Enduring cry makes me hate playing a melee

The problem is people are thinking that armor, evasion IS the defense system.

HP stacking ES stacking is the defense system. The rest is just damage mitigation. They are support not mandatory.

The real defense systems are backuped by systems like lifeleech and ES regen and so on while they getting supported by the "rest".

That´s how i see it.
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
It's not just Endurance Charges that suck when playing as a melee. It seems like most of our defensive potential is in the form of short-term buffs.

Endurance Charges improve armor by up to 10x if you have 9 of them, but only last 14 seconds and therefore require constant upkeep.
Granite Flasks improve armor by a ridiculous amount, especially if they have +armor% mods, but only last a few seconds.
Molten Shell improves armor by a significant amount, but only lasts for a couple of hits before exploding most of the time.

My Duelist just arrived at Act 2 Cruel and, as usual, has begun having difficulty surviving. His base armor is 1146, and enemies seem to cut through it like paper. Molten Shell increases that to 2081, nearly doubling it. Determination increases it from 1146 to 1547. Granite Flask (w/+93% armor) increases it to 13101. Combine all these and my base armor changes from 1146 to 18874. And that's without Endurance Charges.

How can we expect them to be able to balance armor when the short term buffs are so ridiculously effective? I think there needs to be a paradigm shift before armor has any chance of becoming worthwhile. Away from low base armor and ridiculously effective short-term buffs and towards effective and reliable base armor with some slightly longer buffs that aren't nearly as powerful.
Dernière édition par StarlightGamer#6805, le 10 mars 2013 à 04:42:52
Charges in general are completely stupid, only 1 ability grants them and you have to make a gimmick build based on them.

Endurance charges should be removed and armor formula be made to 50% reduction = damage x6.
"
danny868686 a écrit :
yup playing meele is awseom!! just spam enduring cry over and over and over over and over and over over and over and over over and over and over over and over and over, ggg plz fix meele and fix endurce charges why should i be FORCE! yes forced in to stack and keep endurce charges just because i want to play meele?


frenzy, fine
power charges, fine
endurnce charges - a must...


Or you sit back and use a ranged AoE to take care of the problem for you.
There's a reason Ground Slam and Lightning Strike are staples in melee builds.

Although I do agree, Endurance Charges are fucking annoying to keep up. I stopped using them altogether because I'm fucking lazy.
If you're reading this, I'm probably on another year-long ban.
Thanks GGG.
i would like to see a change in endurance charges like:

dont let them run out all at once but one after another: every 10 (or with passives: 12/14) secs if you dont "recry" you lose one of your charges. that way you could somehow keep them up for some time at least...
"
abakus a écrit :
I have a lvl 63 2h marauder using Ground slam and heavy strike. After I got to merciless I realized the mandatory status of Enduring Charges.

Even if I got these 2 increase duration nodes, the duration is just too short and I have to cast EC during and inbetween each engagement and still having a hard time to keep charges up when I need it (well I need it all the time basically, since armour is gimped in POE).

A common playing cycle is to kite a single mob for 20 secs to build up enough charges, ground slam 3-4 times, cry again, kill remaining mobs and meticulously keeping 1 mob alive so I can sing for him to maintain my endurance charges.

In worst cases, due to some network connection or weird game mechanics my last EC didn't count even if I cried in the face of a horde of mobs, (which happened quite a lot), due to the 4 sec cooldown my current EC expired and I died all in a sudden.

The mandatory status of EC for melee characters and the tedious EC mechanics makes me hate it more and more everyday, I decided to quit playing melee until GGG fixed it.


Marauder-friend of mine put Increased Duration next to Enduring Cry,
grabbed some extra End Charge-nodes + Kaom's Ring (+1 End Charge) as well as Oak-Reward and also wears this one


Not as taxing to activate the Cry then :D

The whole party constantly has 3-8 End charges :D

If you PM me your in-game name i can demonstrate how fun it is in a Party
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Dernière édition par Kwonryu#3444, le 10 mars 2013 à 05:39:01
"
Redhanded a écrit :
Not every skill needs to be suitable for solo play. Enduring Cry seems like it was meant to be used in parties, where your role is not to do most of the killing, but taunt mobs to you while the glass cannons that them out. Also for the balancing of skills, how they work in a group needs to be considered.


