Fist of the Heavens - Patch not enough, IMHO

I did simple profile on maxroll, if u want check it.
/d2planner-ptr/cz0106nq#4

Is conviction aura necessary with the new FoH build?

heh?

The only damage skill that don’t require “spend more points” to be good is smite. (which imo is OP and should have been nerfed. Of course before it is I will keep putting one point there on my casterdins cuz it’s that OP). All other damage skills require you to put at least 60 points to be good. That’s the point

What level 30 damage skill is “pretty strong” without putting points into synergies?

you teleport past them.

There are like a couple area which FoHdin sucks at and you pick one of them and say the skill is not good enough. FoHdins are fine. In fact so fine that I am going to league start with it. I am afraid it’s too good that blizzard is going to neft it.

Patch not enough? Is that a joke?

Tested FOH today.
I cannot understand you… it’s the next OP build.
You can run CS easily just with 2 spirits.

Thats the case for pretty much every builds… hybrids builds are rare.

This. The FoHdin is too strong now. No gear required, no skill required (auto aim), big dmg, low cooldown. Low amount of point investment (you honnestly only need to max FoH and Holy bolt for max clear speed)

Half of the paladins are going to be FoH/smiter hybrids this ladder.

Right now it’s feeling really good in in full undead/demon areas (I imagine with gear it’d really shred). Here’s what I think would really make it shine:

1. Remove some of the prerequisites
It’s already 4 points just to get vigor, which hammerdins get by default. Until you get enigma, vigor is necessary - especially in hardcore. On top of this You have to pick up EVERY SKILL in combat in order to get FoH and Holy Shield (arguably also a necessary skill, especially in hardcore). 15 points into prereqs is way too much. Hammerdins need 8 for reference. Light sorcs need TWO (2), considering that static shock is necessary anyways. At least telekinesis still sees use.

2a. Remove the cast delay entirely
Why does this skill require a cast delay? It’s not so strong that it should be limited like it is. The fact that it only does big damage to undead/demons is already a huge hindrance (though adding demons made it viable).

----------OR----------

2b. Give holy bolt a light component
Make it like 50% magic 50% light damage or something. It’s still not as good as hammers even against undead/demons, so it seems odd to be completely useless in any area that is not undead/demons. Giving a light component would let FoH pallies at least consider doing things outside of demon/undead areas. It’s not like an immunity where we can skip a pack or something, it’s entire areas that are off limits.

I say 2a. OR 2b. because I think no delay and all light damage might make the build stronger than others.

Overall I’m going to reserve full judgement until I get a bit better gear, but even compared to hammers at this point (which scale amazingly with gear), it feels very week. The only big benefit I see is if you consistently play in a group with light wielders.

I’m currently playing Foh in single player. Used hammers to complete hell and then did a respec.
Can clear Countess, Andy, Summoner, Meph, Diablo, Baal. Haven’t tried Nith yet.
But the AoE point and click bonus over hammers makes this so much easier to use when you don’t have an enigma.
I charge past non demons or undead.

Probably what I should have done, trying to do Act 2 Hell right now for the first time and it’s just not possible with FoH.

Fist Of the Heaven (FOH) could re-design as the below…

  1. Delete Casting time (0.4s) and be affected by ‘Fast Casting speed’

  2. Additionally cast more FOH than one time skill level accordingly
    Skill Lvl 5 - one time casting
    Skill Lvl 10- double times casting
    Skill Lvl 15- 2.5 Times casting
    Skill Lvl 20- 3 times casting as MAX

  • Each FOH skill level attain 20% chances to cause the number of castings FOH.
    This idea may not be better than “Deletion of Casting time of FOH” due to Skill mechanism and the possibility of causing glitches.
  1. FOH attained new skill mechanism. Falling Thunder of FOH became Splashed Damage within a given ranged. → it does not recommend adding new skill mechanism because if dia2 developers will need new animations and new values for this skill changes.

I believe that the best way to make FOH as the worthiness is the first suggestion "Deletion of Casting time of FOH. If this happened, this skill will be expected to create new build and the possibility of increasing of Skill DPS progressively (ex; higher fast Casting % from items will increase FOH DPS.

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Only fix for foh in pvp is make holybolt physical damage that damages every target. And heal friendly allies.

Ignore statement above.

Remove cast delay on Foh already

For pvp purposes yes

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