If we're including (almost) factional classes, Occultist and, to a lesser extent, Priest would too. Could possibly try stacking intelligence and spamming Purity as a Paladin, too; I may actually reincarnate and re-trait tonight and see how well that works.
Soulscourging a vodun bleed on the last tick of a bloodlet is like 5000+ fire damage from an inflame, if I recall right, or you can let them clot it away to give you max soulrending fashions if it doesn't kill them.
Isn't Inflame 10x bleeding? So like if your bleeding 500 it does 5k damage?
Cool skill imo, but could really be on a percent based deal instead of pure damage or pure damage + a percentage unless im mistaken on how it works.
Then again I like to run around with 4kish health for pvp. and 400 bleed vs 600 bleed is a huge difference for instant deaths.
Inflame does 6x bleeding damage, and immediately clot them up. It is a very good kill strategy.
I personally like inflame strategy a lot as it adds momentum to what a Shaman can already do.
Essentially, Shaman is a pretty strong class, having access to: - Slow prep / prep: Vodun - Affliction momentum: curse to lock - Mana momentum: soulrend or inflame - Bleed momentum: Inflame. - Health momentum against anyone below 4000 health > Throttle will force them to stop and hold breath.
You could use different strategies against different classes/styles.
A lot of people turn off mana use at 20-40% of mana, making inflame rather potent if you can do a quick burst while they are trying their momentum and not noticing. If they notice, run and cure up, both of you loses momentum, yet you keep the prep (don't forget to soulrend in between stacking bleeding momentum).
@Mizik pointed out to me not many people outrift ginseng/ferrum. Mangles > haemophilia > inflame could be valid.
Soulscourging a vodun bleed on the last tick of a bloodlet is like 5000+ fire damage from an inflame, if I recall right, or you can let them clot it away to give you max soulrending fashions if it doesn't kill them.
Isn't Inflame 10x bleeding? So like if your bleeding 500 it does 5k damage?
Cool skill imo, but could really be on a percent based deal instead of pure damage or pure damage + a percentage unless im mistaken on how it works.
Then again I like to run around with 4kish health for pvp. and 400 bleed vs 600 bleed is a huge difference for instant deaths.
Inflame does 6x bleeding damage, and immediately clot them up. It is a very good kill strategy.
I personally like inflame strategy a lot as it adds momentum to what a Shaman can already do.
Essentially, Shaman is a pretty strong class, having access to: - Slow prep / prep: Vodun - Affliction momentum: curse to lock - Mana momentum: soulrend or inflame - Bleed momentum: Inflame. - Health momentum against anyone below 4000 health > Throttle will force them to stop and hold breath.
You could use different strategies against different classes/styles.
A lot of people turn off mana use at 20-40% of mana, making inflame rather potent if you can do a quick burst while they are trying their momentum and not noticing. If they notice, run and cure up, both of you loses momentum, yet you keep the prep (don't forget to soulrend in between stacking bleeding momentum).
@Mizik pointed out to me not many people outrift ginseng/ferrum. Mangles > haemophilia > inflame could be valid.
6x Isn't as bad. But I still feel like it should be on a % based type damage like most abilities in game.
Inflame should be 6x bleed in fire damage. It's pretty brutal for me with 4900 health, if I'm sipping mana and let some damage build up on me, then even small spike of bleeding into Inflame+Throttle can finish it pretty quick. I can imagine that tactic probably hits a ceiling against artefacted or CON-spec'ed opponents, though, especially once mana regen/sip rings/Robes of the Magi come in.
at 4k hp it would require 666.666666666666667 bleeding to kill you with inflame.
At 6k hp It's 1k bleeding.
at 8k 1333.3333 bleeding.
Now of course the bleeding will also damage your life. so for example if you had 4k max life and the the target was bleeding for 500 and it ticked once (Yes you can easily track bleeding times and inflame the second the bleeding ticks if you guys didn't know) you would be reduced down to 3500 life which with 500 bleeding + inflame that's 3k damage! which would leave the person with 500 life. Which isn't much at all! ( percent wise we're looking at 12.5% life remaining!
However if someone has for instance. 6k life and have 500 bleeding on them, Using the same bleeding trick as before that leaves the target with 2000 life. Which is still alot of life! and percent wise.. 33%
----
Now if it was percent based damage instead of bleed damage we'll use random numbers. if 1000 was an instant kill (random numbers here everyone don't freak out by the random numbers) and every 100 bleed did 10% life in damage Someone with 4k life 6k life or 8k life would all have to deal with the same bleed levels and Con wouldn't matter as much.
But at the same time, the lower hp would also still be at a disadvantage because of the bleed ticks also being straight damage and not a % base.
