Leveling new characters is unbearable aids - rant

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Fruz wrote:
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Legatus1982 wrote:
And give us all a reason why we should not compare VS to arc mines?

You are welcome to your your own brain to find that out, you are also welcome to read what I said, the reason was very obviously implied.

The rest is just irrelevant.


my evasion is so high i only insta rip sometimes
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Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
Last edited by Legatus1982#1658 on Jul 4, 2018, 11:13:31 AM
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EnjoyTheJourney wrote:
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Pyrokar wrote:
To everyone that is playing pure melee poison builds: PLEASE DO NOT DO THIS TO YOURSELF. IT WILL HURT YOUR MENTAL STABILITY

This comes from someone who has suffered a lot from a pure poison viper strike build. Looked good in poeb with 1-2m shaper dps on a 5l but bosses was the only thing it was good at. With normal content you need something that can actually hit hard so that the monsters get stunned. This is needed even more so if you are melee, because if you don't stun them, they get to attack before they die. So in high tier maps it's like facing shaper dmg without the indication of the direction it is coming from.

So please, if you do name-locking melee, do it with high on-hit damage and stun, not with poison.

Sry for offtopic but i still got mental scars from playing that build.
This thread got me interested and I'm currently leveling up a viper striker ascendant (jugg + slayer).

I've got two VS gems, one for ST (high phys is the focus) and another for AOE (melee splash + ruthless). I'm currently using flicker strike for movement, mostly because it's a cool way to move around, although that will probably change to whirling blades later.

My intention is shield + dagger, Acro / Pacro, self cast IC + inc dur, grace + temp chains as auras (use AA on hexproof maps in place of temp chains). With a bit of block adders, I can get high-20s block even with the penalty from Acro. I'm considering putting blind gem somewhere, although I'm not sure where. I'm hoping that with all those layered defenses, she'll do OK.

She'll have a lot of crit chance / multiplier and good damage overall. I'm toying with putting bloodlust on the ST version and getting chance to bleed somewhere (passives perhaps, or chance to bleed gem on a melee range totem).

My guess is that (most) bosses won't be quite as big an issue as huge packs, so temp chains might prove to be a highly effective defense for most maps (as well as a damage boost).

I only play SSF, so I can read about high end builds like the one the OP is describing but I'll probably never attain anything like it.

Here's my planned passive tree:



Your build seems fine, you are not pure poison. By pure poison i mean boosting poison duration and reducing attack dmg in favour of the dot effect like with corralito's signature, gems and passives with such effect leaving you with barely any hit damage but with a ton of damage over time. Your build will probably struggle with high lvl bosses as it just can't get the dmg pure poison can get with a lot of poison stacks.

Hybrid poison builds (hit + dot) are more survivable than pure poison because as i said before, stun plays a big role. So please, don't play pure poison builds with name locking-skills. Even with reave your first few attacks are on melee range and can get you easily killed.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
Last edited by Pyrokar#6587 on Jul 4, 2018, 11:20:45 AM
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Pyrokar wrote:


Your build seems fine, you are not pure poison. By pure poison i mean boosting poison duration and reducing attack dmg in favour of the dot effect like with corralito's signature, gems and passives with such effect leaving you with barely any hit damage but with a ton of damage over time. Your build will probably struggle with high lvl bosses as it just can't get the dmg pure poison can get with a lot of poison stacks.

Hybrid poison builds (hit + dot) are more survivable than pure poison because as i said before, stun plays a big role. So please, don't play pure poison builds with name locking-skills. Even with reave your first few attacks are on melee range and can get you easily killed.


Actually I'm going to disagree with this. From my experiences this is incorrect. I initially thought the same thing, that it would be better to scale the attack damage while also scaling the poison damage through global damage modifiers, flat damage buffs, and otherwise attack speed. I prioritized frenzy charges (global more damage) and power charges with the swift killer ascendancy (increased global damage per charge), the scourge claws, and other generic damage buffs. That's where my initial attempt with VS went.

What I ended up with is that all my damage was still coming from poison on hard targets because the regular damage wasn't high enough to overcome the armor formula on armored enemies anyways, squishy targets would have died just as fast either way, and it was nearly impossible to find an ideal 6-link that improves both sides of the damage formula beyond the 2nd or 3rd gem, and global plain damage modifiers were too scarce both on gear and on the tree to make a build that works.

Do feel free to try it and I would love if such a build were to do as much damage as a pure poison build, but from what I've seen poison modifiers are just too good compared to generic damage modifiers.

To help you out though, the few sources I did find were the ones I mentioned there: dual wield scourge claws, use swift killer, get power and frenzy charges, and otherwise boost your attack speed. But yeah, that ended up being shit for me. With another ascendancy it might be better though, I tend to only play shadows.
my evasion is so high i only insta rip sometimes
-----
Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
Last edited by Legatus1982#1658 on Jul 4, 2018, 12:26:30 PM
Can we change the title of this post to: Viper Strike - What is it Good For?

