Stick to the OP and his needs.
Modifié par SuicidialBaby, 15 août 2011 - 05:10 .
Modifié par SuicidialBaby, 15 août 2011 - 05:10 .
Modifié par devilspep, 15 août 2011 - 05:09 .
Modifié par Ruben Thomas, 15 août 2011 - 05:59 .
Ruben Thomas wrote...
My biggest gripe with Blood Magic is that it's strongest spell Hemorrhage animation locks you for a freakin' eternity. Hawke just stands still immovable stabbing himself in the stomach for 4-5 seconds. The spell itself goes off almost instantly, but the animation lasts for ages afterwards.
Before the Blood Magic nerf, I could see it being a justifiable side effect, because Hemorrhage was even stronger back then too. However with the current patch, Hemorrhage isn't as good, and in the time it takes to cast Hemorrhage and waiting for the animation to finish I could have hotkey cast two other spells and depending on the spells even done an auto attack or two.
In addition to that, animation locking leaves you incredibly woulnerable, because you can't move out of the way of things. Which is incidentally also my biggest gripe with the Mage class overall, how the fourth auto attack motion animation locks you in place.
Modifié par Aradace, 15 août 2011 - 06:05 .
SuicidialBaby wrote...
Are you omitting the inherent values and additional key, even base, mechanics to those abilities out of ignorance or because they would kill your argument?
Modifié par Aradace, 15 août 2011 - 07:18 .
Aradace wrote...
Also part of my complaint with Blood Magic as a whole. Not to mention that there is not a single ability in the BM tree that can do something another ability in another tree can't do "equally or better".
Hemmorage: Chance of stun/paralyze and does damage to a mutlitude of mobs. The effect of note here is the immobilization of a group. I can easily cover that with a well placed Glyph of Paralysis, for example. From there it's a matter of taking them down as usual.
One Foot In/Grave Robber: Now adimittedly, this one is pretty nice after the patch. However, a well placed fireball, chain lightning, or cone of cold for example will still accomplish the local AoE much better. Aside from the leech effect, this ability also has no exclusivity.
Blood Slave/Blood Spatter: Right off the top of my head, Walking Virulent Bomb can accomplish practically the same effect as Blood Spatter but with 25% less damage. Which can again, be countered by making sure it is an elite or higher mob you use this on. With that in mind, this skill also lacks "exclusivity" beyond giving you a "temporary pet".
Sacrafice: This one's easy. Simply pop a potion or a heal spell and you not only get the same, but in most cases a better result. Given you cant do that with BM active but still, I think my point is clear on that one.
Beyond RP purposes, BM loses a little bit of its "effectiveness" when held next to some other abilities. And since FF is only turned on in Nightmare Mode, then the fact that Hemmorage has no FF is a minor (albiet important to some) point.
Aradace wrote...
Ok, I'll bite. Give me something ANY ability in the BM tree can do and I can almost guarantee you I can counter with another ability in another tree that can do just as well.
thendcomes wrote...
Aradace wrote...
Ok, I'll bite. Give me something ANY ability in the BM tree can do and I can almost guarantee you I can counter with another ability in another tree that can do just as well.
Use HP as a resource.
Seriously my head hurts. It's hard to combat your point(s) since you're jumping from one to the next sometimes mid-paragraph or mid-sentence.. So let's nail down the "I complain about Blood Magic because there are other spells in other trees that do similar things".
Ignoring your strangely picked spell comparisons, just because there are spells in other trees that do similar things doesn't mean anything. All those spells you mentioned cost talent points, and to get them to substitute all the BM spells would take more points than you needed to invest in BM. Additionally, those spells have cooldowns. You can't cast Glyph of Paralysis or Walking Bomb over and over again, so there's plenty of utility in having 2 or more spells that accomplish the same thing. You say "why get Sacrifice when I can just use a health potion?" Because they don't share a cooldown. All pretty obvious.
Modifié par thendcomes, 15 août 2011 - 10:24 .
thendcomes wrote...
Trolled :-(
I don't even think it's on purpose. You're just that bad at arguing.
Modifié par Aradace, 15 août 2011 - 10:44 .
Modifié par SuicidialBaby, 16 août 2011 - 03:45 .
Aradace wrote...
thendcomes wrote...
Trolled :-(
I don't even think it's on purpose. You're just that bad at arguing.
I disagree but *shrugs* whatever. As I said before we'll just agree to disagree. I've given examples to disprove your theories and yet you think Im trolling. Whatever you want to think at this point bro. Im bad at arguing? No, you're just bad at understanding. End of Discussion.
Modifié par SuicidialBaby, 16 août 2011 - 12:54 .
3.) Cooldowns should be irrelevant. Why? Because if you are so inept that you need THAT much CC in one encounter. Then again, IMO, you're doing something very very wrong.
Modifié par mr_afk, 16 août 2011 - 01:56 .
Modifié par SuicidialBaby, 16 août 2011 - 02:35 .
Modifié par SuicidialBaby, 16 août 2011 - 02:30 .
Modifié par mr_afk, 16 août 2011 - 02:45 .
Modifié par SuicidialBaby, 16 août 2011 - 06:57 .
Modifié par mr_afk, 16 août 2011 - 07:55 .