Try a dual void battery Fireball build, it's like running around with a rocket launcher... a rocket launcher that shoots out 3 rockets at a time!
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Posted bywehrberg#3045on Dec 4, 2013, 1:17:44 PM
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Gorrim wrote:
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shroudb wrote:
Tell me a non-discharge non cast on crit (which insidentaly makes the best way to cast spells an attack...)that can run up to the numbers of a normal melee build (like having 20k HUGE AOE dps +14% life leech with gear worth ~1ex)
Seriously, your highest level character is 64 , so please, go roll a high end caster first and THEN come to talk here.
EK builds might poke a hole in this claim of melee superiority...... I believe some are getting 300k dps? (yes EK is a spell)
Other than that the only 2 other dominant self cast builds that I can think of are FP/Cold caster, and Incinerate. Both are more tanky than dps output builds though.....
I have faith in my new experiment on a lightning caster using the new Storm call, but the Jury is still out. (I hate that it only has 4% base crit......)
as far as i can say it (only tested it till around level 45+)
Storm call is the only spell that seems well balanced compared to "melee/attackbased" skills
on top of that its a spell that fits my idea of lightning spells very well ( somethin big from air with a short delay)
it can be used as aoe (with area nodes and increased aoe gem) or as "singeltarget" with conc effect (maybe added lightning with q as well as the shock chance passivs so you wont have to stack crit on its low 4%base)
the castspeed is good is good with 0.5sec as well as the manacosts (dont forget attacks have multistrike and weapons with 1,6+ attackspeed so having a good bascastime without that many options to let it skyrocket seems fair)
we need more of these kind of spells
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Posted byciel289#7228on Dec 4, 2013, 1:18:08 PM
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EK builds are invalid, they do not care about having their DPS cut by armor.
Imo an idea i had would be something like: Spells penetrate 15% of elemental resists (maybe even a noteable or something? Like +15% mana cost, +15% elemental penetration for spells).
That way elemental cleavers and etc are still the same, spells get some love.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
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Posted byMannoth#4185on Dec 4, 2013, 1:19:25 PM
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Rahabs wrote:
As someone who plays casters almost exclusively, I have no problem saying ranged isn’t really a play style anymore. The variety of movement abilities in game now, reflect, thorns, curses, bubbles, coupled with the default view distance, “ranged” just means 2 hander sweep range. Stuff can be kited effectively, but with POE’s dysnc, lag, ect you’d have to be on crack to say you don’t need leech or decent regen. And that’s for kiting melee, never mind the missile barrage and aoe abilities you find in maps. As others have said this puts spells at a huge disadvantage since they don’t get leech from items.
Buffing mob armor / nurfing melee isn’t the way to balance out dmg spells, and I agree that it’d be nice to have some spell pen passives in the tree, but I think the main drawback to spells right now is they have very low base crit, and can’t buff that. Attacks can get a sweet roll, or drop and have a base crit of 10% fairly easily. Spells in general can’t get above 6%, which then renders all those points you dump into crit nodes less effective than their melee counterparts. In addition, spells have no buff auras to add all those great elemental effects. Yes it’s harder to load auras now (and god that sucked a lot of creativity out of builds) but any attack can still throw wrath on and suddenly have all that shock stacking that spells get, but they keep their 10% base crit % chance from their weapon.
The other major discrepancy I see between attacks and spells is cast time. Spells have some pretty long and elaborate cast times, but we don’t have 15% cast speed notables combined with numerous other fun stuff like 20 dex. Instead we get to spend 3 points in most cases for 9%. This renders incinerate (or maybe firestorm) as the only spell which can apply some of the % chance proc abilities in game (blind on incinerate is hilarious btw).
As others in this thread have pointed out, GGG recently buffed the hell out of HP melee builds, and with good reason. Last time that was done was way back in CB if I recall. Just from looking at the current tree it’s pretty easy to see the witch area hasn’t been updated in a long, long time, and she’s probably next in line. My suggestion would be to either up the base crit on most direct dmg spells, buff / streamline cast time nodes, or revamp the witch and templar area spell nodes so they have combo effects like the shadow nodes (8% dmg vs 8% dmg + 5% to ignite).
I think you very effectively covered the major discrepancies. Leach from gear, Base Crit chance, atk spd vs. cast spd imbalance, and the lack of damage boosting auras for casters (melee/archers have 4 available vs. 1 available to casters).
To me, support gems are not really the issue (other than the LL discrepancy), as casters have plenty of ways to boost dps through gems, and melee have their "needed" gems to be effective as well (multistrike/splash etc.)
Also Melee have to put a little more emphasis on survival than casters do in general (somewhat mitigated with the 1.0 buff to life nodes) although their damage nodes are much more efficient than casters damage nodes to balance that out.
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Posted byGorrim#1100on Dec 4, 2013, 1:32:52 PM
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Mannoth wrote:
EK builds are invalid, they do not care about having their DPS cut by armor.
Imo an idea i had would be something like: Spells penetrate 15% of elemental resists (maybe even a noteable or something? Like +15% mana cost, +15% elemental penetration for spells).
That way elemental cleavers and etc are still the same, spells get some love.
EK is valid as its a spell, it just doesn't have the downside of matching up against monster resistances.
On that note, what about gems/uniques/passives/auras that convert elem damage into physical dmg? There are a plethora of the above that convert phys to elem dmg, but none that do the opposite....... Then the Phys leach stats could be adjusted to phys dmg, not phys attacks and casters instantly become ...... OP, nm on that last part.
