Hitting the Melee Wall

Derrick1001

Diabloii.Net Member
Hitting the Melee Wall

Hey all,

I really enjoy melee builds. They're just pretty much the most fun for me. The problem is, I'm hitting a damage wall and it really hurts playing in hell on anything but players 1.

That wall is around 3k. Can't seem to do anything past that, and some characters can't crack 2k. It's a bit of a problem. Examples of chrs of mine that aren't up to snuff melee-wise is my zealot (with a not so great weapon. Nord's Tenderizer) and my maul werebear that wielding a Windhammer (right now, will switch when I hit 73ish range) can't seem to get the damage out.

Is there something I'm missing? It's somewhat discouraging. It stops me from making new melee chrs (and by virtue, basically new chrs since those are my favorite) because I know the damage just isn't going to be there.

Any tips or helpful advice on how to up the damage?
 

Serdash

Diabloii.Net Member
Honestly, getting giant damage doesn't always need to happen. Crushing blow, Deadly strike, and open wounds can help a ton.

I say 3k is around good damage for a melee build. As long as the minimum isn't like 200 or something. Then you've got something wonky going on.

Try to get some decent runewords out, use skills that give better damage output and use charms/angelic combo for your AR needs.

Honestly if any of my chars go over around 3k max damage, it's because I sure as hell plan them to do so.
 

jiansonz

Diabloii.Net Member
I can´t see how doing 3k damage would be too little. With most of my characters, I am glad if I get past 1k on average. :cool:

Get some crushing blow, deadly strike and open wounds to help.
 

Immortal_Slayer

Diabloii.Net Member
That's because all your characters have some sort of handicap on them Jiansonz...3k for a zealot isn't really that bad, considering you;re doing 5 hits with that 3 k in almost just 1 second...but your werebear seems to be on the low damage side...Are you using HOW and how much do you have in werebear/maul? Are you using a might merc? A windhammer should give you at least 2k damage...
 

sunbearie

Diabloii.Net Member
Honestly, 3K is not bad at all for a melee char. Perhaps you should check your ar and speed. Hitting 10K doesn't mean much if you keep missing, esp for maul bears.
 

frosty

Diabloii.Net Member
Go 2H if you really want high damage.

My 2H fanat zealot had 7.8k damage per singular zeal hit. But his defense suffers a lot.
 

PyroStock

Diabloii.Net Member
Even if he maxed Werebear and Maul and has ~+5skills, L25Werebear only gives a +218%ED (that's like a L19Might Aura only). And he may not be using HoW or a Might Merc. Maul's ED% isn't displayed when it's not active and HoW wouldn't show in town. The Maul Werebear also must deal with serious AR issues, a slower swing, and a Meleemancer's FHR table (only the Enchantress and Meleementalist are worse), but Shockwave does wonders for safety. I spend a lot of time fine-tuning my characters so I'm sure I'll have fun adressing these issues when my SC Werebear reaches Hell.
 

Sledge

Diabloii.Net Member
fireclaws can hit 10k both damage and ar ;)
and rabies can have awesome damage with the right gear
fc + rabies wolf?
 

Derrick1001

Diabloii.Net Member
Thanks for the replies guys.

I didn't realize that 3k was about the limit. Just seems everyone else in Baal runs is doing much better than me though :) . My werebear is actually doing alright. I *just* found a Cerebus' Bite off a minion in Mephy's throne room, so that helps. With that, bear is at 19, maul 23, HoW is at 14, shockwave is at 13. Just thought for some reason I was going way below the curve. Guess not. Oh, and I use a defiance merc to compliment my "Stone" runeworded armor so that I don't get hit too often even when things aren't stunned. I am having a problem with resistances though with my bear. Almost wish I had made "Gloom" instead for the extra res.

Ah well,



Thanks Again.
 

corax

Diabloii.Net Member
like others have said most physical melee builds dont get much over 3k even with the better gears. so its really nothing to worry about.
 

DeathMaster

Diabloii.Net Member
doing 3k damage is too little? That almost sounds like b.net speaking.

My ww druid (reasonable good gears) cannot even push 1.5K after might merc and all his elemental damages (add about 100, over half poison, which transfer to real term = nothing), and he had blasted through hell. My concentrate barb with BoTD CB, and might merc, has trouble to hit over 4.8k. My strafer zon, has max damage (again after might merc) @900ish, she could handle hell @P3.

Mate, 3k is really good damage.
 

Liquid_Evil

Diabloii.Net Member
DeathMaster said:
My ww druid (reasonable good gears) cannot even push 1.5K after might merc and all his elemental damages (add about 100, over half poison, which transfer to real term = nothing), and he had blasted through hell.
Was your WW druid 1-handed?
 

corax

Diabloii.Net Member
DeathMaster said:
Fleshrender + SS, it is great weapon, the damage is only a small part of the game, there are much more than raw damages.

you should be ashamed of yourself. shifters should NEVER ever use a s/s setup...ever... they block far more than they are put in Hit recovery when two handed = bad.


not too mention the fact that you do less damage with a might merc than my meleemancer managed without one. and nobody should ever do less damage than a meleenecro
 

Sledge

Diabloii.Net Member
corax said:
not too mention the fact that you do less damage with a might merc than my meleemancer managed without one. and nobody should ever do less damage than a meleenecro
says he that got through hell with a wirtsin
 

Sledge

Diabloii.Net Member
corax said:
twinked vs. untwinked

untwinked meleemancer would be pwnt by untwinked wirtsin
agreed
now go beat hell baal with an untwinked meleemancer (hardcore of course)
 

corax

Diabloii.Net Member
Sledge said:
wirtmancer? you could blind your way through hell
decrep and cleglaws would own

cleeglaws pooncers?

decrep, clay golem and a kelpie snare cleglaw combo. = teh slowass baddie
 
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