Is Fortify getting nerfed?
The best part is their clear speed that's amazing right there.
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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Guys, could you please explain for the one who didn't play melee much why do you think it's terrible? :)
Fortify, Life gain on Hit, Blasphemy+Warlords mark, tons of life/armour/regen, block, etc.... Looks like an undying tank. Just cyclone FTW. |
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" Just when you think you have tons of all that, BOOM - you're dead. Undying white mob tank. :D |
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" Precisely. |
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" Eventually, especially if you play level-appropriate content (read: burn currency on high-tier maps to climb the levels and therefore don't want to wipe 10% of your xp bar that cost multiple exalts to get), you're going to run into a really difficult encounter. It could be a Beyond boss, it could be a map boss that you don't want to skip because high-level maps are expensive, heck it could even simply be a very nasty pack of bloodlines blues or a volatile blood rare. Regardless, you're going to run into a situation where diving right in will most certainly be your death. With ranged, you can play it safe and do your best to put yourself at very little risk. As a melee character, eventually you'll have no choice but to dive in, regardless of how much prep you do. Also, bosses that generate stationary hazards like Merveil are really really hard as melee, because they tend to put those hazards right on top of themselves, so you either have to take the hazard damage or you can't damage them while the hazard is up. You end up doing a lot of waiting if you can't tank the hazard damage. IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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To elaborate further on the generic melee defenses in this game-endurance charges, fortify.
One notices that they all in common require something to trigger their defensive capabilities. Take for example fortify requires hitting, which most players link to leap slam rather than the main attack so as to not waste the 6link. This renders the character in a really dangerous situation because once fortify wears off, an attack which initially does not kill you suddenly kills you because the player is not used to the damage spike. The only way to deal with this is to have a form of defense that is passively existent rather than in the form of an active trigger. This is the sole reason Voll Devotion is worth 30 exalts now, because it is the only true bonus defense in that sense. |
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" praise reddit |
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there are also other interesting things to speculate about
Assassin subclass now says that "increased crit multi" modifiers are being changed to "additional crit multi" Recently changed Berserker mod says "more Berserker damage". Isnt it strange? why does it specify Berserker class? Perhaps to say that some other class will not get the damage from it.. IGN: Eric_Lindros
CET: Timezone |
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" It means YOUR character's damage, not damage for your traps/mines/totems (would be too cheesy for corresponding builds). IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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" Im not sure what it means, but I am sure that it does not mean what you say in all the cases you mention, it says "YOU", it does never mention the class. this is the truly unique modifier nonetheless, your interpretation of YOU word is wrong. when it comes to offensive stats, trap/totems/mines still count as YOU. what you are referring to are the on-kill/on-hit effects, where the credit is given to the entity made the kill/hit and not the player IGN: Eric_Lindros
CET: Timezone |
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