The spell ends if any movement or action is attempted before completion. The hero gathers energy for 2 seconds, then releases a circular wave that deals 10,000% weapon Arcane damage, pushes enemies back a significant distance, then deals them an additional 10,000% weapon Physical damage. (AOE, range and visuals: dragon's shockwave) Shoots 4 piercing projectiles dealing 200% weapon damage each. Can't just put on the +4k deflect belt because then you don't get the lightning struck bonus, lose armour, and tbh, deflect doesn't reduce damage anywhere near as much as we'd need to see.After damage types and SCR were added, I wanted to re-write this: But deflect still has low chance even with mage armour. Which means you've got to be in amongst them. Also tried it with FK staff and rylocke's, again, ripple did barely any damage and survivability was better because of shield, but not ideal, and wouldn't float in push at all - all my testing has been TL80, forget pushing to TL130+ when you can't even take a single archer arrow but have to stand for AL casting as it's a huge portion of your damage.Īlso don't know about the belts - deflect granting lightning struck belt means you've got to get hit. I've experimented with Stormcaller with diedre's and rylocke's combo at one point - slightly more survivable but not great. At max stats it would increase AL by 1000% (meaning you carry good damage over to new mobs/mob groups without requiring blizzard to trigger it), and prevent whatever % of damage is applicable. IMO the 1000% AL buff should be triggered from something - maybe AL *hitting* a lightning struck mob, and be a stackable buff / survivability move like SOFT or Elemental Fury. It then also suffers from key damage being triggered by moves on long CDs thanks to alacrity nerf - blizz to trigger lightning struck means AL doesn't do noticeable damage in between, and singularity triggering event horizon is also on a longer CD. Or it could be from distance, only singularity takes forever to get anywhere. It's caught between two worlds in some ways - optimum play might be +nature damage with FK set and ripple similar to arc mage, which would need a lot more survivability. I've played with it some, using only dropped pieces that are obviously not ideal, but it is definitely very hard to survive.
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