Bluu
Member
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quote:
Empowering Fire increases its potency, but also increases the difficulty in balancing your HP; it's something that has to be pulled off either early in the fight or right after you emerge from a potion recovery stage, and right before a sequence where the boss deals high damage each turn (giving it some defensive utility too if you time it right!) - extremely tricky to pull off, but rewarding when you can. I feel as though abusing its defensive utility is the intended way to use pFire, given that it aligns with how the left-side skillset is intended to be used. The mana barrier generation is so massive that you can simply -Health swap and pop an HP Potion or pWater shortly after hitting pFire to allow it to charge up more whilst still remaining relatively safe. Losing a turn of high +Boost% to simply heal up may feel bad, but it pays off by allowing you to safely fire off the upcoming pImmolation at all, or increasing its potency by allowing you one or two more turns to ramp it up / align your HP just right for it to hit for maximum damage. The unempowered elemental skills may come in handy here in preventing you from consuming too much HP that you'd rather dump into the pFire ramp or overcapping your MP, Energy and (p)Darkness being particularly good imo. From testing out pFire, it seems like the best way to use it is to maximize both its offensive and defensive utility simultaneously whilst using it to get off a much earlier burst against one boss, as pImmolation puts the skill on an 8 turn cooldown. This is a skill that requires you to plan in advance quite a lot but rewards you well by yielding an exceptionally fast and satisfying clear, and it helps Fleshweaver earn its identity as a very strong class that is proportionately hard to use. While I do agree with your points on Ice and pIce in principle, I would like to mention that this skill is counter-synergistic to the class' design intent and Slough Skin provides better overall utility in that regard. Slough Skin is essentially a 1/7 effect shield, or a 3/10 effect shield if empowered, that also purges any effects that were active on the time of use. Critically, though, it does this while allowing you to take damage and further your protosoul counter. This is not to say that Ice and pIce are useless, rather that I feel like they are to be used only when absolutely necessary and detract from the class' offensive potential if spammed off-cooldown. That being said, going for a 200 END/200 WIS build and stalling the boss to death through Ice, Slough, and Darkness spam is nonetheless a very effective option if you prefer to play defensively and care little for burst. quote:
Hecatoncheires kind of 'wastes' an extremely cool animation on a move that's basically filler Ehhh... Hecatoncheires is kinda usable? It has a hitcount of 6 i.e. more opportunities to proc a DoT special, as well as applying a buff and a debuff, which gives you more control over certain boss mechanics should you need it. That being said, I do think it would be better suited for the class if it was a second multi-target skill (that applies a multi-target debuff at that) or if the buff/debuff uptime was higher, because it is awkward in its current state. Alternatively, maybe the -Avd/Def from Morbid Cage could be moved to Hecatoncheires so it would be more usable.
< Message edited by Bluu -- 9/2/2026 6:05:17 >
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