gkathellar Posted April 9, 2015 Share Posted April 9, 2015 After getting plenty of experience with the "2 tanks, 4 ranged" model of play, I've honestly gotten pretty tired of it. Partially, that's because it makes the game feel too easy. Partially, it's because I keep seeing all this sweet melee loot and growling that none of my characters have the opportunity to use it. So I've decided to restart with a melee-oriented party, but I really can't make up my mind about how it should come together. I'm thinking I'd like to use a party of 4 melee characters, with 2 heavy tanks, 2 off-tanks, and 2 ranged characters, but I'm still trying to figure out a specific setup that would be cool. Here are my thoughts so far, and I'd be happy for any critique or suggestions. Tank 1 - Shieldbearer Paladin. I've had some good experiences with this. Not sure about race or weapon selection - I was thinking Moon Godlike and Peasant (for spears/hatchets). 19/9/3/18/10/18. Tank 2 - Godlike Monk. I'm actually going to respec Pallegina for this, as her racial ability just seems so right for Soul Mirror. Knight weapons seem okay, if only to cover swords. Uncertain about stat spread - I'll probably dump Int. Off-tank 1 - A two-hander, specializing in Adventurer weapons for the versatility of Estoc/Poleaxe. Fighter and Barbarian both seem to have their virtues here, and I've been having trouble making any decisions about it. Off-tank 2 - I know I want a dual-wielder, probably using either Ruffian or Noble weapons for their good selections of one-handed weapons, but aside from that, I'm drawing a blank. Barbarian? Rogue? :/ Ranged 1 - Druid. Dunno that it gets any more specific than that, druids just sorta just have one build - AoE king gogogo Ranged 2 - Standard DPS Cipher. Maxed Mgt/Dex/Int, Blunderbuss, etc. Nothing to see here. So, any ideas? Feedback, etc? Thanks. 1 If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general. Link to comment Share on other sites More sharing options...
Lasci Posted April 9, 2015 Share Posted April 9, 2015 Noble Barbarian would be pretty good. Ravenwing and Mosquito are excellent Act 2 items. Honestly? This team isn't going to make the game feel any more interesting. I think you might want to try a trio, duo, or solo run through the game. Link to comment Share on other sites More sharing options...
Climhazzard Posted April 9, 2015 Share Posted April 9, 2015 I think my melee heavy parties would be lost without a priest to buff their accuracy. Link to comment Share on other sites More sharing options...
Climhazzard Posted April 9, 2015 Share Posted April 9, 2015 Another thought is, if you don't like tank and spank then try a party without a tank. With balanced melee dps builds (not glass cannons) you shouldn't need one anyways. Link to comment Share on other sites More sharing options...
ErlKing Posted April 9, 2015 Share Posted April 9, 2015 (edited) Try to go all melee then. Monk (semi-tank) Chanter (semi-tank + buffs/debuffs) Barbarian (dual wield dps) Paladin (aura + buff) Melee Cipher (try without control powers, only debuffs/buffs) Melee Priest (for buffs) Edited April 9, 2015 by ErlKing Link to comment Share on other sites More sharing options...
LadyCrimson Posted April 9, 2015 Share Posted April 9, 2015 ^ I've been curious about an all-melee party myself, except I keep thinking about more true melee - like all fighters and barbarians or something, vs. stuff like "melee ciphers." But I'd also agree that part of what can make game feel "easy" (Normal/Hard difficulty anyway) is a full party of six. It's interesting how something that felt fairly difficult with only three in your party suddenly becomes a relative breeze with six in your party (I've re-loaded quests to experiment with that and it's quite a difference). I keep trying to think of a 3 or 4 party make up for myself, but like you I haven't quite come up with what I want to use, yet. “Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts Link to comment Share on other sites More sharing options...
gkathellar Posted April 9, 2015 Author Share Posted April 9, 2015 (edited) I'm pretty committed to using Druid and Cipher. Generally, they're my favorite classes in terms of actual good design. Noble Barbarian would be pretty good. Ravenwing and Mosquito are excellent Act 2 items. Mm. Seems reasonable. Honestly? This team isn't going to make the game feel any more interesting. I think you might want to try a trio, duo, or solo run through the game. Yeah, I kinda know ... but I think it's actually missing out on the loot that bothers me most, which is dumb, but ... yeah. Edited April 9, 2015 by gkathellar If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general. Link to comment Share on other sites More sharing options...
