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StillSingle написал:
I think a better solution would be to convert 25% accuracy to a parry/block rating. This means the more you stack accuracy the higher your parry/block % will increase.
Then you are starting to get nice synergies between Dex/Eva/Accuracy.
+1
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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СообщениеMoosifer#031420 дек. 2012 г., 20:52:44Участник Альфы
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Hmmm. I still think Duelist would be better as the dual-wield charge class
Notable
Whirling Parry: When you Block an attack while Dual Wielding, you have a 35% chance to stun your opponent
Critical Opening (linked to Whirling Parry): You gain an additional 50% bonus to Critical Chance and Multiplier when striking a Stunned or Frozen target.
Normal
Riposte: Opponents take 3 points of physical damage each time you Block while dual wielding
Keystone
Runic Blades: While Dual Wielding, your chance to Block applies to spells.
Frenzied Parry: You gain a Frenzy Charge whenever you block while dual wielding.
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СообщениеManofdusk#630520 дек. 2012 г., 20:59:53
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Moosifer написал:
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CNKalmah написал:
The way I see it, this could be the FIRST keystone - and if the player wanted to delve deeper to get into the 2nd stage keystone it would require him to use one 1h weapon. (for more parry, IPD, ASPD.)
holy fuck, this does sound genius for IR/acro though. Have some generic "more eva bitches" node that splits off into either IR or acro and put it roughly where arrow dodging is now. Meaning it's far away from mara, make the node useless to maras then have it split off to the two keystones(nodes) letting the person decide between IR or acro.
That's another issue I've been trying to figure out, how to remove IR from mara's cookie cutter build.
Yea exactly, once at the fork you HAVE to pick 1. (Maybe you can Gray the non chosen one out so it can be selected until the keystone is refunded? - Just to hep with balance, make it easier so you dont need EXACTLY opposite forks.)
Hex master for example (curses you cast don't expire).
------Hex Master
------|--------|
------/(Curse--\
-----/--Cast----\
-----|--Speed)--|
Whisp.o.Doom---Curse Lord
Whispers of Doom = Cast 2 Curses on 1 target.
Curse Lord = Your curses are now 50% more effective, targets can only have 1 curse.
This would work well as it requires some actual investment into keystones - as they are now it feels like one of those "pick it and done" type of things. I want to see the marauder be more interesting and less predictable in terms of always going for IR.
So if we had one of those forked keystones for Acrobatics/IR - maybe like you suggested, Arrow Dodging (I personally think something better could be put here) follow by 3 10% EVA nodes then the fork where you choose either IR or Acrobatics.
I feel this would kind of fix the simple marauder style (giving them more to strive for) and add an intriguing system to the Yggdrasil.
IGN Suojata Последняя редакция: CNKalmah#4089. Время: 20 дек. 2012 г., 21:32:01
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СообщениеCNKalmah#408920 дек. 2012 г., 21:30:15
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Manofdusk написал:
Hmmm. I still think Duelist would be better as the dual-wield charge class
Notable
Whirling Parry: When you Block an attack while Dual Wielding, you have a 35% chance to stun your opponent
Critical Opening (linked to Whirling Parry): You gain an additional 50% bonus to Critical Chance and Multiplier when striking a Stunned or Frozen target.
Normal
Riposte: Opponents take 3 points of physical damage each time you Block while dual wielding
Keystone
Runic Blades: While Dual Wielding, your chance to Block applies to spells.
Frenzied Parry: You gain a Frenzy Charge whenever you block while dual wielding.
DW is already a good option I'd like to see other good options, that's why I'm not talking too much about DW (and personally I don't like DW but I see why others do).
Stun feels like a mara thing as it's linked to maces.
I'm telling you, Mark made it clear that crit is a INT thing, I'm surprised twin terrors exists and of my previous feedback the only thing I can confirm is they have no intention of giving duelist crit.
