Spell Damage Protection - Why are tree options so limited? What about two-handed builds?

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Mivo a écrit :
Yes, but it's always been that way. PoE is designed around trading and GGG prioritizes that aspect of the game over many others.

I don't disagree. I'm not even a self-found player. But this is not what the thread is about lol!
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
They should make each endurance charge boost max elemental resists.
Life Regeneration is a major one for people populating that part of the skill tree. You're also well positioned to take advantage of options like Life Leech and Life on Hit, as well as to exert situational control via Stun.
I'm Chimerical Jim. Softcore. Hardcore. Manticore.
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Aim_Deep a écrit :
I dont know why they removed elemental adaption 2% BFD - lame change.

Right? I'd love to see that back.

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But yeah armor suck ass. First of all it needs to protect vs phys more second there should be nodes like 1% max resits for 10,000 armor. And bring back elemental adaptation.

Indeed.

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AJConsul a écrit :
Life Regeneration is a major one for people populating that part of the skill tree. You're also well positioned to take advantage of options like Life Leech and Life on Hit, as well as to exert situational control via Stun.

Yes, this is true, but how is it comparable? It's hard for me to think of these things as an advantage when 5 nodes in block chance or the 5 it takes to get to Phase Acrobatics are SOOO much better than 5 nodes in life regen, when every physical build already has it easy with life leech on gear, and when most builds can stun to some degree anyway.
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
I have been wondering this myself. Melee builds get hit by spells way more often ranged builds, but this does not seem to be reflected in the skill tree.

For instance:
+30% flask (Witch)
Phase Acrobatics (Shadow, Ranger)
Ondars Guile (Ranger, Duelist)
Evasion (Shadow, Ranger)
Auras (Witch,Shadow)
Curses (Witch, Scion)

Marauders have +1 max fire res and a bit more life nodes (not better nodes though), but it seems like they have nothing in particular to help them deal with spell damage. The options for mitigating physical damage are very good, true, but that does nothing against spells.

Maybe the idea is that you should use those counter attack gems with life gain on hit-gems? The Vengeance gem seems to have a chance to trigger "when hit" so that should also include spells.

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Cipp a écrit :
+30% flask (Witch)

Good point! I forgot about this bonus which would certainly help against spell damage. Also, the Ranger has 20% increased flask duration from Druidic Rite (although I doubt many people take it since it's behind mana nodes). More bonuses for the wrong side of the tree.

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Maybe the idea is that you should use those counter attack gems with life gain on hit-gems? The Vengeance gem seems to have a chance to trigger "when hit" so that should also include spells.

Life gain in this way doesn't seem like it would be very potent, plus anyone could use the new gems if they met the stat requirements, so it's not exactly a bonus for the left side of the tree.
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
Dernière édition par Tempada#2630, le 11 déc. 2014 à 08:58:47
Patch notes are out, no love for two-handed builds (staves aside).
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
Dernière édition par Tempada#2630, le 12 déc. 2014 à 05:42:01

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