Archer location, I am dissapoint
Why? I don't see the point of warps in the GGG skilltree at all. If we allowed warps it would not only invalidate class identity, but it would make opportunity cost trivial in some cases. What exactly do you want to do that requires a warp?
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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I suppose you are right. The elemental bow attacks are meant to be witch/marauder skills, not ranger ones.
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" The elemental bow skills work fine on the Ranger. I don't get what you're saying at all. We do need some physical bow skills, granted, but lightning arrow works beautifully on ranger. You do need to build a lightning arrow build differently for a ranger than a templar, but they seem close to equally effective to me. http://www.pathofexile.com/passive-skill-tree/AAAAAgIABbUILgzyDQIOSA_EEZYVIBmOGdUZ1xrbJDwkaiU_J6ks6TB8MfozDDWSNj051Dt8STtJUUp9S0lNkk7IUUdW-lptWqZjp2egbBZuaW_ycFJw1XJ-dEF293fXfyt_xoPbhxmHdohrjb-SzZuNnaOfJ6CfoqOly6dcqn-quKxHr-u0Grg3uMrAGcBRxLjKqc5x037V-NaK3MfdDd1G4oDiy-OE7YPuDvDZ_Ev8Tvyr_MX-K__e Should be a perfectly viable elemental ranger build: -Decent %life -Decent elemental weapon damage for lightning arrow (+60%) -Decent increased bow physical damage (which SCALES lightning arrow, you know?) -Huge critical mutliplier Have you seen lighting arrow crits on shocked opponents? Sure templar/witch lend themselves better to pure Quill Rain builds, but you can execute a perfectly good elemental damage Ranger. You don't need +100% weapon elemental damage and your build is less reliant on +weapon elemental damage rings. Different classes build differently to get the same "idea" or "role" in combat. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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Actually the templar area is suboptimal for elemental skills. Chasing all those elemental damage nodes is a bit of a trap, because you can easily get in excess of +100% elemental damage on gear, which devalues all the dmg nodes. Ranger has IAS, crit and crit damage to complement +dmg% available on gear, giving her far higher DPS in the end.
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I talk about the joy of Death Pokes, such as Poison Javelin, discuss the limits you can get by building Burning Arrow's burning damage multipliers (burn damage, burn duration (criminally underrepresented in stats. More of this, please. A dream of 10 full seconds would be wonderful.), fire damage strength; roughly eight-ten times whatever total base fire damage you can get ahold of), get bummed out that this vector of the skill is located entirely within three classes, all of the ones with no Dexterity or Bow access...
With the implied, obvious fact that Burning and Explosive arrow are hardly conductive to this path. Elemental hit is a one in three shot; hardly an effective burn build. " Diamond flasks. 65% ias for 0 skill points. The other systems are silly. |
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Chasing burning damage is suited for a templar, though I don't disagree the Ranger or Shadow should have more representation of elemental status effects.... the Shadow overall is very lacking passive skill count (which by proxy effects what the Ranger can do).
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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Anubite.
You are talking specifically about dmg. What about the difference between shadow and ranger in terms hp nodes? | |
I don't understand this community.
When ranger is "OP as hell" it is "normal-ok", when it is really "normal-ok", it "SUCKS LIKE HELL OMG!" | |
" Well, shadow has shiny +20 flat life... Shadow builds are very centralized, they don't have life problems anymore, at least, in theory. http://www.pathofexile.com/passive-skill-tree/AAAAAgYAAdEEfgr_D8QTnhXwGYYZihnVGf4bARzcHhognCQ8JGok_SaVJ6kqWy1HLYMzDDZ7N4o51DpYO3w-z0lRTLFQQlFHUUxTNVVLVi1abVqmXQltbG17b_Jyu31bf8aHGYw2jX2XBpu1oJ-hpKJAoqOkkadcqn-quKx_r-u1SLg3uMq8n73mwzrEostBy4LOSNIZ1BnVANbR3Mfe5eOf51TrLPT4-WP-K_-T_94= The main problem with Shadow is repartee/blinding speed and 40% critical spell damage talents make you go uuurgh because you don't really want to waste so many points getting that 30% lightning damage. Also, the lack of "unique bow offerings" - I basically just go after critical damage/chance, the chance to shock on hit being the only "unique" thing about the Shadow. I'd prefer if traps offered greater specialization or some kind of hybrid bow/trap cluster to give shadow identity. ...and that's about 144% increased life with 20 flat life. Pretty nice, though that was just a random bow build, I think it demonstrate's the Shadow's life potential ------------ http://www.pathofexile.com/passive-skill-tree/AAAAAgYABukI9AkhDkgPxBEvEZYV5xa_FvMblxzcJDwmPCaVJy8nYSepL50xiDIBO3w74Uk7SVFVS1ptWqZd8l76YeJh620ZbXtwUnDVcn5zs3kDelN7135Zf8aCHofbi3qMNo_6mZqbJp1joqOksacrp1yqfLIZtKO297jKvJ_AUcHzw23PetQZ1U_aPdsL2-fcx9533vbi9-OE45_ljud06NbrFOtj7Bjwa_DZ8-r8qw== Here's a Shadow pain attunement bulid. 23 life passives, for about 184% increased life. Could maybe work. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282 Last edited by anubite on Dec 8, 2012, 5:23:52 PM
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" Having given this a little thought, critical duel wield Shadow+Duelist.* A lot has to do with the general jankness of the Ranger zone, that she isn't really a duel wield zone and thus severs the chain. (In combination with the heavy transition taxes of her area.) The Templar->Marauder->Duelist arc is an almost perfectly smooth transition with a little waste. No matter how you want to duel class Shadow/Duelist, you pay out the ass in toll fines. Just getting enough Life% is a pipedream; forget about having 5 points to fritter away on Acrobatics. Or getting that +4% weapon block in the Swagger Cluster. I find myself feeling this way about luxuries all the time. I want movespeed, I takes the movespeed, I pay for it with -33% total dps and/or life. * Unlike Spell Damage%, physical% is something you can't get on gear, just like Life%. Spells have a lot of intrinsic advantages in this game, and no, mana cost never "balanced" anything.** ** Critical melee is a joke. If you're not a shadow or witch. Daggers are obviously very strong.**** *** When I first mentioned this, I was thinking more along the lines of making Catalyse within reach of dexy guys, but in retrospect I believe it's located very well as it is. The Marauder +30% fire for Added Fire Damage, the Duelist Ice Bite for Hatred, and Catalyse for both. Perfect universal sense. **** In retrospect, you'd probably long since reach the leech cap with claws automatically which would make the claw leech cluster kind of crap. Should probably have a bonus to leech rate there too; it's no Adder's Touch I'll tell you what. Last edited by LimitedRooster on Mar 26, 2013, 10:04:37 PM
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