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On June 17 2020 02:02 Sapaio wrote:This keystone seem to solve the impale problem with for 2h. except for when your leap slam triggers the impale and not your big attack. Or the low initial hit from earthquake and not the much beefier aftershock.
Its a good idea, but execution may be lacking.
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On June 17 2020 02:07 Gorsameth wrote:except for when your leap slam triggers the impale and not your big attack. Or the low initial hit from earthquake and not the much beefier aftershock. Its a good idea, but execution may be lacking.
Still leaves Perforate, Ground Slam and Sunder. Can see the problem with Leap Slam.
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If you get enough dex, using Dash + Second Wind is good for 2h builds since their leap slam isn't the fastest anyway and Dash is super responsive since it feels like it's instant, it makes bosses so much easier. It's not the fastest if pure movement is the objective, though, unless you also use Smoke Mine but that would be too cumbersome for me.
The position of it isn't great though, the marauder build I have planned would have pathed to the Duelist from the soul of steel cluster to the impale cluster. But we'll see how the passive tree looks after the changes, Wrecking Ball & Executioner might be worth picking up and then it'd be not a bad idea pathing differently since the fortify wheel is also pretty good.
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yeah, dash is a good idea so you don't use up exerts or waste The Impaler stacks. I'm still a bit confused on the node. It's definitely not as good as fast attacking impale which is effectively 50% more damage. But if it still ends up an effective 30-40% more damage it'll still be good. It's making me think of going Ground Slam instead of EQ tbh.
Like Pwere said the explosion imaple gloves seem like they'd be insane with this so I'm definitely going to try and nab them up. Even if they end up really expensive there is usually a lag time before a streamer uses them or the meta catches up (ex: purposeful harbinger jewels were relatively cheap once upon a time)
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On June 17 2020 02:49 EchelonTee wrote: yeah, dash is a good idea so you don't use up exerts or waste The Impaler stacks. I'm still a bit confused on the node. It's definitely not as good as fast attacking impale which is effectively 50% more damage. But if it still ends up an effective 30-40% more damage it'll still be good. It's making me think of going Ground Slam instead of EQ tbh.
Like Pwere said the explosion imaple gloves seem like they'd be insane with this so I'm definitely going to try and nab them up. Even if they end up really expensive there is usually a lag time before a streamer uses them or the meta catches up (ex: purposeful harbinger jewels were relatively cheap once upon a time) I think with Ground Slam you'd want Multistrike though since it feels so much better with "auto-aim", and then the 4 seconds seems far too much. In general it seems to be made for ultra slow attackers, so mainly Earthquake. Other builds would probably prefer Impale without the notable since bossing is generally where Impale matters.
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nah multstrike wasn't necessary before and is even less necessary with fist of war / war cries (assuming they end up tuned well enough). Mathil example of old ground slam:
+ Show Spoiler [video] +
Honestly, with Earthquake if you can get helm enchant, +less duration, you can get to a respectable amount of hits per second, so standard Impale should be fine. It's base duration 1 sec * (0.51) less duration * (0.7) helm enchant = 0.357 sec EQ duration. That's 2 hits per 0.357sec, which is roughly (1 / 0.357) * 2 = 5.6 hits per second. Good enough for bossing, and for mapping everything should die in 1 tap. If it doesn't then you'll have some big aftershock impales stacked up
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On June 16 2020 21:22 Pwere wrote: Did you try Vulkan? It does wonders for CPU-intensive stuff (like spamming storms).
I'm likely going Cold DoT now. Trying to fit in the new brand will keep it somewhat fresh. I have plans for Impale with the Harvest gloves, but there's no way they're not multi-ex unless they drop like candies. Wanted to say the same. I logged onto my whispering-ice-char once last week to see if Vulkan did anything. Played a Tier10-Beyond Map - not influenced - and my fps were much much better than I remembered. I cannot connect to the server right now for whatever reason so no chance to post any numbers but it's definitely worth a try.
