Aug 24, 2007, 04:39 PM // 16:39
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#21
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Jungle Guide
Join Date: Feb 2006
Location: London
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so call spikes with it up not while you're casting it. In the majority of cases, even if you're pressuring on low targets you want to finish you aren't going to have to stop to put it up.
Anyway, its going to get fixed, there is a reason its only supposed to work with bows, so it won't matter anyway.
Last edited by Winstar; Aug 24, 2007 at 04:44 PM // 16:44..
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Aug 24, 2007, 04:41 PM // 16:41
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#22
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Wilds Pathfinder
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rapid fire is only supposed to work on bows. So itll most likely be fixed.
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Aug 24, 2007, 04:54 PM // 16:54
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#23
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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i sense fun with earthen shackles on burning isle
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Aug 24, 2007, 05:37 PM // 17:37
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#24
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Wilds Pathfinder
Join Date: Aug 2006
Location: Europe
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Zealot's Fire - Wielders Zeal - Ghostly Weapon = bye bye Aegis - DA - SoD
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Aug 24, 2007, 05:55 PM // 17:55
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#25
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ǝuoʞoɯ
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Quote:
Originally Posted by LifesRestorer
i sense fun with earthen shackles on burning isle
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the burning effect will be changed to an environemental degen with some slowdown, meaning melandru will be affected by it and earthen shackles will be useless (AFAIK).
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Aug 24, 2007, 06:34 PM // 18:34
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#27
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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I wish I could comment about how the new skills are playing, but when I tried pre-ordering the expansion at the log-in screen, it says I've already purchased it (huh?? no I haven't) and so now I can't access the new skills.
~Z
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Aug 24, 2007, 07:09 PM // 19:09
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#28
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: team love [kiSu]
Profession: W/
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falling lotus strike on an aod, hello unlimited energy
may be over kill but it would b rediculous on an SP sin aswell, 2 attacks that give 11 extra energy
Last edited by j_unit66; Aug 24, 2007 at 07:20 PM // 19:20..
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Aug 24, 2007, 07:33 PM // 19:33
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#29
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Forge Runner
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Quote:
Originally Posted by SotiCoto
Don't forget the 2 second casting time. You need it at 14 second duration to have it up all the time.
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Why would I care if it's up while I cast it? It needs to be up 100% of the time I'm attacking, and 12 seconds is enough for that. If the bug is fixed it's hardly threatning. I doubt even rangers will use it then. (I know I'll still go with apply)
Also, if your attack skills are disabled for 0 seconds (I'm looking at disarm on a /W), does it reset your adrenaline or do you need a strength investment for that?
All I can say is that smite monks look pretty hot now, (Smiter's Boon, Zealot's Fire, Reversal of Damage, Smite Condition, Smite Hex, Balth Aura, AI, can't really think of an elite. Perhaps just sig of removal), Energy Blast looks pretty overpowred, and I don't know how Sum of All Fears (lol at the name) is going to turn out. It looks pretty good at shutting down warriors.
I haven't been able to test anything because a) I didnt pre-order b) after 1 1/2 hours my loading screen is at 30%. 12K files remaining.
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Aug 25, 2007, 12:42 AM // 00:42
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#30
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Jungle Guide
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Weilder's Zeal+Ghostly Weapon+Zealot's Fire might become the new smiter for those triple Mel derv steamroll teams. Unblockable attacks on already devestatingly effective melee's... permenantly. This would be seriously broken.
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Aug 25, 2007, 02:39 AM // 02:39
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#31
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Forge Runner
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2 sec cast time for IAS sucks.
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Aug 25, 2007, 03:01 AM // 03:01
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#32
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by ibreaktoilets
OoA+Machoism. Discuss.
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Machoism + Dark Fury + Fear Me. Discuss.
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Aug 25, 2007, 08:13 AM // 08:13
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#33
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Wilds Pathfinder
Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
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Power Lock is so much fun that I even use it on Ele (when I don't have to carry Convert or Draw anyways).
Anyone used Waste not, Want Not properly yet? I know the e-gain is low but what do you think of the condition?
