Additional Chaos Resistance Nodes

I am a newer player but i have played all the classes cept Shadow and Marauder to lvl 41-45, and i have noticed the Duelist and im assuming the Marauder will be the same get ate up in Cruel by Chaos, DESPITE the life and life regen, im using life on hit and life leach with a very high attack speed and its still not nearly enough and in order to get enough to break even as far as chaos resists goes to "0" ill have to go another 14 lvls somehow to get up to the witch area tagging some useless crap nodes i dont need or want just to survive and by then ill be in merciless, so yes there needs to be more nodes on the bottom or the ones on top need to be moved down so all classes have to work for them but not spend 30 lvls trying to get 1 node, as for the ones saying they had no problem with there Duelists you are either 1. a Troll.
2. very lucky at getting drops that will actually give you funding for gear that has chaos resist. i along with many others are not that lucky and being able to progress in a game by shear luck is terrible. yes QQ but it does need to be addressed.
Very good post from the OP, I agree.

On a personal note, I'd like to say that even taking both the +8% and the +16% nodes as a witch didn't feel enough, even by far. We have soo many + all resist nodes, but for chaos we can only get so little. I would like to see a lot more Chaos resist nodes, being able to get our resists pretty high up (about, say, 0% in cruel). The downside to taking these nodes would be the fact that chaos is a rare enough damage type that specifically putting points into such nodes will not always benefit your character.
Another idea to address the Mara/Duelist's lack of chaos resist might be a Passive node or Keystone that grants chaos resistance to endurance charges in the Mara area. That way, a medium health marauder build might be possible while using endurance charges. I honestly dislike being boxed in to a pure +hp build on a marauder, it makes it one of the more boring classes to play.
Every class is optimally played as a pure +HP build.

Every. One.
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I think it's fine that Marauder has hard access to chaos nodes, since they start with easy access to +life/+regen.

And if you don't want to play a +HP/Regen build, Marauder is maybe a bad starting point for your build :P (after all, classes are only about that)
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Marauder is overpowered as it is.

But, if you are going to get inner force as a marauder (which you should), that 8% chaos resist node is very close. In fact, it's close to the cluster of health nodes where you can get a huge 18% health node, and it doesn't take too long to get there from resolute technique node.

Cruel is really not much of a problem with chaos resists as a HP-based Mara. By Merciless, you should have some Chaos resist items, since elemental resists are easy to max by then.

Duelist is SOL though, lol
"
grepman wrote:
Marauder is overpowered as it is.

But, if you are going to get inner force as a marauder (which you should), that 8% chaos resist node is very close. In fact, it's close to the cluster of health nodes where you can get a huge 18% health node, and it doesn't take too long to get there from resolute technique node.

Cruel is really not much of a problem with chaos resists as a HP-based Mara. By Merciless, you should have some Chaos resist items, since elemental resists are easy to max by then.

Duelist is SOL though, lol


Believe it, there are marauders out there that instead of grabbing always hit and going up the tree, they go down toward duelist and to the middle. And there is absolutely no chaos resist there.

I'm in cruel act II, have over +HP on almost every item on I have equipped, use life regen nodes and have +16% chaos resist from an item and use an amethyst flask. The chaos damage I get without the amethyst flask from adders and esp mambas is fucking ridiculous. 250-300 hits, really? From a healthpool of 1600?! With the amethyst flask it's almost tolerable, like it should be, but only against max 3-4 normal adders. And adders always travel in packs. Just because a marauder has higher health than other classes doesn't mean it doesn't need chaos resist.

Amethyst flask is too shit (35% for 4.2s, yay) and chaos resist stat is too rare, especially high rolls, for there to be absolutely no way to get chaos resist from traits.

I just come from a Dread Thicket instance where I had 4 magic adders with additional life in the entourage of 2 rare adders, one with allies regenerate life and the other with allies have energy shield. My hp went down instantly and I had to bail to town every time I was out of amethyst flask (3 uses due to extra charges+less charges used from belt). HP is nothing when it comes to chaos damage; and people talking about HP regen, don't make me laugh. You try to outregen 200+ damage hits.
Last edited by raz415 on Mar 4, 2013, 2:36:22 PM
I would go so far as to say that not only should another node be added around marauder/duelist for chaos resist, but that the existing ones be made 12% instead of 8%.

Resists don't get powerful until you pass the 50% mark. They get more useful the more you have, so chaos resist is about impossible to be useful. Let's say I get the 16% and 2 8% nodes, which is more than most builds hit. I'm still at -28%. Even if they are buffed, that's only 40 total, so -20%.

Why not make passives get you closer to 0% if characters make the investment? They just wasted at LEAST 3 points and will have to get the rest from items. Anyone able to make chaos damage trivial will end up with other weak spots.
I semi agree, while there is the valid point of health regen being a counter to chaos damage its not the same or nearly as effective as resist, mainly because its not being used to only counter the chaos damage in a fight but also the physical and/or other elemental damage. So suddenly the regen you were glad to have to help make the physical damage and shock increase and burning not too bad is gone because its mitigating chaos damage >.>

However putting in a bunch of chaos resist in the bottom left wouldn't solve this either,it would simply make melee seem "op" because of their resist and health regen advantage, and balancing that with health regen in the top right wouldn't make things any better. While everyone class COULD have a few chaos resist nodes to help balance it out it would overall do very little and make no one any happier. I think it would be much more effective if there were some small clusters, maybe 3, (or just one big cluster im not sure which would be overall more effective) That offered chaos resistance, similar the the 3 nodes in the middle / bottom left of the middle that all offer 18% to a specific resistance. Hell, even adding an 18% chaos node hanging off of that little circle would be just dandy. I personally have only run into chaos damage being a problem a few times (like in the scenario above) but its cost me my hard core characters which sucks.

EDIT:Spelling and clarification
Last edited by Kroguardious on May 5, 2013, 2:23:07 AM

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