Lightning Dash seems pretty excellent for Paladins, Thanes, Sorcerers, and Thunderers. At least with Melee Builds.One problem with lightning dash is that most melee masteries have their own movement skill and do not need another one urgently. I wouldn't be building rogue + storm as melee, so the only exception would be rune + storm. This lightning dash would better fit rune then.
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.I fear it lacks much more as an lmb skill, than as movement skill. It is supposed to be a skill for hybrids which had always been sort of problematic in TQ. In rune mastery autoattack skill, rune weapon, this is addressed by stacking crazy intelligence buff (up to 140%), flat elemental damage (50 I think) and full physical to elemental conversion. And still, rune weapon does not always get to satisfactory performance as a melee autoattack skill.
Arc Discharge - more damage for Storm Petmasters
Dash - make Storm cool for melee
Meteors - Large AoE for Str builds
Fire Nova - Large AoE for Int builds
Dream Image - Fan favorite skill (Doppelganger), usable by all builds
Psionic Beam - Enable staff attack builds without Spirit
Soul Drain - enable Vitality Damage focused mages
Soul Vortex - life draining for non-int characters, esp. melee (bomb when surrounded)
Phalanx - add pets to Defense
Active Block - reward twitch skills in otherwise passive mastery
Earthbind - mass one-click crowd control
Sylvan Protection - Pet-based crowd control
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
Lasting Legacy - enable Warfare petmasters
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
If 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 sourceNope, its not a good way to reference, please provide a source so I know whom I'm talking with.
Dash - make Storm cool for meleeLike I tried to explain above, making storm cool for melee requires considerable effort in general, and a single not overpowered skill won't cut it.
Meteors - Large AoE for Str buildsTried them again, 10 attempts, 7 misses, 3 hits. Can't kill yotuns though can kill melinoe. Thats how a single hit skill you can't aim would always perform. 40 seconds to wait after missing and I can't do anything to aim better. Can't find a use for it in a build. If its for damage, such cooldown and random target location makes it so I can't rely on it in anything.
Psionic Beam - Enable staff attack builds without SpiritIt is going to take more than piercing to compete with ternion. Crate tried that wit ranged cadence and it is still not quite there. Usable with pistols and rapid attacks, not going to do much with slow rifles without a legendary set.
CotH - Finesse - support melee hunters with thematic buffA standard dexterity based piercing build that uses CotH for pierce buff can easily have ~600 OA from dexterity alone by late game (or 1000 with some effort). 700-800 with a single veteran's weapon. With a debuff that removes half of mobs DA its the same as having 1400-1600 OA. Easily enough to consistently crit anything in the game.
Spear Dance - multihit & fear, compensate for shortcomings of spear buildsThere are no shortcomings that spear builds have, inability to multitarget can be compensated with a second mastery skills and aren't even that much needed: spears are one of the simplest ways to play because of how strong they are, you generally just one-hit-kill everything. I wouldn't put fear on it if its supposed to be AOE - you would want mobs to run at you, not away.
Poision Mayhem - keep PGB interesting in late gamePGB is already very viable in late game if built around. Adding more projectiles isn't bad, but without ability to target them even roughly they are good for nothing.
Blade Barrier - weapon-effect based area traps, synergy with poisonsThis is too slow for when mobs are already in melee range.
Line Slam - some ranged CC capability for Str warriorIf it is crowd control its duration is too short, with mobs getting stun resistance on higher difficulties its hard to keep them within other spells range.
Runestorm - crowd fight skill for everyone, esp. str meleeHitting this button doesn't visually do anything. For people to use a skill in a build it should have some guaranteed effect they can rely on. See flash powder - if it does not confuse, it still always slows and fumbles drastically.
Runic Minefield - keep Mines interesting late game, for int charsRune mines damage in late game is pathetic.
Blade Barrier - The main feature here is that you put your weapon enhancements, including bleed procs and Mandrake, on an AoE spell.Throwing knives can do that at a screen range and that is a huge advantage over blade barrier.
Throwing knives are a longer range way to apply weapon effects, yes. And a completely different playstyle. If you want to turn your melee assassin into a knife thrower, you are free to do so. That doesn't justify removing or changing Blade Barrier.Giving throwing knives to a melee build for damage works fine. You get a ranged spell, and mandrake at range. Blade barrier works at the same range as your melee weapon, so its weird and redundant when you swing your weapon at the same mobs. Weapons tend to be stronger than spells too. So it goes like that: you turn on blade barrier, see mobs starting to take damage while you kill them immediately with attacks.