ErlKing Posted April 9, 2015 Share Posted April 9, 2015 Idea is to try reverse Cipher. Usually cipher goes with ranged+control (mental binding, confuse, charm), but what about full melee cipher with unpopular powers - pain-link , fractured volition, phantom foes, Wild Leech, Body Attunement. But I guess it still doesnt count as true melee. You can always go 6 paladins for Holy Crusade. Link to comment Share on other sites More sharing options...
peddroelm Posted April 9, 2015 Share Posted April 9, 2015 (edited) my current melee heavy party is Paladin Decoy + scrolls (DR aura) Fighter Decoy Chanter Decoy + scrolls (+fortitude/will saves song) Rogue dual wield glass cannon Barb (extended range 2h) glass cannon Monk 2 wield fist glass cannon nice to cast AOE from first line - easy to aim cone spells with low friendly fire danger (scrolls) .. Most fights revolve around holding the tank line (quite difficult without hold ground/position command), poking them with barb from behind tank line and trying to flank with rogue/monk/chanter_phantom when feasible .. In tight spaces rogue&monk will switch to ranged weapons .. Very vulnerable to AOE damage/debuffs because of the tight formation .. Edited April 9, 2015 by peddroelm Link to comment Share on other sites More sharing options...
MadDemiurg Posted April 9, 2015 Share Posted April 9, 2015 (edited) I would use 2 tank paladins (for both DR and acc auras), 1 shieldbearer, 2nd not sure, 1-2 dps barbs, 1 chanter and a priest (priest is so good with physical damage party it's silly not to take him). In case of 1 barb not sure about the 6th guy. Can be a cipher or a druid if you like these. If you are inclined to take both, chanter is probably the most dispensable here, but you'll have 3 range then (priest, druid, cipher). I believe priest will be fine with low might as an offtank or with quarterstaff as a backiine melee though. Edited April 9, 2015 by MadDemiurg Link to comment Share on other sites More sharing options...
Infares Posted April 9, 2015 Share Posted April 9, 2015 I was thinking of stacking knight barbarians and noble wizards and giving everyone ridiculous amounts of Perception for AoE interrupts. Give the barbs a bunch of Morning Stars and have the Wizards all take Blast and then have everyone take Interrupting Blows. I'd definitely want a Chanter to keep "Thick Grew Their Tongues, Stumbling O'er Words" running and include a Priest (probably as PC) for additional buffs. Link to comment Share on other sites More sharing options...
gkathellar Posted April 9, 2015 Author Share Posted April 9, 2015 Those're some pretty strong voices in favor of a barbarian and a priest. Two ideas, then: Melee cipher and back-line priest Priest of Skaen, performing as a mock rogue/priest via Prey on the Weak. Thoughts? 1 If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general. Link to comment Share on other sites More sharing options...
Infares Posted April 9, 2015 Share Posted April 9, 2015 Those're some pretty strong voices in favor of a barbarian and a priest. Two ideas, then: Melee cipher and back-line priest Priest of Skaen, performing as a mock rogue/priest via Prey on the Weak. Thoughts? Why not both? lol Do a high health Retaliation Cipher ;D So many nukes. Link to comment Share on other sites More sharing options...
gkathellar Posted April 9, 2015 Author Share Posted April 9, 2015 ... yeah, that sounds just hilarious enough to work. If I'm typing in red, it means I'm being sarcastic. But not this time. Dark green, on the other hand, is for jokes and irony in general. Link to comment Share on other sites More sharing options...
MadDemiurg Posted April 9, 2015 Share Posted April 9, 2015 Priest of Skaen would probably have to go with stiletto + light shied probably and high RES at least (maybe RES an PER), but if you dump might completely there's no point in Skaen and you don't want to dump INT or DEX. Melee cipher without a reach weapon suffers from same squishiness problems, but at least has some great benefits from it like freely using antipathetic field and ectopsycic echo for great damage and generates focus faster than the ranged one. You can also give him a retaliation item later on for even more focus. Overall looks like a more fun option. Link to comment Share on other sites More sharing options...
