|
|
On February 10 2013 08:23 Blitzkrieg0 wrote:IR is a waste if you're going to pick up that many 10 DEX nodes for no other purpose.
Not to mention that's a full 111 point build. Good luck getting that many. But as he said, take off 11 (10 dex nodes and the IR) and now you're sitting at about 90 points which is actually achievable. If you do somehow hit level 100 there's many better things to dump those 11 points in than just heading for IR.
|
Good luck getting that many skill points.
|
On February 10 2013 08:25 Qaatar wrote:What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. Show nested quote +On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge.
I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree.
|
Getting 100 skill points isn't that hard if your build is good, that is lvl 82-85 depending on bandits.
|
On February 10 2013 08:32 Tennet wrote: Getting 100 skill points isn't that hard if your build is good, that is lvl 82-85 depending on bandits.
You still need 11 more to complete his build. Which I highly doubt he's going to get. I don't even think a majority of people get over 50 or 60.
|
All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^
|
Very true!
What doesn't make sense to me is if 100 points is earliest 82, 11 more points is 93 yet the max level is 100. Shouldn't the max possible points be 118 with all bandit points?
|
On February 10 2013 08:28 seiferoth10 wrote:Show nested quote +On February 10 2013 08:25 Qaatar wrote:What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge. I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree.
Yeah, I'm planning to use Frenzy for the rest of the game, so I'll probably take the frenzy then. I don't think 40 HP is easily replaceable anywhere on the tree, as +HP scales better the more +% HP nodes you have. 12% physical damage for bear traps cannot be found anywhere on the tree either. Then again, I only play a specific ranger build in HC, so it's different for everyone.
|
On February 10 2013 08:41 Tennet wrote: Very true!
What doesn't make sense to me is if 100 points is earliest 82, 11 more points is 93 yet the max level is 100. Shouldn't the max possible points be 118 with all bandit points?
99 from levelups 18 from quests 3 from bandits
=120
|
On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^
Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns.
|
On February 10 2013 08:45 Infernal_dream wrote:Show nested quote +On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns.
I don't think you can reasonably reach static blows on Ranger though. IR is overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol
|
I was counting wrong lol, but yeah, why is the points you get higher than what the website caps.. weird.
On February 10 2013 08:47 Blitzkrieg0 wrote:Show nested quote +On February 10 2013 08:45 Infernal_dream wrote:On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns. I don't think you can reasonably reach static blows on Ranger though. IR is extremely overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol
IR makes evasion better for damage reduction since EV will scale with increased EV and increased AR. It expands the gear you benefit from and makes getting higher damage reduction easier.
|
On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^
The Templar seems to be far more flexible than the Ranger (looking at all the builds Kripp is coming up with), and the Marauder is the easy choice for early/mid game in HC where HP is much more valuable. In the late game, assuming you go bows, I think the Ranger is the same as those other classes. Melee is a different story...groundjamming is only possible with a Templar/Marauder.
|
On February 10 2013 08:47 Tennet wrote:I was counting wrong lol, but yeah, why is the points you get higher than what the website caps.. weird. Show nested quote +On February 10 2013 08:47 Blitzkrieg0 wrote:On February 10 2013 08:45 Infernal_dream wrote:On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns. I don't think you can reasonably reach static blows on Ranger though. IR is extremely overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol IR makes evasion better for damage reduction since EV will scale with increased EV and increased AR. It expands the gear you benefit from and makes getting higher damage reduction easier.
You aren't going to have both though so I don't see the point. You can commit to picking up increased armor instead of increased evasion or a mixture. The only advantage of EV is that it has slightly higher base values than armor, but I don't see this as a big enough advantage personally. If you commit to IR then you're also locked to 5% evasion (or 0 if you also pick up unwavering stance). Evasion gets pretty amazing returns when you have super high health and armor.
