Constructive melee feedback (Warrior centric)

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Oof, yes to so many of the things said in the OP. I was just coming here to post similar comments regarding the warrior skill tree. The warrior tree seems bafflingly hostile to building a character that hits stuff with weapons, especially 2H weapons.

I look for skills with basic bread-and-butter damage and protection to get my character off the ground and almost everything is 6+ attribute boost nodes away up in the STR/INT tree or over on the very edge of the graph.

I notice missing enemies is a significant problem- the only class of the six I've hit this with- and search for the keyword "accuracy". One single node, in the center of the STR/INT tree is my only option.

Armored enemies are common, but the easiest early game way to deal with that is the armor breaker strike which is rarely practical or worthwhile outside of some bosses, whereas my Mercenary or Ranger can easily use corrosive poison to deal with the problem without losing much DPS uptime.

It feels like the Warrior skill tree was basically designed as some sort of AoE-spamming 1H+Shield turtle STR/INT class, but then assigned to a STR class and given a random spattering of melee-boosting skills with too many drawbacks to try to plaster over the theme.
(random aside, why is Blood Magic- an "my INT can be a dump stat" skill- over deep on the STR/INT border instead of sitting solidly in the middle of the STR tree?)

IMHO, a lot of the Warrior tree should be relocated into STR/INT and assigned to a totem-centric class and replaced with skills that actually service a melee/STR-based design.
Thank you for this. Was also thinking about writing something similar in a monks standpoint but melee still.

Warrior needs some serious love tho, especially right now since warrior is also shoehorned into 1 specific weapon. Things might change when swords, flails and axes show up but as it stands now it's kinda bad.
Lvl 87 Titan 3.5k hp capped Res. Max block. Running t14 t15.

I updated my build today droped all useless skills and I'm left with hammer of good, armour breaker, infernal cry shield charge(only for open maps for travel) + auras.
- Switched weapon to expert cultists great hammer 400pdps+3 and shield, switched boots for trampletoe.
- Added armour breake to my auto attack + good supports (martial tempo is useful lol). Clear mediocre but steady with good positioning you can explode full screen of mobs. Much more aps better leech, no mana issue (it's free), feels good to swing your mace fast for once. Easier to get out of the way. More damage than most available skills. Pretty straightforward go to mobs smack them with mace once go to another pack.
- Only 10% movement speed on boots (need to get corrupted ones with implicit)
- Mediocre at bosses due to hitbox issue.

Boss setup:
600pdps mace+4 and shield for bosses. Normal boots hp and movement speed.
Armour breaker, Sunder and hammer of gods + infernal cry. But boss fights always felt good anyway.

I don't know maybe what I did is stupid but plays better for me. It's just faster when you don't need to wait 2s for skill to go out when you clear moobs. Just smack them.

When I play like that I think why such a big bonk weapon don't have some splash/aoe damage buil in? Only one weapon type have splash damage? Why?
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Booyak#0562 wrote:
Lvl 87 Titan 3.5k hp capped Res. Max block. Running t14 t15.

I updated my build today droped all useless skills and I'm left with hammer of good, armour breaker, infernal cry shield charge(only for open maps for travel) + auras.
- Switched weapon to expert cultists great hammer 400pdps+3 and shield, switched boots for trampletoe.
- Added armour breake to my auto attack + good supports (martial tempo is useful lol). Clear mediocre but steady with good positioning you can explode full screen of mobs. Much more aps better leech, no mana issue (it's free), feels good to swing your mace fast for once. Easier to get out of the way. More damage than most available skills. Pretty straightforward go to mobs smack them with mace once go to another pack.
- Only 10% movement speed on boots (need to get corrupted ones with implicit)
- Mediocre at bosses due to hitbox issue.

Boss setup:
600pdps mace+4 and shield for bosses. Normal boots hp and movement speed.
Armour breaker, Sunder and hammer of gods + infernal cry. But boss fights always felt good anyway.

I don't know maybe what I did is stupid but plays better for me. It's just faster when you don't need to wait 2s for skill to go out when you clear moobs. Just smack them.

When I play like that I think why such a big bonk weapon don't have some splash/aoe damage buil in? Only one weapon type have splash damage? Why?


Toward the most recent versions of PoE 1 they made splash much more accessible for melee. Not sure why it was ditched in this game as a default.

Project diablo 2 does this ( a popular d2 mod ) and it makes melee chars very competitive with ranged
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
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AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
GGG: Posts about WARRIOR??!

GGG: Nerf warrior!

Yea, get used to that.
Visit my Steam profile here: https://steamcommunity.com/id/TheBaconOverlord/
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Dvanos#9208 wrote:
(random aside, why is Blood Magic- an "my INT can be a dump stat" skill- over deep on the STR/INT border instead of sitting solidly in the middle of the STR tree?)
Same reason that lucidity, and it's friends are in the pure Int section of the tree. Int gets to have 16% damage transferred to Mana (or 100% with Mind over Matter) to their pool that they get passive added regen built into, while warrior needs to spend points to even let their primary resource (health) regenerate at all.
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AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
I addmit I did not read the hole post :).
But I want to honor the work by creating such a long, non-hostil post.

Much respect for this!

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