Maraketh Weapons?
" IIRC, they mentioned somewhere it's the new 2h axe base. |
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http://www.pathofexile.com/forum/view-thread/1245272
looks like my questions have been answered. |
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sad stuff that announcement is..
implicits are more or less repeat of 'bow implicits' debacle - Harbinger got 50% more damage, maraketh got ~10% of something useless.. and noone saw a problem about that current tier (lets assume merc tier is just 2x) can easily be divided into 3 groups BiS, everyone will use these in their respectable class: - 2h crit axe (straight up repeat of harbinger debacle) - mana gain on hit claw. 6 MGoH is very good. 15 from theifs torment is enought for end-game 5-6link build. having it on a weapon with LGoH in the package is just crazy good. hope that merc version is still MGoH and not 'leech' - chance to block on a dagger. Inconsequential, 1 passive-point gain with serious alternative cost (replaces something good) - 4% cast speed - 4% movement speed - who will EVER use this instead of harb or decimation? Explosive arrow/poison arrow builds - MAYBE. i like movement speed but damage tastes just as good. - 4% aoe. in most cases this has NO IMPACT due to AOE being rounded down. - the rest.. Sad pandas: - 3% global defences.. what is this? 80 more armor for a person with 2800? is that a reason to use a weapon when there are so many alternatives? or global defences also include block/max res/dodge etc? - bleeding on hit. really.. Last edited by sidtherat#1310 on Apr 14, 2015, 5:41:37 AM
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Well you can't really judge them without knowing what the jewels and new uniques are going to do. There may be jewels that increase the effect of some a Maraketh weapons implicit mod type, like +1 global defense with hook sword for every dex node within radius. Who knows...
because some of them will definitely need to be more special than just that, especially considering you can't even vaal these without messing them up |
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