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Lightning Dash seems pretty excellent for Paladins, Thanes, Sorcerers, and Thunderers. At least with Melee Builds.
Lightning Dash seems pretty excellent for Paladins, Thanes, Sorcerers, and Thunderers. At least with Melee Builds. I will definitely grab it for my Paladin later on just to try it out. At the very least, it will give me some more mobility. And that's something to keep in mind, it does increase your speed. So, it's a defensive and offensive skill.
Lightning Dash Is a LMB Skill. Like onslaugt, rune weapons ecc. But its too up in the tree. In a lover level It Will have make more sense.
Arc Discharge - more damage for Storm PetmastersDash - make Storm cool for meleeMeteors - Large AoE for Str buildsFire Nova - Large AoE for Int buildsDream Image - Fan favorite skill (Doppelganger), usable by all buildsPsionic Beam - Enable staff attack builds without SpiritSoul Drain - enable Vitality Damage focused magesSoul Vortex - life draining for non-int characters, esp. melee (bomb when surrounded)Phalanx - add pets to DefenseActive Block - reward twitch skills in otherwise passive masteryEarthbind - mass one-click crowd controlSylvan Protection - Pet-based crowd controlCotH - Finesse - support melee hunters with thematic buffSpear Dance - multihit & fear, compensate for shortcomings of spear buildsPoision Mayhem - keep PGB interesting in late gameBlade Barrier - weapon-effect based area traps, synergy with poisonsLasting Legacy - enable Warfare petmastersLine Slam - some ranged CC capability for Str warriorRunestorm - crowd fight skill for everyone, esp. str meleeRunic Minefield - keep Mines interesting late game, for int charsIf some skills feel uninteresting to some builds that is ok. While on one hand they should be widely useful, the intention with others was to create new ways of plaing a class that the usual builds don't usually follow.As such the lightning damage on Dash, for example, is mostly for effect.About earth, those skills really are the "fight large crowds" skills the Mastery promises, with both being similar because of Earth's Int/str duality. But that is why the fire one is a more common, lower damage "slow burn" and the meteors the effect-laden nuke.The idea behind Psi Beam specifically was to compete against Ternion Attack, while having a different feel to it. And generally supporting Staves in Dream. Soul Vortex is designed to turn around a bad situation in melee. Numbers scale with your level.Perfect Block is a trade between a short duration and a long cooldown to RMB away any dangerous boss attacks more often. This isn't meant to be used every other fight.Blade Barrier - The main feature here is that you put your weapon enhancements, including bleed procs and Mandrake, on an AoE spell. PBAoE buffs like Soul or Rune vortex currently can't do that, and we already have those.Closest alternative here would be to also make it a targeted line much like the Phalanx. Or perpendicular.
Some thoughts from a high ranking source
Dash - make Storm cool for melee
Meteors - Large AoE for Str builds
Psionic Beam - Enable staff attack builds without Spirit
CotH - Finesse - support melee hunters with thematic buff
Spear Dance - multihit & fear, compensate for shortcomings of spear builds
Poision Mayhem - keep PGB interesting in late game
Blade Barrier - weapon-effect based area traps, synergy with poisons
Line Slam - some ranged CC capability for Str warrior
Runestorm - crowd fight skill for everyone, esp. str melee
Runic Minefield - keep Mines interesting late game, for int chars
Blade Barrier - The main feature here is that you put your weapon enhancements, including bleed procs and Mandrake, on an AoE spell.