Stamina solutions - Reasonable argument
#101
Posté 06 décembre 2009 - 02:25
#102
Posté 06 décembre 2009 - 02:25
there isn't a lack of stamina regen, if you think there is you havent bothered actually getting some of it.
Modifié par Matthew Young CT, 06 décembre 2009 - 02:28 .
#103
Posté 06 décembre 2009 - 02:29
Pennoyer wrote...
Setz, I agree with you for the most part. I never use many potions. I have not even crafted many to be honest. I just think some players have a legit gripe. I have more of a problem with some of the AI exploits that seem pretty easy to fix. Things like pulling one enemy at a time from a big group and the force field/taunt. Still, I think it would be cool if they decided X is around the number of mana pots that one should need to beat the game. If they can't do it, they must lower difficulty. I am not a big fan of self-imposed restrictions such as refusing to use potions, etc.
To be honest, I'd rather self-impose those things than have the developer force me into it. Personal choice is a good thing. I generally choose options that make the game harder for me. For instance, I started on hard mode right out of the box, barely skimming the manual. I play video games at least partially for the challenge they provide. I don't want it to be easy, that bores me.
That said, I didn't use the unlimited crafting components my first time through because I wasn't aware of them. This time through, I have used them and it has made the game much easier. I have a rogue archer that just hit Loethering and I probably will at least go back to not buying lyrium dust from the Circle Tower to make it tougher.
The good thing is that anyone can do this or not do it. Choice, as I said, is good. Too many people are complaining about the game when they should be complaining about their own lack of self-control. If all that's standing between me and having the gameplay experience I want is me not buying unlimited dust, it seems kind of counter-intuitive to buy the unlimited dust.
#104
Posté 06 décembre 2009 - 03:01
deathwing200 wrote...
If only you weren't a typical forum mouthbreather, you'd realize that I am all for potions nerfing. However - it is obvious Bioware balanced the game with a lot of potions in mind. Look at the mage mana pools. Look at activation costs. Look at how much willpower contributes to mana pool. Realize that willpower is underbudgeted (AKA worthless). Potion mechanics NEED to be done away with - however you can't just propose such a shattering nerf to a class mechanic before you fix some of the issue such as "why do mages need to drink 10 pots a fight" and "why is willpower stat total trash".
And for your information - Blizzard often compensates for nerfs. Not always. Not on same patch. But they do.
You're not very smart are you? I already told you I finished the game, as a mage, on hard level, without even being aware you could buy unlimited potions but you are so stone deaf (http://www.politicsf...rs/flame_77.php) you refuse to acknowledge that. The game is not balanced around the unlimited use of potions or I would not have been able to do that unless I was some kind of exceptional player and I don't think I am. Oh, and in case you didn't realize it, Blizzard never 'compensates' for nerfs for the the sake of giving compensation. They sometimes realize they over-nerfed a class and give them an off-setting buff. That's not compensation, that's them making another balance change.
Currently without access to potions, mages cannot play the role of a nuker. All their mana has to go towards CC. To play without mana pots you probably pumped up willpower, making damage spells even more useless. We all play classes for different reasons, if you enjoy mages being support, then feel free. I don't.
My mage was a jack of all trades. I had a lot of healing, a good bit of damage and a little CC. I could nuke if I wanted to and so could you, especially if you have someone else to handle the healing end of things for you. The choice is yours to make. Even without potions, you could still nuke if that's all you wanted to do. You just wouldn't be able to go balls out from the get go and expect to still be nuking at the end of a fight.
Honestly, another person with a retarded suggestion like "You don't have to buy them", goes on ignore. Sick and tired of this BS.
Aw, you put me on ignore. Gonna go get mommy and tell her how the bad man on the internet forum picked on you and made you cry? Seriously man, you have done nothing in this thread but make ad hominem attacks on people and poor arguments. It becomes more and more clear with every post you make that you want the game to play very much like WoW and any deviation from that norm you know is bad. Forget it man, this isn't WoW and they are not going to make it WoW for you.
Since I inspired you to put me on ignore, I must say that you have inspired me to something as well. You have convinced me to close my WoW account forever. I have been looking for a good reason and you are it. You see, while there are few people like you on this forum, the numbers of you on the WoW forums (and in the game itself) are legion. There is no escaping cretins like you over there if you choose to read the forums or trade chat. I must thank you sir, for providing the key to my shackles.
#105
Posté 06 décembre 2009 - 03:05
..................Don't get me wrong. I think stamina is "fun" concept. However the implementation of it at the moment is a bit flawed. It needs to be rehauled to always allow player to do something during combat, not just autoswing.
