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Entropic Death


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#26
I ReVaNChisT I

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Tonya777 wrote...

Thats stupid


why? the hexed victim is interacting with the cloud, not turning it into a new spell

#27
Tonya777

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Spell resistance , no way around it really



I just turn around and don't attack when its on cause I figure its hurting my accuracy statistic the game tells me and therefore skewing real accuracy numbers

#28
Selvec_Darkon

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Death Hex then have your Duel Wielder with Momentium backstab him to hell. Crit Crit Crit Crit Crit Crit Crit Crit Crit dead.

#29
Tonya777

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Its actually very effective regardless of if its a Rogue taking advantage of it or not



Killed the dragon in Orzammar at lvl 11 or so in like 10 seconds or so and the only melee was Alistair and Lelianna and they are DPS weenies (Waiting to get Zevrans chest opening skills before letting him replace Lelianna)

#30
Tonya777

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Oops

Modifié par Tonya777, 15 décembre 2009 - 08:16 .


#31
Tonya777

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After some time having this spell I have come to the conclusion that it is NOT worth having

It :
1.Does around 300 dmg at lvl 14 with 40 magic and decked out gear
2.Sometimes will not even go off because the hex will wear off before you can cast it
3.The death cloud spell continues and on hard or nightmare will just hurt your own party
4.It takes so long and so much mana to get the combo off , that you could do just as much dmg with chain nukes in the same or less time

Simply put it is not practical except on casual/normal (Which is what I'm using it on) and even then its not very practical.

The hex itself is truly a spell worth having , the cloud spell and the combo? Not so much

Modifié par Tonya777, 15 décembre 2009 - 08:26 .


#32
themaxzero

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Tonya777 wrote...

After some time having this spell I have come to the conclusion that it is NOT worth having

It :
1.Does around 300 dmg at lvl 14 with 40 magic and decked out gear
2.Sometimes will not even go off because the hex will wear off before you can cast it
3.The death cloud spell continues and on hard or nightmare will just hurt your own party
4.It takes so long and so much mana to get the combo off , that you could do just as much dmg with chain nukes in the same or less time

Simply put it is not practical except on casual/normal (Which is what I'm using it on) and even then its not very practical.

The hex itself is truly a spell worth having , the cloud spell and the combo? Not so much


The main issue is the Death Cloud is not worth 4 points. Spending 4 points in Hexes is okay since all 4 are good spells.

#33
Nexus Axis

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Tonya777 wrote...

After some time having this spell I have come to the conclusion that it is NOT worth having

It :
1.Does around 300 dmg at lvl 14 with 40 magic and decked out gear
2.Sometimes will not even go off because the hex will wear off before you can cast it
3.The death cloud spell continues and on hard or nightmare will just hurt your own party
4.It takes so long and so much mana to get the combo off , that you could do just as much dmg with chain nukes in the same or less time

Simply put it is not practical except on casual/normal (Which is what I'm using it on) and even then its not very practical.

The hex itself is truly a spell worth having , the cloud spell and the combo? Not so much


2)You could cast death cloud First and then cast death hex.
3)You could put your party on hold just outside of the cloud's range and let the enemy come to you.(Unless they are ranged enemies, in that case run until your party is out of their range and they'll come running into the could.)
4)That's true.

Overall this combo is pretty decent to have, maybe for RP reasons?

#34
DragoonKain3

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It's worth having if you use multiple mages. 2 Mages its good, 3 mages its godly. This is because you only need one cast of Death Cloud, and since the game uses the Death Cloud user for damage for the combo, you can have that cast by your max magic PC. Everyone else need not get Death Cloud, but just the Death Hex line.



And 40 magic at lvl 14? I had that much base magic at lvl 8. Man, that's why it sucks for you. It's very good for max magic mages, especially once you give them +spirit gear.



At end-game with 150 spellpower, it does ~650 per use. Add in the vulnerability + affliciton (which also is so much more easily set up if you have multiple mages), and you can double that to 1300 per use. Multiply that by how many death hex users you have, so a 2 mage party can do 2600 in first few seconds in an encounter, while a three mage party is 3900. All this in under 5 seconds if you know what you're doing; no amount of chain casting can do that much damage in such little time.

#35
Fleapants

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All AoEs with a duration is useless unless you can keep the enemies from simply walking out of it.

So, cast Sleep, Grease, Earthquake or whatever first, then do the AoE combos.
Entropic Death is perfect to toss on that elite or boss enemy with a score of normal enemies around it.

edit:

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?


That's when Dispel Magic, Cleanse Aura, Glyph of Neutralization etc becomes very handy

Modifié par Fleapants, 15 décembre 2009 - 03:39 .


#36
DragoonKain3

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Or use taunt on a 100% spell resist tank. I personally had anti-magic ward so I could cast on top of my tank, but 100% spell resist gear also works too. Melee enemies don't seem to run out of AoEs if the one holding aggro is also in the AoE.