Aller au contenu

Mechanics questions: weakness, Mark of the Rift, combos (more as we go?)


  • Veuillez vous connecter pour répondre
16 réponses à ce sujet

#1
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

What does weakness do, exactly? It's hard to google seeing as 'weakness' brings up hits for 'weakness to spirit damage,' etc. But I'm talking about the status effect that is the Rift Mage's bread and butter. % damage taken, % damage given, % speed types of numbers are what I'm looking for.

 

Also, for some reason I can't find much information about Mark of the Rift. It basically makes demons into paste, but doesn't do much to other enemies as far as I can tell, but I'd like more specific information than that.

 

And what are all the status combos you can do? I'm aware of the grid that shows how you can stun, sleep, paralyze and freeze, and detonate those in different ways to form a combo. But apparently there are also combos to create the stun, sleep, paralyze and freeze conditions to begin with, such as weakness + shock = sleep? What others are there? And does elemental damage automatically proc some of these effects, eg shock for lightning, or maybe something else for spirit? I ask because it would seem to explain the abnormally high proccing of sleep that I sometimes get without having characters using explicitly sleeping or shocking abilities, as far as I can tell.

 

And I'd still like to know how this "active blocking" works. What determines if an enemy blocks your sword attack with their sword?



#2
Molohk

Molohk
  • Members
  • 114 messages

Regarding weakness, by itself it only reduces the damage done by the afflicted enemy (15%). But rift mages gain extra benefits from weakness (extra duration for other debuffs, extra damage on them, mana gain).

 

On a side note, that's the beauty of Stone Fist against packs of enemies, when upgraded it will weaken nearby enemies, but it also acts as an impact detonator, so: Static Cage > Stone Fist is not only a massive discharge combo but it also leaves enemies weakened and all your passives kick in besides the damage reduction.

 

MotR is very useful for all kinds of enemies, the ticks aren't huge but they add up to a good amount of damage, for instance, as an Assassin DW Rogue my big dragon killing combo is: Mark of Doom > Stealth > Hidden Blades > Mark of the Rift, and MoD detonates for about 90k damage easy.

 

I haven't been able to locate reliable information regarding the status effects combos you mention, though I've been curious about that for a while.

 

And no idea about active blocking, I've seen enemy swordsmen do it to me, but not sure if I can do it with my warrior (other than Shield Wall blocking, of course).



#3
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

Interesting, thanks for the clarification about weakness.

 

Has anyone determined the actual damage numbers for Mark of the Rift? Or is it documented anywhere? Like % weapon damage per second or what not. And it really affects anything? It seemed to not do anything against some humans I used it on.



#4
szemyq

szemyq
  • Members
  • 82 messages
The thing about weakness is it reduces enemy damage before it gets reduced by armor and rift mages have a passive that enhances weakness to reduce enemy damage by 30%. Whats left gets reduced by armor.

#5
aznricepuff

aznricepuff
  • Members
  • 261 messages

And does elemental damage automatically proc some of these effects, eg shock for lightning, or maybe something else for spirit? I ask because it would seem to explain the abnormally high proccing of sleep that I sometimes get without having characters using explicitly sleeping or shocking abilities, as far as I can tell.

 

Autoattacks from elemental staves will proc either shock (lightning staff), chilled (ice staff), or burning (fire staff) on the last attack in the cycle - the one where your mage plants the staff in the ground and it shoots out multiple projectiles in arcs (it looks like a lesser version of energy barrage).



#6
TeamLexana

TeamLexana
  • Members
  • 2 932 messages

Omg, I thought I was crazy when I saw sleep being proc'd for apparently no reason on enemies! These combos need to be known! Seriously, like what the hell bioware? Usually isn't stuff like that in the description of abilities so we know how to set up combos?



#7
Molohk

Molohk
  • Members
  • 114 messages

Omg, I thought I was crazy when I saw sleep being proc'd for apparently no reason on enemies! These combos need to be known! Seriously, like what the hell bioware? Usually isn't stuff like that in the description of abilities so we know how to set up combos?

 

That's the most common one, it's weakened+shocked=asleep. It also seems to be a deeper sleep, resistant to some amount of damage. It's silly that there seems to be no docs about them.

 

At least the other combos (incapacitating effect + detonator) are much better documented.



#8
GhoXen

GhoXen
  • Members
  • 1 338 messages

Weakness is highly powerful, since it reduces the enemy's base damage, before any of your damage mitigations take place (armor, melee defense, abilities, etc). With a Rift Mage's 30% Weakness, often enough regular enemies will hit your party for only 1 damage for the duration of the Weakness.

 

Throw an upgraded Pitch Grenade in there, and damage ceases to exist in the Pitch.



#9
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

Further re: combos --> do discharge detonations cause friendly fire with FF disabled? I'm having a hard time explaining Cole suddenly dropping dead for lack of some clear powerful enemy attack, but it'd make sense if he was using some precision detonator while I'm throwing paralyze around like candy.

 

And since weaken apparently is so good, when you cause sleep via weaken + shock, are they still weakened and/or shocked, or does the sleep replace those effects?



