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detonator skill synergy with rift mage weaken bug


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#1
Honey

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hi i just wanted to point out that the rift mage weaken bug that put ennemies to sleep can be somewhat counter by using a combo detonator, on the sleeping foes so that the sleeping effect go away and that then the rift mage could weaken his/her target again.

 

in fact if u plan on going necromancer there is a huge synergy between fear effect and the sleep effect to create nightmare combo, plus if u had a rogue with mercy killing and a tank that have war horn your whole party will deal better with guard. not to mention the sunder effect of it and the fact that war also has a fear effect meaning it also break sleep (if ennemy are in range of the fear effect that is).

 

in fact anyone considered using a necromancer as the inquisitor and use solas as cc support ? 

 

because i would totally see a team that rely on panic/fear effect plus sleep to get nightmare combo, crit from mercy kiiling (from a rogue) and to still get to reapply weaken status on foes, since, they the sleep effect will be basically gone no ?

 

i wanted ur though about it.

 

p-s : didnt tested out yet, but maybe if u put a panic/fear/any other combo detonator on bosses that rift mage have trouble with...

 

basically u would use shock effect to put bosses to sleep, then use combo detonator to detonate the sleep effect on bosses and then you use your rift mage to just reapply the weakness effect.

 

 

 



#2
Reptillius

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the weaken bug is not an issue of putting the enemy to sleep.  The weakness bug deals with the issue of shocked blocking weakened from being applied.

 

Most bosses are immune to sleep so this is why people complain. Feeling that they are losing most of their passives from rift mage.  I've sadly not had the time to really devote to single player recently to know if it's changed at all but when I played my rift mage last it was still possible to get the passive affects even if weaken itself did not apply. 

 

However once you put things to sleep. It's easy to reapply weaken and as you said there are some nice detonators that work off sleep so the detonators that you talk about with sleep and nightmare are very useful against adds and regular enemies.



#3
Honey

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but isnt shocked provide more damage ? i mean isnt shock supose to lower resistance by 20% and the buff damage from weaken status is only 20%, if we take into account energy barrage upgrade wouldnt it be more effective to apply shock and energy barrage upgrade effect as long as we get the mana regen from our spellcast ?

 

because that's like a lot more than just 15% damage compared to 20% from shock + 24% from energy barrage ? 

 

it would mean that as of now we can do like 44% effective damage compared to 15% from the passive for me its a no brainer...

 

while comparing 44% increase in damage vs 15% i'll take 44% as long as i got the mana back from my spellcast. of course if the passive worker we coukd* have 44+15 = 59% more damage, but i think that would overpowered considering how rift mage can spam spell like crazy all day long...



#4
Tharkun

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Losing weakened also means losing the debuff on the enemies damage and the mana regeneration.  



#5
Bigdawg13

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Is the impact detonator for stonefist still bugged?



#6
Tharkun

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I believe so, I didn't specifically test with patch 7 though.



#7
Reptillius

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I haven't tried the detonator myself. RL has kept me from playing much of anything or come to the forums often.  Sadly I've only played a few times in 3 or 4 weeks and I think it's been attempts at multiplayer when I have.

 

 

As for the mana regen buff. Unless they've changed it. That buff was actually still there. It just didn't show up.  On my Rift Mage I used no mana regen equipment on my character whatsoever and I noticed a major difference between when weaken should be on a target. Even a shocked target like a boss. And when it wasn't.  But you do have to still keep hitting them with your weaken affects that aren't applying through shock to get the benefit or it does wear off. Think it has like a 15 second duration give or take.

 

I did however have the couple of abilities that help with mana regen but since I almost never have to move in combat those are not the differing factor that I'm seeing.  the only time I really move in combat is when I've drawn 2 or three Giants or a Dragon is doing strafing attacks.  And in both of those situations I'm usually moving enough that I get a large portion of my mana back reguardless of those abilities.

 

Sorry. I was looking at the wrong character while getting ready for work.  On my Rift Mage I actually have no mana regen abilities what so ever. The only thing I have mana related is a 10% cost masterwork on it right now.  And I have taken all of the skills for decreasing cooldowns.   I've never respec'd this character what so ever.


Сообщение изменено: Reptillius, 06 Июнь 2015 - 09:03 .


#8
Honey

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well... that sucks =(



#9
Reptillius

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Keep in mind as long as I kept hitting with my main's weaken affects. I did not have mana problems most of the time.  I usually cast an almost non-stop barrage of spells. Only occasionally using my staff on say dragons in flight or when my cooldowns weren't coming off quite quick enough.  As far as groups went. I generally laid waste to them fairly easily.



