Melee character vs ranged

I have just started playing this game and its really fun. I have to ask did i just waste my time making a melee character instead of a ranged character? a melee character have to kill monsters up close face to face(man to man) but there is not any advantages to do that instead of blast monsters with ranged attacks ranged characters do from a safe distance. i have played d3 too a lot too. d3 solved the problem by giving melee characters 30% reduced damage taken, why havent poe done something simular ?
For me i love to play brutally strong macho Conan-like warriors not a chicken ass with a bow or a wand. But so far it seems like that warrior is actually the week character.
I am new to this game so maybe i am doing something wrong. is it mandatory to have the flask that move through enemies perhaps? Give up on magic find gear and only craft instead perhaps?

Anyone out there to give me any tips?
Anyone out there that knows why poe favors ranged characters( in that case why did they even bother adding a marauder/melee for this game? I remember in d3 vanilla ranged class was the best too but they fixed this later. Poe is not a new game anymore so why has dev team not done anything about this problem.

Solution suggestion: Give melee characters dam reduction and perhaps not suffer - elemental res in higher difficulties. Also/or strength based armor gives more stats. Another thing i noticed is usually my rare drops is for another class. is it mandatory that i have to trade for upgrades(thats not fun i wanna kill stuff)
Fortify is gonna do exactly what you are saying, give melee classes a reduction in damage taken after hitting an enemy with a melee attack.

That being said melee will always be at a disadvantage because they are melee whereas you can kite with ranged.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Melee is pree good for quite some time already, dedicate more time for your build planning.
Cyclone, static strike, gs, ice crash in beta, they all have good clear speed and quite safe to play.

Marauder/duelist/templar areas will give good amount of hp (180+), here and there you can grab armor/eva nodes. You wont get any troubles mitigating phys damage with those + ic cwdt combo.
Ele damage in high level maps will be a bitch, thats true.

Acro/phase acro insanely good for melee eva builds.

Use granite, ruby and topaz flasks.
In beta there is also Fortify skill that gives you 25-28 damage reduction.

Personally, my favourite builds are crit daggers+shield melee and flame totems ranged. Both really fun, 1st is more tankier in some fights (atziri runs, megaera boss for example), 2nd in stuff like Kole, Dominus.
IGN BalaGi, SayaKho
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Mannoth a écrit :
Fortify is gonna do exactly what you are saying, give melee classes a reduction in damage taken after hitting an enemy with a melee attack.

That being said melee will always be at a disadvantage because they are melee whereas you can kite with ranged.


I can already see people use weapon switch to activate fortify then go ranged.
In my opinion melee is a lot of fun.

It is more dangerous to attack monsters close and personal with a stick than it is to hide behind a corner and nuke them from a distance. I don't think melee is "as easy" to survive as playing ranged, and I don't think it ever should be. That would be silly.
Tide goes in, tide goes out. You can't explain that.
Dernière édition par Nutius#0402, le 4 juin 2015 à 11:43:15
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ImmaPokemon a écrit :
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Mannoth a écrit :
Fortify is gonna do exactly what you are saying, give melee classes a reduction in damage taken after hitting an enemy with a melee attack.

That being said melee will always be at a disadvantage because they are melee whereas you can kite with ranged.


I can already see people use weapon switch to activate fortify then go ranged.


Or just use spectral throw after triggering fortify :P
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Melee builds have inherently more damage than Ranged builds until Ranged builds are able to go more glass than melee, later in the game.

Try fighting Piety, Vaal Oversoul, Merveil with Melees. You find the damage is significantly higher than with ranged classes (with proper supports) using weapons you pick up or simple weapon crafting.


I don't think Fortify with weapon switch is a good idea. If your build is not meant to go into melee range, you might rip when trying to proc the fortify buff.
https://www.pathofexile.com/forum/view-thread/1394759 - Suggestion for beginner tutorial.
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Mannoth a écrit :
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ImmaPokemon a écrit :
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Mannoth a écrit :
Fortify is gonna do exactly what you are saying, give melee classes a reduction in damage taken after hitting an enemy with a melee attack.

That being said melee will always be at a disadvantage because they are melee whereas you can kite with ranged.


I can already see people use weapon switch to activate fortify then go ranged.


Or just use spectral throw after triggering fortify :P


GGG got lazy with that skill thats all. With spec throw they basically said "there wont be any throwing axes and daggers but we let you toss your melee weapon". Then they had to nerf the damn thing into the ground because obviously ranged beats melee any day even if its melee ranged.
OP didn't played the game long enough to realise that what he has writen his false, melee characters have more life nodes, armor nodes and life regen nodes that make them unkillable.

I started my first succeful HC charater in 1mhc as a marauder which is a completly broken class in hc and I face tanked every boss and monsters without even knowing their ability, every two map I ran into a rogue that could not dammage me enough to treat me.


And what a range character will do when some monsters spawn on his face and one shot him in two seconds (ursa...).


Edit: I looked op tree and it's just bad (wasted skills on res and critical), I'll try to show you a better way :
http://www.pathofexile.com/passive-skill-tree/AAAAAgEAxthYYz38jM_2SF8_FCDvDlBH5FEaPvIvfLgpLvGsVw3SIfJBggd-4nk5Z5uuPnfjPC3GrhynDF9Tpbc-_grYvTWStfJuqkrIiq-QEYLkTP-vbGjy8B-iAJd5KCqLT9lhrY3Pftl8PycqTRUgLOnK0xm0vqdlTb02R36E2SLiR-LQgaQ5L8y2imLswYI=

Or you can use cyclone build (some find that cleave is kind of bad at higher lvl).
Dernière édition par EzBreesy#4599, le 4 juin 2015 à 19:18:11
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Mannoth a écrit :
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ImmaPokemon a écrit :
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Mannoth a écrit :
Fortify is gonna do exactly what you are saying, give melee classes a reduction in damage taken after hitting an enemy with a melee attack.

That being said melee will always be at a disadvantage because they are melee whereas you can kite with ranged.


I can already see people use weapon switch to activate fortify then go ranged.


Or just use spectral throw after triggering fortify :P



not going to happen. Its a 4 second buff, you going to weapon swap or move into melee range every 4 seconds to refresh that buff? Why would you go into melee range of a monster to proc a buff that reduces the damage you take? So you are at ranged where you cant be hit, and rather than kill a mob you move into melee range of that mob where it can damage you in order to proc a buff that reduces that damage you are now taking by 25%? that makes no sense at all.
I love all you people on the forums, we can disagree but still be friends and respect each other :)

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