I will never be good at PoE
" Thanks for your insight, I'll post a build that I'm thinking about right now and will listen to the advice for that specific build Regardless of what build I'm making though, my goal is to experience all the game as to offer, being able to play through all maps (I'm not talking about map mods, just the maps themselves), defeat Atziri and her uber version, reach level 100 I suppose and despite playing non-hardcore, not dying to anything I didn't get the chance to see Rigwald in talisman, nor the perandus manor in perandus, nor any temporary content from the temp leagues, I'm quite pissed oh and DDDDDDDDDDAAAAAAAAAAAAAAAMMMMMMMMMMMMMNNNNNNNNNNNNNN that video |
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" Deepz is workable, life is low. 2.2k is awfully stun-y at level 78; that's about the time I'm hoping to break 4k on a well-geared build. 3.5k at least is where I'd generally like to be 'round that level, if my gear's been keeping up. I'd definitely focus the rest of your passives on snagging more life for a while. Damage seems fine, I'd say you're good to go for damage in the tree. That's one of the biggest things everyone falls victim to, new or not - overdoing damage in the tree at the expense of life. Sounds great, works like pants in practice. Even if you can theoretically deal with the low life total, you end up stunned all the damned time and that messes with your clearing and your rhythm as much as it does your survivability. Getting stunned bites. Moar Hepz is the answer. She/Her
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" I know that much, I'm always trying to find a good balance with everything, I know it's not a good idea to grab only a few nodes of one specific thing |
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I will work to add more life. My gear doesn't contribute much, so I will look at that angle too. Thanks.
"Gratitude is wine for the soul. Go on. Get drunk." Rumi
US Mountain Time Zone |
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" thanks for the comment, yeah I dislike coming back after death to finish something off, I did complain about it in the past but since PoE is a classic arpg and the game as multiplayer, it's never going to change |
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" Yeah things get really technical when you take damage types as other damage types I know that lightning coil and taste of hate are good for physical damage, but I'm really in the dark as to what protection I'm precisely getting. especially considering that your physical resist is only an estimate and depends on the specific attack and monster, so in the end, I'm always blind I have a build that uses rise of the phoenix and avian twin talismans that take cold as fire and lightning as fire, in the end I just know that it helps, I have no idea how much cold or lightning resistance I actually have, even less when I use +maximum resistance flasks I do like that PoE is complex but sometimes it's just way too complicated, especially with it's terminology like increased and more being completely different |
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" There's a "Character" screen that shows you all the pertinent information of your character, such as resistance levels. Default keybind is 'C', I believe. Refer to it early and often. As for the points raised here...: Resistances are capped* at 75, considered the default "Maximum" resistance. This means that no matter what your actual resistance score is, by default you can only ever apply 75% resistance to incoming elemental damage of the appropriate type. Modifiers to "maximum" elemental resistance, such as Rise of the Phoenix's +8 to max Fire Resistance, raises this 75-point cap. With Rise of the Phoenix and capped fire resistance, you would resist 83% of Fire damage, meaning 83% of incoming fire damage dealt to you is nullified. That is very significant. "Cold taken as Fire" and "Lightning Taken as Fire" modifiers from an Avian Twins talisman, as well as "Physical taken as Cold/Lightning" modifiers on Taste of Hate and Lightning Coil, convert a portion of incoming damage of the first type into damage of the second type and applies that damage to the corresponding defense. Taste of Hate and Lightning Coil are considered so good because your Physical resistance (armor, endurance charges, so on) is almost always lower than your elemental resistances. Same with Avian Twins talismans - taking a chunk of cold or lightning damage against your 83% Fire resistance, rather than your 75% Cold/Lightning resistance, means more damage that doesn't get dealt to you. Armor was specifically built to be good against multiple smaller hits and not so good against single big whacks. The smaller a given hit of damage is compared to your overall armor value, the greater overall percentage of that hit will be mitigated by your armor. Higher armor thusly allows you to deal with bigger singular damage spikes better, as well as mostly eliminating limp-wristed girly punches from white critters. Also another reason why Taste of Hate, Lightning Coil, and other such things are so helpful - they just straight-up mitigate a given percentage of physical damage regardless of the size of the individual hit, by shunting it into the straight mitigation of your elemental resistances instead of taking it on variable-performance armor. Evasion is the practical opposite - designed to be better against infrequent heavy spikes of damage, as Evasion doesn't care about incoming damage totals, only incoming accuracy. I don't have a good enough grip on the entropy system to shorthand it here, but that's what The Wiki is for. Straight physical mitigation, such as Endurance charges or Fortify, do the same thing as elemental resistances. They just whack off a percentage of the damage (ergo why Fortify is busted as hell). Percentage avoidance modifiers like Dodge or Block are an RNG dice roll (which is why nobody sane relies on just Dodge or Block). The game is complex because its players wanted it to be complex. That very complexity is what appeals so strongly to a large percentage of PoE players. Most of us don't want the game to have an easy, precise 'solution', where hitting [X] benchmarks in [Y] defensive stats and [Z] offensive stats equals success. That defeats the whole purpose of coming up with awesome ways to turn Weaksauce into Winning. She/Her
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" Careful with this. The answer is not always achieve a balanced character. In PoE everything is relative. The key is knowing what you want and plan how to achieve it, and know what to avoid. For example my main character, a level 98 Marauder. His stats can give you laugh. I have something like 25% of physical damage reduction, maybe 15% evasion and 15% block. His resistances are ok but in maps with elemental weakness fall below reasonable, something like 50/60/50. My life is just 5300... One might think that roam in these conditions is suicidal, but I'm at 98 and still going up. As I said, it all depends on many things, everything is relative. My character is a mapper dedicated to Gorge and Plateau, exclusively. Elemental Weakness is not a problem for my character because I kill monsters 80% of the time before I could see them. If I see something dangerous that does not die easily I do the same as Forrest Gump, run like a madman XD... But first I interpose in the way of my pursuer a wall of ice that actually meets dual function (things must be done with a purpose) as part of defense and counterattack. I have learned to avoid Vulnerability maps. But not because they are dangerous to me because monsters can hit me. I avoid them by the simple fact that Corrupting Blood gives me less time to react on these maps with Vulnerability. It all depends on needs and purposes. Bethesda is known for having good ideas and terrible realization of them. GGG is a Bethesda subsidiary or what? Dernière édition par Actkqk#4579, le 28 juil. 2016 à 21:15:26
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Op. Why don't you just follow a guide? That will solve your problems.
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OP, you say you want ez character with no RNG involved when it comes to damage output then why not just go for EQ Jugeernaut? This shit is so ez pz in its current iteration and relatively cheap that seems like a perfect pick for you.
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