Jan 11, 2011, 12:42 AM // 00:42
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#41
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Desert Nomad
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Originally Posted by Chthon
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Rits can help a lot too with ancestor's rage (AoE damage centered on a minion)
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Pretty sure the hero AI won't hardly even cast ARage on players, much less minions.
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They only consider using it when it would hit at least 2 enemies, but when that condition is fulfilled it seems to be a pretty high priority cast. I think its a pretty good decision myself, usually my rit has something better to do than hitting just 1 enemy with a mild damage spell.
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Originally Posted by Chthon
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and splinter weapon (makes minion attacks do AoE damage).
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They said the AI was fixed to cast Splinter on minions, though I have to admit I haven't watched closely to see if that's the case.
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I have to go ahead and say that 99% of the time this will never be effective. The splinter weapon caster seems to have no idea which minion to cast it on, and the minion itself is free to wander around hitting whatever it wants. Have the rit cast it on your MM and wand, you will be better off.
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Originally Posted by Chthon
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And while we're at it, there's blood bond (heals anyone who attacks the enemy, big AoE heal for horrors when enemy dies) too from necros.
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Yeah, that's a nice skill too.
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OK enough, but the MM's bar/attribute allocation is too cramped. Enfeebling blood is better for keeping stuff alive most of the time (and the rest of the skill line is excellent as well). To cap it off blood magic itself just doesn't have skills worth using outside of an Orders buffer, and you aren't going to be doing that unless you have at least 2 or 3 human players to buff, since physical AIs suck at what they do.
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