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Is ther reason to even engage syndicate above like t12 maps? They still hit like 8k offscreen without projectiles in 82 zone with only one damage mod and u should expect 3. This league's puzzle design solution seems to be farm ossuary to unlock ur shit and do yellow maps for betrayal mobs if u wanna do them in maps and then go back to ossuary to lock them again.
U could also ofc play viable build but 99% people probably aren't doing this since there's gear maybe for 10 people in poetrade atm offline/online. It just seems confusing to me what they want. I just went viable build route and do them as I like or lock them if I level other character.
It's also possible this league was meant to be played with supports.
Some people posted here that they think they are going back to their roots which seems weird to do out of sudden without manifesto or any mention. I would gladly go back to farming merc docks with medusa movement in my anus but I doubt that's the direction GGG is going.
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On December 21 2018 01:14 Jealous wrote: I use leapslam on my duelists/marauders and I prefer it over every other movement skill I've used. Yeah Leap Slam is by far my favorite movement ability too but as others have mentioned it takes particular (usually melee) builds to actually make it feel good. Took a lot of adjusting when I moved away from melee the last league or two. Shield Charge is fine but there's something about it I've never quite loved.
Wands just plain don't work with Shield Charge, but that's not to do with attack speed. These days only global attack speed (like on the tree or jewels for example) affects how quick Shield Charge feels. The attack speed of the weapon itself only affects the start up, which is like, barely noticeable. Basically they made the move part not scale with weapon attack speed so you couldn't abuse Brightbeak anymore.
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On December 21 2018 01:04 Duka08 wrote: For caster-ish builds I've actually been rocking just Flame Dash and a Quicksilver on my second character this league and it's been fine. Flame Dash feels ok these days. I rarely find myself needing to just hold Flame Dash or Shield Charge for a long time depending on the map and if you clear it correctly without mega backtracking. Feels good. I was originally worried about having to squeeze Shield Charge in later on but have limited gem slots for it.
Easy way to trigger Arcane Surge as well.
Yeah same. I'm using Flame Dash and Quicksilver atm. Flame Dash just feels way worse than Leap Slam when you try to skip high ledges.
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On December 21 2018 02:04 Miragee wrote:Show nested quote +On December 21 2018 01:04 Duka08 wrote: For caster-ish builds I've actually been rocking just Flame Dash and a Quicksilver on my second character this league and it's been fine. Flame Dash feels ok these days. I rarely find myself needing to just hold Flame Dash or Shield Charge for a long time depending on the map and if you clear it correctly without mega backtracking. Feels good. I was originally worried about having to squeeze Shield Charge in later on but have limited gem slots for it.
Easy way to trigger Arcane Surge as well. Yeah same. I'm using Flame Dash and Quicksilver atm. Flame Dash just feels way worse than Leap Slam when you try to skip high ledges. It shouldn't, you can make the range larger if you activate "always attack without moving" by left clicking its icon and clicking it. But it certainly has worse range than Blink Arrow and Lightning Warp. For the unique map with the islands it's way worse though, right.
Same for Leap Slam ofc, it also is worse without "always attack without moving" activated. Leap Slam used to have a bigger range tho, it got nerfed a long while ago.
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On December 21 2018 02:04 Miragee wrote:Show nested quote +On December 21 2018 01:04 Duka08 wrote: For caster-ish builds I've actually been rocking just Flame Dash and a Quicksilver on my second character this league and it's been fine. Flame Dash feels ok these days. I rarely find myself needing to just hold Flame Dash or Shield Charge for a long time depending on the map and if you clear it correctly without mega backtracking. Feels good. I was originally worried about having to squeeze Shield Charge in later on but have limited gem slots for it.
Easy way to trigger Arcane Surge as well. Yeah same. I'm using Flame Dash and Quicksilver atm. Flame Dash just feels way worse than Leap Slam when you try to skip high ledges. One of my builds ties flame dash with increased duration, I think that helps how far it goes?
@Duka: Damn, so I did goof by using a Screaming essence of fear on a whale bone rapier and crafting minion stuff on it haha. Should have just done the reasonable thing and gotten a high ilvl scepter or something TT__TT
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No, increased duration only affects the duration of the burning ground that Flame Dash leaves behind. People generally link it with Faster Casting and/or (very low level) Arcane Surge.
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I always press shift while using skills with limited range. I just feeling like when I try to skip ledges often times nothing happens even though I'm standing at the very edge of the ledge. Or to put it in other words: It sometimes does nothing when I feel like Leap Slam would have done something... I also feel like Leap Slam has a higher range or did they nerf it? I played so much Leap Slam back in the day (also because I raced with Marauder). You could jump pretty fucking far at certain angles...
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On December 21 2018 02:39 HolydaKing wrote: No, increased duration only affects the duration of the burning ground that Flame Dash leaves behind. People generally link it with Faster Casting and/or (very low level) Arcane Surge. Thanks for clarifying! It is also linked with Flesh Offering so that makes sense to put them together.
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On December 21 2018 03:11 Miragee wrote: I always press shift while using skills with limited range. I just feeling like when I try to skip ledges often times nothing happens even though I'm standing at the very edge of the ledge. Or to put it in other words: It sometimes does nothing when I feel like Leap Slam would have done something... I also feel like Leap Slam has a higher range or did they nerf it? I played so much Leap Slam back in the day (also because I raced with Marauder). You could jump pretty fucking far at certain angles... Indeed they nerfed it since the glory days of racing with Leap Slam. I also raced with Mara and mainly during the days when Leap Slam was actually a great leveling skill.
