Patch 0.10.2 advance patch notes

Back To: Board List | Topic List | Topic Archived
First | Previous | Page 3 of 3
Runoth
Posted 3/6/2013 3:51:57 PM
Jiga35 posted...
I agree that it becomes a rhythym and a rotation. It kind of sucks at first when the duration is 10 seconds, but at 14 it's not too bad. I use Warlord's Mark to assist charge generation, and many times I leave one mob alive to follow me so I can taunt it for charges.

There is nothing worse than the sound of my charges disappearing. It tells me run or die. Sometimes when mobs with charges on them die, the sound of their charges disappearing also makes me run.


Agreed. The only way to deal with groups as melee is to have at least 4 End. charges up. Possibly another way of dealing with large incoming damage is to have a Guard skill. I imagine we could rework Enduring Cry to be something more active, like below.

Ox Stance

- You guard against incoming attacks, gaining 0.5 Endurance charges per second while also losing 5% movement speed per second. Toggled ability. Endurance charges are lost at a rate of 0.5 per second, and movement speed is regained at a rate of 5% per second upon ability cancellation. Max reduction based on Endurance charge limit.

Sounds similar to Enduring Cry, but requires more finesse to use. As a toggle, you have to balance between not slowing yourself to a standstill, and not allowing yourself to get obliterated. Can be used by both melee and ranged, but ranged will suffer from the movement speed penalty the most. Melee can use Whirling Blades and Flicker Strike to get around, and ranged could possibly make turret builds with this. But they would have to build for Endurance charges to make full use of it.

OR, you can make the ability require using a melee weapon if we don't want ranged to exploit it.

Might need some tweaking, but I think it would be a neat ability that would require a bit of focus to use. Think I'll post this on the official forums.
saltedham
Posted 3/6/2013 4:18:04 PM
true that, in D3 it was just stacking vitality gems. got boring fast.
---
(X)_(X)
SUSANO'O!!!!!
Jiga35
Posted 3/6/2013 4:20:50 PM
Toggling such an ability which reduces movement speed on would make Vaal quite difficult to melee with his slam attack.

Also not knowing exactly what is going to happen to Armour Master would make it even worse if movement speed penalty cannot be removed easily by plate wearers.

Otherwise it seems good. I'd use it, but likely would only use enduring cry versus vaal.
---
There is a no more intolerant lot on earth than those who ramble on the most about tolerance. In the name of tolerance they have become the most intolerant.
hokieneer
Posted 3/7/2013 8:19:23 AM
Ryyaann_Is_Band posted...
Does part of the reason why people think melee are underpowered is because "every" melee character specs Resolute Technique?


Like I stated earlier, I have just started, so take my opinion with a huge grain of salt.

I started with a templar and planned on building a very tanky melee build with enough mana to have some supplemental elemental/spell damage. Not exactly groundbreaking I know, but I never play tanky characters in games, so I wanted to give it a try. After the first 8-10 levels, I made a straight line to RT. I'm not sure how I could survive without it. Starting with a templar and focusing on melee dmg (esp with 2H maces), resistances, survivability, and some mana/spell nodes, there was just no way for me to keep up enough accuracy/dex. It was annoying running around hitting at a 70% accuracy. I know there is at least 1 30 Dex node nearby, but the investment in passive skills and gear mods to have any kind of reasonable accuracy just seemed greater than the quick line to RT.
Jump to Page: 1  2  3  
First | Previous | Page 3 of 3