Doug Posted April 9, 2015 Share Posted April 9, 2015 2 x sturdy con heavy retaliation barbs (fire godlike) 2 x dps barbs 1 x chanter 1 x priest Should be fun Link to comment Share on other sites More sharing options...
Legbiter Posted April 9, 2015 Share Posted April 9, 2015 Try to go all melee then. Monk (semi-tank) Chanter (semi-tank + buffs/debuffs) Barbarian (dual wield dps) Paladin (aura + buff) Melee Cipher (try without control powers, only debuffs/buffs) Melee Priest (for buffs) Hey that's not a bad party, might try this one next playthrough. For Firedorn all the Lads grieve This Adam woke up next to Eve. But beneath leaves of Fig, He found Berries and Twig, So Himself off a cliff he did heave. Link to comment Share on other sites More sharing options...
DragonDai Posted April 11, 2015 Share Posted April 11, 2015 (edited) I am running a Hearth Orlan priest of Skaen right now. He's gone full melee at this point, with all his talents dedicated to making him better at stabbing things. It's nice, because he's right up close anyway, so when he needs to cast a spell, for whatever reason, he's right where he needs to be. Also, he does pretty awesome damage with stiletto/club combo (Oidhreacht and Dial Ewn Dibata at the moment). Sided with the Doemenels and was pleasantly surprised to see more crit damage multiplier, so now I'm trying to decide if, now that I have access to the stuff in Twin Elms, go double club or double stiletto. The -3 DR is nice, but +5 extra Acc seems REALLY good when I get +1.8 damage mod from crits...But yeah, it's working out REALLY well. I'm only playing on Hard, but I have a VERY story based build (15/8/10/15/15/15) with Slave background, cause Skaen, and it's been really fun so far. Edited April 11, 2015 by DragonDai Link to comment Share on other sites More sharing options...
b0rsuk Posted April 11, 2015 Share Posted April 11, 2015 OP: you're still leaning quite heavily to the concept of tanks. Druids can be decent in melee ! Shapeshifting early on, then you have the spell Taste of the Hunt and multiple cones. I can have around 17 Piercing and Slashing DR (most common ones) in exceptional proofed leather armor. In hindsight I would take specialization Soldier, this would let me use Firebrand spell, which is a Great Sword with Damaging 2 and Annihilation. People are too stuck in the "caster can't fight" mindset. I like PoE because it's back to roots - remember, even Gandalf fought with a sword. Character backgrounds explored (Callisca) Link to comment Share on other sites More sharing options...
Shadenuat Posted April 11, 2015 Share Posted April 11, 2015 All-melee party is dull exercise in left-clicking through encounters, especially if you have a barbarian or a few. If you want something new try playing only 4 characters and make one of them a tank-wizard for example. Link to comment Share on other sites More sharing options...
Odd Hermit Posted April 11, 2015 Share Posted April 11, 2015 Melee don't have enough interesting active abilities right now. You'll end up somewhat less powerful group that's less micro management intensive is all. There are also only so many items with retaliation to cheese with, which is what most "uber" melee builds abuse right now. Link to comment Share on other sites More sharing options...
Enexemander Posted April 11, 2015 Share Posted April 11, 2015 I had kind of the same idea after completing the game.My second playthrough is shaping up this way:Pallegina- Tank, running DR aura Eder- Melee DPS, dual wielding sabres. It feels so classy! Plus he could use a break from tanking. He's my go to off-tank, still.PC-Bleak Walker Paladin. Running Accuracy aura with a reach weapon (Pike). This gives the aura to everyone (usually). Hiravais-Reach Melee (Quarterstaff). I try to keep him in melee and using his werewolf ability often.Aloth-Back line, roleplaying as a pyromage. Grieving Mother- General backline cipher. I'm really just using her because I got her too late last playthrough to progress through her story. Generally it works out 2 close combat, 2 reach melee, 2 ranged (with Aloth constantly running around to maximize the angles on the fire spells). It's pretty entertaining. If I didn't have the story consideration for Grieving Mother, I'd replace her with a Barbarian just for giggles. Link to comment Share on other sites More sharing options...
EscapePlan Posted April 11, 2015 Share Posted April 11, 2015 Yeh do a trio hard run or something if you want a more tactical experience, makes you really think about each character. Link to comment Share on other sites More sharing options...
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