New Poe Arc feels excellent, especially with traps. High evident, decent single-target power. Some players think the new Arc is overpowered, but honestly, Eznpc Gamer sees nothing that we hadn't already been doing when we played a Tornado Shot build. It's competitive without being too much.
Currently, mid 90's with it in the Incursion league, using Lightning Spire to boost single target killing power, and it feels almost exactly like playing a spell version of Tornado Shot while using Barrage for single target.
Of course, since it is a spell, it caps out in power much faster than attack builds do, so it can never quite reach expensively geared attack builds, not to mention there are far more map mods that'll lower elemental damage than f.ex mostly physical damage Builds.
All in all, a significant change that made it competitive, at least with traps, without being entirely too much.
Though, if it does get nerfed, we wouldn't do much beyond lowering the More multiplier per chain left to 10% from 15%. It wouldn't affect the clear noticeably but would take a fair bit off its single target power.
Eznpc Poe Currency Farmer played Arc / Vaal arc now for two leagues, with three different characters. Each of those characters, Eznpc Poe Currency Farmer has tried with different ascends, builds, and equipment.
Arc seems like the obvious choice for long streams of mobs, and Vaal Arc for lots of groups of mobs, making it what should be an obvious choice for blight. Here we sit at 0.9%!
Eznpc Poe Currency Farmer play in groups and notice that a lot of other players can balance their skill sets quite nicely and a lot easier and effective. Usually, they have more variety of practical ways to use the Skill, and often they have many ways to contribute extra damage to the primary Skill.
Arc almost feels like it's designed to be a 3 / 4 link backup skill, maybe to apply curse's - more than it feels like its meant to be the primary skill. Eznpc Builder loves the concept of Arc. However, Eznpc Builder has tried my hardest to milk a similar level of DPS as my counterparts and find myself having to create costly, mixed mechanic builds to maintain a same level of gaming with them, even then, they end up carrying me to the point that playing ARC feels like we will always be a charity case.
We have tried tanky builds w/ guardian and inquires, but not had the damage, and tried high DPS builds w/ witch Elem and occultist, and almost everything in between - but it results in very squishy characters and an unreliability in a skill which seems like it should be a stock standard 'snipe aoe.'
We find when I'm hitting bosses, we need to go to a different skill or combine with many skills to be able to fight effectively. Which until recently was stacking orb of storm casts with spire/arc. If the boss moves a lot, or We misplace or has an aoe which is a trap killer, well im in for a long flight, and with high-level fights and squishy characters, one hit unless you're also leaning on STR mechanics like IC.
It results in a lack of gem spaces, a lack of passive points and a lack of methods of balancing between the two to create something that is even moderately reliable, without having to throw down 20 or so ex to gather the right items. Even then, to get something that is powerful, you can only go in one direction with the design, and it just isn't anywhere near as flexible as you'd expect, especially in comparison to other spell skills.
Now trying a three chain element build, 2 x 20% lightning to cold + cold to fire. With buy-in gear, We have 4.5 casts per second, average hit 100k.
With the better gear, we could quickly achieve 6/7 casts per second and 900k dps, but to achieve this, we would need to lean hard on enduring mana pots.
We have tried about eight variations of the class, and the current build, to maintain 100k on hit, takes three quarters of my passive points. This leaves me in a mana / EHP deficit, which makes me have to lean on orb/assassin mark for groups, and frankly spamming enduring mana flasks constantly to be able to maintain precise speed.
Currently, mid 90's with it in the Incursion league, using Lightning Spire to boost single target killing power, and it feels almost exactly like playing a spell version of Tornado Shot while using Barrage for single target.
Of course, since it is a spell, it caps out in power much faster than attack builds do, so it can never quite reach expensively geared attack builds, not to mention there are far more map mods that'll lower elemental damage than f.ex mostly physical damage Builds.
All in all, a significant change that made it competitive, at least with traps, without being entirely too much.
Though, if it does get nerfed, we wouldn't do much beyond lowering the More multiplier per chain left to 10% from 15%. It wouldn't affect the clear noticeably but would take a fair bit off its single target power.
Eznpc Poe Currency Farmer played Arc / Vaal arc now for two leagues, with three different characters. Each of those characters, Eznpc Poe Currency Farmer has tried with different ascends, builds, and equipment.
Arc seems like the obvious choice for long streams of mobs, and Vaal Arc for lots of groups of mobs, making it what should be an obvious choice for blight. Here we sit at 0.9%!
Eznpc Poe Currency Farmer play in groups and notice that a lot of other players can balance their skill sets quite nicely and a lot easier and effective. Usually, they have more variety of practical ways to use the Skill, and often they have many ways to contribute extra damage to the primary Skill.
Arc almost feels like it's designed to be a 3 / 4 link backup skill, maybe to apply curse's - more than it feels like its meant to be the primary skill. Eznpc Builder loves the concept of Arc. However, Eznpc Builder has tried my hardest to milk a similar level of DPS as my counterparts and find myself having to create costly, mixed mechanic builds to maintain a same level of gaming with them, even then, they end up carrying me to the point that playing ARC feels like we will always be a charity case.
We have tried tanky builds w/ guardian and inquires, but not had the damage, and tried high DPS builds w/ witch Elem and occultist, and almost everything in between - but it results in very squishy characters and an unreliability in a skill which seems like it should be a stock standard 'snipe aoe.'
We find when I'm hitting bosses, we need to go to a different skill or combine with many skills to be able to fight effectively. Which until recently was stacking orb of storm casts with spire/arc. If the boss moves a lot, or We misplace or has an aoe which is a trap killer, well im in for a long flight, and with high-level fights and squishy characters, one hit unless you're also leaning on STR mechanics like IC.
It results in a lack of gem spaces, a lack of passive points and a lack of methods of balancing between the two to create something that is even moderately reliable, without having to throw down 20 or so ex to gather the right items. Even then, to get something that is powerful, you can only go in one direction with the design, and it just isn't anywhere near as flexible as you'd expect, especially in comparison to other spell skills.
Now trying a three chain element build, 2 x 20% lightning to cold + cold to fire. With buy-in gear, We have 4.5 casts per second, average hit 100k.
With the better gear, we could quickly achieve 6/7 casts per second and 900k dps, but to achieve this, we would need to lean hard on enduring mana pots.
We have tried about eight variations of the class, and the current build, to maintain 100k on hit, takes three quarters of my passive points. This leaves me in a mana / EHP deficit, which makes me have to lean on orb/assassin mark for groups, and frankly spamming enduring mana flasks constantly to be able to maintain precise speed.
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