Diamond Flasks
" The think is that its not just a burst of power, it enables incredible amounts of crit proccing, which allows for insane sustain. Wasting a flask slot to go god mode for 4 seconds is crazy good especially when it allows you to roll into another flask regen. |
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" 4 seconds ? How ? The flask maximum duration is 2.1 seconds. And that's with a belt with +20% flask duration. Am I missing something ? Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126) Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970) Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200) Marauder : Death Oath Staff User (498864) |
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" Oops sorry, I always have my duration as 4 secs because i double flask it, my bad. |
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" There's also a total of 75% 'buff duration increase' nodes on the passive tree which I'm pretty sure affect it. EDIT: Also, running 4 diamond flasks is fairly easy with CI and clarity/mana regen. Combine that with perpetual diamond flasks and flask charge use reduction belt mod... yeah. Last edited by pneuma#0134 on Nov 14, 2012, 5:07:28 PM
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" The passives state that it increases the duration of buffs and debuffs you create "from skills", so it wouldn't. It probably used to be all buffs/debuffs though. Speaking of which, do the passives which increase the "effect" of buffs on you affect granite/ruby/sapphire/topaz flasks and the suffix mods (such as aremor%) from other flasks? Since the buff effect nodes don't specify "from skills" i think it might. IGN: Jerk, Princess http://orbswap.info - the easy way to trade currency Last edited by taekvideo#0697 on Nov 14, 2012, 5:24:42 PM
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Yes, Inner Force works with Granite/Ruby/Sapphire/Topaz flasks.
You get 30% more resist (and max resist in the case of the latter three). Technically you get 30% more 'always crits' for Diamonds but it doesn't mean anything. |
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What imbalances diamond flasks is that there are builds/keystones that allow you to not have to carry mana or life flasks, or both. It's already a large convenience in itself, but it also allows you to carry large quantities of crit-on-demand flasks. It makes these builds kinda ridiculously good.
The best example: CI witch with clarity aura and mana regen passives: 1- you don`t need either life or mana flasks, freeing the player from tons of micro-managing 2- you can pop 5 diamond flasks on your belt for as much crit as you need 3- witch / intelligence area also happens to have the best crit multiplier passives, synergising with all of the above. |
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But.
With diamond flasks, crit chance is fairly useless. So.... We have to expend many points to reach crit multi nodes. Besides the one group near us. |
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" Crit dmg / CI witch/shadow. I've never seen one in hardcore at endgame, so I can't believe it's a real problem. I imagine they're incredibly, stupidly good for farming currency in default, but they're probably not breaking any levelling records. Some of the cornerstones of a safe ci build are: - tons of minion passives - granite flasks Even if you use surgeon's ironskin granites (allowing you to get away with 2 of them in a crit build!) you're going to have some flimsy minions after trekking so far in search of crit multi. There ARE plenty of situations that can overpower such a build; I've even seen it happen to standard cast speed/ES summoner CI builds. Bird had far more defense than a 3-diamond crit witch would, and he found himself running away in high level maps more often than he'd like. Life flasks are a huge give-up. You can't granite through everything; you're eventually going to have to run when my 3k life templar would just keep rolling life flasks. To veer off track a little, it all plays into why I don't personally believe CI is overpowered. Do something to make life more attractive with ES, don't nerf CI into oblivion. "But in that situation I'll just kill everything instantly anyway" - maybe, maybe not. There's plenty of RNG in this game, and it'll eventually throw a mob pack at you that you can't kite/control/tank effectively, and also has such a huge health pool that you can't land a single status effect. In that brief moment you'll wish your minions were worth a damn, and then a quarter of your xp bar will get trimmed. In HC, we have no such forgiveness. Take another build where diamond flasks are a given. Pure evasion with acrobatics can't even USE granite flasks. The huge price of crit dmg, though, even in ranger land where it's super abundant, makes me not care much for diamond flasks anyway. I'd rather run 5 life flasks, steer clear of crit, and stack enough mana / rmc / regen to get by with 2% leech from gear. I'd want at least 2 diamond flasks if my build stacked mult in exclusion of crit chance, but only 3 health potions just seems.... Scary. In summary, really I just think diamond flasks are fine. Uptime per flask is abysmally low. -- I don't have alpha access, that was a LONG time ago. Last edited by Zakaluka#1191 on Nov 20, 2012, 3:34:52 PM
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" I'm sorry zak, but this post is kinda ridiculous. HC is not harder or easier. If anything, it is EASIER then default. It simply has a more patient meta, slower, less reckless. "I don't see it in HC at end game, its not a problem" I simply cannot believe I have seen you of all people post this.....I want to say ignorant statement. " A safe CI build? That's subjective and you know it. Substitute minions for "dual totems". I will admit that a granite flask or two are necessary, but minion passives? That's a completely preferential choice. There are manymanymany different ways to mitigate and/or break, dilute or manage aggro. Dual tot builds with a decoy totem are VERY effective to this regard. Second, I came in fourth in default, slurms at 2nd/3rd (Don't remember) in the latest race, that shows the most....input from diamond flasks. Diamonds are simply put, the MOST effective flask in the game for any non-summoner non-RT user. " With proper management, you need 1 granite. I know I can run two diamond, 1 granite, and have 100% uptime on both granite and diamond. I am not even THAT good at micro. Summoners are the worst example for anything related to diamonds. Save reflect mobs, I have never died in a map as an archer. The damage is simply too intense, I 3 shot blue packs, and have on occasion, 3 shot rares with ele hit, with 250% crit multi. Taking less then half of the duriation of a diamond. My harper simply 1 shot everything, with exceeding 2k crit multi. " CI isn't OP. It just makes life look pitiful for 4/6 of the classes in the game. That's simply the case. I do agree that CI needs to have the "Immunity" aspect taken away, possibly make the chaos do damage to the shields. As I stated before, as an HP based archer, I can juggle 2 diamond 1 surgeon granite, with 100% uptime. 100%. This is all subjective, as you may have seen. HC does not automatically mean "zomg better playzors". " A build MADE around a diamond, will 1 shot anything in a solo game short of an end of dungeon unique. At least mine was able to. The only weakness of this play-style is reflect, which are intrinsically broken in their very concept. " The flasks are self-sustaining, and utterly broken. Once a high enough level and damage/gear level is obtained, there is simply no reason to use anything else. You DON'T need 4 life flasks in the end game at the moment, if you die through two, you are likely dead in the end with four. They basically make crit chance utterly worthless. Actually, its worse then that. On my harper, I found I would RATHER have 5% then 30-40%. Now why is that? As a crit build, the only thing that will ever really phase you is reflect. Now. Even though reflect is broken in its current incarnation, it is not unable to overcome. I found this: If I went 40% crit chance/crit multi, I died more, because I had LESS control over my crits and would die on reflects more often. However, if I completely skipped all crit chance nodes, I had complete control of my crits, to the largest degree possible, by going 5% crit chance, and multi. TL;DR: Whether or not Diamonds are OP, really is in the eyes of whoever uses it. There are valid points and arguments on both sides. In the end, it boils down to this. Are GGGods fine with making Crit Chance redundant in face of these flasks? Though I will say this. Zak, I am rather sad to see you pulling the "If it doesn't happen in HC, it doesn't matter. |
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