Are Heavy Handed and Wallop passives a good idea?

Hi. They provide bonuses to critical, stunned and vulnerable damage. But the bonuses aren’t big. Are they worth spending multiple skill points? Or can I get exactly the same benefit from my gear and paragon? They both display an [x] in the advanced tooltip, which makes me suspect they work differently from the typical +% to crit or vuln you get from gear/paragon.

And how about stunned? I know that damage type is already way weaker than crit and vuln.

Thanks for your time.

The stun one fills up boss stagger bar pretty fast, I try to work that in as much as possible. The others are nice perks if you have maces. I’m surprised we didn’t get more passives that incent weapon types.

1 Like

" Are Heavy Handed and Wallop passives a good idea?"

Only if you have children.

1 Like

Wait till 10/10 stream. We have no clue what they will do to this dead class.

Yeah what the above poster said. Wait until we can see the changes they want to put out.
But currently, there are builds that can utilize those passives. Duel Wield mace comes to mind. It does demand a lot of investment for little gain.

[x] means multiplicative which is in fact much better than additive [+]. I have 6 points in wallop which is a 30% dmg bonus to all my skills since they all use either a 1h or 2h mace. It’s nice, but as others have said, I’d wait to see how 10/10 changes things before doing anything definitive at this point.

Pf course they are useful notice the x.

But does that mean that spending a single point in Wallop, is significantly better than getting gear that adds +5% to vulnerable damage?

Same question, but for +5% to damage to stunned.

You mean, “damage to stun” or that specific passive has a SPECIAL effect, beyond simply causing more damage to enemies that are ALREADY stunned?

I’ve used the 2H bludgeon as my main for most of the game, by now. For all skills that are able to use it. Considering it’s always the highest base dam weapon I get, and how we have more passives that favor it compared to the others… While it’s slow, and I have no skills that increase attack speed. I have gear that does. +58% to basic attacks, and +18,8% to all attacks. All the time. That compensates fairly well.

Yeah, it’s silly and unbalanced that the other weapon types don’t get nearly as much help from passives. Logically, they should’ve just made the exact same amount for each type.

I can go back and forth. The only changes I made, if people here convinced me those passives are not that significant… Would be to just refund some points and spend them somwhere along the “would be nice, but not vital” category. So, it’s not like I’m in a desperate need to make changes or anything.

But I’ll pay attention to what you mentioned, so I can keep up to date with whatever changes they make. I often forget to check for such things (mostly a casual player), so thanks for the reminder.

I don’t remember which passive from that little cluster does it but it literally adds stun to attacks with maces so you end up pumping the boss stun bar up fast.

I partner with a Rogue and he’s always surprised how fast that stun gets going.

Currently yes. x5% > +5%

Plus you also get the x5% when an enemy is stunned and not just vulnerable which adds multiplicative damage value outside of vulnerable state as well.

Again, this is all current info and the feeling seems to be that vulnerable (and CHC and CHD) will be nerfed in some way on 10/17, so I’d wait for Tuesday’s stream for more info.

It’s two weeks until the new Season starts. Assuming blizzard launch the patch sooner than the Season, you have two weeks to find, acclimate, then test out those gear, passive, and paragon glyph associated to that build. Just to see if the playstyle is something you will enjoy. I don’t think you have enough time for all that.

Aaah, I get it now. You meant another passive. That one’s called Concussion. I maxed it out long ago and yes, stun is pretty much my constant friend. Between that, Audacity and Weapon Master’s aspects, and maybe something else I’m forgetting too.

I just did some refunding/respending, to check how Heavy Handed and Wallop affect displayed stats. Per point in Heavy Handed, my crit actually goes up by 12,6%.

Vuln and stun don’t increase AT ALL on the display, with Wallop. I’m hoping it’s actually working, lol…

I wouldn’t mind if they nerf vuln and crit, even when I made them a bigger focus recently thant I ever did before. As long as they don’t nerf them too much, and they also improve some other types of damage to balance things out. It’s just plain dumb, to offer so many damage types (14, I think?) and then make 12 of those so much weaker than the other 2.

I’m sorry, you lost me. What playstyle changes are you talking about? I’m not really talking about making playstyle changes here, just a few points that aren’t game-changers.

And, if I had decided to lower the discussed passives, I’d probably have invested them in non-vital but nice passives, like Swiftness and Quick Impulses. CC effects have no reduction for my barb, for now (I’m close to the Fleeting node).

My bad for mixing it up. I grabbed all of the mace passives, they slap.

1 Like