New Skills - Bladestorm, Blood and Sand

this looks like sweep but its stacking :p
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I hope you didnt ruin blocking gladiator with shield...
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Dragonaur wrote:
Aaaand another 35% of mana gone. Because melee definitely doesn't need it for other auras.

Other than that it looks quite ok, will depend on the numbers(at least the blind seems to be guaranteed, although from the video it also seems there is a bit of a delay between a monster being within the aura range and being blinded).

Ye idd... this doesnt look good at al to me. + determination and grace cost 50% wich is way to much imo. And discipline onely 35%... we also have hatred and anger. And now this crap... 2 reserve skills for something that could just be 1 skill... but i guess i'll wait and see. Low hopes and not hyped.
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srogi_kotek wrote:
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vio wrote:
my guess, the incoming melee revamp just removes spells from the game to make such amazing but slow mellee action worthwhile using

Oh, come on. Nobody will use them in a different way than some kind of support for spells. How do you imagine using these skills in any situation with a time limit? They are not even suitable for "old" breaches. What about incursion?


time will tell but you're probably right. sad.
age and treachery will triumph over youth and skill!
nvm
Last edited by ThIsIsToXiN#7628 on May 23, 2019, 8:08:42 AM
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gexian wrote:
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The second reservation skill, Flesh and Stone, reserves 25% of your mana to create a zone around you. In Blood Stance, nearby enemies are maimed, which also increases the Physical damage they take. In Sand Stance, nearby enemies are blinded, and you take less damage from enemies that aren't nearby. As with Blood and Sand, using the skill instantly switches between the stances. Both of these skills share a short cooldown.



is a mistake in the flesh and stone explaining? i get confused.. it say blood and sand again instead of flesh and stone?


I picked up on that too dude, think they've made a mistake
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vio wrote:
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srogi_kotek wrote:
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vio wrote:
my guess, the incoming melee revamp just removes spells from the game to make such amazing but slow mellee action worthwhile using

Oh, come on. Nobody will use them in a different way than some kind of support for spells. How do you imagine using these skills in any situation with a time limit? They are not even suitable for "old" breaches. What about incursion?


time will tell but you're probably right. sad.

Of course I'm right. Remember lancing and shattering steel? There was so much "hype", (psycho)fans were crazy on the forum. All this HYPE, POG, FROG, TAKE MY MONEY NOW spam appeared in every third post. And then what? Shit turned out to be unplayable garbage for masochists.

There are only three ways to "fix" melee. First - nerfing every ranged skills to the ground, in such way, that even during regular mapping will be impossible to oneshot even white monsters - aka "goodbye clearspeed meta" or creating something that will behave like winter orb (walking simulator) and giving it the nickname "melee".

Third way is to make "melee characters" simply indestructible and "oneshot proof". In that case, characters could even use these baldesand or whatever, sacrificing clearspeed for 100% survivbility.

Instead, GGG offers something that can and looks nice, but it will be ignored after a few hours from the beginning of the league, when everyone will return to the good old "the faster, the better" + 100 thousand ES.
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Last edited by srogi_kotek#5493 on May 23, 2019, 8:23:27 AM
Regarding the reservation I don't know, melee already needs lots of offensive and defensive auras to be at least viable (not even talking about being competitive with spells and ES). Adding more options is good but if we must drop something else each time to fit this in I guess it's not the revolution melee needs.
Last edited by Dedisdead#2682 on May 23, 2019, 8:50:55 AM

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