Ill be really blunt here.
IMHO, Partying kinda sux.
I am semi forced to party for xp as its WAY quicker to gain xp in a party then solo.
Apart from xp gain, theres no other plus sides to partying!
Ninjas steal your loot ( i play from australia so my ping is higher then the guys that live in america ), and not only that, if theres a party with plenty of magic, you have NO IDEA WTF is going on.

I play as a leap marauder, i have no visual spells. Sometimes trying to find mobs in a sea of blue spell effects is hard, let alone trying to target it.

I get more loot playing solo.

SO id be happy for skills that work exclusively in a solo enviroment.
Take a look at Diablo 2.
It had passive buffs that made melee viable.

Fade: Reduces curse duration on self (-75%?), reduces physical damage taken (20%) and also gives all resist (60%) (Fire/Lightning/Ice/Poison).
Lasts 120+ seconds.
Only effects caster.


Con:
Cannot use burst of speed at the same time, halfing the dps one does.

THIS is a defensive buff.

An equivalent in PoE would be a defensive buff thats longterm AND effective.
BUT that would disable offensive boosts or reduce damage done to enemies.
Dernière édition par Planetsurvival#1516, le 10 mars 2013 à 06:02:56
"
StarlightGamer a écrit :
It's not just Endurance Charges that suck when playing as a melee. It seems like most of our defensive potential is in the form of short-term buffs.

Endurance Charges improve armor by up to 10x if you have 9 of them, but only last 14 seconds and therefore require constant upkeep.
Granite Flasks improve armor by a ridiculous amount, especially if they have +armor% mods, but only last a few seconds.
Molten Shell improves armor by a significant amount, but only lasts for a couple of hits before exploding most of the time.

My Duelist just arrived at Act 2 Cruel and, as usual, has begun having difficulty surviving. His base armor is 1146, and enemies seem to cut through it like paper. Molten Shell increases that to 2081, nearly doubling it. Determination increases it from 1146 to 1547. Granite Flask (w/+93% armor) increases it to 13101. Combine all these and my base armor changes from 1146 to 18874. And that's without Endurance Charges.

How can we expect them to be able to balance armor when the short term buffs are so ridiculously effective? I think there needs to be a paradigm shift before armor has any chance of becoming worthwhile. Away from low base armor and ridiculously effective short-term buffs and towards effective and reliable base armor with some slightly longer buffs that aren't nearly as powerful.


I completely agree with you.
"
skullcrush a écrit :
"
Redhanded a écrit :
Not every skill needs to be suitable for solo play. Enduring Cry seems like it was meant to be used in parties, where your role is not to do most of the killing, but taunt mobs to you while the glass cannons that them out. Also for the balancing of skills, how they work in a group needs to be considered.


Ill be really blunt here.
IMHO, Partying kinda sux.
I am semi forced to party for xp as its WAY quicker to gain xp in a party then solo.
Apart from xp gain, theres no other plus sides to partying!
Ninjas steal your loot ( i play from australia so my ping is higher then the guys that live in america ), and not only that, if theres a party with plenty of magic, you have NO IDEA WTF is going on.

I play as a leap marauder, i have no visual spells. Sometimes trying to find mobs in a sea of blue spell effects is hard, let alone trying to target it.

I get more loot playing solo.

SO id be happy for skills that work exclusively in a solo enviroment.


You've had some bad luck.

Partying definately trumps solo. You've just been playing with the wrong people.

If you are only concerned with the loot, play with us, we always save items for eachother, everyone gets loot. If an item drops with your name on it, we do not touch it but instead notify in chat if you missed picking it up.

And it's MUCH much more fun playing in a party with friends, especially since we share so many Auras, and Charges with eachother,(Conduit / Ambu's Charge etc).

What's yer in-game name?
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Dernière édition par Kwonryu#3444, le 10 mars 2013 à 06:18:59

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