On February 10 2013 08:49 Qaatar wrote:Show nested quote +On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ The Templar seems to be far more flexible than the Ranger (looking at all the builds Kripp is coming up with), and the Marauder is the easy choice for early/mid game in HC where HP is much more valuable. In the late game, assuming you go bows, I think the Ranger is the same as those other classes. Melee is a different story...groundjamming is only possible with a Templar/Marauder.
Flexibility is pretty irrelevant to me. I think I've rolled one non-bow character on this game my whole time playing. I'm boring ^_^
|
I use unwavering stance since getting stun locked is super annoying and dangerous, as a Templar I don't really get much evasion so it makes more sense for me to pick up IR. Though with the latest alteration of my build it only makes sense for me to grab IR since it lets me get AR from gear that I need for sockets and the path gives me the dex I need to equip stuff. Though I could possibly get away with out it, but I would be losing the benefits of grace and my chest.
I guess IR is more situational than must have.
|
On February 10 2013 08:52 Blitzkrieg0 wrote:Show nested quote +On February 10 2013 08:47 Tennet wrote:I was counting wrong lol, but yeah, why is the points you get higher than what the website caps.. weird. On February 10 2013 08:47 Blitzkrieg0 wrote:On February 10 2013 08:45 Infernal_dream wrote:On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns. I don't think you can reasonably reach static blows on Ranger though. IR is extremely overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol IR makes evasion better for damage reduction since EV will scale with increased EV and increased AR. It expands the gear you benefit from and makes getting higher damage reduction easier. You aren't going to have both though so I don't see the point. You can commit to picking up increased armor instead of increased evasion or a mixture. The only advantage of EV is that it has slightly higher base values than armor, but I don't see this as a big enough advantage personally. If you commit to IR then you're also locked to 5% evasion (or 0 if you also pick up unwavering stance). Evasion gets pretty amazing returns when you have super high health and armor.
The common HC ranger path also includes +30% ev nodes and roughly 160 dexterity, so that stacks even more. EV is much more valuable than armor for me (roughly twice the value...a 160 ev item gives me twice as much armor as a 80/80 armor/ev item). Static blows is easily reached at roughly level 75, so that's not a big issue either.
Like I said before, Templar is more flexible, and Marauder is easier in the early/mid-game, but late game, Ranger catches up.
|
On February 10 2013 08:58 Qaatar wrote:Show nested quote +On February 10 2013 08:52 Blitzkrieg0 wrote:On February 10 2013 08:47 Tennet wrote:I was counting wrong lol, but yeah, why is the points you get higher than what the website caps.. weird. On February 10 2013 08:47 Blitzkrieg0 wrote:On February 10 2013 08:45 Infernal_dream wrote:On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns. I don't think you can reasonably reach static blows on Ranger though. IR is extremely overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol IR makes evasion better for damage reduction since EV will scale with increased EV and increased AR. It expands the gear you benefit from and makes getting higher damage reduction easier. You aren't going to have both though so I don't see the point. You can commit to picking up increased armor instead of increased evasion or a mixture. The only advantage of EV is that it has slightly higher base values than armor, but I don't see this as a big enough advantage personally. If you commit to IR then you're also locked to 5% evasion (or 0 if you also pick up unwavering stance). Evasion gets pretty amazing returns when you have super high health and armor. The common HC ranger path also includes +30% ev nodes and roughly 160 dexterity, so that stacks even more. EV is much more valuable than armor for me (roughly twice the value...a 160 ev item gives me twice as much armor as a 80/80 armor/ev item). Static blows is easily reached at roughly level 75, so that's not a big issue either. Like I said before, Templar is more flexible, and Marauder is easier in the early/mid-game, but late game, Ranger catches up.
I'd like a link to your Ranger build that has Static Blows. I'm like 20 points away at level 73. Also don't see how you have 30% evasion from nodes. The only evasion node you should have to pickup is the very first one that is 18%. The evasion from DEX may be more significant than I originally thought about though.