People already play Storm with melee characters. Giving those players another option to use a skill is already a cool thing to do. Your personal standards on what effort is required to make something "cool" might need reevaluating.Uh, lol, what.
I do agree on Meteor. Consistency makes a skill more attractive than sheer dumb luck. I hope this does change eventually.If meteor has some consistency in where it falls, it could be built as a physical caster with reduced recharge gear. A different playstyle than physical melee. It would have to sacrifice some defense and probably also attack speed for recharge, which sounds like a thoughtful decision not without drawbacks.
"Considering how Hunting does not need to crit consistently"Hunting can already crit consistently, its common way to build a character which would normally utilize CotH, and another skill that was already there, is enough.
Why not? If a Hunting player picks a second mastery that wants to crit, why stop them? Also, who said only Hunters benefit from Call of the Hunt?
Again, look at other playstyles, not just the metagame, best DPS builds. They want to encourage diversification, not making OP things more OP.Yes, sure, thats exactly what I'm doing.
Allowing a Pure Hunter to hit more enemies with a spear sounds like a great way to encourage that new playstyle.New skill does not have much damage to be anything attractive and chance of fear is counterproductive for melee.
Everything you didn't respond to: I take it that you're ok with those skills then?I commented on them in the first post of this thread and later, that should be enough. But if it isn't I may try to elaborate.
i fully understand the intent on adding a melee skill on storm.. yeah diversity.. but adding an out of place skill at the top of the tree is not the solution..Thanks for formulating this, its about what I was trying to tell. Hybrids go against the normal TQ character building schemes and need a lot to compensate for that. For damage, rune weapon stacks an absurd intelligence on player while converting all physical damage to elemental and adding more flat elemental. If its defense, the problem is in the storm mastery tooltip. Its good for attack, bad for defense. It only has damage reduction in squall and some unreliable crowd control. If you want to help strom in melee with defense, it would again require stacking multiple layers of defense to get anywhere near actual melee masteries.
- Blade Barrier is like the fusion of Trap + Throwing Knives, so you have a skill that can scale by character but attack separately like a pet.I'd argue its not for melee at all. Throwing weapons perhaps, though why wouldn't you use throwing knives on them too?
- Finese: this skill can buff OA for allies in range so it very good to buff OA for melee pets ( which can't be boost OA for them before) or co-op friend.Flush out can also do that by debuffing mobs your pets attack.
- Just cast Blade Barrier and you can attack by yourselves, so you and BB attack together, it surely better than you just attack alone.i fully understand the intent on adding a melee skill on storm.. yeah diversity.. but adding an out of place skill at the top of the tree is not the solution..Thanks for formulating this, its about what I was trying to tell. Hybrids go against the normal TQ character building schemes and need a lot to compensate for that. For damage, rune weapon stacks an absurd intelligence on player while converting all physical damage to elemental and adding more flat elemental. If its defense, the problem is in the storm mastery tooltip. Its good for attack, bad for defense. It only has damage reduction in squall and some unreliable crowd control. If you want to help strom in melee with defense, it would again require stacking multiple layers of defense to get anywhere near actual melee masteries.
Can a single skill like lightning dash do all of that? Hardly, unless its some completely overpowered skill, which it isn't.- Blade Barrier is like the fusion of Trap + Throwing Knives, so you have a skill that can scale by character but attack separately like a pet.I'd argue its not for melee at all. Throwing weapons perhaps, though why wouldn't you use throwing knives on them too?Quote- Finese: this skill can buff OA for allies in range so it very good to buff OA for melee pets ( which can't be boost OA for them before) or co-op friend.Flush out can also do that by debuffing mobs your pets attack.
- Just cast Blade Barrier and you can attack by yourselves, so you and BB attack together, it surely better than you just attack alone.For me it results in BB doing approx 1/10 of what hero does with weapon in the same time. Redundancy.
More OA always good, especially when facing enemies that have high DA or dmg absorption, more critical hit, more good.Not in this game and not even in GD. Crit multiplier gains from OA have ceiling. I think Anniversary edition meddled with OA/DA formula, but for max crit multiplier (x1.5) attackers OA should exceed defenders DA by 500 https://titanquestfans.net/index.php?topic=43.0
- Formula for piercing dmg are 2 formula. For piercing dmg on weaponUm, we were talking about OA/DA in relation to crit.
