Endurance Charges Overpowered?
" Not sure how I respond to that, if you consider that certain skills marked as melee do not count as melee, what else is left. I heard this before in other threads, "Groundslam, lightining strike, leap slam dont count as melee"....there goes 50% of melee skills....what else is left? " I am not sure you even read what I wrote...let me put it in context again in light of my findings. Enfeeble, provide almost equally good benefit to endurance charges. Both, make the mitigation benefit of Armor more efficient, i.e. you get more bang-for-the-buck with Armor if it is combined with another damage reduction mechanism. If I had on complaint about endurance charges, is not that I am being forced to use it, but the way it is generated. While the two other charges have an "On-Hit" skill for generating them (i.e. Frenzy, power siphon), Endurance has none. I think one way to efficiently both reward melee with the risk taken as well as simplify/streamline the charges generation and maintenance, is to have melee skills (all?) have a chance to refresh endurance charges on hit. If this was the case, nobody will feel that "HE IS FORCED" to use them since they will come almost for free. Resists trolls
Casts Joy Ninja looter Spreads tar when tickled |
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" Couldn't agree more. The mechanic of generating enduring charges is just a huge pain. |
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I've been wondering how do you active endurance charge?
BoomExplosion - Templar (BOOM!)
_Sistar_ - Duelist (currently rerolling him) FakeShooter - Ranger (meh LA, iceshot rangerrr) FakeMaster - Shadow (might start when I get everything) |
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"You don't sit in a map with 9 endurance charges floating over your head, they're variable based on actions (enduring cry, kills with warlord's mark cursed). Your armor in that instance, however, IS a constant, unless you're prone to changing gear/passives in the middle of a map. Also a granite flask is more variable, as well, as it only lasts a few seconds. It is not constantly on. I think the two of you are arguing different things. He's arguing like I said above, and you're arguing based on build concept. They're looking at things from a completely different perspective and why you're contradicting each other so much. How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934 IGN: TheHammer Last edited by TehHammer#0539 on Feb 13, 2013, 12:54:24 PM
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" ign: ALLRAUDER
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" Enduring Cry gem Strength and Honor,
Phatboi |
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The only way to get away from skilling and permanently using endurance charges is a Kaoms Heart and enough life leech.
With a Life Pool of 8-9k and enough Life leech you dont need anymore to use enduring cry... but this cant be the only solution... a rework on how armor scales against huge hits would be nice or a new unique which makes "Endurance Charges never expire" or something... just my 2 cents cheers |
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the thread is 1.5 months old why would you nerco it?
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https://www.facebook.com/victorseicheart/ World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950 Highest level char in Closed Beta, Wytchfindergeneral |
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" because i read it and dont looked at the date... but on the other hand, why do you care about that^^ with your reply and my re-reply we necro it even more.... |
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Endurance charges are fundamentally wrong because in a classless game like PoE, the different areas of the passives graph should provide alternative solutions to the same problems. Whereas frenzy and power charges add to DPS, endurance charges do something unique, forcing everyone that wants survivability (and everyone wants survivability in the game's current state) to take them. Endurance charges should provide a percentage bonus to damage, and the game's defensive systems need to be balanced with one another. Only then can we begin to see some build variety in PoE.
In short: tweaking endurance charge numbers won't fix the underlying issue with the game. [quote="Path of Exile forums"]Draft out of sync.[/quote]
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