How's melee going?
So I tried Ground Slam of Eartshaking Slayer as i always liked the function of the skill gem but disliked its 30% less attack speed penalty paired with low damage effectivity. The low damage effectivity is fixed and at around 5 aps the skill feels tolerable but deals good damage now.
My old Glacial Hammer Berserker build doing more damage than before patch as expected. The change to Crave the Slaughter was very welcome I have always critized the old functionality with rage gain per 0.3 seconds. Even though removing the 10 max rage was not necessary i think. But overall the build feels alright. I tried Perforate and Perforate of Duality and despite the good PoB numbers the skills are a dud. In terms of AoE clear for low hp trash mobs its alright in Sand Stance the problem is the single target in Blood Stance as the overlap is not working out of the box resulting in very awful single target. This was a skip for me. Boneshatter of Carnage. Feels alright and is similar to Ground Slam of Earthshaking. Im neutral on this one. I cant pinpoint anything bad in particular or anything outstanding either. Shield Crush/Shield Charge - im disappointed about Shield Melee skills being excluded from Ticntures. There is some awesome techs possible with Tinctures just not for those type of melee skills. At the same time no damage effectivity buffs. The shield skills start well with an Emperor of Vigilance but due to the other described design issues reach a rather quick ceiling on their possibilities. Essentially their scaling stops when Tincture enabled skills start their scaling on higher investments. Tectonic Slam i tried to like it. The numbers are very good but something about the skill is not for me. Possibly the slow travelling time of the fissures. Edit: While i have "solved" the mana cost puzzle on my builds it generally was a unforseen and uneccessary counterbalance measure. Melee was so far behind that no counterbalance was needed in this regard. Judging from the popularity and somewhat build power image from poe.ninja the melee skills with a projectile part seem to be the big winners of this patch. Im not sure if this was intended or not. If GGG wanted to push melee (without the projectile part) a bit more into the meta id suggest the following that still hold some melee skills back. - Remove attack speed Penalties. They make the feel of play really unfun despite having good numbers per hit. Some examples: Melee Physical Damage support and the awakened variant come with 10% less attack speed. Pulverize with 15% less attack speed. This all multiplies with base attack speed effectivity of some skills like 70% base. - More skill point efficiency in the south of the skill tree. Overall the potential is there but everything costs Sooo many skill points to work. Warcries, Impale, Bleed and pure physical scaling, strike skills comes with so many hoops to jump through while the strong spell contender like Archmage/Icenova works more or less out of the box. - Physical Scaling in general. Yes we got Imaple, Yes we got Bleed, Yes we got ignore PDR % and it all cost massive amounts of skill points and all of these have a somewhat low ceiling while elemental skills get a Tincture with potential of 2k+ penetration which soon going to be capped to proabably "only" 200% penetration. Like why is there nothinng like elemental penetration for phys that can make the enemy take more damage even if the enemy has no PDR after the armour formular? Somthing like physical damage pentration whatever you would call it. - Brutality support given that elemental scaling is so absurd in this game like fire damage per str or lightning dmg per int this support gem that prevents chaos and elemental damage is set so low that its hard to believe actually. In my opinion for its drawback it should at least have another 40% more physical damage slapped onto it. - Lower the mana cost of pure phys skills that have no projectile part. Just my thoughts and opinions. No one is obliged to agree or disagree. Last edited by zzang#1847 on Aug 5, 2024, 3:25:48 PM
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Bladestorm dual wield bleed Gladiator. For a league starter I must say it does its job. DPS could be better on T16 bosses, but I can drag on the fight so I guess I'll take it.
Aside from these the rest of the gear is meh. Overall, good for map farming. Not sure if melee is actually better or they just buffed Gladiator this league. I remember playing bleed Glad in the past and it was still decently good. |
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Melee does about 70% more damage for the same equipment than last league just looking at updating old pobs and swapping a few skill points around. They're more fragile on average but the big gain is Glad. Bleed Glad went from bow exclusive and not great to an absurdly good league starter. If you're decent at the game and have no major performance issues you can probably do voidstones off of gear you drop in acts and I'm fairly certain that you can DoT cap vs ubers with it if you invest enough, although how much that is remains to be seen given its popularity.
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I'm a dual strike trickster. I face tank the feared and the whole game. Literally untouchable already and I'm not even fully geared yet. Whoever made this ascendany must hate the others
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" I am very keen to try tectonic slam. I will only be dabbling in standard due to time constraints, but chieftan is just so good these days not to try basically anything with it. That 18% more per WC is looking like a great candidate for a gut. I'm struggling to come up with new goals to keep me playing this game.
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Feels good to me so far though I am ramping up slowly.
All shield skills including glacial shield swipe retaliation. Fun |
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They changed all retaliation skills to horrible gimmicky afterthought slam skills. Literally made the skill an afterthought, requires block, short 2 second manual activation now with a slow windup, making it difficult to have more than one. basically they went from a niche skill to an insult to trash.
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" lol you're kidding...on my max block glad the retaliation skill is up constantly during fights and I can use it 4x consecutively before a very brief cooldown. If I can figure this out anyone can |
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Was anything i said incorrect or are you just trying to ride your horse in?
Was it changed from an automatic skill to a manual skill? Yes Was it changed to a act exactly like a slam skill? Yes Was it changed to a forced 2 second activation skill? Yes Does it now have a windup upon use? Yes Is the skill now directional, exactly like a slam skill? Yes Hence people who hate slams, (not everyone I dont deal in absolutes) like me hate this new slam retaliation garbage? Yes Hence as i said, Is it a gimmicky slam skill that destroyed the old skills Last edited by Judicas#5519 on Aug 5, 2024, 9:28:16 PM
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i m practically using the same self made build i made every single league.
its not meta so i definitely struggle. i struggle every league but tbh this is the BEST feel i have for melee. i blast thru enemies much faster, tho the determination nerf kinda hits hard. the mana costing double is annoying but our damage being "doubled" thus our mana leech is also doubled. but we still need to solve it. with our damage output doubled i would say we have a few extra points we could allocate into solving this, such as increased mana/increased leech efficiency/reduced mana cost/instant leech etc. but that said, i've progressed so much and with less time spent. i m still not at my "prefered" gears but thats something i can work towards with grinding. so far still an overall win. tinctures dont burn thru your mana too harhly too. BUT, i would say some of the content are quite bad for melee. the reintroduction of affliction mobs makes melee feel bad. the "protect the tree" settlers mechanics feel bad. it feels bad when the enemies have area denial mods. imho, the best thing about melee now is that with all the damage boosts, we are closer to "solving issues" by having more damage. [Removed by Support]
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