Because you guys sure as shit took over this thread.
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Legatus1982 wrote:
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Pyrokar wrote:


Your build seems fine, you are not pure poison. By pure poison i mean boosting poison duration and reducing attack dmg in favour of the dot effect like with corralito's signature, gems and passives with such effect leaving you with barely any hit damage but with a ton of damage over time. Your build will probably struggle with high lvl bosses as it just can't get the dmg pure poison can get with a lot of poison stacks.

Hybrid poison builds (hit + dot) are more survivable than pure poison because as i said before, stun plays a big role. So please, don't play pure poison builds with name locking-skills. Even with reave your first few attacks are on melee range and can get you easily killed.


Actually I'm going to disagree with this. From my experiences this is incorrect. I initially thought the same thing, that it would be better to scale the attack damage while also scaling the poison damage through global damage modifiers, flat damage buffs, and otherwise attack speed. I prioritized frenzy charges (global more damage) and power charges with the swift killer ascendancy (increased global damage per charge), the scourge claws, and other generic damage buffs. That's where my initial attempt with VS went.

What I ended up with is that all my damage was still coming from poison on hard targets because the regular damage wasn't high enough to overcome the armor formula on armored enemies anyways, squishy targets would have died just as fast either way, and it was nearly impossible to find an ideal 6-link that improves both sides of the damage formula beyond the 2nd or 3rd gem, and global plain damage modifiers were too scarce both on gear and on the tree to make a build that works.

Do feel free to try it and I would love if such a build were to do as much damage as a pure poison build, but from what I've seen poison modifiers are just too good compared to generic damage modifiers.

To help you out though, the few sources I did find were the ones I mentioned there: dual wield scourge claws, use swift killer, get power and frenzy charges, and otherwise boost your attack speed. But yeah, that ended up being shit for me. With another ascendancy it might be better though, I tend to only play shadows.


I don't really get what you are disagreeing with. I already said that your damage with hybrid won't be as good as with pure poison because poison scales better. But if you do that and you get those 10k hit dps and 1-2m poison dps builds then you should prepare for a hard time doing maps, cause then you don't stun or leech. Both are pretty important. You've been warned.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
Last edited by Pyrokar#6587 on Jul 4, 2018, 1:21:32 PM
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Pyrokar wrote:
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Legatus1982 wrote:
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Pyrokar wrote:


Your build seems fine, you are not pure poison. By pure poison i mean boosting poison duration and reducing attack dmg in favour of the dot effect like with corralito's signature, gems and passives with such effect leaving you with barely any hit damage but with a ton of damage over time. Your build will probably struggle with high lvl bosses as it just can't get the dmg pure poison can get with a lot of poison stacks.

Hybrid poison builds (hit + dot) are more survivable than pure poison because as i said before, stun plays a big role. So please, don't play pure poison builds with name locking-skills. Even with reave your first few attacks are on melee range and can get you easily killed.


Actually I'm going to disagree with this. From my experiences this is incorrect. I initially thought the same thing, that it would be better to scale the attack damage while also scaling the poison damage through global damage modifiers, flat damage buffs, and otherwise attack speed. I prioritized frenzy charges (global more damage) and power charges with the swift killer ascendancy (increased global damage per charge), the scourge claws, and other generic damage buffs. That's where my initial attempt with VS went.

What I ended up with is that all my damage was still coming from poison on hard targets because the regular damage wasn't high enough to overcome the armor formula on armored enemies anyways, squishy targets would have died just as fast either way, and it was nearly impossible to find an ideal 6-link that improves both sides of the damage formula beyond the 2nd or 3rd gem, and global plain damage modifiers were too scarce both on gear and on the tree to make a build that works.

Do feel free to try it and I would love if such a build were to do as much damage as a pure poison build, but from what I've seen poison modifiers are just too good compared to generic damage modifiers.

To help you out though, the few sources I did find were the ones I mentioned there: dual wield scourge claws, use swift killer, get power and frenzy charges, and otherwise boost your attack speed. But yeah, that ended up being shit for me. With another ascendancy it might be better though, I tend to only play shadows.


I don't really get what you are disagreeing with. I already said that your damage with hybrid won't be as good as with pure poison because poison scales better. But if you do that and you get those 10k hit dps and 1-2m poison dps builds then you should prepare for a hard time doing maps, cause then you don't stun or leech. Both are pretty important. You've been warned.


Well, you're also correct, and the leech might matter more than I thought, but generally you need to really focus poison to get the DPS on viper strike to be serviceable. I haven't tried the full-poison yet, I just know it will do more damage. In the end it's going to be bad either way.

But yeah, we did really veer off topic (I blame fruz :P). IDK why he even talked about VS so much either, my VS character was totally fine, it was my flicker striker that I kept dying on vs act bosses while leveling with sunder and I got fed up with it.
my evasion is so high i only insta rip sometimes
-----
Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
Last edited by Legatus1982#1658 on Jul 4, 2018, 2:09:50 PM
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Legatus1982 wrote:

What I ended up with is that all my damage was still coming from poison on hard targets because the regular damage wasn't high enough to overcome the armor formula on armored enemies anyways


Monsters don't have more than 1k armour.
The armour boosting mod is a flat % physical absorption value.
I guess experience was speaking here too ?

