A list of weapon gems that became obsolete

Hello, I wanted to share a list of obsolete gems which I think can be improved.

I) Mace:

1)Armor Breaker:

There are easier ways of breaking armor than using this skill and you don't have to stress out with the knockback mechanic.

In 0.2 this was good to have on a totem, because you could break armor without having to weapon swap from afar. Now in 0.3...I don't think 3 endurance charges is worth it because, you can only have one ancestral totem on your skill bar, so this competes with better options like Rolling Slam.

My advice would be to rework this into a support gem which adds knockback distance and armour damage to any Mace skill it gets socketed into.

2) Earthquake:

In theory this is a good skill...if you were to use the Astral Projection Support Gem and were able to target this efficiently so that monsters walk into it's area of effect before detonation.

In practice, no one wasted a braincell on this skill because no one talks about how Astral Projection makes Earthquake easier to use...when Sunder without Astral Projection does it's job as an AoE burst a 1000 times better.

My advice is self explanatory at this point, rework this skill so you can cast it from afar where the mouse pointer indicates, as a Spell belonging to the Primal school of magic.

3) Supercharged Slam:

I will refrain from making any comment on this skill, because I think it might be a good on Templar or Druid because they can stack both Energy Shield and Armor to form a tankier body than Warrior. But you should know people don't have positive views on this skill, at the moment.

II) Spear:

1) Fangs of Frost:

Nobody likes the forced interaction between Buckler and Spear Skills and as a result Fangs of Frost makes it to the top of the worst offenders.

I would rework this so that in exchange for one Frenzy Charge, your next Spear or Quarterstaff attack gains +4 to melee strike range and 25% bonus cold damage.

This skill is obviously for a very niche builds which combines both Spears and Quarterstaves, while favouring Spears as the dominant weapon set...Quarterstaves are there because they are the hardest 2handed melee weapon available to Dex based builds.

2) Disengage:

I think many people weren't expecting to see this, because for all intent and purposes it's a second dodge with a longer range. However, there is one improvement that can be made with this skill.

Have it require either a Spear or Buckler to use. This will open more weapon combinations and improve the mobility of one handed builds.

3) Primal Strikes:

This is the only skill which applies Elemental Exposure without a support gem. This is also the most redundant skill gem, in terms of it's effect.

Why on earth, would I need to go in melee and refresh the duration of Shock, when I can reapply a new version of it by spamming Lighting Spear?

It's a pointless payoff because, if I need Elemental Exposure, I can get a better version of it from the Spear's Default Attack at the cost of 2 support gem slots for Lighting Exposure and either Lighting Attunement or Primal Armaments.

If you want this to be viable, it has to apply the third attack immediately at the cost of a Frenzy Charge, in order to be viable.

It's a skill designed with MMORPG logic, in a game where it need not apply, because POE2 IS NOT an MMO, it's an ARPG that is played mostly as a single player game, with an online trading function and a co-op function which is most likely used by less than 10% of the player base.

4) Elemental Sundering:

If this skill could be socketed on Cast on Ailment, I would use it like that on a Lighting Spear build. But because no one talked in 0.2 about putting this on Cast on Shock with a Lighting Spear, I assume they either couldn't meet the attribute requirements, the damage was crap or they thought you can't put weapon skill inside Cast on X or Invocation Meta Gems...and nobody seems to have cared because most people make fun of this skill.

If this was a buff like Ice-Tipped Arrows, where the consumation effect is applied on the next weapon skill, then players would probably consider this to be a strong skill. Especially if you can use it across other weapon types...like Bows or Quarterstaves.

5) Spear of Solaris:

A damage over time skill, which can only be used after stunning enough monsters to power it up...so they can dodge it by moving out of it's reach, before it can finish channeling.

If the Spear of Solaris was a unique item, that granted this skill in exchange for Frenzy Charges (multiples) then I think people would be happier, as I don't think this would justify staying as a generic skill, with the following change:

"Requires a Frenzy Charge to Activate. Lowers Channeling Time and Increases Damage for every other Frenzy Charge the caster has active on itself."

I finished breaking Spear of Solaris with this one line.

III) Quarterstaff

The whole weapon is underwhelming and not fun, because the focus is not on the weapon itself, but on the engine required to make it work.

The combo starter for this weapon, Killing Palm, is to slow in order to power up it's pay off skills...namely Falling Thunder, Charged Staff, Flicker Strike.

The same can be said for Storm Wave into Siphoning Strike...it too slow, when compared to the defacto way of generating Power Charges in the game, which is casting Profane Ritual on Minions with the help of the Spirit Gem:Sacrifice on top of using Cast on Dodge to cast Profane Ritual.

This weapon can not function without a Rattling Scepter on Weapon Set 2 to facilitate the creation of Power Charges.

To me, this weapon is like the Ace Monster in a Yu-Gi-Oh deck. It is overshadowed by it's components (use of minions) in order to produce satisfying results and to me, this makes a weapon not fun and in dire need of a rework.

Nothing within a RPG, should feel like a TCG built around an engine that requires 30+ cards to play (Exodia players of Yu-Gi-Oh know what I am talking about)
Last bumped14 сент. 2025 г., 00:46:04

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