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That's a shame... why though? : /
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I'm theory crafting an alt to make and I want to do low life CoC. The ice Nova cospris CoC seems pretty good, there's a thread for it in the scion forums but I was thinking low life might be better because of higher es than life and the new crafts and quality crafts seem to make es viable again. And the version in the thread uses MOM but ends up with still less life+mana than a good es build would have so I waa thinking low life should be good, but not really sure how it would play out or what class. Anyone have ideas or thoughts? One option is occultist for the free es. I guess if I go that I'd go 2nd curse rather than the power charge nodes. Another option is scion or maybe something like pathfinder?
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On December 21 2018 06:45 Miragee wrote: That's a shame... why though? : /
Because your movement skill shouldn't do just as much damage as actual abilities.
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On December 21 2018 07:24 hunts wrote: I'm theory crafting an alt to make and I want to do low life CoC. The ice Nova cospris CoC seems pretty good, there's a thread for it in the scion forums but I was thinking low life might be better because of higher es than life and the new crafts and quality crafts seem to make es viable again. And the version in the thread uses MOM but ends up with still less life+mana than a good es build would have so I waa thinking low life should be good, but not really sure how it would play out or what class. Anyone have ideas or thoughts? One option is occultist for the free es. I guess if I go that I'd go 2nd curse rather than the power charge nodes. Another option is scion or maybe something like pathfinder? I think going low life is a mistake over going life + mom. My build will be somewhere in the vicinity of 6.5-7k life and 2k+ mana when all is said and done, along with a loreweave.
www.poeurl.com/cdcy
Two might of the meeks in the usual scion spot, an unnatural instinct where it normally goes too. Running a cospris with scion is very easy to hit the attack speed cap for cyclone (relative for coc), so I pathed up through attack speed instead of spell damage for the unnatural instinct jewel.
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On December 21 2018 07:28 Blitzkrieg0 wrote:Because your movement skill shouldn't do just as much damage as actual abilities.
Ah so that's why they nerfed the range.
On a more serious note: Why not? Nobody was using it as a late game main skill anyways for obvious reasons? I think I once tried to make a Leap Slam Vaal Molten Shell build work but failed, lol.
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Yeah I was thinking of running CoC as a second character this league because I want to fill the screen with all sorts of crazy crap. Is cyclone the usual proc skill?
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From my ~2hours of playing ice nova CoC this league I'd say blade flurry is the absolute best proc skill, cyclone is slightly worse but you can move while doing it so it isn't a bad choice, and shield charge if you massively over gear and wanna go fast.
Also charged dash is a surprisingly good middle ground, it has the same aspd bonus as blade flurry and the waves that follow the ghost thing have a travel time and can therefore proc CoC multiple times per wave. Unfortunately it's really awkward feeling to actually use so I prolly wont be using it.
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On December 21 2018 08:36 Miragee wrote:Show nested quote +On December 21 2018 07:28 Blitzkrieg0 wrote:On December 21 2018 06:45 Miragee wrote: That's a shame... why though? : / Because your movement skill shouldn't do just as much damage as actual abilities. Ah so that's why they nerfed the range. On a more serious note: Why not? Nobody was using it as a late game main skill anyways for obvious reasons? I think I once tried to make a Leap Slam Vaal Molten Shell build work but failed, lol.
It is a matter of balance. If there is one leveling skill that gives you more mobility than anything that also clears then there is no point leveling with anything else. Do you buff flame dash or lightning warp to be on the same power level so that all characters can level and clear that quickly or do you force people to level slower as casters or respec after leveling with leap slam?
If every build is using the same skill or ability you have a design problem.
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On December 21 2018 23:31 ThaddeusK wrote: Also charged dash is a surprisingly good middle ground, it has the same aspd bonus as blade flurry and the waves that follow the ghost thing have a travel time and can therefore proc CoC multiple times per wave. Unfortunately it's really awkward feeling to actually use so I prolly wont be using it. Wow this sounds really intriguing, even if awkward like you said. Never would have thought of it. Neat interaction.
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You can't get shaper orb from shaped maps anymore :C
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Does anybody understand the mechanics of brands well enough to explain the details of them to me? I'm trying to figure things out from the wiki, announcement posts, and reddit threads, but it's a bit confusing.
Specific questions:
- My understanding is that brands have an "activation delay" (i.e., a pause after casting but before they hit for the first time; mentioned in this announcement), and that this time is longer for Armageddon Brand than for Storm Brand, but I can't find details. How long exactly is this delay? Is it scaled by cast speed the way the activation frequency is?
- When a branded enemy dies, do you have to wait out the activation delay again as it attaches to the next enemy, or does it keep firing the whole time?
- If you keep casting brands fast enough that you replace them before their activation delay is up, what happens? Do they just never hit because they're always stuck in activation delay?
- People talk about Brand Recall feeling really good and wanting to get its cooldown as low as possible, but I don't understand why it's worthwhile. Brands activate multiple times per second; isn't getting one extra activation every ~2s a negligible DPS increase? Is the increased attachment range the good part? Or does the spell allow unattached brands to activate, increasing single-target DPS?
- Is the "increased brand activation frequency" stat additive or multiplicative with cast speed?
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