Suggestions:
1) Drastically increase stamina regeneration in combat. Abilities consume more stamina. That means there is a decision making process involved in which ability to use in different situation and thus more skill involved in melee combat. If anyone here played WoW rogue, the energy concept is exactly what I am desribing. Specials consume a lot of stamina, but it regenerates very quickly.
2) Introduce stamina potions - it's a simple concept and the materials are already in the game
3) Remove stamina completely - abilities' balance is kept in check by recharge timers.
[/quote]
The way I look at stanima is that you only have so much energy during a fight and you must be strategic with what abilities you use. once the fight is over, then it regenerates. it adds another layer of strategy to the game. I beileve there are some restoration type spells that help speed up stanima gain.
now, if you want poitions, there is a very well done mod thats hosted on this site that has the same type of system health potions have - three different strenghts and they can be made[/quote]
This is a flawed arguement. The main point of the game is to be strategic! To think what skills to use at the right time at the right place! Not to spam them!!!
#106
Posté 06 décembre 2009 - 03:11
Personally, I like to stay in control of the whole party and rarely rely on assigned tactics. So I find the solid auto-attacks of Warriors and Rogues to be pretty useful, it allows me to issue orders to someone else in real time without having to worry about the Warrior being effective.
As for the whole potions thing, perhaps it's a side effect of being a micro-manager, but I'm very rarely in a situation where I have to use pots, health, mana or stamina (I have the stamina potion mod), because I'm not relying on the AI to use talents everything is used efficiently, they're not being wasted just because you can't create a tactics setup that is 100% perfect.
#107
Posté 06 décembre 2009 - 03:17
Osprey39 wrote...
You're not very smart are you? I already told you I finished the game, as a mage, on hard level, without even being aware you could buy unlimited potions but you are so stone deaf (http://www.politicsf...rs/flame_77.php) you refuse to acknowledge that. The game is not balanced around the unlimited use of potions or I would not have been able to do that unless I was some kind of exceptional player and I don't think I am. Oh, and in case you didn't realize it, Blizzard never 'compensates' for nerfs for the the sake of giving compensation. They sometimes realize they over-nerfed a class and give them an off-setting buff. That's not compensation, that's them making another balance change.
So, you finished the game on hard without potions? Cool. Want a cookie? Or do you suddenly think that because you finished the game on hard, it makes you some sort of authority on game balance? In case you didn't notice, the thread was never about mana to begin with. Idiots like you brought it in for no reason at all, when the point of discussion was ways to make stamina system more skill based and fun.
My mage was a jack of all trades. I had a lot of healing, a good bit of damage and a little CC. I could nuke if I wanted to and so could you, especially if you have someone else to handle the healing end of things for you. The choice is yours to make. Even without potions, you could still nuke if that's all you wanted to do. You just wouldn't be able to go balls out from the get go and expect to still be nuking at the end of a fight.
AKA you had a suboptimal garbage build (in before "But I beat the game on hard wih no pots, I am pro!"). Doesn't really mean anything. You say you were jack of all trades, I say the math says you're lying. Looking at activation costs, there's no way you could heal/nuke/CC in a single battle with no pots. No, what you did was pump willpower and just used CC 99% of the time with an occasional heal thrown in.
Aw, you put me on ignore. Gonna go get mommy and tell her how the bad man on the internet forum picked on you and made you cry? Seriously man, you have done nothing in this thread but make ad hominem attacks on people and poor arguments.
You started it and now you don't like it when people insult you back? Deal with it princess.
It becomes more and more clear with every post you make that you want the game to play very much like WoW and any deviation from that norm you know is bad. Forget it man, this isn't WoW and they are not going to make it WoW for you.
Since when did I want WoW (MMO) to be like DA (SP RPG)? Stop putting words, in my mouth, maybe?
Since I inspired you to put me on ignore, I must say that you have inspired me to something as well. You have convinced me to close my WoW account forever.
Good, one less terrible playing the game. 99% of population to go. Always happy to rid the game of one knuckledragger.
I have been looking for a good reason and you are it. You see, while there are few people like you on this forum, the numbers of you on the WoW forums (and in the game itself) are legion. There is no escaping cretins like you over there if you choose to read the forums or trade chat. I must thank you sir, for providing the key to my shackles.
AKA: QQ I was terrible in WoW and quit because nobody wanted to raid/arena with me.
#108
Posté 06 décembre 2009 - 03:21
WillieStyle wrote...
