Playing Melee builds feels overly punishing and bad against Abyss packs
hollow palm monk here...
I just ramp up combo points/hand of chauyla for power charges and smash with falling thunder.. If i aim good i can get 2-3 of them at once... You need to be tanky enough to survive that long. |
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Only real issue I have playing hammer on my Infernalist is dealing with that one blasted special abyss modifier that does high physical DoT and prevents any kind of healing... Just one of those effects would be incredibly rude but having a heavy health drain along with no healing... and they typically have shroud stalker or whatever that one rare mod is that teleports them right next to you...
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Let me start with that I'm only in Act 4, so yes, I'm very, VERY slow and still in the campaign.
I'm playing Titan Warrior and my main skill is Leap Slam with Crater, Fire Attunement and Elemental Armament II with Herald of Ash. Having "Made to Last" (25% of damage prevented recouped as life) and a ring that leeches 4.12% of damage as Mana as well as my Mace giving me 11 Mana per enemy killed and some equipment that gives me life per enemy hit means, that I virtually never run out of Mana and heal back any damage I take by landing in a puddle due to the new monsters I kill. Also, dropping a Shockwave Totem or two on the fissures my Leap creates is fun as hell :) As I said, I'm still in the campaign and things might change later on but so far, I have been breezing though those mobs without much problems (doesn't hurt that I found a really good base to craft my current 2-handed mace for some 7k dps with leap slam and close to 10k with Sunder). |
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I was having the same problem with the abyss mobs on my titan once I hit mapping.
I ended up just giving up on melee and grabbed a crossbow for gas grenades. Now at level 91 my poison stacks up to 300k/s and I rarely even see the rare mobs before they die. Intangible mobs are still annoying but I can easily tank there damage while they die now that I have my defenses maxed out. |
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