Duelist sucks, let's make it better
Hi
LOL I feel like devils advocate,I don't think Duelists suck. I have been playing this game for awhile and your points are interesting but the only thing that I think duelists really need is a 10% resist all added to the leather and steel nodes. Otherwise I really enjoy how the tree is set up, although Iron reflexes is pretty broken. The duelist can easily be a great blend of tank and speed. Duel wielding, Flicker and axes(so many juicy axe nodes which stack accuracy better then swords even with its 18% implicit) I thought is the signature skill of a duelist like EK/WB to a shadow. Till real back stories are added for the characters; all the characters have no real identity besides the build you attribute to your character but I do think the duelist is the opposite of the shadow just like the templar is to the marauder as the witch is to the ranger. If any class needs a better starting tree/ identity its the ranger... seems like every other character can be better with a bow, while the ranger seems better with a sword but still not good enough compared to the other classes. Main points summed up:Easier access to acrobatics would be interesting. Duelists are the fastest depending on what nodes and weapons you specialize in.Templars and rangers seem like the ''shield classes''. Finally WTF is up with the claw node, GGG definitely needs to shift some nodes around on the skill tree to balance out the viability of some nodes with its vicinity/groupings of other nodes. P.S. The duelist is the metrosexual of wraeclast, gotta' look his best when killing stuff for the ''fans'', fighting in silk blouses is comfortable. (lol) Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever... -I thought what I'd do was,I'd Pretend I was one of those deaf mutes- Nullus Anxietas:) |
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Ya I have a thread breaking down why duelists suck. They hold nothing as their own.
I've gone over it many times with many builds and compared to similar builds in other classes duelist is better than none. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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I see, I agree with you the duelist really does shadow it's neighboring classes.
The Templar is just about the same but has Totems - That's the only real difference. IMO I agree with you, both classes however are just a mishmash of passives from their neighboring classes. I think the Templar should retain the 'shield class' title since his shields are pretty bad. Rolls on STR shields are pretty basic and it can't get the spell modifiers like pure INT shields. I think the Duelist should have another large DW node that allows for more attack speed and maybe a parrying ability. Also, from my point of view, the duelist doesn't have access to lots of resists since he carries evasion with him. Given the nature of evasion, resists aren't overly necessary. IGN Suojata
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How about, when using 1h wpn with no shield and not DW, 150% IPD (possibly more), 15% block chance and 15% IAS (possibly more)?
Someone said duelist is suppose to be reckless, what's more reckless than a 1h sword not DW and no shield? edit: possibly add, for every successful block you get an unblockable hit? Finished 17th in Rampage - Peaked at 11th Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 Последняя редакция: Moosifer#0314. Время: 19 дек. 2012 г., 10:13:10
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" Hmm interesting, 15% Parry Chance, 15% IAS when using 1h Weapon (150% IPD seems like quite abit). Upon successfully parrying gain 1 unblockable attack stack (up to 5) which adds 15% IPD to physical attacks & 5% Parry Chance, buff lasts 10 seconds and is replenished upon receiving a stack. This could be a keystone, Parrying would cause the opponent to be stunned and receive base physical damage on the weapon (with no multipliers) - Cannot Miss. Perhaps set this up like Acrobatics & Hex Master (2 stage Keystones). Keystone 1 gives : 50% Increased Physical damage when using one 1h Weapon and no shield Gain unblockable attack stacks (up to 5) upon parry 10% Attack speed, 15% parry Chance 4 Filler Nodes give : I) 5% Parry Chance II) 5% Attack Speed III) 5% Attack Speed IV) ? Keystone 2 gives : Block Chance with shield passives converted to parry chance. Thoughts? IGN Suojata Последняя редакция: CNKalmah#4089. Время: 19 дек. 2012 г., 11:20:24
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The above posts sound good but how would you stack parry charges if you parry and counter with an unlockable attack? Seems it would be automatic.
I think for them to be stackable there would need to be a new skill gem called counter that uses parry charges and only works with parry charges. Like discharge but physical damage instead. Alternatively parry should trigger automatically and counter the last mob parried. That way you could enter a pack of mobs, say go for a necromancer with single target DPS but still parry and do damage to surrounding mobs. Maybe instead one of the keystones grants a frenzy charge for every parry performed. Edit: and slap a 10% chance to parry on leather and steel R.I.P. my beloved P.o.E. Последняя редакция: ampdecay#1924. Время: 19 дек. 2012 г., 11:52:37
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The main reason duelist passives aren't as appealing as the others in my opinion is a lack of unique passives near the starting area. Sure you could go over to unwavering stance, CI, or resolute tech. The only problem with that is it takes a quite a few skill points to get there. All it needs is something fancy that is well worth it to get early in the game something like 200% increased area of effect. Or bash with a shield every other attack putting a stun on the enemy and increasing attack speed for a few seconds with each successful shield bash. (something like this could make duelist more viable in races) obviously a passive well worth the skill point spent is needed at the bottom of the passive tree.
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" Dude, that would be awesome - Have a gem as an aura(?), that grants parry CHARGES (+5% Parry, +5% IPD). Give the duelist a 3rd Charge node in his tree called a "Parry Charge" Infact, give all 3 hybrids 1 extra charge with their own charge O.O that would be sweet. IGN Suojata
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Finally some good suggestions besides just rehashing my previous thread.
My only issues with adding "parry charges" is this is a major design change. They are changing major things and then you are left with 1-2 skills that use it similar to power charges which they are probably going to make more useful soon. So we are competing with that for polishing. Also I really like my idea of using a 1h wpn by itself but no one will do it if they don't get at least similar stats to either S&B or DW. Possibly make up for this DPS loss by relying more on IAS to solidify the speed class notions. DW in theory doubles your DPS, although cleave it's 70% and increases, so do like 50-60% IPD with 20-30% IAS. If you go with parry charges rather than as a proc just make that keynode give an extra charge. I still think there needs to be some sort of use for duelist's high accuracy. Otherwise there's no reason to choose swords over any other weapon, especially with access to so much dex and wpn IPD + acc % nodes. Finished 17th in Rampage - Peaked at 11th Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 Последняя редакция: Moosifer#0314. Время: 19 дек. 2012 г., 18:09:20
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How about making the duelist the Charge Specialist?
Normal Passives: Gladiator- Increases the duration of charges on you by 10% Notable Passives: Lust for Battle- You gain a +15% chance to gain a Frenzy Charge when you kill an enemy while under the effect of Bloodlust. Battle Cry- You gain an additional 5 Endurance charges per 100 enemies when using Enduring Cry Keystone Passives: Power Critical- When you would gain Frenzy Charges or Endurance Charges, you gain Power Charges instead |
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