Spectre and Skeleton Cleric Feedback

Clerics

The minion revive timer should be aborted if clerics have revived all the dead minions. This matters as the revive timer stops instant spawning of new minions on weapon swap. See my earlier thread on swapping between different minion compositions using weapon sets. It's a feature that's important as teleporting minions to your location doesn't have a dedicated skill, it's done by swapping weapon sets.

Even more ideal would be if I could toggle (not a command skill, an instant toggle) the clerics to stop reviving so a storm mage has a chance to use its command skill on a dead skeleton.

Spectres

Spectres are functional on this first pass, good work on getting through the huge list of monsters to make them spectres. For a lot of monsters, their spirit costs are only justified by their life regen. Skeletons do basic melee and ranged attacks at a cheaper Spirit cost and bring command skills. That many monsters are slow isn't so bad with weapon set swaps to teleport them in place.

The more interesting monsters bring their own skills. It would be great if the player could optionally make some of those skills be command skills: for the Faridun Impaler to use spear field when I want to do a tactical withdrawal; for Doryani's Elite to fire its lightning nukes when I've moved the battle to a chokepoint; for the Lost Men casters to call down meteors when I've applied fire exposure on the crowd.

Finally it would be great if the Surgical Experimentalist's ball lightning can be targeted with my Lightning Warp.

Last edited by Schverika#2698 on May 3, 2025, 5:04:56 AM
Last bumped on May 3, 2025, 5:04:40 AM

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