0mar wrote...
Willpower only increases the stamina pool by 5 per point. That makes it useless if you want to build a stamina pool up. The typical skill takes 30-45 stamina to activate, so you need to drop 3-4 levels in willpower to gain an extra ability use during battle. Also, I might add, using that ability will drop your overall DPS, so it's not like you even gained anything. Willpower stat increases are one of the worst ways to distribute your attribute points. Basically, all you should be doing is upping Dex to 36 (if you care about 4th tier talents for DW/S+S) and dumping the rest into strength. Anything else is just making a suboptimal character.
^This!
The problem is stam [b]regen[\\\\b]. Willpower has a very tiny effect on ones stam pool and a trivial effect on ones stam regen. Spending 6 willpower so I can do 1 extra dual-weapon sweep per fight is stupid. I am much better off either:
-Spending more points in dex/str/cun so that my other abilities hit harder so I don't need that extra dual-weapon sweep
or
-Popping mana pots on my mage and then converting mana to stam via rejuv. and mass rejuv.
Having Bioware developers/mods suggest pumping willpower is especially distressing. If they just said either:
1) "We wanted to balance the system but we ran out of time."
Then I'd know they understand the system isn't balanced.
2) "We know the system isn't balanced but we don't care because we like mages being overpowered."
Then at least I'd know they understand the system isn't balacned.
Instead, it sounds as if they built the system thinking it was balanced which suggests they don't really understand how their own game works. That's the scariest part of all this.
P.S.
Even if you fixed stamina v. mana, the fact is that melee abilities are FAR worse than magical ones and yet cost roughly the same (they cost far more if you consider mana pots).
Compare the following abilities:
-Holy smite v. mana clash.
-Cripple v. Misdirection Hex
-Dirty fighting v. paralyze.
I've seen the lead developer state that they didn't balance the classes with regards to dps. Well it's far from of obvious that they even tried to balance the classes at all.
What this? To balance the class soley based on DPS? WTF? This is WoW mentality talking. Raid Leader: You have 2k DPS L2P suck ass go home! We don't need you!" Seriously... Besides if you know that the best dps in game would be auto attacking and you want to get the max DPS possible what are you complaining about? AND if you time your abilities with the auto attacking you can attain much more dps! You don't spam them!
#109
Posté 06 décembre 2009 - 03:21
Just for the sake of clarity on one point, you started the namecalling very early on. I don't know man, maybe consider some anger management classes?
#110
Posté 06 décembre 2009 - 03:30
AKA you had a suboptimal garbage build (in before "But I beat the game on hard wih no pots, I am pro!"). Doesn't really mean anything. You say you were jack of all trades, I say the math says you're lying. Looking at activation costs, there's no way you could heal/nuke/CC in a single battle with no pots. No, what you did was pump willpower and just used CC 99% of the time with an occasional heal thrown in.
#111
Posté 06 décembre 2009 - 03:36
#112
Posté 06 décembre 2009 - 03:40
#113
Posté 06 décembre 2009 - 03:43
Georg said so on one of the threads complaining about 2 Handed warriors. Sadly the search function on these forums sucks so I can't provide you a link.Matthew Young CT wrote...
no its comparing stamina to a renamed stamina WITH POTIONS. they are otherwise identical you know. the only difference is potion availability....WillieStyle wrote...
The problem is stam [b]regen[\\\\\\\\\\\\\\\\b].yes willpower isnt very good. this is different to the stamina issue, stamina is fine.Willpower has a very tiny effect on ones stam pool and a trivial effect on ones stam regen. Spending 6 willpower so I can do 1 extra dual-weapon sweep per fight is stupid. I am much better off either:
-Spending more points in dex/str/cun so that my other abilities hit harder so I don't need that extra dual-weapon sweep
or
-Popping mana pots on my mage and then converting mana to stam via rejuv. and mass rejuv.where have devs said pump willpower? and mods had nothing to do with da's development, theyre no different to a normal player in such mattersHaving Bioware developers/mods suggest pumping willpower is especially distressing. If they just said either:
1) "We wanted to balance the system but we ran out of time."
Then I'd know they understand the system isn't balanced.
2) "We know the system isn't balanced but we don't care because we like mages being overpowered."
Then at least I'd know they understand the system isn't balacned.