= (((pierceDamageDV / ((strengthDV/500)+1)) * ((strengthDV/2000)+1)) * ((dexterityDV/400)+1)) + (dexterityDV*0.03)
You should update.
You can test the effect of Finese on Wolf. You will be surely surprise.Its hard to surprise me but I don't have any rangers or brigands and cannot test it, so I guess I can trust you on your word? That would make the skill summoner related. I mean summoner skill in hunting. After melee storm and summoner defense I shouldn't voice it I guess, but I just want to ask devs to make a cold or lightning damage spell for warfare then. So that caster thanes could use it. That would be completely fair.
Just be sure that you test on monster, don't test on dummies.
I shouldn't voice it I guess, but I just want to ask devs to make a cold or lightning damage spell for warfare then. So that caster thanes could use it. That would be completely fair.it's no different from lightning dash from storm.. but warfare melee players would say it's useless
I shouldn't voice it I guess, but I just want to ask devs to make a cold or lightning damage spell for warfare then. So that caster thanes could use it. That would be completely fair.it's no different from lightning dash from storm.. but warfare melee players would say it's useless
well how about storm caster players? these devs are totally one-sided it's disgusting
these devs might be thinking: since there are few caster players anyway, it's OK to eliminate them
do you really think lightning dash is a good top tier skill for storm?I shouldn't voice it I guess, but I just want to ask devs to make a cold or lightning damage spell for warfare then. So that caster thanes could use it. That would be completely fair.it's no different from lightning dash from storm.. but warfare melee players would say it's useless
well how about storm caster players? these devs are totally one-sided it's disgusting
these devs might be thinking: since there are few caster players anyway, it's OK to eliminate them
Storm already has a lot of caster skills, what do you think is lacking ?
Huh? Squall is great for CC and Lightning Bolt isn't bad.squall has debuff, not CC.. those 2 are different
Its strange that something likes this happen when the community was involve in the first place. When they start recruit some long time player i was thinking that this Will have solve the most problem before It present itself at the release. But It seams this isent the case. Maybe they Will need to open some poll for let the player choose what skill has to be modified and in what way.maybe the beta testers were more focused on finding bugs? i agree with the open poll.. 100%
i dont like how fire nova skill effect covers all screnn, i would prefer having it as small radius thogood point.. but if they made the radius small, they would have to add a different debuff/CC.. impaired aim would be near useless with small radius.. for me, fire nova should be a skill you can cast often.. so smaller radius but not with that high energy cost.. and different debuff/CC
in my case though, all my characters are unplayable until they fix quick cast when holding shift.. i already submitted a bug reportUmm cant you just play without quick cast then? Just toggle it off in the settings. I'm not liking it either, so only for specific characters Ill be turning it on, if at all.
until they fix that, only then can i play and only then can i participate
if i turn it off, i feel silly not putting points on the new skills.. why do you have to click again when casting fire nova and meteor rain when the landing spot don't change anyway? but notice that skills like blade barrier and perfect block are fixed even if quick cast is disabled.. did the devs have any caster beta testers?in my case though, all my characters are unplayable until they fix quick cast when holding shift.. i already submitted a bug reportUmm cant you just play without quick cast then? Just toggle it off in the settings. I'm not liking it either, so only for specific characters Ill be turning it on, if at all.
until they fix that, only then can i play and only then can i participate
Storm - tested with a bow/spear lightning sage.
Lightning dash - movement ability like take down. No idea what is it doing in storm mastery, I'd rather asked for more reliable crowd control there.
Arc discharge - does not make wisp do any notable damage on a non-summoner when maxed. No idea how it would fare on a dedicated summoner.
Earth - tested with a physical battlemage.
Meteor rain - rocks fall in a large radius around you in random locations, physical and burn damage. Damage is poor on a physical caster for an ability with such cooldown. Inability to target makes it even worse, if it misses, you'll be waiting some 40 sec to try again.
Fire nova - don't have an appropriate fire caster in legendary to test this.
Huh? Squall is great for CC and Lightning Bolt isn't bad.Yes, squall is not CC, thunderball and freezing blast are. Storm surge too. Thats a lot of CC skills in one mastery actually, but they are pretty terrible for a mastery called "storm". Thunderball is a small projectile on cooldown that is very easy to miss. Mobs actively avoid it by stepping to the side too when they see it. Freezing blast comes with a drawback of 80% damage adsorption for frozen mobs. And there are plenthy of stun and freeze immune mobs in the game, some are immune to both. Storm surge is a proc on taking hit so unreliable to build around. You can't, say, stun one particular pack of archers with it, when they proc it with a single arrow from range, and then its on CD when you're close.
