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Entropic Death


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#1
Odd Hermit

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Is it worth the points?

Grabbing death hex isn't so bad, since affliction hex is something I'm always going to pick up on a mage.
However, the Death Cloud line doesn't offer much, the first two spells I find fairly useless personally, curse of mortality seems decent for single target damage but could easily live without it. It's spending a lot of points for high damage, which is fun to see but not sure if it's worth sacrificing 3 more useful spells for.
To properly get the full combo off it requires some control to keep the mobs in place for awhile as well, if you're putting up hexes first at least. I've hit up about 600 damage with it so far but it seems like overkill mostof the time.

Modifié par Odd Hermit, 21 novembre 2009 - 04:00 .


#2
Alsn

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I tried it, didnt like it. Death hex by itself is pretty much a death sentence. The death cloud line is pretty unspectacular.

#3
DragoonKain3

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Depends on your party make up.



Useful for one line each over two mages (support gets hex, nuker gets death cloud). You should stack spirit damage equips to max (ie. 30) anyways, since spirit is the least resisted and AFAIK noone is immune to it, so it should be your main nuke line. Arcane Bolt, Drain Life, Mortality Curse, Crushing Prison, Mana Clash, and Death Cloud are all spirit, giving spirit the most amount of spells to increase damage with equips.



Apart from that, the small increase in burst isn't worth having multiple iterations of the Death Cloud and Hex lines.



I dunno, someone posted 1k damage with it, so if you can do THAT much, it might be worth it. Through 'testing' (ie. cheating with an 'offline account' and give it a test run), I've run around same numbers as Odd Hermit even with max of spirit equips and . Not nearly 1k, but I've heard some monsters are more susceptible to it. :shrug:



I mean, going by code alone, the combo's base damage is 200 + 2 per spellpower, if I'm reading code right. A max magic mage with endgame equips should run about ~110 spellpower, 115 with spell wisp, and 127 with spell might. That should be around 454 base damage, 590 with equips.



Affliction + Vulnerability hex is -0.3 and -0.2 resists, but I'm not sure how that works, as I've yet to find the script for spell damage and how affliction/vulnerability works. Assuming that -0.5 is -50% resists (1.5x damage), and that the enemy starts at 0 spirit resist, then thats 885 damage... still short of the 1k.





Of course, if you run a 1 mage party, having 3 wasted spell points on the guy that you're falling back on for healing/CC/AoE isn't very ideal. I say just drop the combo altogether in this case.

#4
Odd Hermit

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Well, I hit 586 on an ogre, at around 50 magic right now. Wearing +15% spirit damage gear, no spell might.

However, the occasions it's more useful than just putting a crushing prison on something are pretty much non-existant, and I'd be better off getting sleep for better utility + fairly high damage with just hexes + horror on sleeping targets.

#5
Zilod

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it depends by your build, your group and your playstyle



personally i really like it, dont forget that death cloud is also a solid aoe spell that works well with blizzard, and entropic death is always usefull to remove fast a yellow mob from the field



but if you dont like aoe dots and you have a group who can alredy dish out solid dps with the death hex you can consider gettin something else... the spells before death cloud are not that awesome (even if the aoe drain life can come handly for some builds or in some situations) and curse of mortality is very situational



if you are not sure if to take it or not and have not much use of death cloud whitout the combo probably will be better to get something else, there are many good spells/lines around :)

#6
Jinnth

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Depends on difficulty level and team composition, on nightmare I am usually very very happy to see the big bad guy die before he can do any damage. I don't use the death fog line for anything else but I think 4 points for a 1hit killer is worth it. Just make sure you already have many CCs before investing in it.

Modifié par Jinnth, 21 novembre 2009 - 06:27 .


#7
Zilod

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DragoonKain3 wrote...

I mean, going by code alone, the combo's base damage is 200 + 2 per spellpower, if I'm reading code right. A max magic mage with endgame equips should run about ~110 spellpower, 115 with spell wisp, and 127 with spell might. That should be around 454 base damage, 590 with equips.

Affliction + Vulnerability hex is -0.3 and -0.2 resists, but I'm not sure how that works, as I've yet to find the script for spell damage and how affliction/vulnerability works. Assuming that -0.5 is -50% resists (1.5x damage), and that the enemy starts at 0 spirit resist, then thats 885 damage... still short of the 1k.


actually the boost from various spell wisp and might scale in reguard of spell power you can get more than 10 spell power with wisp and same goes for spell migh so the theorical base dmg is actually a bit higher

for the hexes i'm pretty sure they stack for more than +50% dmg, generally the dmg i get from them seem to be something like +80%, sometimes even more

have not tried to maximize it and have no idea about what could be its max "cap", but will be not surprised if it will go above 1k for a maxed spellpower char

#8
Discobird

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DragoonKain3 wrote...

Affliction + Vulnerability hex is -0.3 and -0.2 resists, but I'm not sure how that works, as I've yet to find the script for spell damage and how affliction/vulnerability works. Assuming that -0.5 is -50% resists (1.5x damage), and that the enemy starts at 0 spirit resist, then thats 885 damage... still short of the 1k.

Yeah that's how negative resist seems to work, according to ResistDamage() in sys_resistances_h.nss.  The more important thing is that Affliction and Vulnerability scale with spellpower (yeah, news to me too :o).  So your hypothetical 127 spellpower mage will reduce the target's spirit resistance to its minimum of -100.  Which is enough to break the 1k barrier

#9
Odd Hermit

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Ok testing it with spell might+spell wisp, 82 magic, +15% spirit damage hit for 793.