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On June 17 2020 03:10 EchelonTee wrote:nah multstrike wasn't necessary before and is even less necessary with fist of war / war cries (assuming they end up tuned well enough). Mathil example of old ground slam: + Show Spoiler [video] +https://www.youtube.com/watch?v=J6dIfev32s0 Honestly, with Earthquake if you can get helm enchant, +less duration, you can get to a respectable amount of hits per second, so standard Impale should be fine. It's base duration 1 sec * (0.51) less duration * (0.7) helm enchant = 0.357 sec EQ duration. That's 2 hits per 0.357sec, which is roughly (1 / 0.357) * 2 = 5.6 hits per second. Good enough for bossing, and for mapping everything should die in 1 tap. If it doesn't then you'll have some big aftershock impales stacked up Yeah, you can do it and especially Mathil feels fine with absolutely everything, but I personally tried GS on my Slayer (so a lot of AoE, comparable to what the "slam teaser vid" shows) and while the area coverage was great, it felt much more enjoyable to play with MS and I value that a lot.
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Isn't it to soon to say what slam is best we don't know the reworks
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On June 17 2020 03:51 Sapaio wrote: Isn't it to soon to say what slam is best we don't know the reworks We don't know it yet, but we saw the teasers. Personally Ground Slam looks the most appealing, I already liked it before, especially with the jewels for it. The patch notes and gem reveals will mostly tell us how good the damage output of certain skills will be.
edit: New Berserker Ascendancy change is up. Not considering Berserker for now (gotta wait until the patch and new passive tree is up though). Old War Bringer made Berserker have a defensive tool that was pretty bonkers, new War Bringer makes you deal even more damage. Sure, you will delete bosses with the right build, but I don't like it.
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The Berserker rework feels really strange.+ Show Spoiler + It's bad with Blitz, bad with Rite, so you get leech + 1st crit node? 2h crit warcry with inconsistent speed seems like a very niche build...
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How easy/hard is it going to be for a 2H Berserker to generate rage? Even though warcrying at high rage will burn some, if you build it back relatively quickly then it might not feel that weird. I think they also mentioned adding rage nodes to the tree that we haven't seen yet, so might help to wait for full changes.
The idea of a rage-y, no crit, warcry 2H zerker sounds fun in theory, but I can see why the nodes look like they don't work well together. Rite + Carnage + Warbringer will probably be fine as long as you don't feel like you're constantly smoking all your rage by Warcrying and getting zero returns from taking Rite. Will need to see what the rest of the tree looks like I guess. Keeping a close eye on this as an alternative to Jugg (and can always switch to/from later obv)
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Not sure that this is meant as combo to go with carnage and rite. For me it seems like alternativ way to genarate rage design for slow 2h slams . The build up with warcry speed give me feel that first cry to get massive rage boost the second to get big damage boost.
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Don't want to kneejack react but this change seems terrible. Chieftain rework seems more fun if you're into tectonic slam. I was thinking Oro's Sacrifice Tectonic Slam could be good as a starter
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Zerker depends a lot on if you can generate 50 rage one cry, then go to 25 and 0 the next two, or if you spend it instantly if you have above 25 after a cry, so you would go 25-0 constantly.
And yeah, Chieftain looks solid. Sustaining charges isn't so easy tho with 8s enduring cry.
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Charge on Melee Stun is decent, isn't it?
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Bosses have 2s stun immunity per stun, so that's gonna be a problem if you don't have 10M dps.
And General Cry is out. Looks fun, but apparently you can't use the skill yourself, so you need to dedicate a 4 or 6L to it. Still looks insane for Earthquake as each Ghost has its own aftershock.
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how good is spellslinger VD? as a starter? I don't know anything about the build but it looks interesting
patch out. first impression - warcries have 0.8 sec cast time? ughhhhhhhhhhhhh
-- "Shockwave Support Now gains additional uses as the gem levels up, up to 4 at gem level 20. Now deals 160% of base Damage at gem level 1 (unchanged), up to 260% at gem level 20 (from 210%)."
This seems really good actually --
"Labyrinth helmet enchantments that granted reduced Earthquake duration can no longer be obtained, though existing versions are unaffected."
what the fuck. guess I got some legacy gear in standard. Makes me less excited to run EQ....
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Shockwave change is interesting.
Looking at the atlas shuffle - all the Emperor of Purity-dropping maps are T13+, lol. Had planned to spam Fungal Hollow in SSF. Residence at T14 too, damn. Tropical Island and Glacier are nice T1s to spam for seed... growth? germination?... however.
Edit: Prob T3 Pen for The Chains That Bind is the best option, hmmmn, unless I finally want to break my sanity in T2 Cursed Crypt getting data on The Celestial Justicar.
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On June 17 2020 10:06 EchelonTee wrote: warcries have 0.8 sec cast time? ughhhhhhhhhhhhh Does anything reduce that? Action speed I guess, so like Tailwind? They're not spells so not cast speed, right?
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