Its strange that something likes this happen when the community was involve in the first place. When they start recruit some long time player i was thinking that this Will have solve the most problem before It present itself at the release. But It seams this isent the case. Maybe they Will need to open some poll for let the player choose what skill has to be modified and in what way.Indeed, I have less time to play games than I'd like to now, but thought with community involved they will fugure something out in whatever they were doing. And yet they did not. How did that happened? Was community involved with the skill design at all? Or was it done in Ubisoft way, "We do what we want while the community is free to upvote it" - ?
@Prosoro , try running a squishy caster on late game legendary, using lighting dash for the sake of movement speed.. you just make yourself closer to dying.. chance to dodge will not help.. that's why i play on fully zoomed camera angle.. as a caster, you have to be careful and not just mindlessly rushing in casters got the shorter end of the stick.. that much is obviousEvasion can actually work when stacked to around cap, 80%. If you stack it with dodge attack from warfare, you should see a notable damage reduction. But there are two issues still. Stacking evasion from gear is difficult, and more so than CTAP, so its not an easy to do thing in any case. And when the hit goes through evasion you take full damage. That means you still need other layers of defense together with it, to not get 1-2 shot by some mobs when using it. High DA, armor, damage absorption, damage reduction, etc. Of these, storm has physical damage reduction in squall and impaired aim, thats all, its incredibly fragile mastery. High cold and lightning absorption in energy shield since Ragnarok, but it sort of limited to these damage types.
to modders: how about this suggestion, if you really like lightning dash
since that 10 lighting damage is worthless anyway, how about remove that but instead it transmits/converts all weapon damage to lightning instead? that would really fit the name lightning dash, right? and it will now scale with static charge and eye of the storm
how the player will use a shield is up to the player.. pair it with rune or defense (armor handling).. equip lots of requirement reduction.. santa's shield.. or just use it with bow, if it works with bows.. last time i checked it works with thrown weapons
Imagine fighting a boss, and you needed to use stoneform, but couldn't cuz your manapot is on cooldown and Meteor Shower just took your mana pool from 80% to 0.yes absolutely.. but these things you only see when you actually play the game.. you just don't see it when writing theorycraft skills on paper
Overall Impression on New Skills:
You don't need to have every skill good for every build.in most other rpg games this is probably true.. but for this game i would disagree.. you don't need out of place skills.. if you want to stray a little bit from the build, that's what dual classing is for
in most other rpg games this is probably true.. but for this game i would disagree.. you don't need out of place skills.. if you want to stray a little bit from the build, that's what dual classing is forI didn't say you need out of place skills (the definition of "out of place" being largely subjective). It's just that if every skill was good for every build then you wouldn't have to make strong choices. You would just have to max everything out, the only question being priorities between skills. It doesn't hurt to have different skills here and there, that are designed for specific use. TQ is lacking a bit of these kind of choices, you often feel like every skill is mandatory, like you're on rails and everything feels automatic.
i like every skill to be good for every build..
i play casters so I'll only speak for casters.. I'd rather not touch on melee and archer builds as i don't play them often enoughi like every skill to be good for every build..
Do you think it was the case Pre-Atlantis?
You don't need to have every skill good for every build. That's normal if Phalanx has no real use for melee builds, it's made for Defense summoners, it's on purpose that Meteor Rain is better for melee chars than casters (except for the cost, I agree), Lightning Dash isn't made for squishy casters, Lasting Legacy is made for summoners and doesn't have to offer a lot to other types of chars, etc. I find that perfectly normal that a skill may not be good for everyone as you don't have enough skill points to max every skill anyways.
This said, these skills need balance, and some of them have been placed on top of the trees but should belong to lower tiers.
For Perfect Block, it would need a larger CD if its duration is up to 2s, otherwise it would become too OP with -80% recharge.
me, i like it if i have to make choices.. you don't have enough skills to max everything so you end up trying different skills and see what suits your tastes.. do you max skill A and ignore skill B? or max skill B and ignore skill A? or perhaps 5 pts each? i like to make those kinds of choicesDon't take me wrong, I like choices too and I am not really satisfied with the masteries design of Atlantis.
edit: if you already know what skills to ignore, then that kills those choicesIt doesn't matter if you already know at level 1 that a skill isn't good for your build. There was indeed a choice when you choose an "archetype" (like caster, melee, summoner, etc) after choosing a dual class.
