It also doesn't calculate in the spirit rune, doesn't it?
I think skill damage modifiers do take runes into account, but I don't know if Fade Shield takes rune damage into account for barrier generation.
It also doesn't calculate in the spirit rune, doesn't it?
I think skill damage modifiers do take runes into account, but I don't know if Fade Shield takes rune damage into account for barrier generation.
They could remove spirit blade from the game and I still wouldn't care. It isn't going to stop the arcane warrior from being an invincible class.
Halving the damage of SB seems kind of harsh. Wouldn't it have been better to reduce it to 200% at first and see how that works, rather than outright shitting on it?
I haven't tried it yet tho so I don't really know how bad it is now.
They could remove spirit blade from the game and I still wouldn't care. It isn't going to stop the arcane warrior from being generally tankier than other classes.
FTFY. Also, it's funny how much people will complain about balance in a co-op game. The AW doesn't ruin anything (at least after getting nerfed), the other classes are still competitive (with the right gear at least, but the AW needs gear himself in order to do well). The core reason why the AW does as well as he does in comparison to others, is that guard is **** because no MP character has high armor to make their guard durable. Also, guard offers...what was it, 25% of total HP as guard? Not a very big buffer between you and death, now is it? With barriers, on the other hand, they off relatively massive static durability values (over four thousand at max, compared to character HPs that range from 500 to under 1k without hefty warrior promotions).
They could remove spirit blade from the game and I still wouldn't care. It isn't going to stop the arcane warrior from being an invincible class.
Exactly. People have been running without it and doing just fine. I feel dirty doing it so I don't but it's more than (and right now probably a lot better) workable.
Spirit Blade does infact affect the run, which was a really nice aspect of it. I feel like it must contribute to Fade Sheild, since pretty much any damage you deal does (Deflecting Blade, for example)
Halving the damage of SB seems kind of harsh. Wouldn't it have been better to reduce it to 200% at first and see how that works, rather than outright shitting on it?
I haven't tried it yet tho so I don't really know how bad it is now.
Spirit Blade is practically no better than spamming staff attacks. Take Gathering Storm into account, and you've basically nullified Spirit Blade's usefulness. Only when attacking enemies weak to spirit damage (or reflecting heavy damage projectiles) do you get any meaningful amount of damage and barrier generation.
Bioware is being extra on this. If they dont want the Arcane Mage to use melee easily, they shouldn't put him in the game.
Or, just remove the blade and call him whatever.
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