Buff Rolling Slam please
That's where the biggest difference in our perception of this skill lies, because I don't see myself as having a MAIN skill, but rather a set of skills that make the game fun to play while also being effective and complementary.
Rolling Slam - Ignite builder, Stun builder, Rage sustain, Fissure trigger Leap Slam - Ignite builder, Ignite builder, Fissure creator, Fissure trigger, Fire exposer Forge Hammer - Ignite builder, High DPS, Fissure creator, Fissure trigger and AOE / Range Hammer of God - Ignite builder, supplementary DPS on bosses or elite mobs with high density. Infernal / Seismic / Ancestral cry - DPS boost, Fissure trigger and Forge hammer If I were to look at it purely from the perspective of a single Rolling slam using only that skill, then yes, it doesn't have much potential and may seem weak. Because I play it in this combination, I don't perceive it that way, but it also depends on the damage I have. If I don't have a good enough weapon and low DPS, doing multiple Rolling Slams on one Elite can seem weak. I usually take down an Elite (T15 lvl 80) with one Rolling Slam, so it doesn't seem that way to me, but I understand that someone else might feel that way. And you're right, if you add a slow debuff like Temporal Chains or Chilled Grounds, it's pretty hellish. I think it would help a lot if the slow was applied gradually (as long as it's in Chilled Grounds) and not instantly or after the attack is completed. |
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" Considering all other classes and warrior itself, the whole game, theres no reason to cap rolling slam this hard. The main question is, why does rolling slam have to be so slow? its far from being a broken skill.... |
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Personally, I wouldn't say that's the main question.
In my opinion, Rolling Slam is based on the concept of meaningful combat, which should make sense given its slowness. I think this concept was lost during implementation and early access, and the conclusion of PoE 2 resembles PoE 1, with full-screen zoom and a single ability for a few classes (Lightning Ranger, for example). For me, meaningful combat would look different, like a pack of 3 to 10 enemies where I kill normal enemies with one hit and then I have a duel with rare enemies for about 20 seconds and with bosses for about 2 minutes max with decent gear, but for that you need reasonable space for combat and not a screen crowded with enemies, explosions, projectiles, and effects on the ground from different directions. Of course, melee characters suffer the most from this because the best defense is still damage and not getting hit, i.e., being at a certain distance from enemies. Taking the mechanics from PoE 1 and putting them into PoE 2 is a slightly more complex problem than it might seem at first, because the whole of PoE 1 is based on chance and how quickly a character can kill enemies to generate as much loot as possible, thereby bypassing randomness to achieve a reasonable result and reward for the player. So for me, the main question is: where is meaningful combat with good rewards for players? Otherwise, it will depend enormously on movement, attack speed, and how quickly the largest number of enemies can be killed in the shortest amount of time. And that's basically just PoE 1 in a nicer package. Последняя редакция: Gryzzex#3752. Время: 15 сент. 2025 г., 17:48:16
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" Warrior is well-balanced in this regard. The point is, rolling slam is slow even for meaningful combat. |
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" Warrior is well-balanced in this regard. This dillema will be hard to solve since warrior is the only slow class and all the rest are zapping. The point is, rolling slam is slow even for meaningful combat. Последняя редакция: rdm0O0Etly#4601. Время: 15 сент. 2025 г., 22:29:40
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So can anyone explain to me why the Crater support doesn't work with Rolling Slam? It says "supports melee skills that LEAP into the air" Last I checked, Rolling Slam LEAPS on the second slam.
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