Still not really particularly viable for a variety of reasons, but mostly the need to stick haemophilia for too long to pull it off.
I do have something setup to do it, and I've done it successfully against several higher tier opponents... but generally once they see what I'm doing, they're more than capable of stopping it the next time.
It takes less momentum to tzantza without a lock (and is also easier) than to do an inflame setup. (Admittedly however, the inflame setup requires significantly less prep)
Still not really particularly viable for a variety of reasons, but mostly the need to stick haemophilia for too long to pull it off.
I do have something setup to do it, and I've done it successfully against several higher tier opponents... but generally once they see what I'm doing, they're more than capable of stopping it the next time.
It takes less momentum to tzantza without a lock (and is also easier) than to do an inflame setup. (Admittedly however, the inflame setup requires significantly less prep)
Sensitivity! Thanks!
I pulled inflame as easy as bloodletting 4 ginseng affs and inflame off the ticks. But yea, inflame is easy to avoid, never a 2nd time.
Could possibly try stacking intelligence and spamming Purity as a Paladin, too; I may actually reincarnate and re-trait tonight and see how well that works.
I tried it, and... it's not totally awful. With quick-witted and diadem, purity is a bit slower than targetted arc, so you can safely combo the two. Untargetted arc would, I think, be too slow to justify the increased damage, especially without nimble. Though I have 17 strength and 19 intelligence as a Tsol'aa, through a combination of racial spec, traits, artefacts, runes and defences. Fury would push me to 19 in both. Definitely wouldn't suggest it, but it was a fun experiment.
If we're including (almost) factional classes, Occultist and, to a lesser extent, Priest would too. Could possibly try stacking intelligence and spamming Purity as a Paladin, too; I may actually reincarnate and re-trait tonight and see how well that works.
I don't think Eleusis would like me multiclassing Priest very much! I was hoping to multiclass serpent, but I think with my being a tsol'aa guard with only 10 DEX and quick-witted, I'd have to shuffle around big time, only to nerf my sylvan self.
^A demonic crimson glow emanates from (\w+).$ -- Syphon
^A song can be heard on the edge of hearing as the air distorts about (\w+).$ -- Hallelujah
^The guardian angel of (\w+) shimmers and (he|she) gives a sigh of relief.$ -- Care
^A gentle glow surrounds (\w+).$ -- Rite of Healing
There is not a passive skill that is silent.
Knight fury resets every day change. It's like you are given x time per day (hour) to have fury on and if you use it up, you just get it reset on day change.
Might as well throw complete list here. In addition to the above passives...
^(\w+) is surrounded in a cool, refreshing mist.$ -- Panacea
^The globe of light illuminates (\w+) with its brilliance.$ -- Sun tarot
Some Healing messages that help me out even though they're 50/50ish:
^(\w+) calls upon the powers of Fire and projects (his|her) spiritual essence inwardly.$ -- Imp or para
^(\w+) calls upon the powers of Air and projects (his|her) spiritual essence inwardly.$ -- Asthma
^(\w+) calls upon the powers of Earth and projects (his|her) spiritual essence inwardly.$ -- Slickness
^(\w+) calls upon the powers of Air and Earth and projects (his|her) spiritual essence inwardly.$ -- Anorexia
The above work for me because those are mostly the afflictions I use. Can't guarantee results if you go beyond lock venoms, but you can always cross reference HELP HEALING.
Passives can also cure paralysis and (one of) two crippled arms, both of which would prevent touching tree. Can't think of anything else that passives can cure which tree can't, though.
Well, yes, bullshit is how I would describe that instance. He could single-handed stop an entire raid team because everyone was stuck stunned on their ass the whole time. That's very special and should be fixed.
I might be being very dense, but in which sub-folder in Svo is the line for strumming the lyre to be found? I customised my lyre and now it won't recognise it
^ I had to do that with my bagpipes otherwise it wouldn't recognise lyre being active.
(D.M.A.): Cooper says, "Kyrra is either the most innocent person in the world, or the girl who uses the most innuendo seemingly unintentionally but really on purpose."
Should just remove Snipe from the game completely honestly. The damage/accuracy bonus at least.
Snipe doesn't have a damage (or speed) bonus, just accuracy and
anonymity. And you can get near 100% accuracy even without snipe if
you're firing from an adjacent room (though not from 2+ rooms away, I think).
It's weird to me that every ranged ability seems to have gotten nerfed but bows still exist and apparently groves got a bow-a-like
Bows were nerfed pretty significantly (though not that much for knights/serpents), by lowering their accuracy. Serpents can still get 100% accuracy if there are no walls in the way, and knights can get about 100% with aiming from an adjacent room with a L3 bow, but the accuracy drops pretty quickly if the conditions aren't perfect (ice/stonewalls in the way, not aiming, non-artefact bow), and 65% accuracy is about the best you can possibly do if you aren't a knight or serpent.
