The ErosionSeeker -> RE: =DF= SoulWeaver (All versions) Discussion Thread (8/1/2014 21:39:47)
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One thing you aren't getting is HP regen. It's a glass cannon so that means you get a focus on damage instead of defense. If you try and suggest that you're getting a flat out no. :P The issue is that it's not enough of a glass cannon. 425% + (375%) damage loops off of Soulsynch is great, but if we were to compare that with say, Frost Moglin and Necromancer v2, they can do the same. It's a little underwhelming considering it's the current latest class in addition to requiring what amounts to 2 storylines + DA for any of the skills. quote:
I can adjust the MP regen up a tad but it's by no means "equally unused." On a mana burning class ANY regen to mana is important. If you have a high Wis amount like you would if you're maining SW 8% is substantial. It's also not a defensive class so you won't get the 25% like DL has. Offensive classes are meant to be offensive and just bullrush. I think what put me off about the regen skill is that it says something like "regenerate mp and focus energy". I was a little miffed when I found out that it was solely an 8% mp regen. While that could be said that it's an issue regarding MP going into the 2000s while mp costs very rarely go over 50, I think something that would make the skill more useful would be say, a damage / bth buff in addition to charging mp. You're focusing yourself, after all. quote:
The multi is something I'm still debating. I already changed Pally's to be "one hit per enemy" because random multi's aren't all that great. (Spoilers) I can go ahead and do that here as well for both SW and MSW so they deal 130% / 150% to all enemies respectively. I was trying not to change it too much, but I couldn't leave that insane damage there for one mob fights. In agreement that random multis are heavily imbalanced. They're either way too strong on singles or way too unreliable on multiple enemies, especially when you kill one of them halfway and the skill starts missing. quote:
Are you referring to normal SW on Soul Crush? On MSW Vacuum is insane since it's sitting at a 60% chance for a 2 turn stun PLUS the other effects. I can move the All debuff over to Burst if that will help. Normal SW is a different story and I don't want to mess with it too much. Soul Crush I meant Soul Burst. not only does Vacuum completely outrank it, but a lot of the Vacuum abilities outstrip those of Burst by themselves. The MP DOT currently isn't very useful, and even against enemies that do use mp, 4 turns of 8% still leaves a lot of MP for the enemy to use. It just doesn't fit that well with the "burst soul" thing, really. quote:
I've been talking with Tomix about an idea I had to lose the damage part of Synch but change it to where you "Synch" with Aegis and it alters the effects of several other skills for X number of turns. Basically you'd still have a nuke skill but it would be tied into your other skills instead of unloading every 4 turns. You'd get like 4-5 turns of crazy attacks buffs. So something like AQW Chaos Slayer's Pandemonium, which gives additional effects based on the current applied effects? Skills that inflict a status... Soul Lock Soul Seal Slash (boost / bth debuffs) Repentance (DOT) HP Banish (instakill or automiss next attack) Burst (mana burn + crit debuff) Vacuum Now, Lock and Vacuum are pretty strong, and HP Banish is powerful on its own, so that leaves 3 skills. Stronger versions of the same debuffs is kind of repetitive, so how about this... Seal -> Soul Cage (reduction in MPM) Repentance -> Soul Punctures (total BPD negation) Burst -> Soul Shattering (something) I thought that something really annoying regarding HP Banish is that by the time an enemy got to 15%, they'd get killed by any other skill anyways. Would it be too strong if it was at 30% or even 40%?
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