I'm sorry but this is unresponsive. Compare the classes as a whole and you'll see that mage abilities are universally better. And they can be applied from range. And they are often AoE whereas warrior and rogue abilities are typicaly single-target. And they cost relatively less because though the average talent costs the same stamina as the average spell, mages get more mana per level than warriors and rogues get stamina. And they get unmissable high damage ranged auto-attack that scales with spell power. And they only need to boost one stat instead of many. Poor class balance in DA:O goes far beyond stamina v. mana.the costs are totally different actually.Even if you fixed stamina v. mana, the fact is that melee abilities are FAR worse than magical ones and yet cost roughly the same (they cost far more if you consider mana pots).
Compare the following abilities:
-Holy smite v. mana clash.
-Cripple v. Misdirection Hex
-Dirty fighting v. paralyze.
comparing abilities like that directly is asinine anyway. classes have to be compared as a whole.
No they aren't. See, I can play the contentless assertion game too.balancing classes wrt to dps would have been stupid, so that's no surprise.I've seen the lead developer state that they didn't balance the classes with regards to dps. Well it's far from of obvious that they even tried to balance the classes at all.
they are balanced fairly well if you take out the horrible brokenness of potions.
Modifié par WillieStyle, 06 décembre 2009 - 03:45 .
#114
Posté 06 décembre 2009 - 03:43
#115
Posté 06 décembre 2009 - 03:47
deathwing200 wrote...
AKA you had a suboptimal garbage build (in before "But I beat the game on hard wih no pots, I am pro!"). Doesn't really mean anything. You say you were jack of all trades, I say the math says you're lying. Looking at activation costs, there's no way you could heal/nuke/CC in a single battle with no pots. No, what you did was pump willpower and just used CC 99% of the time with an occasional heal thrown in.
I'm not the guy you're replying to, but you're wrong. I have a build that's primarily nuker and CC, but can also heal. I almost never drink a potion. Death Syphon. It's godlike.
You just need to make sure you kill things before your mana runs out, activate Death Syphon, walk over to the corpse, and use the mana you jsut got to blow away your next Death Syphon victim. You can keep this going pretty much indefinitely with no lyrium used. I just finished the Circle and Fade without drinking a single potion, and only using Lyrium Veins for the boss fight (since there's no corpses to drink from.)
#116
Posté 06 décembre 2009 - 03:47
Ghillied Raptor wrote...
I was under the impression that since the warriors and rouges had a reliable auto-attack system, the abilities are used to turn the tide of a battle.
A mage can do more damage with auto-staff attacks than a 2 handed warrior auto-attacking. And the mage auto-attack never misses. And the mage can do it from the saftey of range.
#117
Posté 06 décembre 2009 - 03:47
Ghillied Raptor wrote...
I was under the impression that since the warriors and rouges had a reliable auto-attack system, the abilities are used to turn the tide of a battle.
Pretty much. The trouble is that some people have to be pushing a button every 'global cooldown' or they are not happy.
#118
Posté 06 décembre 2009 - 03:50
guess i shouldve said designerWillieStyle wrote...
Georg said so on one of the threads complaining about 2 Handed warriors. Sadly the search function on these forums sucks so I can't provide you a link.
ya they need to be since their attack is crap.I'm sorry but this is unresponsive. Compare the classes as a whole and you'll see that mage abilities are universally better.
i use dual weapon sweep and whirlwind all the time shrugAnd they can be applied from range. And they are often AoE whereas warrior and rogue abilities are typicaly single-target.
you dont need much attack so unmissable isnt very relevant. i do more damage as a rogue than most mage abilities so i dunno what your standard for high damage is? and it scales with my attributes too. scales better than spellpower actually.And they cost relatively less because though the average talent costs the same stamina as the average spell, mages get more mana per level than warriors and rogues get stamina. And they get unmissable high damage ranged auto-attack that scales with spell power.
mages only need 1 stat if you use pots. again, pots are the problem hereAnd they only need to boost one stat instead of many. Poor class balance in DA:O goes far beyond stamina v. mana.
eta: and rogues and warriors can play with 1 stat too (cun rogue/str war/dex 2h rogue/dex either)
might want to read what i was responding to. it was a contentless assertionNo they aren't. See, I can play the contentless assertion game too.
Modifié par Matthew Young CT, 06 décembre 2009 - 03:52 .
#119
Posté 06 décembre 2009 - 03:51
this is complete nonsense. you really have no idea how to build a melee classWillieStyle wrote...
Ghillied Raptor wrote...
I was under the impression that since the warriors and rouges had a reliable auto-attack system, the abilities are used to turn the tide of a battle.
