those aren't having that huge clear speed?". Trappers and totems are mighty strong, so, and since there are OP skills that have fast clear speed with little investment, people would just go easy on the damage, inflate their defences too.
Only way to solve these things is to nerf some skills significantly, so most skills and classes are somewhat level, leaving now obsolete skills more valid.
Some uniques also bring problems to the equation.
GGG went overboard trying to give God powers, destroying their own game.
"I am afraid that they are going to just nerf a few stronger skills while leaving enemy damage as it is making the game less fun to play. The overkill damage/clear speed meta was created because dead enemy= zero damage to players. Once players found that they can kill monsters fast, they moved on to killing maps fast.".
It is not something they found out, it simple the result of synergistic skills, ascendencies, and OP skills, easier access to 6L, and powerful items, while they tried to make new additions to the game stronger, without being too overtuned, while most of the old has remained the same, after players received Godliness, with few if any drawbacks, while having powerful AOE skills, which adds to the clearspeed.
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On November 23 2016 01:41 HolydaKing wrote:Show nested quote +On November 23 2016 01:37 -Archangel- wrote:On November 23 2016 01:34 HolydaKing wrote:On November 23 2016 00:24 -Archangel- wrote: Or do a global reduce of player and monster damage because both are out of whack . Hmm, nah that's too simple. There are many skills that aren't out of whack unless you have GG gear. Try leveling with a shit skill and it will be much more slowly. They should both nerf some of the OP skills AND buff some of the bad skills or change those. Plenty old skills that could use some work, like Cleave, Ground Slam, all the ST skills like Glacial Hammer, spells like Arctic Breath / Magma Orb (not that old tho) etc... Simply nerfing monster damage won't do either. Imo Act 1 - 3 monster damage is pretty fine, then there's a large spike in Act4 which new players are often having problems with. In maps many monsters are fine, but not all of course. Corpse Spitters can do ridiculous damage for example. Simply nerfing all boss dmg wouldn't be good either, there are plenty bosses that are laughable. A more precise nerfing approach would be of course better but a global nerf would still be better than nothing being changed. I am afraid that they are going to just nerf a few stronger skills while leaving enemy damage as it is making the game less fun to play. The overkill damage/clear speed meta was created because dead enemy= zero damage to players. Once players found that they can kill monsters fast, they moved on to killing maps fast. They could just buff reflect again.  Though that would simply make Totems more popular. But I think those aren't having that huge clear speed? IMO PoE was plenty fast before Ascendancy. Everyone was screaming "LOL power creep" when they added Ascendancy classes. Meanwhile, there have been barely and buffs to monsters while even stronger skill gems / items were released. Agreed, I think people vastly underestimate how important reflect was for this type of gain. Sure there were cases where it was out of whack (burrowed reflect packs *cough*) but overall it kept certain builds in check that now need to be anticipated and balanced before they become popular which is pretty damn impossible.
In theory there should be a balance between singletarget damage, projection and tankyness in various forms. But then skills with crazy projection (think Spark or Flameblast totems) end up having strong singletarget and safety mechanisms (freezes/being totems in this case).
Skills like Bladevortex that are fine if they have one of these things end up having above average singletarget, reasonable projection but crazy tankyness through flasks/VP/ES.
But then we always had these things to a certain degree, powercreep and the higher clearspeed just made them more obvious and pronounced. I think if we're really honest PoE was never at a state of genuinely good balance between various aspects of the game. Just with Ascendancy making even the weirdest shit somewhat viable this thing turned into whack-a-mole between GGG and the community that bounces back and forth around broken shit.
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I mean, vinktar was a mistake clearly.
double dipping is a mistake (all of it)
Reflect is an interesting safety valve for keeping builds in check but in my mind the key problem with it is that players scale their damage exponentially in the endgame with better gear etc but can only scale their defenses diminishingly or at best linearly. Vaal pact is the only way to abuse exponential scaling in a defensive manner. As long as GGG needs to keep releasing improved endgame (read: power creep) to keep players invested but in turn continues nerfing defensive options which scale exponentially (mostly max res from flasks and tree, Immortal call in all forms, cwdt-enduring cry, etc), reflect is going to be exceedingly problematic in any larger form.
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