The only practical use I see for this skill is when you get yourself in big trouble and you target a stray archer/mage to get yourself out of that trouble. Using this skill like Charge, to close out distance between you and your intended target is "all flair and no substance." All the bonus stats you get temporarily suggest that this was intended to be a safety skill, why not make it universally usable?I think it's primarily made for comfort, not actual safety, and it does increase the clearspeed, especially for a slow char. Melee are sometimes kinda slow and that skill quickens the pace of the game for melee, I think it's welcomed for a Paladin or even Sage because of the lack of LMB skill. Granted it's a niche skill.
But in Ragnarok before Atlantis, it was kinda worse because there were too many skill points (more levels than IT, but same mastery bars and skills).agreed.. upping the mastery bar to 40 was maybe the only thing i liked about the update
But in Ragnarok before Atlantis, it was kinda worse because there were too many skill points (more levels than IT, but same mastery bars and skills).agreed.. upping the mastery bar to 40 was maybe the only thing i liked about the update
i have to be honest, i don't even have the game installed right now.. this blatant show of disrespect towards casters, to say that I'm disappointed is an understatement.. and seeing the modders got some problems with the updates.. i decided to not have the game installed for now.. but i still visit the forum regularly to read comments and chat a little bit.. perhaps over time i will have a cooler head and not be a constant sourgrape.. but i stand by my criticisms towards these devs
about lightning strike, i thought about this on a paladin but defense is defensive enough.. and with some CDR, I'm not sure I'll take it over batter as LMB.. and I'm not even sure it will be better than the old caster paladin build.. sage, a hybrid melee spear? i think I'd rather go with @mammoth_hunter 's bow elemental sage (https://titanquestfans.net/index.php?topic=544.0)
Maybe a lack of knowledge, if we can call it that way?yeah.. ok.. I'll call it that.. still, ignorance with their own game is a dev crime .. if there is such a thing
If I'm not mistaken, if you use a Mastery Shrine and summon a pet while under its effect, the pet will be of higher level, but it won't lower down when the effect wears off.yes.. i said that, but not directly.. i just assumed everybody knows it already.. but a skill that only activates when you find a mastery shrine? that loses some appeal.. and it doesn't have much appeal to begin with
just some thoughts.. but first, this lacks proper testing so i might be missing some things here- Yes, at least Wisp lvl5 so Arc Discharge skill can have effect on Wisp's Thunder Clasp.
arc discharge - enhances thunderclap ability of wisp
in other words, it only activates when your wisp is at least lvl 5, right? but putting 4 additional skill points on wisp feels like a waste right? granted, it's not too difficult to get +4 all skills.. but a skill that only activates when you have +4 is... well.... icky
also, there are mastery shrines scattered throughout the game and the wisp don't die easily.. but what if it does then you have to wait to get another mastery shrine just so the wisp can use it.. act 4 plains of judgement, the wisp dies there easily.. also iirc act 5 against jotuns
then a lesser issue.. it deals elemental damage so in order to get the most of it is you equip elemental pet rings.. but what other permanent pets deal elemental damage? core dweller and? as said in another thread, lich king does not benefit from flat elemental damage from pet rings except when it casts arcane blasts.. but the liche does not cast it often enough to justify wearing elemental pet rings.. and who would build a petmaster oracle anyway? the nymph has poor target AI and the wolves benefit mostly from physical pet rings because of SotP.. although this is lesser issue because you can still play elemental damage traps and perhaps getting your doppelganger to deal elemental damage
the stun may be of use.. maybe? storm still needs a reliable CC that you can cast at will though.. and back to above.. you still need +4 or else you don't get any benefit from it
well, as i said, i don't play the game anymore.. i don't even have it installed right now.. so a question @icefreeze , is it worth any point? just lvl 1? or if it's worth more points, at what lvl does it deserve more points?Arc Discharge boost Thunder Clasp dmg and spread to enemies nearby, so if you play pet builds, you should increase it to increase AOE dmg of Wisp.
