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Spirit Mark Change


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18 réponses à ce sujet

#1
KDLMaj

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Obviously we've beat the Necro horse to death on the forum- it's the crappiest of the mage specializations (and one of the crappier ones period). 

 

But Spirit Mark is the most irritating of the problems.  The time lapse problem alone- sitting around waiting for the darn thing to die off so you can loot the corpse or move on to the next part of the Rift is unreasonable.  I actually don't even train in the ability at this point- which makes it the only ability in all of the mage specializations I won't take.

 

So how about turning it into a Spirit Possession effect instead of an on-death effect?  That way the possession kicks in immediately (most of the time, by the time the current version kicks in, the battle is almost over).  Then set it up so you can instantly end it as you can currently with the spell before the on-death mechanic kicks in.  This will circumvent the bugginess that occurs, the looting issue, and the timing factor.

 

Or...please give us a way to get a one-time specialization reset. 



#2
teks

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you can cancel spirit mark at any time. I wouldn't let the AI do it, just because I'm lazy, but there isn't a reason to wait for it to expire.

 

You can post that in suggestions section, but I wouldn't hold your breath. They have enough work fixing all the bugs abilities have.



#3
GoodFella146

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I don't understand where all this bad information is coming from.  I've had Spirit Mark mess up all of once on a Necromancer playthrough.  Like teks said you can shut it off anytime.  The specialization is fine.  Just because it's not overpowered like Knight Enchanter doesn't default it to bad.  

 

Pizza you've got 3 good things: bread, sauce, cheese.  Here's the reasoning on the forum, "Bread is so bad ZOMGZ, just look at cheese over here!"

 

Really?



#4
JosieJ

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Calling Necro the "crappiest" of all Mage specializations is like saying the smallest pile of gold out of three is the "crappiest." Objectively true, but besides the point. It's not a bad specialization, although it does compare unfavorably with the other two, but they're pretty OP.

#5
DarkAmaranth1966

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I'm not impressed with either Rift Mage (just earth elemental) or Necro. It has TWO of the same spell (Spirit Mark) One uses focus, the other doesn't. I think enabling both on AI is what bugs it out and creates immortal, non aggressive enemies. It isn't a horrible skill tree but, there is a wasted point in it and, it isn't a powerhouse DPS tree. For me, it's a great support class w/o spirit mark but, not a damaging one.



#6
teks

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I'm not impressed with either Rift Mage (just earth elemental) or Necro. It has TWO of the same spell (Spirit Mark) One uses focus, the other doesn't. I think enabling both on AI is what bugs it out and creates immortal, non aggressive enemies. It isn't a horrible skill tree but, there is a wasted point in it and, it isn't a powerhouse DPS tree. For me, it's a great support class w/o spirit mark but, not a damaging one.

uhhh?

Are you saying haste and spirit mark are the same?



#7
Gigamantis

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I never have much trouble with Spirit Mark, but also don't find it incredibly useful.  It's fun to temporarily have a Rage or Pride Demon fighting for you, but once you've killed one of those what's left to fight off usually isn't very threatening.  Most fights in this game aren't long, consistent waves of enemies; by the time Mark has granted you a powerful pet it's pretty much time to move on, and the pet won't follow you. 



#8
teks

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It's fairly trivial to focus down a single enemy early in the battle, but it takes a little focus, and the payoff leaves some to be desired. Since the damage is based on the caster, its best to nab up a squishy like an archer. The big guys look impressive, but I haven't seen any advantage from getting them.



#9
deadkai

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I never have much trouble with Spirit Mark, but also don't find it incredibly useful.  It's fun to temporarily have a Rage or Pride Demon fighting for you, but once you've killed one of those what's left to fight off usually isn't very threatening.  Most fights in this game aren't long, consistent waves of enemies; by the time Mark has granted you a powerful pet it's pretty much time to move on, and the pet won't follow you. 

Possesed enemy archers really help and yes,a pride demon laughing manically while killing the remaining enemies alone made it worth it. Regarding rifts,possesed enemies should just count as allies instead beeing part of the enemys...



#10
Arvaarad

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Possesed enemy archers really help and yes,a pride demon laughing manically while killing the remaining enemies alone made it worth it. Regarding rifts,possesed enemies should just count as allies instead beeing part of the enemys...


Oh man, I've never tagged a pride demon before, that does sound like fun... or really dangerous.

I enjoyed using Spirit Mark even with its eccentricities - sure it's non-optimal, but it's entertaining. But oh boy do you have to be careful who you tag if you have FF on.

Spellbinders are easily killed, but they're way too dangerous as allies. Archers are ok. Anyone with a shield is bad news, they'll just start charging all over the party.