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Aug 25, 2007, 10:24 AM // 10:24
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#34
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Jungle Guide
Join Date: Feb 2006
Location: London
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Quote:
Originally Posted by TheOneMephisto
2 sec cast time for IAS sucks.
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Actually, when you can easily have it up for 14 + seconds with rush, its pretty good. 2 second cast is largely irrelevent apart from a possible interrupt, but be careful putting it up, and its a reasonably short recharge. Don't call unloads when you casting it ... 14+ seconds of rush+frenzy is pretty RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing good. Sigh. Anyway, it was never intended to work this way so all the haters don't have to worry about not using it anyway.
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Aug 25, 2007, 05:49 PM // 17:49
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#35
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Academy Page
Join Date: Sep 2006
Profession: W/
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Masochism+touch of agony+wallows bite+aura of the lich+blood renewal+dark aura.
Death Magic 8+3
Blood Magic 12+3+1
Soul reaping 10+3
the 2 touch skills will cost 1 energy, blood renewal 1 energy. nice spammage if you ask me.
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Aug 25, 2007, 09:31 PM // 21:31
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#36
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Forge Runner
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Quote:
Originally Posted by Gagonaka
Masochism+touch of agony+wallows bite+aura of the lich+blood renewal+dark aura.
Death Magic 8+3
Blood Magic 12+3+1
Soul reaping 10+3
the 2 touch skills will cost 1 energy, blood renewal 1 energy. nice spammage if you ask me.
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Exept its DPS/spike capacities are even shittier than the DPS/spike capacities of a regular toucher, which is already pretty bad, and you need to take a squishie into your frontline. And Blood Renewal is bad.
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Aug 26, 2007, 03:43 AM // 03:43
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#37
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Rapid Fire is going to become pretty dubious if it winds up only being on bows, and potentially more obnoxious than RaO if not.
Waste Not, Want Not doesn't seem that exciting. Energy gain's OK, but when stuff like Drain Enchantment and Power Drain give you some utility in addition to the energy management, why bother?
Quote:
Originally Posted by karunpav
This would be seriously broken.
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Solution: Nerf Melandru.
Last edited by Riotgear; Aug 26, 2007 at 04:02 AM // 04:02..
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Aug 26, 2007, 05:56 AM // 05:56
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#38
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Masochism is a skill that was most definitely needed to make some of the crappy Blood Magic abilities more playable...I used it along with Wail of Doom, Angorodon's Gaze, Vamp Gaze, Blood of the Aggressor, Blood Renewal, Signet of Agony, and Rez Sig for RA. Spam armor-ignoring damage and make physical characters mad with Wail. Pretty fun.
The problem, though, is that the actual life sac abilities ALL need improvement. Blood Renewal requires way too much up-front health expenditure to be used as a decent self-heal, Wail of Doom should just sac 1% and hit and "adjacent" range (now it can actually have a chance at thwarting a train), Signet of Agony should also just sac 1% health and have the recharge bumped down to 10 seconds (e-management), and Blood of the Agressor/Dark Pact/Barbed Signet should all get minor buffs. I also would like to see Vamp Touch/Bite at 10 energy with a 1% health sac component to fit in with Masochism.
Good to see a bad line get some new toys...hopefully it can be shaped up well enough to where you can create a Blood Magic Necro that's truly as menacing as a Curses Necro.
~Z
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Aug 26, 2007, 01:57 PM // 13:57
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#39
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Servants of Fortuna
Profession: E/Me
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If you're giving skills 1% sacrifice just so they work with Masochism, that should be giving you hints as to what the problem actually is.
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Aug 26, 2007, 03:34 PM // 15:34
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#40
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Forge Runner
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Quote:
Originally Posted by Mysterial
If you're giving skills 1% sacrifice just so they work with Masochism, that should be giving you hints as to what the problem actually is.
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Agreed. Might as well give them a 'this skill works with masochism and Dark Aura' note and remove the health sac completely. I agree a lot of health sac skills could use a buff, but 1% sec is pretty pointless.
BTW, anyone tested yet if an unspecced disarm removes your adrenaline?
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