Runic blade seems good, possibly frenzied parry but I don't see why the word "parry" is included. Then again one of my keystone ideas I named "I'm unoriginal" so I won't judge. lol
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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СообщениеMoosifer#031420 дек. 2012 г., 21:46:53Участник Альфы
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Manofdusk написал:
Whirling Parry: When you Block an attack while Dual Wielding, you have a 35% chance to stun your opponent
Critical Opening (linked to Whirling Parry): You gain an additional 50% bonus to Critical Chance and Multiplier when striking a Stunned or Frozen target.
Normal
Riposte: Opponents take 3 points of physical damage each time you Block while dual wielding
Keystone
Runic Blades: While Dual Wielding, your chance to Block applies to spells.
Frenzied Parry: You gain a Frenzy Charge whenever you block while dual wielding.
These are very nice ideas!
Basics of how to play (by Malice): tinyurl.com/72wrafn
Walkthrough for Act I and II (by KrapnoV) : tinyurl.com/7w3a3gd
Mechanics - how the game works (by Malice) : tinyurl.com/6p4zbl5
Crafting Guide (by Invalesco) : bit.ly/craftpoe
Mechanics videos (by Eztheal) : bit.ly/UTwFAV
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СообщениеSingakiwi#612221 дек. 2012 г., 13:57:11
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Chilled Arrows (1 Node)
- Notable node linked to Projectile Cold Damage Node
- Increase bow cold damage by 15%
- Increase bow chill and freeze chances by 30%
Bow Cold Damage (2 Nodes)
- Node linked to Chilled Bolts and Dexterity Nodes
- Increase bow cold damage by 10%
2 Bow Cold Damage nodes plus Chilled Arrows node at same cluster near to Duelist Start, note that these nodes does wonders with Hatred plus Ice Shot skills plus Bow and Quiver equipment, especially after getting more elemental damage and cold bite.
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СообщениеPHRandom#017422 дек. 2012 г., 09:19:14
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I was thinking last night converting additional accuracy to parry chance will also make the additional accuracy support gem more useful as well.
Also just bumping to keep thread alive.
R.I.P. my beloved P.o.E.
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Сообщениеampdecay#192422 дек. 2012 г., 10:54:02
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Thanks for the "+1" moose :)
You could do a dual linked Keystone thing like A/PA. With a similar progression from normal attacks to including spells.
1st Keystone:
convert 25% accuracy to a parry rating (can parry normal attacks).
2nd Keystone after a few investment nodes buffing both keystones:
you can parry spells.
Doing this would make the Duelist THE anti-magic class. Which, given its starting position in the tree, would be perfect :) It would be one of the very few ways to block spells, and if you go the way that you can get riposte in (don't know how to do this atm, it adds damage for free, perhaps a mana reservation skill to activate riposte style attacks similar?? also can you riposte spells or not?), would cause casters much more trouble than a lot of other classes.
oh, as for the alignment of ailments/abilities to the different stats (Str/Dex/Int), it appeares:
Str is health/meleeDMG and stun and fire,
Dex is evasion and accuracy and cold,
Int is ES/mana and Crit and lightning.
Which looking at it, Dex could use some love..... because it should be Evasion/Accuracy and SOMETHING and cold.
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СообщениеStillSingle#637622 дек. 2012 г., 16:34:46
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While it is a little off this topic I had a long post of how I feel duelist works and how it can be improved in the duelist forum this morning. One of the guys thinks it would be better off here than buried there.
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Moosifer написал:
I want dramatic changes with the same theory that lead them to originally create the class in the first place. I talked about it in my recent thread in the suggestions forum, I always imagine duelist being a video game version of the dude who gives sword lessons in Game of Thrones. A bad ass sword master who doesn't plan on being hit often and can out maneuver you.
The armor and eva makes sense in theory with how the class should be. If that sword master would going into battle he'd wear light armor to keep his mobility but he wouldn't be a fucking psycho and go without any armor at all. He won't be able to take a haymaker hit from someone mara's size without feeling it (hence why armor should be lower than heavy armor) but he does a good job of avoiding those hits in the first place.
