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I feel like all melee builds need huge buff... The only two melee builds I have that still can't be surpassed by casters are smiter for Ubers and berserker goldfind barb. Other traditional melee builds all seem suck... Any thoughts of buff, apart from simply change the damage numbers? One main problem with the melee builds, is the AOE. I can't imagine a way to add AOE to melee builds...
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I feel like all melee builds need huge buff... The only two melee builds I have that still can't be surpassed by casters are smiter for Ubers and berserker goldfind barb. Other traditional melee builds all seem suck... Any thoughts of buff, apart from simply change the damage numbers? One main problem with the melee builds, is the AOE. I can't imagine a way to add AOE to melee builds...
melee is old class, blizzard trend not to change those.
And in rotw, main focus is not there.
All other class is only 10% and most of them is sorc/Mosaic , my guess, current melee class close range fight player are less than 0.1%.
Just focus on current strongest build and class.
Simple change number wont work. it need change a lot. Like new physical jewel, that development to performance is none. Melee class equip those just like their old performance. equip it or not, no difference. (close range fight, amazon is different, new jewel works for her)
And in rotw, main focus is not there.
All other class is only 10% and most of them is sorc/Mosaic , my guess, current melee class close range fight player are less than 0.1%.
Just focus on current strongest build and class.
Simple change number wont work. it need change a lot. Like new physical jewel, that development to performance is none. Melee class equip those just like their old performance. equip it or not, no difference. (close range fight, amazon is different, new jewel works for her)
Please be aware, all my trade is in non ladder d2r. Not warlock.
I will busy at us Stock market open time. 9:30 a.m. ET
I will busy at us Stock market open time. 9:30 a.m. ET
Sigil Lethargy charges on a ring-
v. useful for Frenzy and Whirlwind barb
does not overwrite curses / warcries
v. useful for Frenzy and Whirlwind barb
does not overwrite curses / warcries
HC RotW
Most properly built melee builds don't need a dmg buff. They have plenty. At least once they get some decent gear to start scaling with.
Their problem tends to be merely that said dmg is applied only to a single target. They're hence not limited by DPS/target-kill-speed but rather by the simple concept of "need at least 1 swing for every single target and swings aren't all that fast, meaning no matter how many zeros you add to the damage number, you still wouldn't be any faster as you still need that same 1 swing per target".
The only way to ever truly bring melee up to par would be to introduce some form of decent AoE to them, such as e.g. adding a Cleave effect passive to Barb weapon masteries.
Things like Frenzy or Zeal were the attempted start to fix that problem from day 1 I guess but those, too merely increase attack speed while leaving it at 1 per target. So while it helps a little bit in that it simply cuts down on the "time per swing (=time per target)", the underlying issue remains even with those skills as they, too remain "1 target per hit".
Their problem tends to be merely that said dmg is applied only to a single target. They're hence not limited by DPS/target-kill-speed but rather by the simple concept of "need at least 1 swing for every single target and swings aren't all that fast, meaning no matter how many zeros you add to the damage number, you still wouldn't be any faster as you still need that same 1 swing per target".
The only way to ever truly bring melee up to par would be to introduce some form of decent AoE to them, such as e.g. adding a Cleave effect passive to Barb weapon masteries.
Things like Frenzy or Zeal were the attempted start to fix that problem from day 1 I guess but those, too merely increase attack speed while leaving it at 1 per target. So while it helps a little bit in that it simply cuts down on the "time per swing (=time per target)", the underlying issue remains even with those skills as they, too remain "1 target per hit".
i feel not only melee builds need buffs. poison, fire and to some extend even Ice zon need some buffs too, at least for boss killing, from what i tested so far
pretty sure necro and druid also underperform
pretty sure necro and druid also underperform
I understand you are right about balance.
But diablo 2 is about to play strongest and have fun with rest.
They are unlikely to modify old weak class that even have no active player left.
This also right about future class, if they want develop , they will just add new class that stronger than past.
Like Rotw, one class theme. Others just decoration.
But diablo 2 is about to play strongest and have fun with rest.
They are unlikely to modify old weak class that even have no active player left.
This also right about future class, if they want develop , they will just add new class that stronger than past.
Like Rotw, one class theme. Others just decoration.
Please be aware, all my trade is in non ladder d2r. Not warlock.
I will busy at us Stock market open time. 9:30 a.m. ET
I will busy at us Stock market open time. 9:30 a.m. ET
Make Whirlwind Great Again
HC RotW
Whirlwind, the iconic Barbarian skill — and my favourite skill before patch 1.10 — never got synergies. What an infamous mistake.
One thing that sucks with melee builds is that they need attack rating while caster builds don't even need anything like that to successfully hit something.
FoH smiter hybrid. One of my favs. Hit the 75 FCR breakpoint, max out Fana + Holy Bolt + FoH and stack as much +skills as u can and youve got a build that can shred areas like the Pit, Chaos, Jail levels, Catacombs 3 & 4, and Durance 1-3.xuehang1985 wrote: 3 weeks agoI feel like all melee builds need huge buff... The only two melee builds I have that still can't be surpassed by casters are smiter for Ubers and berserker goldfind barb. Other traditional melee builds all seem suck... Any thoughts of buff, apart from simply change the damage numbers? One main problem with the melee builds, is the AOE. I can't imagine a way to add AOE to melee builds...
Also, Frenzy/Zerker barb when properly equipped can shred areas like Trav, Durance 3, and Catacombs 4 nearly as fast and much more safely than a lightning sorc or Javazon and stack much more MF while doing so (not to mention horking on top of that).
Grief+Lawbringer PBs on the latter also shreds Chaos Sanctuary. Same weapon combo also rips Pindle and his pack to shreds way more safely and reliably than other builds. Is it gonna be as good a cow farmer as a Javazon? No, of course not. But it doesn't need to be.
HCL nintendo switch
6276-3649-1595
Bnet: CoralViper#114373
6276-3649-1595
Bnet: CoralViper#114373
I've been doing endless TZ in full games and so far there was 1 Herald I simply couldn't kill due to the mods on it, even after clearing all the minions first. It feels like melee in this respect is very dicey. Maybe a runeword armor with high DR and defence (Prudence with 20% DR) or reworking Shaftstop and Leviathan. As far as damage goes, switching offhand between Lawbringer and Dreadfang, there is alot of viable main weapons that can smack really hard already.
True, there are melee weapons, that hit hard, but most of them are not easy to get.
Grief, Last Wish, etc. need High Runes, which especially for casual players are hard to come by.
And even IF you can at long last put your hands on such weapons - the problem Schnorki mentioned remains: Not enough AOE damage...
Grief, Last Wish, etc. need High Runes, which especially for casual players are hard to come by.
And even IF you can at long last put your hands on such weapons - the problem Schnorki mentioned remains: Not enough AOE damage...
There should be a little splash damage for melee attacks, maybe that would offset that flaw a bit
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