The Awakening Update: New Skills

Hopefully content is being scaled up to compensate for the increased damage/crit etc being granted here. Golems see OP from the start.
Since .92
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TikoXi wrote:
Am I the only one who is concerned that 3% phys mitigation from the chaos goelm seems really...trash?

I hope to heaven and earth that that scales with level, cause it just does not compare to 15% inc damage and 20% acc+Crit chance.

that said...LOVING THW GLOBAL CRIT! We're seeing specialised crit get gutted and global crit being introduced in it's place - can we run crit maces yet?

CAN WE?!
I think just based on the effects the chaos golem is the strongest with the ice being a close 2nd, the fire seems like a joke, but it might be that the golem itself is strong enough to compensate for the lack of passive bonuses. Strictly on bonuses the 3% phys reduction is huge.
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Wijis wrote:
Hopefully content is being scaled up to compensate for the increased damage/crit etc being granted here. Golems see OP from the start.

I think they add enough scary monsters to the game, and also because of act 4 they increase the maplevel of the cruel and merc areas. At least I hope so...

But I also think that they rebalance some gems. F.e. I think fortify is a bit op. Cause i would use them with a counterattack trigger, they normally have a cooldown of 0.4-1.2 s and are normally constantly triggered in close combat. And with 100 % chance to fortify you are normally always in the fortify state. And even if not used in counterattacks 25% inc phys damage is a nice thing for main melee skills, i think it even gives you more then added fire damage. The only downside the gem have so far is you need to hit (so high acc/resolute tech/vagans weapon mod), it needs a gemslot and it got a mana multiplier of 1.1. All of those are ignorable downsides imo.
I think it would be better to scale the fortify gem a bit, like "50 % (lvl 1) - 75% (lvl20) chance to fortify on melee hit"

Edit: An idea to balance the golems would be if they reserve a bit of your mana cause they are somehow like aura skills. But that is just a blunt idea like in some other arpgs where minions reserve a bit of your mana. The rejuvention totem is also only limited by the total totem number.
Last edited by griffinzero on Apr 17, 2015, 8:02:05 AM
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Ceratoidei wrote:
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Rufus82 wrote:
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Cia91 wrote:
And how blood lust will interact with weapon with bleeding like aztiri axe?

"Cannot" overrides everything else.


sadly... if you weare something like atziri axe, the bleeding effect, still gets added to the skill discription and the cannot will overwrite it for sure

you could think about a cyclone disvafour build and add fortify and bloodlust to your counter attack



or you can do leap slam + faster attacks + inc aoe + fortify and then put bloodlust in your cyclone, bounce n spin


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Leraq wrote:
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TikoXi wrote:
Am I the only one who is concerned that 3% phys mitigation from the chaos goelm seems really...trash?

I hope to heaven and earth that that scales with level, cause it just does not compare to 15% inc damage and 20% acc+Crit chance.

that said...LOVING THW GLOBAL CRIT! We're seeing specialised crit get gutted and global crit being introduced in it's place - can we run crit maces yet?

CAN WE?!
I think just based on the effects the chaos golem is the strongest with the ice being a close 2nd, the fire seems like a joke, but it might be that the golem itself is strong enough to compensate for the lack of passive bonuses. Strictly on bonuses the 3% phys reduction is huge.



ya its pretty strong, almost an endurance charge, which can sort of be seen as a notable, I guess the ice golem is around the value of depth perception notable, the fire golems 15% inc damage? thats only mildly better than a baseline inc damage node for something like melee but maybe for spells/projectiles its a slightly beefier node? Def seems like the least appealing of the 3 when just looking at the passive player buff.

For casters the ice golem isnt really that great, 20% increased crit is a small crit node, for a 5% base crit spell its basically 1% crit chance, thats hardly worth talking about tbh, even with a 10% base crit platinum kriss dagger its only 2% crit chance but the accuracy along with it makes it fairly strong. Be interesting to see if and how these scale with levels on the golem.
Goelms hype!

Fortify seems legit. There was earlier mention of it being available, by some node/mechanic, on the passive tree as well as on Vigilant Strike and Fortify support gem, hopefully this is the case. Looking forward..
177
Rallying Cry, would that skill work on minions like an aura?
all for nothing if i have to wait 2 months... atleast give us a way to earn beta keys...
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griffinzero wrote:
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Wijis wrote:
Hopefully content is being scaled up to compensate for the increased damage/crit etc being granted here. Golems see OP from the start.

I think they add enough scary monsters to the game, and also because of act 4 they increase the maplevel of the cruel and merc areas. At least I hope so...

But I also think that they rebalance some gems. F.e. I think fortify is a bit op. Cause i would use them with a counterattack trigger, they normally have a cooldown of 0.4-1.2 s and are normally constantly triggered in close combat. And with 100 % chance to fortify you are normally always in the fortify state. And even if not used in counterattacks 25% inc phys damage is a nice thing for main melee skills, i think it even gives you more then added fire damage. The only downside the gem have so far is you need to hit (so high acc/resolute tech/vagans weapon mod), it needs a gemslot and it got a mana multiplier of 1.1. All of those are ignorable downsides imo.
I think it would be better to scale the fortify gem a bit, like "50 % (lvl 1) - 75% (lvl20) chance to fortify on melee hit"

Edit: An idea to balance the golems would be if they reserve a bit of your mana cause they are somehow like aura skills. But that is just a blunt idea like in some other arpgs where minions reserve a bit of your mana. The rejuvention totem is also only limited by the total totem number.



nah its nowhere near added fire damage at all, 25% increased physical is being added to all your other increased damage, youre probably being taken from maybe 400-450% increased damage to 425-475% increased damage, added fire is 39% of your total physical damage added as extra fire, its probably less than 1/3 of the damage as added fire in practice.


Example, Im on a char now and his physical melee attack has added fire. Its at 44,115 dps, if I take off my rustic sash (24% inc phys + 12% wed) by dps goes down to 42,328, if I take out added fire instead my dps goes down to 33,853.

We dont know if fort works with counter attacks but to be able to trigger those as much as you say you basically have to be getting hit all the time, a character with strong evasion isnt going to be proccing them nearly as much so basically if you are no evading a lot of damage, youre probably a defensively gimped char already to some extent or you are speccing an absolute ton of block that is costing you many many points so in fairness, youve paid for the buff. I see it being used more as a support for a movement skill that takes you into combat and for that reason people are going to need to know its gonna proc 100% before they dive head first into something very scary counting on fortify to help them survive it.

ultimately its supposed to be strong, its supposed to buff melee which is a lot more dangerous to play than ranged, 4 second duration is going to need a lot of work to keep up if not used on a main skill and the damage buff is pretty much nothing when socketed in the main skill so I think 100% chance to fortify is actually needed to make this a viable thing to employ.
Hrm, fortify might be worth a support slot for zombies.

Empower - zombie - life - fortify for a tanky route in a +2 helm instead of life leech on the 4th slot.

Chaos golem SEEMS like the only route for summoners. However, the fire golem if it has enough raw damage output might be an alternative.

Fire Golem - Minion dmg - spell echo - *something*.

Maybe GMP for its mortar attack? Faster Casting for even more deeps? IDK.

The chaos golem looks like a bruiser, tanky bastard who gets in the way of enemies.
Last edited by Waves_blade on Apr 17, 2015, 8:38:12 AM
ya get your supporter pack today so it wont be put into the game for a whole year = D. Also if u dont YOUR BANNED

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