taz_td88
Member
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Sorry for such a late reply. I am confused between Loremaster’s post and Ward Point, is the 150 version of Essence Orb 2* as strong or is it about on par? generating 100-% melee is about 392 sp iirc. That covers maybe one skill not even a guest. My armor requires sp, my weapon requires sp, my misc requires sp, sometimes even my shields and pets require sp. And when I don’t have sp I fall behind unable to use my guest or triggered weapon, or my misc or my shield won’t do its effect, or my armor stops its special effects (choke is disappearing can be fatal). Warriors don’t use the Essence Orb for small heals. One turn in my Neko Armor with a guest and a cheap misc and I’ve spent 300. If I add in my Masanura I’m at 398 sp a turn. Same thing with Eternal Champion’s Apex or Winter Warden. But with Masanura, it doubles as my energy weapon. Which means without sp I have to redo my whole arsenal to fit an energy weapon in. Sure I could not empower the weapons, but then why have them instead of pure damage options with no sp cost. If I actually want to cast a skill, that’s the whole 392 sp there, I still need to power my guest, my misc, possibly my shield or my pet or my weapon too. This isn’t the same problem for mages. And it is pretty linked to why warriors train END. I hold that trading your life force in unlimited quantities isn’t an issue, as over reliance means death. Sp costs for a good build as a warrior is incredibly high. Compare this to my mage character and they aren’t even using their sp the same way nor to such a heavy extent. And then if I get Celerity, casting two skills would be 786 sp plus my guest, misc, weapon, and shield. And if my pets and guests have celerity those have be paid twice in too. That’s over 1,000 sp in a turn. In the Chronocroaker armor, this is real possibility. Even if I’m just using the Havarti Blade or a Bard Of War. (Using BoW, a misc, and mansanura cost 484 sp a turn). It feels like the necessity of an essence orb for a warrior will continue to exist, but if the resources aren’t there the style of play won’t be fun. Sp doesn’t get a full heal so warriors will always be trying to dig themselves out of a whole in terms of the resource. Doubly so for BMW. I guess while I’m here I’ll talk about END a little more. The 10 nor 20 turn model assumes annihilators (0 END) will need to take turns to heal. Which in practice means that the game is created that base health is enough to overcome the monsters in the game. END adds extra health. But since it isn’t assumed that a 0 end character will have to heal, what merit does the health pool serve? It’s superfluous except as a resource. Does the formulas in use offer a practical use for the almost additional 3k hit points. Everyone has equal access to elemental resistances and FD equipment. It is not a bad thing, that END found a use a a secondary resource pool for sp. it provides identity and purpose. But if I can’t keep up my sp cost no matter what I do, what value would I have in extra END and why would I want to reduce offensive power for a superfluous amount of health? It is true that having END allows for riskier play, but the advantages of Luk in the form of Lucky Strikes, bth, dodge chance, and status infliction is much more valuable than just extra hit points. And the versatility that CHA provides is more useful than extra hit points. And ironically, both could be better forms of enduring in a battle than END, especially if the ability to make use of the hp is limited in such a way that it’s not practically that helpful and only situationally so. In such a case, wouldn’t killing the monster as fast as possible instead of dragging it out and running out of resources be preferable? Finally, charging up sp is a pain. Whether it’s fresh into a log in or right after death. The essence orb removed that pain. But will you really want people to rush in to a random battle, fighting in ways they don’t want to, so they they can start the mission they want to play, only to run out of sp in a battle or two and never be able to refill it again for the rest of the mission unless they’re using GGB or Hero Mart items. For the reasons listed above I’d just sell the item if it had diminishing returns. It wouldn’t serve the purpose it needs to serve. To the point about praising the Devs for a job well done. Chronocroaker is amazing!!! Probably my favorite armor right now. Any chance we can get an Eidoth guest call spell? The Dreadstalker Call, we could have snugglefest just the two of us. Huge fan of the Doomlight set even if it isn’t the most end game it is fun! Masanura - Mys baby! No surprise but I’m also a fan of royal cake and the legion shield cake. Mosquitos are bae. And I do appreciate Protector being updated. I wish the set had the elevuln effect like the pet but I’ll settle for an up to date version for sure! Winter Warden has a very good choke! But meh. It doesn’t feel very strong. It should have been allowed to compete with Neko. But Neko blows it out of the water. ?? Like winter Warden, Neko comes with two Sp inflictions. Burn and a choke as compared to burn and bleed. Both are FD. One trades weapon power in addition to sp. But the burn ends up weaker and doesn’t stack as well which significantly extends the battle and wears down sp resources. So a lot of the gains saved from choke are eaten by essence orb trying to keep the battle going. Within the set it’s ok. But it can shine paired up with a full fire burn everything else. So does Neko. But the elevuln is nice. But the skill is ice and doesn’t trigger on 0 or - resistances. So it’s not the best against tough ice guys. Against Earth it’s paired directly against Neko no drop which is tough, and against water it’s good but in this case Chronocroaker feels better. In fact Chronocroaker feels so close to where I want Winter Warden to feel. Both have elevuln abilities, both are FD, Chronocroaker has an extra elevuln, purple rain, and a drown (freeze) ability. Independently freeze is pretty meh, but auto hit coupled with get a turn back and elevuln and celerity and damage. it is fanfreaking tastic! Now the Frostaval armor has elevuln a passive burn and a passive choke and extra choke. If you aren’t relying on the armor for any offensive power just the sp passive boosts, it is pretty noice. But as a warrior whacking things, some status potency or making burns stronger would have been nice. Removing the fsb really hurt the set I think. Rather than Remove it, it would have been nice to have additional burn damage or some sort of multiplier against choked enemies. Even the omnipotence was nice. AnotherEdit: I have always loved the Blade of Awe(!!!) but it’s PWD changes. Oh my!!! But Freedom feels too common place, like it’s designed to punish players and discourage paralysis and freeze statuses. Which feels bad and makes them generally feel like a wasted slot. It would help if it were mixed up. As is paralysis isn’t really worth using. You don’t really have a desire for your pet to paralyze an a casual enemy. Paralyzes are defensive and when taking out the trash, surely most would be offensive. Some of the new monster designs I’ve noticed are mechanically pretty dang good though. I have been enjoying a number of fights. Kel al Relish seemed to have gotten a buff. Chronocroaker was a fun fight. The ice armored elves are pretty tough. And I just did the challenge fight Last Resort. That was fun. I’m actually hunting for more bosses it’s fun. But also warring, I’ve been waiting for a war so it’s nice that one is here. And the updated art work through the Devourer Saga is legend wait for it dary . I’m waiting for my I survived the Devourer T-shirt. Around level 90 it was one of my faves. Knowing it’s gonna come back better than before has me super excited!
< Message edited by taz_td88 -- 3/15/2024 7:32:31 >
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