Unique items and ascendancy classes

"
For everyone hating me and my build, I'm still waiting for the precise calculations, between my version and yours. The constraints are - melee physical build, with high phys and bleeding damage, high stun chance, the same attack and movement speed, high chance to block both attacks and spells and even some small amount of life leech for sustenance. Show me what extra life and damage you gain, in order to ensure easier progress and survivability through any encounter, while keeping all the other mentioned advantages and not ending up with any additional disadvantages. And do it only by changing the passive skill tree and skill gems used, since better gear doesn't reflect the ability to build a good character concept and is mostly based on chance and overall gameplay hours spent. If there's no such contribution to the debate, you should ask yourselves why do you still persist? If your version is at least twice higher at the mentioned mechanics (at least max life or dps) and maintains the same other mechanics that I've mentioned unaltered, I'll admit that there are some tricks that I didn't stumble upon and gain valuable experience for any future attempt to finish this game. The poe planner link and the enumeration of the main damaging skills, together with their supports, will suffice, so I can do my own analysis.


Exactly what you're asking for is the reason the Gameplay Help section of this forum exists. Take your build over there and someone will sort you out.

But for what it's worth, you're completely wrong when you say that better gear just means more gameplay hours spent. You can clear red maps with literally any skill in this game on 20c or less, which is an amount of currency most people get during the campaign. It's not about having expensive items, it's about having the right items, which means knowing which mods to get in which gear slot, and which mods to prioritize to give you the best impact on your offense and defense.
Last edited by ARealLifeCaribbeanPirate#2605 on Jul 19, 2025, 9:48:42 AM
"
But for what it's worth, you're completely wrong when you say that better gear just means more gameplay hours spent. You can clear red maps with literally any skill in this game on 20c or less, which is an amount of currency most people get during the campaign. It's not about having expensive items, it's about having the right items, which means knowing which mods to get in which gear slot, and which mods to prioritize to give you the best impact on your offense and defense.


So, still nothing? There might be something out of nothing at some point. There must be.
Last edited by Hitman473107#7521 on Jul 19, 2025, 9:51:58 AM
POE is a game about gear. if you handwave the fact your gear is total garbage (both in choices and quality) - you wont ever improve. gear, passives, skills - these 3 are EQUALLY important.
"
And do it only by changing the passive skill tree and skill gems used, since better gear doesn't reflect the ability to build a good character concept and is mostly based on chance and overall gameplay hours spent.

this is the bollocks. if you believe this - there is no hope


second - your character is here: https://pobb.in/nZMy8Mrk_tCB (it is publicly available on your profile, you can hide it if you want)

if you ACTUALLY think it is 'the best there is' and 'The skills and gems are well chosen.' then - again - there is no hope, no reason to anyone explain any intricacies/improvements to you as youll dismiss them outright

you deal, at lvl 93, 93k damage per second

end-game bosses are in 100s of millions of HP. do the math and answer yourself how well your character will fare when/if he faces boss like Maven by any chance




and the only reason i type all this is not for you. I just do not want some newcomer to read your story and actually think it reflects the reality of this game
"
if you ACTUALLY think it is 'the best there is' and 'The skills and gems are well chosen.' then - again - there is no hope, no reason to anyone explain any intricacies/improvements to you as youll dismiss them outright


And... you simply forgot to provide the poe planner link to a better build, like I asked two posts earlier, and just decided once again to talk big about nothing. For the 100th time. It should be simple, you spend 5 minutes to create the build and then share the link. You also have to write a few lines of text about at least one main damaging skill and its support gems. Oh, and I might not spend the time calculating thoroughly if it seems like a joke from the first glance. I value my time.
Last edited by Hitman473107#7521 on Jul 19, 2025, 10:15:14 AM
Someone already posted a PoB for you - dealing 1M dps with minor changes.

Thats 10x the dmg you are dealing.
What more do you need and why should other do the work for you, considering you do have a tendency to drag them thru the mud and and dismissing their work?