Melee needs strong alternatives to make fights between groups of different sizes interesting. Deathball Achaea is neither fun nor interesting, and LoS allows small, nimble groups to avoid getting completely steamrolled by a stack fifteen deep who walk into the room and press f1.
Comments
Results of disembowel testing | Knight limb counter | GMCP AB files
I personally like inflame strategy a lot as it adds momentum to what a Shaman can already do.
Essentially, Shaman is a pretty strong class, having access to:
- Slow prep / prep: Vodun
- Affliction momentum: curse to lock
- Mana momentum: soulrend or inflame
- Bleed momentum: Inflame.
- Health momentum against anyone below 4000 health > Throttle will force them to stop and hold breath.
You could use different strategies against different classes/styles.
A lot of people turn off mana use at 20-40% of mana, making inflame rather potent if you can do a quick burst while they are trying their momentum and not noticing. If they notice, run and cure up, both of you loses momentum, yet you keep the prep (don't forget to soulrend in between stacking bleeding momentum).
@Mizik pointed out to me not many people outrift ginseng/ferrum. Mangles > haemophilia > inflame could be valid.
at 4k hp it would require 666.666666666666667 bleeding to kill you with inflame.
At 6k hp It's 1k bleeding.
at 8k 1333.3333 bleeding.
Now of course the bleeding will also damage your life. so for example if you had 4k max life and the the target was bleeding for 500 and it ticked once (Yes you can easily track bleeding times and inflame the second the bleeding ticks if you guys didn't know) you would be reduced down to 3500 life which with 500 bleeding + inflame that's 3k damage! which would leave the person with 500 life. Which isn't much at all! ( percent wise we're looking at 12.5% life remaining!
However if someone has for instance. 6k life and have 500 bleeding on them, Using the same bleeding trick as before that leaves the target with 2000 life. Which is still alot of life!
and percent wise.. 33%
----
Now if it was percent based damage instead of bleed damage we'll use random numbers. if 1000 was an instant kill (random numbers here everyone don't freak out by the random numbers) and every 100 bleed did 10% life in damage Someone with 4k life 6k life or 8k life would all have to deal with the same bleed levels and Con wouldn't matter as much.
But at the same time, the lower hp would also still be at a disadvantage because of the bleed ticks also being straight damage and not a % base.
Still not really particularly viable for a variety of reasons, but mostly the need to stick haemophilia for too long to pull it off.
I do have something setup to do it, and I've done it successfully against several higher tier opponents... but generally once they see what I'm doing, they're more than capable of stopping it the next time.
It takes less momentum to tzantza without a lock (and is also easier) than to do an inflame setup. (Admittedly however, the inflame setup requires significantly less prep)
I pulled inflame as easy as bloodletting 4 ginseng affs and inflame off the ticks. But yea, inflame is easy to avoid, never a 2nd time.
Results of disembowel testing | Knight limb counter | GMCP AB files
[ SnB PvP Guide | Link ]
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Hallelujah air distorts
Demon Syphon they glow red.
Angel care im not sure.
^A song can be heard on the edge of hearing as the air distorts about (\w+).$ -- Hallelujah
^The guardian angel of (\w+) shimmers and (he|she) gives a sigh of relief.$ -- Care
^A gentle glow surrounds (\w+).$ -- Rite of Healing
There is not a passive skill that is silent.
Knight fury resets every day change. It's like you are given x time per day (hour) to have fury on and if you use it up, you just get it reset on day change.
^(\w+) is surrounded in a cool, refreshing mist.$ -- Panacea
^The globe of light illuminates (\w+) with its brilliance.$ -- Sun tarot
Some Healing messages that help me out even though they're 50/50ish:
^(\w+) calls upon the powers of Fire and projects (his|her) spiritual essence inwardly.$ -- Imp or para
^(\w+) calls upon the powers of Air and projects (his|her) spiritual essence inwardly.$ -- Asthma
^(\w+) calls upon the powers of Earth and projects (his|her) spiritual essence inwardly.$ -- Slickness
^(\w+) calls upon the powers of Air and Earth and projects (his|her) spiritual essence inwardly.$ -- Anorexia
The above work for me because those are mostly the afflictions I use. Can't guarantee results if you go beyond lock venoms, but you can always cross reference HELP HEALING.
Results of disembowel testing | Knight limb counter | GMCP AB files
Is there an actual reason the earthshaker works like this?
@Tecton would you consider toning that down. You know. A bit.