It is likely that there is just more time to stack more poison on beefy targets to make it seem stronger. You just get to stack more poisons and it's even amplified further with wither totem.

But Pyrokar is right regarding stuns ( well there is a map mod that prevent stuns, but the very fact that VP is not apdapted to clear pacts should make anybody understands that ...you know, there are other skills for that ).
And he is also right regarding leech, especially with claws ( even though Legatus1982 was planning to switch to ES leech with his uber 600 ES, which would have been incredibly bad of course ).



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Legatus1982 wrote:
my VS character was totally fine, it was my flicker striker that I kept dying on vs act bosses while leveling with sunder and I got fed up with it.

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Legatus1982 wrote:
But the problem is every character after my first is an experiment where I am using hilariously underpowered gems to see what I can do with them. I made a viper striker - act bosses were unbearable shit because once you can't oneshot the boss you have to actually avoid their mechanics, and EVERY act boss from 5 to 10 has "mechanics" that are basically just screen-covering cancer. I spend about 90% dodging shit, 5% moving into or out of position, and 5% of the time actually dpsing the boss. Try it man, level a viper strike shadow. You can use sunder or double strike, but unless you're using megatwinked gear that costed 100 exalts you're going to have ZERO FUN doing these act bosses. And that's the problem.



It's fine anyway, act bosses are not that bad if you know how to use VP for them during leveling ( if you want to do it with VP of course, there are much better skills, VP makes positioning more difficult ).
/thread.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
I just join random parties when it comes to tackling bosses, especially A8 Deodre, the only boss I prefer to do entirely solo (after A4) is Maligaro, the Artist. Most bosses in PoE are badly designed and frequently annoying.
Idk about the armor thing fruz, but if you try building a character the way I did you'll see the damage difference. The poison and hit parts should be roughly equal but aren't. You just end up not doing any damage.

And yes I did hate leveling my vs char, and I died a lot leveling my flicker char, that's what this whole thread is about fruz.

Btw I just modified my build last night to include some small es on hit and switched over to dot build, its still shit because it's a name lock melee and the move skills in this game are trash enough to make it aids to play vs. Still doesn't die though, and I did a couple alched red maps with no problems, despite having 2 damage mods and no regen mod (all I had to change was turn clarity off and had to hit my mana flask once).

The build as I have it is still mega tanky and probably still better with kintsugi than lc, only thing I wonder is if hyrris ire would be better.

Regardless until name lock melee is less cancerous to play as vs will always be shit.
my evasion is so high i only insta rip sometimes
-----
Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
Last edited by Legatus1982#1658 on Jul 5, 2018, 7:47:06 AM
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Legatus1982 wrote:
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EnjoyTheJourney wrote:
The OP has some valid points about boss fights, as POE has changed over the years from an ARPG into an isometric arcade shooter with lots of on-screen visual clutter during busy fights.

Still, it's late game mapping and end game bosses where the one shots and two-shots are more challenging to manage. Going through the leveling process to reach maps and even low-to-mid tier maps is a matter of learning. Full stop. If the OP doesn't see that then that's the first thing that needs to change before the leveling process will go better for the OP.

On a related point, the OP can figure out how to not die during the leveling phase boss fights either by watching video clips on youtube that explain mechanics for particular boss fights or through personally experienced trial and error (which also works, although it takes more patience).

I have slow and unreliable reflexes, a high misclick rate, and a dodgy internet connection. Nobody would confuse me with a top tier player if they ever saw me play. And yet, I get through to maps when playing SSF in hardcore much more often than not in every league I play. So, it's not only streamers with incredible reflexes who are making it to maps without dying.


You people aren't getting it.

First of all, nobody cares how great you or anyone else is or is not at poe.

The point is these bosses are unfun garbage that I don't want to do. And from the comments alone I'm not the only one who doesn't want to deal with the act bosses.

In maps if you don't want to do a boss you do the map and skip the boss. In the story you can't do that, and the story bosses are worse than any map boss up to like tier 10 maps


I will agree that some act bosses are cancerous but...I would go back to your original comment about Lab and fully agree that Labs and lab bossing is bias as hell.

My problem with lab is that.

A. Its tied to progression (Which would be fine, if the following wasn't busted)
B. Its not a check on anything except physical resistance and physical damage mitigation.
C. Its seen as a test for characters to Ascend (Except the above bias makes it so obvious characters with obvious strengths toward physical mitigation are the ones who win every time)
D. The traps are also mainly and exclusively tied to physical mitigation.

^ So with the above considered, you have a progression system, tied into the game, where 1 specific set of characters who possess Fortify, Armor, high hp pools, bleed ignoring, leech, and endurance charges dominate the games biggest form of skill progression and perks.

While builds who do not possess these forms get shat on.....

The solution....shamefully get carried through Lab because you're not playing a phys mitigation professional such as juggernaut...

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