#10
Capeo

Capeo
  • Members
  • 1 712 messages

Further re: combos --> do discharge detonations cause friendly fire with FF disabled? I'm having a hard time explaining Cole suddenly dropping dead for lack of some clear powerful enemy attack, but it'd make sense if he was using some precision detonator while I'm throwing paralyze around like candy.

And since weaken apparently is so good, when you cause sleep via weaken + shock, are they still weakened and/or shocked, or does the sleep replace those effects?


With FF disabled nothing you can do can hurt your own party members. Cole is dying cause rouges are squishy and if he's DW and your letting the AI mostly control him he must be drawing aggro. It only takes a couple hits after that depending on difficulty.

I wish I could answer your second question. I'm playing a rift Mage right now, level 15 on NM, and every fight now is such a glorious mess of non stop detonators until this just a pile of body parts lying there that I'm having a hard time telling whose setting what off lol. I'm running with Dorian, Cass and Sera. My enemies are basically shocked, paralyzed or asleep non stop.

#11
Kage

Kage
  • Members
  • 599 messages

I think the hidden sleep is a bug, it cant be so OP like that.

Right now Rift Mages are really bugged



#12
Capeo

Capeo
  • Members
  • 1 712 messages

I think the hidden sleep is a bug, it cant be so OP like that.

Right now Rift Mages are really bugged

It's only OP against things not immune to sleep ;)



#13
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests


With FF disabled nothing you can do can hurt your own party members. Cole is dying cause rouges are squishy and if he's DW and your letting the AI mostly control him he must be drawing aggro. It only takes a couple hits after that depending on difficulty.

 

It's not supposed to, but you know, things could be bugged. Guess not here. I have had my mage go down unexpectedly in practically one hit a few times from arcane horrors and the like when I wasn't attentive with the barriers..

 

I should probably give Cole some aggro dropping skills. Speaking of that, does Cole have any special unlisted abilities from being a spirit? He seems to go into stealth a lot even though the only ability I have for him to stealth is the backstab upgrade. And he seems to stay in stealth indefinitely till his next attack.



#14
Capeo

Capeo
  • Members
  • 1 712 messages

 

It's not supposed to, but you know, things could be bugged. Guess not here. I have had my mage go down unexpectedly in practically one hit a few times from arcane horrors and the like when I wasn't attentive with the barriers..

 

I should probably give Cole some aggro dropping skills. Speaking of that, does Cole have any special unlisted abilities from being a spirit? He seems to go into stealth a lot even though the only ability I have for him to stealth is the backstab upgrade. And he seems to stay in stealth indefinitely till his next attack.

 

Depending on the difficulty you're playing a mage getting one shot by an Arcane Horror is understandable with no barrier up and it being higher level than you.  I know on NM before I crafted some good gear and got some better CC abilities an archer at your same level two-shots mages and rogues without a barrier.

 

As for Cole, he has no special abilities separate apart from what any other rouge with the assassin spec is capable of.  He should stay in stealth until he attacks again.  That's how it works.  Or until you run into an enemy that sees through stealth.  But, yeah, you might want to invest a little in the stealth tree on.  That might help.



#15
RamonNZ

RamonNZ
  • Members
  • 115 messages

I wish I could answer your second question. I'm playing a rift Mage right now, level 15 on NM, and every fight now is such a glorious mess of non stop detonators until this just a pile of body parts lying there that I'm having a hard time telling whose setting what off lol. I'm running with Dorian, Cass and Sera. My enemies are basically shocked, paralyzed or asleep non stop.

 

Wish you could explain your combos. I'm level 18 and it's very rare to see anything set off like that. Guess I'll have to take my guys skills off auto and take some control.



#16
Capeo

Capeo
  • Members
  • 1 712 messages

Wish you could explain your combos. I'm level 18 and it's very rare to see anything set off like that. Guess I'll have to take my guys skills off auto and take some control.


I let the AI do everything except when fighting dragons or bosses. The AI will instantly go for any available detonator. So against normal mobs it usually goes like this: open with Pull and suck everyone together and apply weakness. You want weakness right off the bat for mana regen so you have options. A few basic attacks refills your mana. Throw an upgraded static cage over the pull. Your mana will stay full now. You'll also get some paralyzes. Dorian pretty much always throws in a horror and Sera throws in a Long Shot. That's usually enough to kill one guy and everyone else in the cage is nightmared and running into the walls of it.

This takes a few seconds. If you didn't catch everyone in the pull, archers say, you have a couple choices depending on if Flashpoint already procced. If it did you'll likely have Pull or Cage ready. If it didn't Barrage them and it will (so long as you crit chance is high) from there Cage them or Pull them. If you go Cage make sure the edge of the circle is near where they stand and it will blast them to the middle and paralyze them. Stonefist works too but only if they're far away from the original pack so you avoid the weakness bug.

Back to the first pack, Immolate for some DoTs, Stonefist for Sleep and Rupture, Barrage for further detonations and Flashpoint proc, they'll be a pile of chunks after that and you can move on to any stragglers with a spell that won't cause a cooldown to start the cycle over. Double Cage is ridiculous followed by a Stonefist for Sleep again and refilling your mana with a couple basic attacks then Barrage.

#17
RamonNZ

RamonNZ
  • Members
  • 115 messages

Looks like I'll have to respec back to lightning. Thanks for the answer.