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Posted byGorrim#1100on Dec 4, 2013, 1:48:45 PM
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Mannoth wrote:
EK builds are invalid, they do not care about having their DPS cut by armor.
Imo an idea i had would be something like: Spells penetrate 15% of elemental resists (maybe even a noteable or something? Like +15% mana cost, +15% elemental penetration for spells).
That way elemental cleavers and etc are still the same, spells get some love.
you want to increase the manacost of spells even further when they are already ridiculous high compared to attacks just to give them back some of there "real" dmg that physical attack never had to worry about? doesnt seem fair to me
dont get this the wrong way, i dont want to offend you in any way but the manacosts of spells are unfair (imo) just thinking about increasing them even more makes me crazy
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Posted byciel289#7228on Dec 4, 2013, 2:43:06 PM
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Gorrim wrote:
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Mannoth wrote:
EK builds are invalid, they do not care about having their DPS cut by armor.
Imo an idea i had would be something like: Spells penetrate 15% of elemental resists (maybe even a noteable or something? Like +15% mana cost, +15% elemental penetration for spells).
That way elemental cleavers and etc are still the same, spells get some love.
EK is valid as its a spell, it just doesn't have the downside of matching up against monster resistances.
On that note, what about gems/uniques/passives/auras that convert elem damage into physical dmg? There are a plethora of the above that convert phys to elem dmg, but none that do the opposite....... Then the Phys leach stats could be adjusted to phys dmg, not phys attacks and casters instantly become ...... OP, nm on that last part.
intresting idea with conversion to physical even though i wouldnt use it myself (i love my pure ele dmg spells) it would makes things fair (you could have the option to leech without gems as spelluser) so i would stop complaining about that
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Posted byciel289#7228on Dec 4, 2013, 2:45:37 PM
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shroudb wrote:
one of the many issues spell casters have is that reists work always (as opposed to armor that works.. never)
so in merciless+maps+etc when every single mob has very high resist elemental damage, their dps is cut to at least half most of the times.
curses are mandatory to bypass this, but curse-immune and etc shennanigans make it mandatory to also run penetration gems.
so, your curse is FORCED to be an offensive one and you also lose 1 gem slot. This is just to even out the resists vs armor anomally.
a solution would be to scale down monster resistances, bu a LOT. Like "resists elemental damage" on merciless on a white mob needs to be close to 15-20% resistances, while individual "resists x" can be as high as 50%. That still allows rares to have 70-75% resistance if they are of the subtype and have the resistance mode. OR elemental resist curses need to be buffed to be close to 75% resuced resistance at lvl 20.
then comes the fact that since spell damage is heavily dependent on gem level, you have to wait to ridicusly high level to actually use your spell to 100% effectivness (high mid 80s for lvl 20 gem) while attack users again have no problem finding/buying a great weapon at something like lvl 70 and have 100% of their dps output from then on.
finally, the supports themselves are kinda worse in a lot of cases. Take 2 generic MORE multipliers in the game: more physical damage: drawback=none. More aoe damage: drawback much reduced range. Why?
Spells, at the moment are relegated to being used as a support/secondary casts (CoC, CoS, CwDt etc) are all far better ways to actually casts the spells, rather than... casting them!
Final nail in the coffin is the actual casting stat, int and mana gain and mana costs.
Stats are suppossed to give bonuses, p.e. str gives health and damage, more health=more survivability, more damage is well more damage.
int gives mana and es. Es is survivability, good so far. Mana on the other hand isn't even a bonus for spellcasters since their mana costs are close to 1000% on some cases compared to attacks. I get it that attack users often don't have a lot of mana so their attacks need to be cheap(er) but on the other hand, boosting your main stat only so you can actually use your skills (as opposed to get a benefit from it) is ridiculous.
Mana costs for spells need to be reduced to attack levels, and then casters can enjoy the benefit of having a ton of mana/mana regen to use other things with, like more auras, arctic armor, MoM, etc.
And MoM needs to be moved to witch area.
the are my 2(more like 50) cents.
just making sure that people don't miss this post ^^
FOR THE DARK GODS!
IGN: Monokuma_Joestar
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Posted byLust#0341on Dec 4, 2013, 3:16:25 PM
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ciel289 wrote:
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Mannoth wrote:
EK builds are invalid, they do not care about having their DPS cut by armor.
Imo an idea i had would be something like: Spells penetrate 15% of elemental resists (maybe even a noteable or something? Like +15% mana cost, +15% elemental penetration for spells).
That way elemental cleavers and etc are still the same, spells get some love.
you want to increase the manacost of spells even further when they are already ridiculous high compared to attacks just to give them back some of there "real" dmg that physical attack never had to worry about? doesnt seem fair to me
dont get this the wrong way, i dont want to offend you in any way but the manacosts of spells are unfair (imo) just thinking about increasing them even more makes me crazy
Yeah i just slapped a negative side to it so it's not a "must pick" keystone.
I know mana cost gets out of hand but would probably be must have for every spellcaster if it didn't have a drawback.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
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Posted byMannoth#4185on Dec 4, 2013, 3:34:31 PM
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wehrberg wrote:
Try a dual void battery Fireball build, it's like running around with a rocket launcher... a rocket launcher that shoots out 3 rockets at a time!
The average player will never own one void battery, let alone 2.
The average 'melee' player will always have better gear / dps / survivability / easier time than a average caster player.
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Posted byWaves_blade#0878on Dec 4, 2013, 3:42:57 PM
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