Ascendancy Unique Item Preview - Clayshaper
" I don't think they do. And on another note: The Elementalist will only doulbe the buffs from the Fire and Ice Golem. |
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Very cool. Can't wait to test this out
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This weapon is very nice, I hope I can find it.
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Now the important question is, do buffs from multiple of same golem stack? Elementalist with 3 Chaos golems is 24% phys reduction, 240% increased fire damage with 3 fire golems, 180% accuracy and 180% increased crit with 3 ice golems?
IGN: Smegacore
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I would like also to know, if (in case i have a firegolem in a 5L) i dualwielding those, can i summon 3 time the same golem?
Golems arent bad, 1k Base DPS and like 10k HP.. ;) Welcome to the greatest of arenas, Duelist. God is watching you. Last edited by Astarte911#6271 on Feb 29, 2016, 3:51:23 AM
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" Does chaos actually count as an element these days? afaik elements just refer to fire/lightning/cold and chaos/poison/physical are considered "non-elemental". Elemental equilibrium doesn't work with chaos for example (unless that changed as well). but anyway if the golems buffs do stack (they buff the player, not quite an aura) i'd still rather go the necromancer route to stack it with zombie physical resist. maybe fit some end charges in somehow. |
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One thing I just don't get with this type of uniques
![]() ![]() Why in the seven hells do they have damage mods? Nobody in his right mind would try to build an endgame summoner hybrid with them, they just aren't strong enough. Ok, I'm no game designer but here goes: 1. Transition items work only if there's an endgame version of the item, you can have generic dps uniques like Geofri's Baptism along the line because they can later be replaced by something like a Marohi or a strong rare. 2. So, if you don't have an endgame version of the item don't build it on low-mid level bases, for christ's sake. Even if Jorrhast had similar dps to Marohi it wouldn't be used for generic attacker builds because its unique property just isn't good for generic dps, unlike what Marohi has. There's no downside in making these items usable in endgame stat-wise, either do that or stop trolling us with this bullshit. ... Other than that - nice unique, would build around. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Feb 29, 2016, 7:45:19 AM
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^Maybe it's with a mindset that you use the summons as "additional power" in the leveling phase and not as a main source of it.
If they didn't have attack rolls, they would have to make the summons it is designed around extremely potent to effectively carry the wielder. While this can happen and is desired in end-game(after full devotion to a certain type of spec) i don't think that's a desired route early on. Or maybe i'm just being dreamy and there is absolutely no thought pattern behind it,could be, just got up and had my coffee. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" C'mon man, you know better than that, a straight summoner wouldn't be able to kill a berry-drunk monkey with his attacks and the summons a regular build could muster would be nothing but a dead weight. Summoner hybrids aren't half bad and are also fun to play if you don't really dig the passive style of a traditional summoner. However, the support for it in the game is almost non-existent, pretty much just Null and a well-rolled jewel or two. Almost as big of a joke as those dagger axes, "give the man a crit axe and you'll make him happy for a day, but give the axe zero support on passive tree and you'll troll him for a month", Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Feb 29, 2016, 8:04:14 AM
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About that axe. It worked, i tried a lot :(
I'm not really disagreeing, it is flawed design, but the alternative is not much better imo. At lvl 40+- you can still do a fair amount of damage by hitting even if your not specced into attacks. Combined with duration minions for which the items are designed your dps output should be fine. If we take away the attack rolls, what would you suggest in it's place? Jorrhast's unique modifier is pretty much OP, given that animated weapons are already OPieop.(disregarding the QoL they lack obviously) So giving it even more minion buff would probably push the item beyond it's intended purpose in an end-game setting. And chober chaber is also extremely potent. Isn't it all just part of obfuscating their purpose/power for new players? While also allowing them to be an upgrade for people who don't intent to use their unique property's? They deal respectable damage for mace wielders for a good 5-10 lvls+- Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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