Give me a reason to play melee in this game

I’ve had pretty good luck with damage reduction sources.

Even with low armor and some resistances uncapped.

Also health leech and healing hands has helped a lot.

Its kinda funny because i think one of the best items in the game is an exalted oracle amulet with 20% dps dam reduction. Thats a huge number in higher corruption.

You do realize that LE Tools only pulls online character names, right? I play True Offline. So none of my characters will show up.

Edit: also Health Regen is one layer of sustain. Just like you wouldn’t just use armor as mitigation and ignore the other mitigation tools like Dodge, Block, max Health, Endurance, and Resistances to name a few. You wouldn’t just use Health Regen as a sustain tool, and ignore leech, potions, health on hit, health on kill, or the multiple skills that provide some form of self-heal, again to name a few.

If you are ignoring those other tools, then that just shows you don’t know how to play melee in Diablo-clones. As has been said dozens of times across these 250+ posts, Melee has a higher skill floor than ranged making it harder to play, but they have the same theoretical skill ceiling.

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Perhaps, didn’t really play around with it iirc, maybe that’s the problem.

i just find other suffixes to be more useful - health increase, dodge, block chance, armour, crit reduction. Oh, and of course you still need to get your resistances from somewhere. When you’re limited to 2 suffixes per item (not counting the sealed affix), I just found myself to value suffixes listed above to offer much greater value when it comes to survivability. HP regen is also just outclassed by getting just a bit of leech in my opinion, although it can get tricky if you play that true melee build since your positioning needs to be top notch.

DoT isn’t my concern here, realistically you just need to have good movement and stay out of it. Getting one-shotted by off screen attacks or more powerful attacks is. Sure, you can l2p around them, but it’s always better to be able to tank a hit or two. Even if you can regen to full hp in a matter of a split second, it won’t matter if you didn’t survive it in the first place. And the things I listed above help with that much better.

Yeah something smelled fishy about this, my bad then.

See 2nd quote in this post.

Of course. Melee always feels like shit to me in ARPGs, it’s nice to play differently from time to time, but going back to ranged gameplay is always comfy.

See, these are all “reduction” stats, not “sustain” stats. You can have maxed Reduction stats in every possibile category and still die repeatedly if you don’t have any “sustain”.

As a sustain stat, health regen “competes” with Life Leech, Health on Hit/Kill, and Healing skills for example. None of these directly reduce the damage you take or give you more HP to lose, but they recover the damage you did take. I’d consider Ward a reduction stat and ward per second a sustain stat, for the record.

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TBF though, they’re all suffixes along with all of the other defensive stats so the sustain stats do also compete for space with the DR stats.

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It’s like having both health regen and health increases. I currently only have ~800 regen unbuffed on my pally, and it translates into 486 WPS, giving me ~2,5k stable ward.

Well, it should be your concern.
The original post I was replying to was a rant about bosses having “dumb degen effects that ignore armor and sentinels cant do anything about”.

Many of those “oneshots” people mention are not actually big hits, but rather DoT attacks. But because it happens very fast, people call it a oneshot even if it’s not oneshot. Top famous one: Lagon’s sweeping laser.

That’s how most people see it.

However:

  • Sentinel specced into Dodge is extremely rare species. I wouldn’t be surprised if there were zero build guides that run Dodge.
  • Majority of Sentinel builds don’t use Block.

And if we apply the context of “Sentinel vs. DoT” that started the discussion, then Dodge, Block, Armor (unless you stack Armor vs. DoT affixes) and Crit reduction has zero value. That leaves Health, Resistances and HP Regen.

Commonly used Resistance sources for Sentinels:

  • Passives
  • Blessings
  • Holy Aura
  • Implicit affixes like Bone Amulet or Gold Ring are commonly used
  • Easy to fit any missing Resistances on Relic, Offhand, Rings and Amulet

So that really only leaves HP vs. HP regen. I can fit both HP, and Regen in the same gearpiece, for example:

Now check this.

  • Sentinel has two passives that provide %increased Health Regen, both also provide VIT/HP, so those are easy pickings.
  • Then you grab the Health Regen blessing.
  • Then the most important flat health regen suffix is limited to three gear pieces, and with just these three suffix slots and the stuff above, you can end up with up to 690 health regen:
    https://www.lastepochtools.com/planner/BrznKpmB