I'd be really wary about pride demons because their "downed powerlines" attack can one-shot tanks, and they probably wouldn't be careful about where they use it.

#11
deadkai

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Oh man, I've never tagged a pride demon before, that does sound like fun... or really dangerous.

I enjoyed using Spirit Mark even with its eccentricities - sure it's non-optimal, but it's entertaining. But oh boy do you have to be careful who you tag if you have FF on.

 

I dont play with friendly fire on because enemys arent affected by the damage spells their spellbinders do as far as i observed(no damage taken from their fire mines)...

My mages arent dumber then theirs and enemys have enough advantages already on nightmare.



#12
GoodFella146

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Oh man, I've never tagged a pride demon before, that does sound like fun... or really dangerous.

I enjoyed using Spirit Mark even with its eccentricities - sure it's non-optimal, but it's entertaining. But oh boy do you have to be careful who you tag if you have FF on.

Spellbinders are easily killed, but they're way too dangerous as allies. Archers are ok. Anyone with a shield is bad news, they'll just start charging all over the party.

I'd be really wary about pride demons because their "downed powerlines" attack can one-shot tanks, and they probably wouldn't be careful about where they use it.

 

It's honestly very fun.  Try fighting two giants then marking one of them.  That's very enjoyable.  The game is easy enough that one can sprinkle in a few fun abilities like this here and there, and this is one I make use of.

 

I dont play with friendly fire on because enemys arent affected by the damage spells their spellbinders do as far as i observed(no damage taken from their fire mines)...

My mages arent dumber then theirs and enemys have enough advantages already on nightmare.

 

lol @ ppl's reasoning..  whatever makes you happy I guess   ''/

 

Do you play on casual to make up for the differences in hit points too?



#13
Gigamantis

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It's fairly trivial to focus down a single enemy early in the battle, but it takes a little focus, and the payoff leaves some to be desired. Since the damage is based on the caster, its best to nab up a squishy like an archer. The big guys look impressive, but I haven't seen any advantage from getting them.

Is the pet damage based on the Damage of the caster?  From what I've seen it's based on the damage of the demon you tagged (+75% if you have the upgrade).  Rage demons especially seem to shred enemy demons down in 2-3 hits.  Since I'm a DW Assassin one of the my favorite strategies is tagging the Rage demon in the group, burning all my big damage CD's to take him down fast and watch him shred his friends to pieces.  That's also fun to do with Arcane Horrors. 

 

The point is the damage they do is noticably higher than the low tier demons, but since those are generally the only serious threats in a given encounter once they're beaten having them stick around and kill their friends is more of a fun novelty than it is useful. 



#14
teks

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I haven't noticed this. I spirit marked a few things and they all did the same damage, but I'll happily test it out a little more. Spirit mark was something I didn't test as much as I wanted, and I don't really have a ton of experience with it in normal gameplay.

What is inherited is attack speed though, thats a definate. Rage demons have a good attack speed, which could be what your witnessing.



#15
GoodFella146

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You wanna watch sh*t drop FAST?  Mark an Arcane Horror.



#16
teks

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Ouch

#17
KDLMaj

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you can cancel spirit mark at any time. I wouldn't let the AI do it, just because I'm lazy, but there isn't a reason to wait for it to expire.

 

You can post that in suggestions section, but I wouldn't hold your breath. They have enough work fixing all the bugs abilities have.

 

I'm pretty sure Spirit Mark can be cancelled up until the point where it actually creates a dead creature but not after.  *That's* the problem with the spell.  Once the damn creature is dead, you have to sit around and wait out the duration of the pet to loot it or get the rift to move forward.  

 

And despite the amusing stories in this thread- the reality of the situation is that it's rare that this spell actually pays off when it kills something.  Ironically, the main benefit of this spell is before it kills the creature- the added DPS.  It's just poorly designed and needs an overhaul.



#18
sch1986

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Wish I'd known it could be cancelled before! I gave it to Dorian and spent an entire game waiting for a possessed enemy (which was usually the last one to die anyway, this making it useless) to die to drop loot or progress the rift. It was SO annoying. If I wasn't so lazy I would have respecced him.

But I agree with others: it is pretty fun watching some of the tougher enemies in the fight wipe out all your enemies for you.

#19
teks

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I'm pretty sure Spirit Mark can be cancelled up until the point where it actually creates a dead creature but not after.  *That's* the problem with the spell.  Once the damn creature is dead, you have to sit around and wait out the duration of the pet to loot it or get the rift to move forward.  

 

And despite the amusing stories in this thread- the reality of the situation is that it's rare that this spell actually pays off when it kills something.  Ironically, the main benefit of this spell is before it kills the creature- the added DPS.  It's just poorly designed and needs an overhaul.

they never get necromancers right. never.