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On September 15 2020 21:13 Sapaio wrote: Now i get it. Have you testet if a worm kill can deal overkill damage, as i said if worms don't have a life total. Then how can u do more damage than that?
Edit. I mean it says withering worms killed on hit, nothing about them taking damage as such. I haven't tested myself, but it does at least work for Herald of Ash, which is also based on overkill damage. This build is from 3.3, the patch where the worms were changed to always be killed in one hit. The "no longer viable" notice at the top is just talking about the changes to Slayer leech, nothing has changed about the overkill damage since then.
I believe they still have 1 hit point, the change was just that now if they are hit by something that normally wouldn't be able to damage them, they still die (which prevents using stuff like Southbound to inflict Elemental Equilibrium on them before killing them).
*edit* Patch notes are out.
Looks like Punishment deals reflected damage, so RIP my build concept.
*edit 2* Lotta big oofs in these notes. Firestorm's looking stillborn.
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Wow, first time the Patch Notes feel underwhelming because the Balance Manifesto covered 99% of the things already. Things I find mildy interesting are the new curse notables, Arc Blight Towers shoot 73% faster (!! I already built them before) and... 16 CHAOS Delirium zana mod lolol.
Been a while since they did not change what I have planned in the slightest. Still gotta decide which build exactly to play though.
edit: "/autoreply command now persists across area transitions." is big for trade leagues.
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Discharge ignite chieftain is my build Just need to find someone to make it as it will certainly be better than what my lazy ass can come up with
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So Bane was totally butched. I wanted to play IceStorm but the 5 storm limit puts me off. And I'm not impressed with FireStorm neither. Ball lightning lost like 1/4 of DPS lol.
Today when they reveal the new gems numbers, so maybe crackling lance is good. If not I'm thinking about playing Dominating Blow + HoP Guardian now, lol.
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Well to be honest Ball Lightning is still fine, but yeah the area nerf hurts. The base damage nerf barely matters with Archmage though. Still likely will play either Hexblast Occultist or - not sure if it's a good idea - a Holy Relic Guardian.
For the the Hexblast char I'll have to wait on the gem info, I'm expecting it to be somewhat underwhelming considering the elemental res mechanics it has. But it has to be kind of good because you can't really spam it. Also it will likely be pretty fun if you scale - cold res since you are likely able to freeze a lot of stuff with a crit build.
And considering the Holy Relic Guardian, I'm not sure how fun it is endgame since I bet it feels mediocre in open maps because the area clear isn't huge. It would be solid at bossing and massively tanky though..
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On September 16 2020 14:19 HolydaKing wrote: Wow, first time the Patch Notes feel underwhelming because the Balance Manifesto covered 99% of the things already. Things I find mildy interesting are the new curse notables, Arc Blight Towers shoot 73% faster (!! I already built them before) and... 16 CHAOS Delirium zana mod lolol.
Yeah, Arc Blight Towers were already pretty good, but after the new oils were added with the anointment for Meteor Towers leaving burning ground (that hits fire "immune" Blight enemies) I tended to stack those + Chilling Towers with the freeze anoint.
Fortune Favours The Brave will be a fun gamble this league - in SSF, 16c for Delirium will both hopefully open up some more cluster jewels but also will require a lot of juicing / good layouts / map rolls to be worth it - might shuffle my Betrayal board around a little.
T1 Tower/Volcano, T2 Residence is pretty great for SSF tbh.
Excited to see all the new base types - the Elemental Overload sceptre combined with a Malachai's Artifice for EE opens up some interesting cluster-jewel right-side options, hmmmn ....
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On September 16 2020 16:44 -Archangel- wrote:Discharge ignite chieftain is my build Just need to find someone to make it as it will certainly be better than what my lazy ass can come up with
Thinking about the same but as jug.
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Hmm, I just read about the 33ms server tick rate thing for CoC, does it apply for minion skills as well? Holy Relic is kind of like CoC except you just need to attack without critting.
So my question is: Will a Holy Relic with 0.375s skill cooldown actually have a 12*0.033 = 0.396s CD and as such require 2.52 attacks per second at most? That would mean you should have exactly that much or slightly below attack speed (or a multiple of that)?
edit: Also it appears they forgot to mention a huuuge Juggernaut nerf. Unbreakable went from 1.5% to 0.2% of Total Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second. Guess it was deemed to strong with Glancing Blows?
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How does this game even work.
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No idea where to play, most of my friends are on SC trade. Do I join them or say fuck it, and go HCSSF?