That's why I'm suggesting shit like 1h w/o another sword or shield as that's how I imagine these guys in duels. Just working around people, acting more like a fencer rather than a brute.
Most people suggest things that make him into more of a brute which is why the class is so fucked right now. They keep mara images in their head because mara works, duelist doesn't so let's just change them so they fit mara.
With that second paragraph I just thought of a great idea but it wouldn't be too easy and people would be pissed about it. Make heavy armor give negative eva (just like MS, it should prevent you from evading hits as well, also shields should lower your evasion as well. A shield with evasion is such a confusing idea to me) but give hybrid armors higher base eva, allowing duelist users a better chance to avoid. Maybe even lower the base armor.
We were talking in the alpha global about how mara and duelist are kinda fucked up. Mara has the best of everything but duelist has nothing good, just shit that's good with other stuff. I forget who lead me to this point but it seems duelist is the DR class (or intended to be at least) while mara is the life class. It should be the opposite. Mara's charge into battles and just eat the damage no problem, which doesn't cause a stun, doesn't stop them, the arrows just hit their armor and they keep charging forward. Duelist should be the life class as when they are hit (as they are trying not to be) they are knocked back, stunned or slowed down making them vulnerable. You have to bust through mara's defenses to hurt him, while most hits will hurt a duelist. But with how life is set up, life essentially is melee's armor.
Move all this armor shit to mara, take away some of their life, make armor more effective so it's good to stack but you don't need 50k to see a real difference then make armor lower your chance to evade attacks. Take away the armor shit from duelist, give them big life nodes, put more eva also change the scale of eva so hybrid classes can easily get 50% while pure eva users can get 65-75% easier
I think these changes make a clear dividing line between mara and duelist but also makes both a great class to play. Massively different but equally powerful. The only problem is this is a drastic change involving huge tree changes and many gear changes. The other problem is if something drastic isn't done soon duelist will just keep spilling more toward mara because inexperienced users will just advocate for more mara shit to be put on duelist tree while people like me will be lost in the crowd come OB.
Now someone go send this post to Chris or Qarl as I've already bothered them too much lately and I know they don't want to deal with this at this moment trying to get OB good to go.
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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СообщениеMoosifer#031422 дек. 2012 г., 17:34:39Участник Альфы
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StillSingle написал:
Thanks for the "+1" moose :)
You could do a dual linked Keystone thing like A/PA. With a similar progression from normal attacks to including spells.
1st Keystone:
convert 25% accuracy to a parry rating (can parry normal attacks).
2nd Keystone after a few investment nodes buffing both keystones:
you can parry spells.
Doing this would make the Duelist THE anti-magic class. Which, given its starting position in the tree, would be perfect :) It would be one of the very few ways to block spells, and if you go the way that you can get riposte in (don't know how to do this atm, it adds damage for free, perhaps a mana reservation skill to activate riposte style attacks similar?? also can you riposte spells or not?), would cause casters much more trouble than a lot of other classes.
oh, as for the alignment of ailments/abilities to the different stats (Str/Dex/Int), it appeares:
Str is health/meleeDMG and stun and fire,
Dex is evasion and accuracy and cold,
Int is ES/mana and Crit and lightning.
Which looking at it, Dex could use some love..... because it should be Evasion/Accuracy and SOMETHING and cold.
That +1 is a huge compliment from me. If I have nothing to add and can't rip it apart it's a good fucking idea.
I also like where you are going with this. Not sure how to scale the spell parry though. If it's half of normal parry (similar to A/PA) no one will use it, 15% is garbage. But if you raise normal parry too high then that becomes too powerful.
Your head is exactly where I'm hoping to take these ideas. I think parry should be that 4th thing. Nice ideas.
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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СообщениеMoosifer#031422 дек. 2012 г., 17:38:31Участник Альфы
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