Duelist is a dead class

If I want access to duelist tree, I usually pick scion, because I don't want to spend tens of hours leveling up that big headed dork in a dumb red shirt. But that's just me. If Duelist had Leo's model instead, maybe I wouldn't be so opposed because Leo at least looks like some kind of badass. But that's just me. Because Duelist tree itself is really really good.
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Arialia wrote:


my second a duelist because needed of melee splash for my shadow but try a molten strike and love it , i made 3 for race and i had better result than before with ranger. Witch was good also don't know with this new skill tree.

The begin of duelist's nodes is perfect for physical skills melee like molten strike ( convert physical in fire )


I'm also rolling a molten strike Duelist.

http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwFLQd1CpsLYRQgGbQaPiFVLOkyCTWSNug64UGHSn1KyE3jUEdYr14TXzlfP2BLYSFnoGxGbmluqnJsdO14DXjreWh67311hNmE74Zgh2qHdorwkAqQbJstplepJ6luqZSwq7Xytz6-ir6nwKbBBMqQytPTftX42L3cPd0N3ePjn-RR5wrpRu8O73ryL_JF9Ob56PzF_gr-j_66


Next level when I get Iron Grip, I'll drop the gem and probably put in Fire Pen.
There comes a time thief when jewels cease to sparkle, gold loses it's luster, throne room becomes a prison, and all that's left is a father's love for his child. - King Osric
Duelist is a very bad concept in general that GGG managed to turn into 'only stubborn or new players select this class' thing

- initial starting nodes (the first 5 from each branch) are garbage. there is NOTHING interesting about these. nothing anyone would think "hey, that duelist STARTING area nodes are sweet". the very starting node (aspd/accuracy) is the biggest offender - no RT user benefits from accuracy yet no sane crit user will ever start duelist. it can be done ofc but other classes do it better

- it is not a RT class, but it is not Crit class either. This forces duelist to go a) mara-templar if RT (and both have better starts, so why duelist? b) shadow/ranger (again..)

- two best Duelist nodes (+range one and 'no armor penalty' one) are easily (well, not quite as the path there is boring and ineffective) available to neighboring classes (and they are not forced to take starting duelist nodes - see pt1)

- quest rewards for duelists are utter nonsense. that shows that GGG has no concept of this class whatsoever

- its initial concept probably was melee/ranged hybrid. this concept.. well.. does not work because why bother with melee if ranged is just better in every way?

- bad access to non-crit bonuses (templar area: 'chance to xyz', stun), long path to RT, bad access to accuracy (nodes/dex)

all this compensated with few good/very good clusters

but the problem is - anyone can pick these clusters without wasting 5points on garbage initial nodes

and it seems players in general are fully aware of just how bad it is given that there are like 3% alive duelists in top15k. THREE PERCENT.
Last edited by sidtherat#1310 on Dec 28, 2014, 4:19:33 PM
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Dr1MaR wrote:
QQ, nerf flameblast plz GGG

[Removed by Support]

Any thread like this that calls for nerfs to whatever the OP doesn't play, rather than just requesting buffs to something that is weak, has little to no merit.
Many lewt.
Much desync.
Such rewarding.
Wow.
According to forum mods "sandwich" is considered an offensive word. Who knew?
Last edited by MikeP_GGG#0000 on Dec 28, 2014, 5:21:28 PM
reep Duelist.

They should put some crit and accuracy nodes down there that would draw some intrest. I think it died when bringer/block died.
Git R Dun!
"
Boem wrote:
There is no direct cure for this ailment you are describing.

Some things to consider

- desync, while this has been beaten to dead over numerous post's and rightfully so one can not disregard it as a major conflict issue when working with close range "point press" skills.

- efficiency overall, when you boil down poe to a min-max scenario, not having to walk over to mobs in order to finish them off yields the best results in this scenario.
And since PoE is still a grind-fest/loot-fest this min-max scenario is pretty much embedded in its existence.

- due to GGG inability to come up with good ways to put the focus on melee, they opted for the easy way out by introducing semi-melee skills (all melee with an AOE tag and spectral throw which was introduced when melee was on an all time low)
In turn this has created even more troubles then it solved solutions, since every major "melee only"-node is out of the question now, since it would be abused by semi-melee skills.

The duelist is a hard puzzle to solve imo, i am currently dedicating a thread to him and his MoM key-stone in feedback, which might if implemented correctly serve to give the duelist more identity, however in doing so it would also undermine the foundation of the duelist.(dex/str allegiance)

Arguably his real forté atm is dual wielding, together with the shadow. but due to the substantial nerfs to one of the main benefits of dual wielding (block vs 2-hand) i can understand the minimal participation of duelist's in the ladder atm.

I am really rooting for a workable MoM passive key-stone to give that duelist some of his identity and reason to be back.

Peace,

-Boem-

edit :

On-topic of flameblast/tendrils

These skills are balanced atm, they serve there purposes well and are hard-capped by gem level restrictions, i don't believe it is unusual to see at the start of a league a higher ratio of
spell-casters vs weapon based builds, this is just natural. Also this will shift in the middle of the league like it always does when people have farmed the needed materials to facilitate a melee build properly.

edit2:



Feel free to bump this, i am hoping this get's somehow noted by a GGG member in the right spot.


Flameblast is balanced because you pay price channeling/charging up...your vulnerable so like 1-2 seconds no healing no moving no nothing but dead duck so you should hit hard.

But tendrils is a tad OP. I get over 100K in PoH 7L compared to 40-50K most spells like arc which only hits 5. And u lay waste to 180 degrees of the whole screen with tendrils. I tested almost all the spells @20/20 in same crit pledge setup none come close to tendrils in so far as clear maps and single targets.
Git R Dun!
Last edited by Aim_Deep#3474 on Dec 28, 2014, 5:42:39 PM
I think another big issue came about when they nerfed Dervish from 14% to 2%. Before 1.3, if you wanted to go dual wielding, you would want to play as a Duelist or at least make a skillgrimage to his area because Dervish made dual-wielding as effective at blocking as shields.

It may have been only one really good reason to go Duelist, but it was a damn good reason and Dervish was pretty much enough to hold up the whole class.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo

because the worst class has to have the best Art ever
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
no matter what build I've ever come up with - even when I need nodes in the duelist area - I have always found a better way to make the build, then going straight duelist.

the problem with the duelist is, it doesn't really offer anything.

a basic look at the tree....

shadow offers a ton of crit.
Templar offers a ton of elemental damage.
marauder offers a ton of melee and life.
witch offers a ton of ES and specialized elemental nodes.
ranger offers a ton of bow nodes and hybrid nodes.
scion start nodes are alittle low, but the pathing can make odd build very viable.
the duelist offers..... sword nodes?

the duels area is just too cluttered and random, with way too many points to get things very few people really use.

it also doesn't help that there really isn't any good unique swords to boost the interest in sword nodes.

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