I assume you didn’t notice the % more health modifiers on those boss kills? They were low, so saying “kills XXX in seconds” is like saying that you can kill the chapter 1 boss in fractions of a second…
You absolutely are.
You mean the Shatter Striker who got almost instakilled from one spell?
Or the Hydra RM who kept moving around to prevent being hit?
Or the 3 second Static Orb vid where the build couldn’t tank anything, because there were no attacks from the boss?
Very tanky
If you wanna compare tankiness, you look at a Mage that tanks the laser beams, or the Catastrophic explosion
Looking at your nonsense from another angle, all classes can kill Julra under one minute. Not all builds can, but by your standard we should be referring to all classes as “ah yes, deletes bosses stupidly fast”.
You can think of the reasons why nobody does that yourself
Maybe next time do some actual research first.
- Vengeance is commonly used in spender+generator builds as a mana generator. The damage is pretty decent actually, so not sure where you had a problem.
The whole bottom section of the skill tree is a meme, a chance on hit to proc Iron Blade that shoots 1 piercing projectile? No thanks One of the outdated things that sorely needs a rework.
- Ricocheting Hammers is useless due to the pierce removal and % less hit damage.
Yeah whoever designed that was drunk.
The base skill can hit multiple enemies TWICE (throw and return), and we’re removing the ability to hit multiple enemies AND the second hit. Okay, then I expect a damage bonus that would compensate for this loss, not a damage malus. Passive that obviously needs a rework.
- Void and Fire Lunge - it doesn’t really matter which element you use, you can tell right away Lunge is kinda meh. It’s a cooldown skill with 100% damage effectiveness.
But despite that, Lunge gameplay shows it actually clears 400c pretty well.
I would build it quite differently - he’s missing culling, %CDR isn’t maxed out, STR/DEX are very low, and he went specifically for Sierpin’s and then didn’t take the Javelin after Lunge? weird
But if we look at other cooldown skills, it’s clear what Lunge is missing:
Void Cleave = 400% effectiveness
Forge Strike = 500% effectiveness
Judgement = 350% effectiveness + other stuff
Now add the fact that Lunge’s highest damage multiplier requires you to be 10 meters away from your target in order to get the full bonus… yeah. Very easy fix, just up the effectiveness.
- Javelin that isn’t smite or lightning or siege barrage - Holy Trail is part lightning, so if you count that as lightning javelins too, then we’re left with Physical Javelin. That also works pretty well AFAIK. I could only find this gameplay and it shows it’s good enough for monolith clear.
Again, he only has 47 extra throwing damage, no attack speed bonuses… let’s just say that I would build it differently
But it’s pretty obvious why Siege Barrage is more popular - why would you throw one Javelin when you can throw five. Especially for DoT builds. Give us an incentive to throw just one.
- Multistrike without relying on procs - again Multistrike is used as a support skill just like Vengeance. Smite-less versions usually for Forge Guard minion builds or for Void Cleave builds. But I’m guessing you want a Multistrike main skill build, so here you go.
I don’t think Multistrike needs a rework, nearly every passive seems to be useful. Maybe “Vengeful” could drop the cooldown?
- Spell-hit Abyssal Echoes - same problem as Lunge. Cooldown skill with low scaling
But this one is worse, it doesn’t have damage effectiveness and it lacks damage nodes in the tree. Abyssal Rift isn’t nearly enough to save it. Reeework!
The Fire conversion line that only adds healing also needs a rework after they added Healing Hands.
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non-orbiting/shooting Devouring Orb - same problem as Javelin, why hit once when you can hit multiple times.
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Anomaly that isn’t bubble - so there’s Time Wave branch, which has the same problem as Lunge. Cooldown skill with low scaling. Then there’s Time Lock, that’s like Snap Freeze but worse, because it raises CD of Anomaly, effectively making anything else you pick on the skilltree worse. And Future Strike and DoT branches which I’ve never actually seen anyone using
So out of your list, only spell-hit Abyssal Echoes is unusable rn, everything else can clear 300c, some could use a tune-up.
In my opinion the worst offenders are:
- Beastmaster - Every one of the summons is just worse than sticking with wolves or crows, due to the fact that they are limited by companion cap.
- Sorcerer - Spells here cost too much to make use of, due to the fact that even for mage generating mana is a pain, mostly relying on mana strike or focus. You cannot even solve mana regen easily by using up a ton of gear slots, it just isn’t enough to keep up with costs of 100-200 mana.
- Spellblade - it is used for shatter strike only… the other skills like surge and flame reave are used more for fire aura support than as actual offence skills.
- Forge guard - most of its skills are overshadowed by his other archetypes, also for the “tanky” archetype it is actually worse at tanking than another archetype in the same class(paladin, due it its auras and buffs)
- Bladedancer - this is only really used for shadow cascade/synchornised strike/lethal mirage builds (with all 3 skills in the same build), dancing strikes is almost never used as it has terrible dps,aoe and also almost no mobility despite that being its entire point. The issue here is that there is zero variety in bladedancer builds as its skills are either shadow genrators, shadow proc skills or garbage.
- Marksman - only ever uses detonating arrow or hail of arrows, the other skills are useless
- Falconer - yes, this is also in need of changes, being that only the falcon skills are useful, explosive trap and net are weak skills.
Look, another guy who didn’t do any research
Its not that Marksman has many more skills, but Multishot is far away from being useless.
Detonating Arrow in its current state is the problem…or in other words Explosive Trap combined with DA is too powerful.