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Messages - InkyCricket

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1
General Gameplay SV AERA / Re: Soulvizier AERA - Elite groups
« on: 29 April 2020, 00:38:22 »


The glowing moss from moss elementals.

The summoned elemental runs slower than the player.

The granted summon moss elemental skill has a couple hidden things about it

1: It casts briar ward, but has a long cooldown on it.
Standing in it gives the sanctuary buff, but it gives me +14 health regen.
Because of this, it seems to be the old sanctuary skill at skill level 3/8 instead of the new sanctuary that you see in nature mastery that gives % health regen instead of a flat bonus.
It does not have any points in stinging nettle because monsters attacking it don't get poisoned.
I don't know what level/how much health the briar ward itself has.

2: The moss elemental causes poison damage on it's attacks. It appears to be around 186 damage over 3 seconds.

2

curse creeper - Act 3 Normal - Ooze
death clot - act 3 Normal - Ooze
They both have the same stats on their soul.



Vidja Shipwrecker - icthian in act 3 Normal
I do not have centaur nessus's soul so I could not test how his soul's endurance aura interacts with this one's endurance aura.


Ararat the Corrupter - A spider boss in act 3, most easily found in the hanging gardens.

Leeching Surge is an extremely powerful aoe attack that can easily save you, especially if you have bonuses to life leech.
It was my favorite soul to use on a warfare/spirit character from the classic soulvizier many years ago.
The Major loss of DA from using this soul might hurt a bit.



Mehrdad Coralskin - icthian in act 3 normal


3
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 27 April 2020, 21:35:44 »
Ember Oak casts stone form, but does not get affected by it in any way.

He does not gain the damage immunity from using it, and he does not get stuck in it for it's duration.




4
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 27 April 2020, 06:57:00 »
I am not seeing Cenon Stormborn(an icthian hero from act 3) soul's granted skill activating whenever I attack in melee or when I cast volcanic orb. It appears to have no effect.


5
Storm Crow - Act 1 Normal - A crow boss


Ancient Limos - Act 1 Normal - The limos boss you encounter in Kephisos Valley


The Faceless One - Act 2 Normal - Dune Raider
The earth enchantment granted skill is as strong as the regular earth enchantment at skill level 5/12.
When you have both the soul's granted earth enchantment and the regular earth mastery's earth enchantment on, it will keep switching back and forth between one and the other instead of stacking their effects together.
Because of this, it's granted skill is useless to a character with earth mastery. It's probably better for a Hunter/Occult + Rune or Hunter/Occult + Storm style character instead.


Manetho, Light of Heliopolis - act 2 Normal - Skeleton
The granted skill seems to be a temporary buff with a long cooldown to you and nearby allies. It's a nice and flashy skill.



bonelord. act 1 normal. I think he was an undead, though I can't fully remember off the top of my head. Sorry.
The activated skill seems to have around 5% or less chance of activating on attack.

6
Shadow Maw doesn't have a soul yet. That's because he wasn't in vanilla TQ:IT.
Some new heroes and bosses added by AE don't have a soul. A few heroes in classic SV also don't have souls.

For Frost Dweller, did you test with a melee or ranged attack ?

For Dire Flock, might as well add an icon on top of crow's heads to help differentiate them from enemies.

No complaints about Dire Flock. I was just remarking what it looked like since I didn't take a screenshot for other people to look at. I think it's a fun ability.

I tested frostdweller with the ice orb skill from storm mastery, the lightning strike spell from storm mastery, and attacking in melee with a dagger. The results were the same in all three: only really close monsters would get hit and the particle effects would only appear around the player.

I re-tested it just now with a new test level 40 character. Against the 3 crows you encounter before going to the harbor where the merfolk are, it works perfectly in melee. Against the merfolk it often does not reach them when it activates unless you move slightly closer. Considering the name of the skill and it's particle effect being the same as the boss's particle effects from his projectile attack, it seemed likely to have been intended as a ranged attack.

7
Here's what I got so far.

Blastfang, a fire bat in act 1. Normal difficulty.


Dire Flock, A crow in act 1. Normal Difficulty. It's summoned crows ability that it grants look exactly like normal crows.


Polypas, Prince of the Blade, a skeleton boss in act 1 that you need to kill for a side-quest near megara. Normal Difficulty.


Roughneck, a turtle in act 1. Normal difficulty.


Cepharis, the quest boss in the north part of Parnassus Caves in Act 1. Normal difficulty.


Frostdweller, a eurynomos in act 1. Normal difficulty. The granted skill seems to only affects monsters that are extremely close to you and practically on top of you, slightly closer than melee range. (bug? I tested this with a new level 40 character against the merfolk in Corinth Harbor Quarter.)


Scirtus Flamehorn, the Satyr shaman from the very first quest in the game. Act 1. Normal.


I farmed shadowmaw 30+ times and got nothing so I gave up on him because I don't know if he has a soul or not.

8
Frequently Asked Questions
Why is there no Blood Cave+quest, no secret passage after the one in A4, no secret vendors with occult skin, etc ?


To be honest, I think this is a good choice.
Blood cave is more of a repetitive "grim dawn" style area instead of the "myths and legends" style areas that titan quest normally has.
I had the same feelings about occult replacing rogue and the UI change that SV had. Simply the wrong style. Rogue wasn't the most interesting though, so that replacement was okay and the summons had satisfying special effects which made up for it.

I've been excited for this mod for awhile.
It always was my favorite mod for vanilla titan quest and the game just isn't as fun without it.

9
Heads up about lightning dash:

It doesn't proc things like defense's shield bash attacks or runeword explode and stuff.

Just recently, a 0.7 second cooldown was added to it.

I don't know why this was added, but I would venture a guess that it was to allow the player to dash around and do a little extra damage every few hits, like how calculated strike is, and still allow weapon procs like shield bashes or runeword explode to work on the other attacks while dash is cooling down? It's just my guess.

The 0.7 second cooldown will likely throw a wrench into your weapon damage conversion plan for the skill.

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