Tectonic Slam

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Last edited by Jess_GGG on Dec 11, 2018, 4:08:07 PM
Last bumped on Dec 11, 2018, 4:08:23 PM
only use outside of jugg with auto-5+end charges is,
a better skill than cleave with a sword.
i dunno what, but it needs something.
id make it a linear skill rather than a cone

---x
[.....]
[.....]
[.....]
rather than
------x
----/..\
---/....\
--/......\
with the end charges giving some base radius/area increase
raher than the semi-random...fork things.

it would give more of a 'wall' of damage feel, like sunder,
but still have its own flavor.
or with that block of damage,
slam down for the 1st area, then full fire damage conversion in a 2nd one after a short delay
----x
.[initial]
.[..area.]
[..after...]
[.4sec....]
[.delay...]


(...clearly formatting does not let me space out shapes,
i know the ---... looks goofy but actual spaces do not work).

Last edited by zephiroth3 on May 17, 2018, 2:00:18 AM
The final reach of this skills needs to be slightly higher... plus, this is very, very important, why using this skill with Multistrike consumes 3 endurance charges while Flicker Strike + Multistrike consume only 1??????????????

Weird.....

Buff that skill with those ideas and expect to see lots of people using it and loving it.
Buff life on the right side of the tree! Just a little! Pretty Please!
Last edited by The_Risen on Sep 29, 2018, 12:07:38 AM
The rework looks pretty disappointing. I think you've fundamentally misunderstood the problem with Tectonic Slam. You think the issue is with the charge consumption, and yet the builds that play it pretty much generate charges constantly, so reducing the usage to just 35% of the time is pretty much a shafting to them. While everyone else still isn't going to like a 1/3rd chance of losing your charges, when they could just as well play another melee skill that works as well (say, Ground Slam) without consuming them at all.

First off, let me clarify that I don't think the issue with T.Slam is that it's not the most powerful skill. Not every skill needs to be the most powerful skill, or most efficient or meta or whatever. There are also skills that survive by way of simply being fun, or interesting. T.Slam was underused, but fundamental problem with it isn't simply that it's not more powerful while having a downside, it's that it's that, while **also** not really having much of an identity. Why bother using T.Slam anyway, when you can just as well use another area melee skill and play pretty much the same? The fire conversion? Physical damage is the easiest damage to convert away already. T.Slam has nothing to set it apart, apart from its downside.

So to fix it, you're gonna have to *completely* rework the skill to make it more unique. Here's just one idea for doing that (and I'm **NOT** saying it's the best idea, just that it's different and so lets it have an identity).

Remember that D2 Druid skill Fissure? - http://diablo.wikia.com/wiki/Fissure Well, this game is filled with old Diablo fans. So how about giving us memories of that skill, with a melee component? Imagine if Tectonic Slam was a melee area skill (as it is now), but also has a chance to ignite and leaves a field of volcanic vents behind that deal burning damage (so, sort of like Caustic Arrow). Just like CA, these aren't necessarily meant to be all the damage potential of the skill - it can also hit pretty hard (only if you use a good weapon, of course). However, you also have a, say 35% (upto 50% with helmet enchant), chance to consume **ALL** the endurance charges you have to get a *massive* boost in both damage and area coverage. The boost is proportional to how many endurance charges are consumed, so 1-2 charges provide a reasonable benefit, but 6-8 charges consumed hit harder and larger than anything in the game. This caters to the builds that have their endurance charge generation sorted out already. If they've generated a bunch of charges, then the proc hits like a truck. The boost affects not only the hit damage and area (as charges affect the skill now, but more so), but *also* the ignite chance as well as the damage and duration of the volcanic vents it leaves behind. So when you get that big hit, it hits harder but also likely ignites the enemy with that hit and surrounds them with a hot burning zone that degens them. That also means you can afford to disengage from combat if necessary and still be damaging the enemy. The numbers are subject to balance, of course, and it is intended to only feel good if you've got a decent endurance charge generation system going. As you might have picked up on here, this goes in the opposite direction from what GGG seemed to have chosen for the skill - instead of being great for clearing, it instead focuses more on single-target (competing with Molten Strike, rather than Reave), while being somewhat decent for clearing (imo, melee will always lose out to ranged for clearing). It's great for tough boss encounters where you might have to disengage from time to time. And it reminds D2 veterans of another beloved old skill (obviously, change the visuals as well to make it actually resemble volcanic vents).

Is this the best idea for a rework of it? No idea. Probably not. But it at least makes it distinctive from its competition. Maybe it'd be popular, maybe it'd be niche. But the point is that right now T.Slam really appeals to neither - even hipsters want a skill that's fun or interesting to play with. And right now both old and probably new T.Slam is neither too efficient nor much fun.
Been playing a Chieftain with Tectonic Slam for a while. I barely even notice when I do a charged Slam or not it does not feel or sound much different.

Personally I think instead of more area and damage, giving it a good additional Chance to Ignite and Burning Damage would compliment the high damage multiplier of Tectonic Slam very well, allowing it to inflict massive burns at the cost of an Endurance Charge.
"Into the Labyrinth!
left step, right step, step step, left left.
Into the Labyrinth!"
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