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I am SC trade, but you sound like HCSSF kind of Guy.
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On September 17 2020 00:09 r.Evo wrote: How does this game even work.
coming with the big questions here. As if any of us really knew
Will either start as totem hiero flipping through a few skills with prob glacial cascade as end goal, or I´ll do the whole archmage mom agnostic stuff on scion.
Ball Lightning really seems fine tbh. Area is the bigger nerf probably, but the base damage shouldnt be too much compared to archmage. And i'm pretty sure clear with gmp will be more than okay.
dmg wise we also get the new sigil of power.
I'm wondering (coming back to the "how does this game even work") how ball lightning works with the reworked proj weakness mark. It should split on marked targets if i get the proj priority changes right (whatever good that will do, kill adds or double boss or so maybe).
The gain flask charges like... every 0.5 seconds looks insane for the whole enduring mana flask mom stuff. Basically scion gets 10 charges / 3 seconds with this, so more than a full use in half the time it takes to run?
I imagine single target should still be pretty bonkers overall with mark and sigil despite the minor nerfs to BL.
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On September 17 2020 03:52 Espelz wrote:coming with the big questions here. As if any of us really knew Will either start as totem hiero flipping through a few skills with prob glacial cascade as end goal, or I´ll do the whole archmage mom agnostic stuff on scion. Ball Lightning really seems fine tbh. Area is the bigger nerf probably, but the base damage shouldnt be too much compared to archmage. And i'm pretty sure clear with gmp will be more than okay. dmg wise we also get the new sigil of power. I'm wondering (coming back to the "how does this game even work") how ball lightning works with the reworked proj weakness mark. It should split on marked targets if i get the proj priority changes right (whatever good that will do, kill adds or double boss or so maybe). The gain flask charges like... every 0.5 seconds looks insane for the whole enduring mana flask mom stuff. Basically scion gets 10 charges / 3 seconds with this, so more than a full use in half the time it takes to run? I imagine single target should still be pretty bonkers overall with mark and sigil despite the minor nerfs to BL.
You talked about other buff to ball ligjtning you can add firewall on top of that.
Also flask chargers gain and earlier talk about Withering Jar, made me think if skills and items that affect life or mana charges to life and mana flask would also affect Hybrid flask or not.
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On September 17 2020 03:05 Alur wrote: No idea where to play, most of my friends are on SC trade. Do I join them or say fuck it, and go HCSSF?
Do what you think you'll enjoy the most. Let's be real, you could probably go HCSSF until your first big rip when the race is no longer fun, start fresh on SC trade and still catch up to your buddies to chill. =P
I'm wondering (coming back to the "how does this game even work") how ball lightning works with the reworked proj weakness mark. It should split on marked targets if i get the proj priority changes right (whatever good that will do, kill adds or double boss or so maybe). If I get it right it should split into 4 when hitting the marked target, yeah.
...I'm wondering if you can get enough CDR to make Void Sphere playable as a main skill, but it'd probably be a bit thin at 10s base. Firewall also looks uh... funky.
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Surprisingly exciting league to plan for despite minimal changes to the ascendancies themselves. The new gems and changes to old ones are carrying most of the weight.
Have been torn between a few things I've been brainstorming with friends. Still think I'm starting Crack Lance Hiero, but have buddies that are looking at big Ignite Chieftain with the new Discharge numbers, and Hexblast Occultist with all the -cold res stacking and new curse changes. All really interesting, no idea how any of them will ultimately feel for clear, but excited to see how all three play out.
Edit: jesus christ the alternate quality gems are up and there's multiple alternate versions per gem lol. Didn't expect, thought it was just one Alternate version for some/most gems... And some of them are prettttyyyy sick
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Some of the new quality gems, seem to be something to build around. The cobra lash seem pretty wild. Projectiles deal 15% increased Damage for each remaining Chain
The auras seem so much better for solo.
Plague bearer seem something every body could use if u got spare gem slot. 10% reduced Chaos Damage taken while Incubating
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Yo am I crazy or is Impending Doom an unprecedentedly good Decay carrier?
*edit* Who was it here who was playing Decay Storm Brand last league? What total % more damage were you getting from the remaining duration mod on that?
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Holy shit Hexblast numbers are a lot higher than I thought... Might just end up being one of the meta skills this league. And yes ASoo you are probably right about that.
Many of the alternate gem qualitys that I checked out are badass.
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Does burning dmg benefit ignites?
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Increases to burning damage do benefit ignites.
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