A mage can do more damage with auto-staff attacks than a 2 handed warrior auto-attacking. And the mage auto-attack never misses. And the mage can do it from the saftey of range.
#120
Posté 06 décembre 2009 - 03:51
Koralis wrote...
deathwing200 wrote...
AKA you had a suboptimal garbage build (in before "But I beat the game on hard wih no pots, I am pro!"). Doesn't really mean anything. You say you were jack of all trades, I say the math says you're lying. Looking at activation costs, there's no way you could heal/nuke/CC in a single battle with no pots. No, what you did was pump willpower and just used CC 99% of the time with an occasional heal thrown in.
I'm not the guy you're replying to, but you're wrong. I have a build that's primarily nuker and CC, but can also heal. I almost never drink a potion. Death Syphon. It's godlike.
You just need to make sure you kill things before your mana runs out, activate Death Syphon, walk over to the corpse, and use the mana you jsut got to blow away your next Death Syphon victim. You can keep this going pretty much indefinitely with no lyrium used. I just finished the Circle and Fade without drinking a single potion, and only using Lyrium Veins for the boss fight (since there's no corpses to drink from.)
Meh you don't even need death syphon.
When you get above 100 spellpower, affliction hex + blizzard + deathcloud clears a whole screenfull of enemies. If there's an elite mob, toss a death hex on it before dropping death cloud.
At that point, you don't need stamina pots.
Even against a high-dragon:
Vuln Hex + Affliction Hex + Death Hex + Death cloud. Two mages can kill a high dragon in 10 secs. You don't need mana pots as a mage. Mages are just broken.
#121
Posté 06 décembre 2009 - 03:56
Koralis wrote...
deathwing200 wrote...
AKA you had a suboptimal garbage build (in before "But I beat the game on hard wih no pots, I am pro!"). Doesn't really mean anything. You say you were jack of all trades, I say the math says you're lying. Looking at activation costs, there's no way you could heal/nuke/CC in a single battle with no pots. No, what you did was pump willpower and just used CC 99% of the time with an occasional heal thrown in.
I'm not the guy you're replying to, but you're wrong. I have a build that's primarily nuker and CC, but can also heal. I almost never drink a potion. Death Syphon. It's godlike.
You just need to make sure you kill things before your mana runs out, activate Death Syphon, walk over to the corpse, and use the mana you jsut got to blow away your next Death Syphon victim. You can keep this going pretty much indefinitely with no lyrium used. I just finished the Circle and Fade without drinking a single potion, and only using Lyrium Veins for the boss fight (since there's no corpses to drink from.)
Yeah, I had Death Syphon too plus the stab yourself in the neck thing. I also did a lot of standing around shooting my staff waiting for the right time to pop my next spell. I made it work.
#122
Posté 06 décembre 2009 - 03:57
Matthew Young CT wrote...
this is complete nonsense. you really have no idea how to build a melee classWillieStyle wrote...
Ghillied Raptor wrote...
I was under the impression that since the warriors and rouges had a reliable auto-attack system, the abilities are used to turn the tide of a battle.
A mage can do more damage with auto-staff attacks than a 2 handed warrior auto-attacking. And the mage auto-attack never misses. And the mage can do it from the saftey of range.
Look you seem like a nice enough guy, but if we are going to continue this debate you are going to have to respond with more than just assertions.
As a mage, your staff attack scales on the following:
-Your magic score (0.219 * magic bonus)
-Spell wisp +5% * 0.219
-Spell might +10%* 0.219
-Staff focus +33%
-Elemental damage boost up to +30%
A well built mage will do considerably more dps auto-attacking than a well built 2 Handed warrior auto-attacking. And the mage never misses (even at 80+ str my 2 handed warrior misses on occasion). And the mage attacks from range and doesn't have to worry about:
-Knockbacks (indomitable doesn't prevent these)
-Point blank AoE damage
-Aura of weakness (further increases miss rate).
Oh and affliction hex and vulnerability hex DRAMATICALLY increase staff auto-attack damage.
[Editted to correct staff damage scaling with spellpower]
Modifié par WillieStyle, 06 décembre 2009 - 04:03 .
#123
Posté 06 décembre 2009 - 04:07
why should i respond to assertions with anything more? back up what you say and i'll respond in kind.WillieStyle wrote...