Thats not how this works.
Last edited by Orbaal#0435 on Jul 19, 2025, 10:27:22 AM
"
And... you simply forgot to provide the poe planner link to a better build, like I asked two posts earlier, and just decided once again to talk big about nothing. For the 100th time.


It's not our job to fix your build for you, dude. Besides, you've got a long history of refusing to accept help from people far smarter and more patient than I am, so I already know it would be a complete waste of my time to even try where so many other have failed.

But I'll tell you what I will do: I'll start a 1h/shield "bleed plus block" Gladiator right now, in SC Trade Mercenaries league. I'll report back when I break 100k DPS with my level, /deaths, /played, and the total value of all items equipped to my character. The tentative skill gem plan is Earthquake - FoW - Cruelty - SA - Brutality - Melee Phys, but if I feel like I have more damage than I need after Cruel Lab I'll swap one of those for Fortify.

Anyone in this thread, feel free to friend me in-game to follow along, or maybe even make your own gladiators and join the party! Just a bunch of sweaty dudes joggin through the campaign, making stuff bleed out. I'm sure we can all wrack our brains and somehow manage to find our own ways to improve on "lobster claw ground slam."
the lobster mace is actually BiS for 1h stun builds (well, technically you can get better: Gavel, Crusaders influence - there are TWO Crusader Stun Threshold Reduction mods and that one stat is all that matters in such setup. top rolls it is 15% from implicit, 20 from suffix, 8 from prefix for 43% total from weapon alone. sadly tempering orbs do not affect these values.

unfortunately, these mods are pre and suffixes, so you cannot really deterministically craft such weapon. people filtering out rare maces is yet another problem. Ive tried to obtain one trough ENTIRE settlers league, no luck buying nor crafting


so you get Lobster, 198%+ roll with 25% reduced threshold and you get pen-ultimate weapon that looks cool. this is one of the sleeper uniques and mechanics people overlook because flashier things are flashier



my 'stunner' (but not bleeder, axes are for bleeds) has, wait for it, 150%+ reduced enemy stun threshold (there are diminishing returns past 75% so you stack it to the moon) so i can routinely stun endgame bosses for several seconds. the damage is so-so, but unless you face 'cannot be stunned', enemy WILL die

with Lobster mace :)
Last edited by sidtherat#1310 on Jul 19, 2025, 11:38:52 AM
"
the damage is so-so, but unless you face 'cannot be stunned', enemy WILL die


Yeah old age gets them all eventually xD
After I thought more about it, I think that chance to Impale, chance to Poison and even some offensive charges might bring some benefit ultimately, because they're based on the final dmg output (if I'm not mistaken). Assuming I can win some bonuses and not lose others. I'll try some changes in the passive tree and see what happens, just so I can see if this game can only be efficient as a kebab with everything mixed in it, instead of min-maxing fewer and more specific targets. Especially since earlier we discussed about intelligent and complex games. Every improvement is welcome, of course, but if it's not significant, then I'm still left with my sour taste for this game.

EDIT 1: I did a quick research and it appears that impale is stored before any modifiers to physical damage, which means that each stack is 10% of the raw physical damage. This won't generate a sufficient gain (not even close to be considered relevant for a build which invests in Increased and More damage bonuses), apparently.

EDIT 2: I did a quick comparison, where I gain 50% chance to Poison and lose 50% Increased attack damage and it seems that the overall DPS dropped for the case with poison (I didn't expect this, I have to admit, since poison damage is based on the final damage, but here we are), so this seems useless too as an improvement. And I didn't even factor in the enemy's chaos resistance against this dmg.

EDIT 3: Frenzy Charges are viable for my current tree configuration only through Swagger, which is very adequate, since I have a high chance to block. But, having Frenzy charges and losing 75% Increased dmg means that I get (again) less dps.

Conclusion - neither of the additions that I proposed came out on top. It's disappointing, even though it seems that my intuition was right. Anything else I missed, maybe?
Last edited by Hitman473107#7521 on Jul 19, 2025, 2:05:59 PM
If nothing, then I think we're quite done on this topic, from now on.

Report Forum Post

Report Account:

Report Type

Additional Info