On the other hand, i couldn't find a good use of lightning dash so far.if the damage is automatically converted to lightning, then it would be more usable.. because then you wouldn't need conversion to elemental items.. as someone who has tried conversion to elemental without rune, i can say it's extremely difficult to make it even comparable to the usual str+dex builds.. it's good until epic but in legendary, it's extremely difficult
If you equipped range weapon, Lightning Dash just dash to the place you can attack enemies by your default attack, not melee range.On the other hand, i couldn't find a good use of lightning dash so far.if the damage is automatically converted to lightning, then it would be more usable.. because then you wouldn't need conversion to elemental items.. as someone who has tried conversion to elemental without rune, i can say it's extremely difficult to make it even comparable to the usual str+dex builds.. it's good until epic but in legendary, it's extremely difficult
bow is possible because it has low str requirements but then it defeats the purpose of lightning dash
yes i know.. like i said, it defeats the purpose of lightning dashIf you equipped range weapon, Lightning Dash just dash to the place you can attack enemies by your default attack, not melee range.On the other hand, i couldn't find a good use of lightning dash so far.if the damage is automatically converted to lightning, then it would be more usable.. because then you wouldn't need conversion to elemental items.. as someone who has tried conversion to elemental without rune, i can say it's extremely difficult to make it even comparable to the usual str+dex builds.. it's good until epic but in legendary, it's extremely difficult
bow is possible because it has low str requirements but then it defeats the purpose of lightning dash
You still have Dodge + Avoid Projectile effect when dash.yes i know.. like i said, it defeats the purpose of lightning dashIf you equipped range weapon, Lightning Dash just dash to the place you can attack enemies by your default attack, not melee range.On the other hand, i couldn't find a good use of lightning dash so far.if the damage is automatically converted to lightning, then it would be more usable.. because then you wouldn't need conversion to elemental items.. as someone who has tried conversion to elemental without rune, i can say it's extremely difficult to make it even comparable to the usual str+dex builds.. it's good until epic but in legendary, it's extremely difficult
bow is possible because it has low str requirements but then it defeats the purpose of lightning dash
I'd rather pair it with hunting then and get marksmanshipYou still have Dodge + Avoid Projectile effect when dash.yes i know.. like i said, it defeats the purpose of lightning dashIf you equipped range weapon, Lightning Dash just dash to the place you can attack enemies by your default attack, not melee range.On the other hand, i couldn't find a good use of lightning dash so far.if the damage is automatically converted to lightning, then it would be more usable.. because then you wouldn't need conversion to elemental items.. as someone who has tried conversion to elemental without rune, i can say it's extremely difficult to make it even comparable to the usual str+dex builds.. it's good until epic but in legendary, it's extremely difficult
bow is possible because it has low str requirements but then it defeats the purpose of lightning dash
lol i tried lightning dash again, see if i could get away with low DA.. nope.. as expected, the 80% chance to dodge only works when you are dashing.. when you are at melee range already, the 80% dodge does not work.. so in a pack of say 10 monsters (which is common in xmax), you hit 1 and the other 9 get their free hits on you.. incredibly useless in legendary
This is "NEW" of Lightning Dash!i see.. so they realized it's uselessness
This is "NEW" of Lightning Dash!
Note that Perfect block (defense mastery) is the only skill for which recharge time is reduced with skill points. At ultimate level 6.6s means with 80% CDR that a defender is nearly unreachable.yes.. and with +4 and 80% CDR and all you do is cast prefect block every 1.+ secs, it's as good as unkillable.. but you need pets or reflect damage to do the killings
Casting a buff on a pet like Regrowth while it is in a mob, the game force moves you to the distance profile in that skills file. So I was running into a horde of monstes with my squishy petmancer lolI always had several problems with the Regrowth skill, not just with quick cast.
These all need a distance profile of MAXIMUM to offset this issue using Quick Cast. Really, there's no reason they shouldn't be set to maximum.
Blizzard
Cast a whirlwind of icy air to freeze your enemies.
35s Recharge
6s Duration
Level1:
300 Energy Cost
4m Radius
160-176 Cold Damage
20-25 Frostburn Damage
10% Slowed for 3s
5% Chance for 1-3s of Freeze
Level 12:
414 Energy Cost
7.3m Radius
600-660 Cold Damage
240-300 Frostburn Damage
43% Slowed for 3s
38% Chance for 1-3s of Freeze
Level 16:
453 Energy Cost
8.5m Radius
760-836 Cold Damage
320-400 Frostburn Damage
55% Slowed for 3s
50% Chance for 1-3s of Freeze