Big numbers are fun but I definitely prefer the utility of having 3 better spells, setting up with hexes for hits like this take a lot of casts and the damage is high but it isn't worth taking 3 spells I'll barely use for.

#10
Discobird

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Odd Hermit wrote...

Ok testing it with spell might+spell wisp, 82 magic, +15% spirit damage hit for 793.
Big numbers are fun but I definitely prefer the utility of having 3 better spells, setting up with hexes for hits like this take a lot of casts and the damage is high but it isn't worth taking 3 spells I'll barely use for.


Hm, what's your spellpower with all your buffs running, and are you using vulnerability or affliction?

#11
Odd Hermit

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Discobird wrote...

Odd Hermit wrote...

Ok testing it with spell might+spell wisp, 82 magic, +15% spirit damage hit for 793.
Big numbers are fun but I definitely prefer the utility of having 3 better spells, setting up with hexes for hits like this take a lot of casts and the damage is high but it isn't worth taking 3 spells I'll barely use for.


Hm, what's your spellpower with all your buffs running, and are you using vulnerability or affliction?


With spell wisp+spell might(also took the final one in arcane tree which is passive) it ends up at 114.
Using both vulnerability and affliction.

Modifié par Odd Hermit, 21 novembre 2009 - 07:12 .


#12
Trefecka

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Huh I never knew that Affliction and Vunerability scale with spellpower. That's neat.



As for the usefulness of the combo? As others said, depends on playstyle. If you use the storms alot (inferno, blizzard, tempest) then chances are you are already semi-stacked with AOE CC of some kind. In that case, having an additional AOE + ability to nuke down the high HP targets so everything dies might be nice (+affliction hex for additional AOE damage). Of course this usually happens with triple mage party's that abuse the Taunt+FF combo....which is already OP since you could easily just go with storm of the centry instead but thats besides the point.



Or I suppose if you do use triple mage, you could have all 3 get death hex and go triple entropic death within a couple seconds for some serious spike damage.



If your party relies more on physical damage, then sticking with death hex instead of entropic death is better (since I THINK the combo causes the hex to be removed). I suppose it would depend on how much additional damage you would deal with the hex vs the combo..




#13
surrealitycheck

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On my level 16 mage with 154 spellpower I have done over 1300 damage with entropic death.

Edit: On nightmare.

The spell is actually a brutal boss killer, if you have 3 mages who all have death hex - it does damage based on the caster of the cloud, so each mage casts a death hex while it's ticking for 3 times 1k+ damage. It's also nice having those two debuffs on any mob you're attacking - not to mention it affects melee elemental damage NUDGE NUDGE WINK WINK

Modifié par surrealitycheck, 21 novembre 2009 - 11:24 .


#14
DragoonKain3

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Hmm... now I know whats wrong with my tests. It seems that my test subject (Gaxkang) in question has debuffs to be extremely short (even CoC has very short duration, like only a couple seconds), so I'm doing it wrong in that when I finally get hex + cloud off. the resist spells have already wore off.



And yeah, 1k+ damage easy if the resists are in.



Nothing wrong with that I suppose, but the fact that death cloud still goes on, and other casters can take advantage of it with other death hexes. If it was more in line like Storm in that casting it removes Death Cloud as well, then I don't see the problem of having each mage 'waste' 8 talent points (ie. each mage has to get both the hex line and the cloud line) for a big nuke.



As it is, you only need one person with both Cloud/Hex line and the rest can get the Hex line only to be really effective, so in effect it only really costs 4 talent points per person after the first. Yeah, I'll add this to CoC and Forcefield to my list of OP stuff.



Speaking of which, if CoC's duration is as short with every red as it is with Gaxkang, I'd be a happy camper.

#15
surrealitycheck

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I told you so broseph :P

#16
Zilod

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Gaxkang dispells hexes asap, you have to mez him to have any chance to stack hexes on him

at normal no idea but at high difficulty you will need 2 mages and to get the timing right to have any chance to fire entropic death

i double hexed him + mana clash for 2k dmg on hard and even if this is a fast "combo" i needed 2 mezzes to keep the hexes on him


and btw i dont see anything so terrible in having 3 casters with hexes and 1 with death cloud, is not an exploit, if someone want to do that why not? is not an mmo, classes doesnt necessary need to be balanced, they need to be fun to play

Modifié par Zilod, 21 novembre 2009 - 04:11 .


#17
Tonya777

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I'm wondering if I should get this spell , I never had it on any previous mage



I tried to start a new mage and get it for him but it was making him suck big time , it seems like other spells should come 1st and THEN this if anything



Does it do AoE or single target damage?

#18
Rainen89

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Entropic death does do decent damage but frankly the set up time is a bit and it's not uncommon for a boss to just resist it. If it affected the entire cloud that'd be nice, but meh. Storm of the Century in outright damage wipes the floor with it.

#19
Tonya777

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Whats it look like? Anyone got a video link?

#20
Rainen89

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It's no different than death cloud, just does a nice 400-500 burst damage on whichever target had death hex, consuming the spell altogether. You'd do more damage just keeping the hex on to be honest.

#21
Tonya777

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Does the cloud keep going and AoE dmging then?

#22
Rainen89

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Yes

#23
Tonya777

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Thats stupid

#24
Tonya777

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I taught my new mage death hex finally , the spell is awesome even by itself

But it sometimes wears off pretty fast , so the cast for the combo might have to be immediate on some tougher mobs

But its sort of stupid that it doesn't count towards shattering lol

Modifié par Tonya777, 14 décembre 2009 - 01:12 .


#25
Cybercat999

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So what is with mobs that have Misdirection Hex? My rogue cant hit damn thing when she gets hexed, even with totally god-mode boosted stats. Surely there should be some check on it?