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The problem with melee is the tax. There are phases where you cant engage in melee range due to the attack patterns. This causes your damage to be zero but also your sustain. The melee damage you do deal when you are allowed to, is also not higher then ranged to compensate, and your defensive layers are not higher either.
Semi-recently EHG chose to highlight a "tanky boss melter" build and it was so off the mark the creator had to put out a response video clarifying that it was neither tanky nor a boss melter, and went on to show a different build they made and how the range aspect made the build more tanky and a better boss melter.
The majority of your time will be spent clearing maps, there are no "attack patterns" that you must avoid at all costs in the monoliths.
The small amount of time you will be fighting bosses, you can learn the attack patterns and there are always spots for melee to stand in. There are no instakill mechanics, only high damage abilities which can be avoided or tanked.
I don't know what that video above was supposed to show, but it sounded like the dude talking had no idea what he was talking about. I'd recommend you watch some gameplay to see for yourself.
If straight up comparing melee vs ranged, ranged is much safer by a wide margin. Melee is catching up, albeit it's extremely slow to do so.
Bladedancer (mastery from Rogue), uses dodge but otherwise a glass cannon build. Good showcase of avoiding (and also not avoiding and dying to) boss abilities.
https://youtu.be/cnzzrlcmJ_4?t=1697
Paladin (mastery from Sentinel), a slower but tanky build, good showcase of tanking hits.
https://youtu.be/0oq4E2Kb9U4?t=421
Spellblade (mastery from Mage), very fast attacks style of melee build.
https://www.youtube.com/watch?v=40qKKgG8WNg
And of course some Aberroth fight (LE's first "pinnacle boss"). This one showcases the whole fight on a weaker Forge Guard build (mastery from Sentinel), so spoiler warning.
https://www.youtube.com/watch?v=oG_-NODLMns
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The videos above include gameplay at "decent corruption level", so feel free to pinpoint some.
No, you can tank the hits and heal the damage, AFAIK that was always an option.
I understand some people like to play glass cannons, and if you die in 1-2 hits then you indeed gotta move, but that's your build choice, you weren't forced into it.
T4 Julra tanked video https://www.youtube.com/watch?v=Q07XHfbXACE
I couldn't find a Lagon beam video, probably because most people know you can stand in the corner and never be hit by it... so you'll have to do with a video where he gets grazed by the sweeping beam and hit by the static beam https://youtu.be/DCJYo76Es5Y?t=294
That makes sense, ranged is usually the safer option compared to melee, but that wasn't the question asked in this topic
Gotta actually see how the Sentinel rework will bring and if the supposed tanky boi can actually have more tanking options. It was always a bit silly that sentinel was the worst choice when it came to survival.
Yeah, gotta admit that the Julra blast can be tanked, albeit 99% of builds will not be able to tank it. Also, getting grazed by the sweeping beam vs full on facetanking it are two entirely different things, wouldn't you admit it? :P
True, I was talking a bit on the side of the topic, but I do still think that the game is not melee friendly exactly, it's much more ranged friendly.
I think I have 8 or 9 different sentinels, I have tried more or less every possible build for all the sub-classes and ranged always comes ahead of melee.
So the important takeaway is that today it is an option, you can tank the hits and leech it back, so there are no attack patterns in the monolith that you absolutely must avoid.
That is yet another hoax being perpetuated around the Sentinel class, but also off-topic, so let's not bring that here.
99% of the builds can press one button to perform the bossfight mechanic.
Here you go, full facetanking of beam.
https://www.youtube.com/watch?v=rFtsvYtZdG0
We all know it's the HH bug, but it will suffice as showcase that the beam is not an instakill ability.
Sentinel was a bit more friendly on my internet, and while it was able to melee, as others have pointed out its survivability was not quite as up to par as other classes. However, the upcoming update will be addressing that (rather heavily by the sounds of it), so I do have high hopes. I did attempt a Void Knight as well, but it struggled because of those issues.
Comparing my time to playing a melee in this game vs a melee in PoE1 and 2, i definitely felt more confident on a melee here than I did in those.
With my actual melee beastmaster in offline i only left to kill abeyroth the final boss , it is a little bit too much for my patience and motivation.
But compared to other games i played like poe it is on my top results so for me it is friendly.
Well, I don't know about "heavily", but indeed we have seen some changes/new nodes that will help. The Abyssal Fluctuation passive, the Forgemaster's Might passive, and reworked Sigils of Hope skill to name a few.
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Here's some tips for easy life as melee.
Helmets, amulets and gloves can have flat (+X) Health Regen, look out for items with those affixes and dismantle them when you can. Crafting some Health Regen gear will make your life super easy.
It costs only 5 points in the Paladin tree and It's available to all Sentinels as a healing spell. You can specialize Healing Hands into Cleric's Hammer - it will heal less, but automatically activate on your every melee attack.
The one exception where you can't use this are Warpath enjoyers, as Warpath will only proc Healing Hands on the first hit. But Warpathers can proc Smite to heal or use the next tip.
Other than that, keep upgrading your Armor (the defensive stat) and you're basically good to go.