Look you seem like a nice enough guy, but if we are going to continue this debate you are going to have to respond with more than just assertions.
yes yes and melee weapons get +damage mods and runes and whatnot. and elemental attack is a big disadvantage. cold damage blows and its what you get for the best staffs.As a mage, your staff attack scales on the following:
-Your magic score
-Spell wisp +5%
-Spell might +10%
-Staff focus +33%
-Elemental damage boost up to +30%
if youre just going to assert stuff i'll just say you're wrong.A well built mage will do considerably more dps auto-attacking than a well built 2 Handed warrior auto-attacking. And the mage never misses (even at 80+ str my 2 handed warrior misses on occasion).
never found them a big issue.And the mage attacks from range and doesn't have to worry about:
-Knockbacks (indomitable doesn't prevent these)
-Point blank AoE damage
-Aura of weakness (further increases miss rate).
mark of death DRAMATICALLY increases melee damage.Oh and affliction hex and vulnerability hex DRAMATICALLY increase staff auto-attack damage.
#124
Posté 06 décembre 2009 - 04:17
Do the math and you'll find that mage auto-attack scales faster than 2 Handed auto-attacks. And runes are especially bad for 2 Handed warrior since they aren't normalized to attack speed.Matthew Young CT wrote...
why should i respond to assertions with anything more? back up what you say and i'll respond in kind.WillieStyle wrote...
Look you seem like a nice enough guy, but if we are going to continue this debate you are going to have to respond with more than just assertions.yes yes and melee weapons get +damage mods and runes and whatnot. and elemental attack is a big disadvantage. cold damage blows and its what you get for the best staffs.As a mage, your staff attack scales on the following:
-Your magic score
-Spell wisp +5%
-Spell might +10%
-Staff focus +33%
-Elemental damage boost up to +30%
I don't know what you mean by elemental attack being a big disadvantage. I assume you mean that some creatures have high resistance to certain attacks? If so, this is no problem at all. You can easily get +30% to both fire and frost (though I prefer spirit and frost because spirit is imba). Then just alternate between your frost wand and your fire wand depending on whether you're fighting demons or undead.
Sigh! No need to take my word for it. I've provided enough details that anyone who cares to can try it for themselves.if youre just going to assert stuff i'll just say you're wrong.A well built mage will do considerably more dps auto-attacking than a well built 2 Handed warrior auto-attacking. And the mage never misses (even at 80+ str my 2 handed warrior misses on occasion).
never found them a big issue.And the mage attacks from range and doesn't have to worry about:
-Knockbacks (indomitable doesn't prevent these)
-Point blank AoE damage
-Aura of weakness (further increases miss rate).Um. I'm not sure how to respond to this. The above things lower the dps of the 2h relative to a mage or increase the damage they take.mark of death DRAMATICALLY increases melee damage.Oh and affliction hex and vulnerability hex DRAMATICALLY increase staff auto-attack damage.
Wrong! Mark of death DRAMATICALLY (+20%) increases ALL damage, including staff auot-attack damage. Affliction hex and vuln hex only increase elemental rune and poison damage which is bad for 2 handed warriors since runes and poisons aren't normalized for attack speed.
Modifié par WillieStyle, 06 décembre 2009 - 04:21 .
#125
Posté 06 décembre 2009 - 04:27
i never said they were very good. i was just listing random +damage melee gets, since you listed random +damage mage gets *shrug*WillieStyle wrote...
Do the math and you'll find that mage auto-attack scales faster than 2 Handed auto-attacks. And runes are especially bad for 2 Handed warrior since they aren't normalized to attack speed.
and immunity yesI don't know what you mean by elemental attack being a big disadvantage. I assume you mean that some creatures have high resistance to certain attacks?
its a disadvantage compared to physical attacks, obviously.If so, this is no problem at all.
changing weapons for every encounter? gimme a break. im not going to give melee the assumption of putting in perfect runes and using perfect weapons for every encounter either, its absurd.You can easily get +30% to both fire and frost (though I prefer spirit and frost because spirit is imba). Then just alternate between your frost wand and your fire wand depending on whether you're fighting demons or undead.
where are your details? all youve provided is mods, which melee gets too.Sigh! No need to take my word for it. I've provided enough details that anyone who cares to can try it for themselves.
correct. by an insignificant amount.Um. I'm not sure how to respond to this. The above things lower the dps of the 2h relative to a mage or increase the damage they take.
yes my bad i misremembered. why are you comparing regular autoattacks from a 2h with a spell+autoattack from mage? thats not very fair.Wrong! Mark of death DRAMATICALLY (+20%) increases ALL damage, including staff auot-attack damage. Affliction hex and vuln hex only increase elemental rune and poison damage which is bad for 2 handed warriors since runes and poisons aren't normalized for attack speed.





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