Ideal DEX would be 179 (Thicket) meaning you have about 36% evasion from stats.
|
On February 10 2013 08:42 Blitzkrieg0 wrote:Show nested quote +On February 10 2013 08:41 Tennet wrote: Very true!
What doesn't make sense to me is if 100 points is earliest 82, 11 more points is 93 yet the max level is 100. Shouldn't the max possible points be 118 with all bandit points? 99 from levelups 15 from quests 3 from bandits =117
isn't it 99 from levelups 18 from quests 3 from bandits?
there are a total of 7 non-levelup points available per difficulty rite? (2 for piety)
|
On February 10 2013 09:04 Blitzkrieg0 wrote:Show nested quote +On February 10 2013 08:58 Qaatar wrote:On February 10 2013 08:52 Blitzkrieg0 wrote:On February 10 2013 08:47 Tennet wrote:I was counting wrong lol, but yeah, why is the points you get higher than what the website caps.. weird. On February 10 2013 08:47 Blitzkrieg0 wrote:On February 10 2013 08:45 Infernal_dream wrote:On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns. I don't think you can reasonably reach static blows on Ranger though. IR is extremely overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol IR makes evasion better for damage reduction since EV will scale with increased EV and increased AR. It expands the gear you benefit from and makes getting higher damage reduction easier. You aren't going to have both though so I don't see the point. You can commit to picking up increased armor instead of increased evasion or a mixture. The only advantage of EV is that it has slightly higher base values than armor, but I don't see this as a big enough advantage personally. If you commit to IR then you're also locked to 5% evasion (or 0 if you also pick up unwavering stance). Evasion gets pretty amazing returns when you have super high health and armor. The common HC ranger path also includes +30% ev nodes and roughly 160 dexterity, so that stacks even more. EV is much more valuable than armor for me (roughly twice the value...a 160 ev item gives me twice as much armor as a 80/80 armor/ev item). Static blows is easily reached at roughly level 75, so that's not a big issue either. Like I said before, Templar is more flexible, and Marauder is easier in the early/mid-game, but late game, Ranger catches up. I'd like a link to your Ranger build that has Static Blows. I'm like 20 points away at level 73. Also don't see how you have 30% evasion from nodes. The only evasion node you should have to pickup is the very first one that is 18%. The evasion from DEX may be more significant than I originally thought about though.
http://www.pathofexile.com/passive-skill-tree/AAAAAgIAm42v6wguGY7tg9N-NZJOyO4OVvr8xWeg3Q2HdpAKW69KfRjbdPFDnCFgnrkOrUCgKaUFLe9OYEsotXrvYIh07WFSn8syCVYEhmA6Ujbo379YrwHneA1GaacwqW6ezRQgTePSIVBHrFlXDf6P2WFqHqgY8i-53e8O51JUSV8_9kiMz1BQWGPG2BkuJ-2sqlnzwBqQVfPdZp760jbp42q18m6qMn5yqXzZHRSPRtDQm6FnvQ==
This is the common path most people use in HC. I don't know about standard SC builds for Rangers, but I'll assume they take the projectile damage nodes much earlier.
Edit: Usually, people in HC go for Static later though...I'm planning on taking Discipline and Training first (the Catalyze branch) before Static.
|
On February 10 2013 09:10 travis wrote:Show nested quote +On February 10 2013 08:42 Blitzkrieg0 wrote:On February 10 2013 08:41 Tennet wrote: Very true!
What doesn't make sense to me is if 100 points is earliest 82, 11 more points is 93 yet the max level is 100. Shouldn't the max possible points be 118 with all bandit points? 99 from levelups 15 from quests 3 from bandits =117 isn't it 99 from levelups 18 from quests 3 from bandits? there are a total of 7 non-levelup points available per difficulty rite? (2 for piety)
I thought that at first too and edited. You get two from Act 1 quests and three from Act 3 quests. I couldn't think up an Act 2 quest that gives a skillpoint. The unblocking the road thing happens in act 2, but the quest is counted in act 1.
|
|
|
|