#10
Honey

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wait wait ? you were able to use your weaken-applying spell to apply weaken on a shocked boss ? and still get mana from it ? 

i thought if you do that you would get the weaken-immune bug no ? also, does it work the other way around ? could you get mana back from a weaken target that you shocked before with a lightning spell ?



#11
Tharkun

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If you avoid lightning Rift Mages basically have infinite mana.  The only weaken bug that matters in practice is the shock+weakened = sleep (and removes shocked/weakened).  If you avoid that and re-apply weaken every so often you will be able to spam spells.  Stone Fist has an 8 second cooldown and is an AOE 500% damage spell with knockback.

 

Additionally an Elven Rift Mage with Smothering Veil and the Ice Armor passive is tough.  If you are playing in the DLC it is fun to redesign for toughness instead of just overwhelming aggression.  Haakon requires more thought than the rest of the game and certain talents become useful.  Rift mages are the best mages to use the high cost elemental spells.  You can make a very powerful, resilient earth, fire and ice mage if you go with the Rift Mage Specialization.  You will basically have two elements vs any given target and have both fast recharge times and the mana to cast expensive spells.



#12
Reptillius

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I didn't apply the weaken affect. but I did get the mana return even though it didn't list it on the boss is what I'm saying.  I didn't have mana problems if I was continuing to hit with things that would apply weaken from my PC even on things that were sleep immune such as dragons.



#13
Honey

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so what tree is more effective damage-wise then with a rift mage (between ice and storm i mean) ? because that is what i'm aiming for, i want to have as much damage damage as i can out of my rift mage. i basically want to do the maximum damage a rift mage do.

 

 

although i'm sure to take energy barrage and conductive current (for the single target and for the damage boost), i read that Blizzard does like 75% weapon damage per second without upgrade, but on the static cage spell it only says 50% weapons everytime an enemy is hit. so what's best ? 

 

taking a spell that does like 150% weapon damage per second with upgrade (yeah, blizzard upgrade double the damage) or take one that does 50% weapon damage on each hit ?



#14
Bigdawg13

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Fire is the most effective damage-wise, but I noticed you conveniently left that out.  Between ice and storm, storm is more damage.  The only good damage spell in winter is the blizzard (which is only feasible with a rift mage) but even then it's not great damage unless your enemy is susceptible to cold.  Energy barrage is a great single target damage spell. 

 

Seriously though, you have 8 abilities only. 

 

1) stone fist

2) veil strike

3) pull of the abyss

4) focus ability (pick one)

5) energy barrage

6) immolate

7) fire mine

8) winter's grasp (if they ever fix stone fist detonator)

   or

  blizzard

  or

  static cage

 

Really, it comes down to if you want to deal with the quasi-weird weakness/shock bug or not.



#15
Tharkun

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My eight doesn't include veil strike but I almost always take fade step

  1. stone fist
  2. energy barrage
  3. fire mine
  4. immolate
  5. pull of the abyss
  6. focus ability
  7. fade step
  8. winter's grasp or static cage

I prefer spirit damage to more fire damage so I almost always go for mark of the rift.  When I get to the DLC I will drop #8 for the ranged defense ability.  The nice thing about this type of mix is that if you take someone who can produce sleep on demand you can use immolate to produce 800% spirit damage via the combo.  I tend to take cole with my rift mage for this reason



#16
Reptillius

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on things not immune to sleep Energy Barrage can be combo fun on a Rift Mage.  A good shot from that spell while holding a lightning staff and you can actually watch an enemy be shocked, weakened, sleeped, and then nightmare from the single 12 hits of that spell.  I tended to carry two staves with me though because my strongest were generally fire. which is gimped damage against a lot of things.



#17
Honey

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was just wondering does using only combos for damage, is it viable ? i mean, say i focus my build on getting detonator and primer, and upgrading them, will i get more damage out of it than using spell like fire mine ?

 

because if i calculate correctly :

 

800% spirit damage + 300% from immolate + 75% burning damage, plus you can spam then like crazy, i just wonder if using combo is more efficient than using plain damage spell.... 



#18
Reptillius

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While combo's are certainly more efficient they can be a bit situational unless you've got proper setups to them and the setups usually aren't spammable situations.

 

the stronger combinations are the ones you can manage to pull off on whole groups. this usually means in some way gathering enemies together. Keeping them together while affecting all or many of them with the right status affects. and then hitting them with the right detonators.  which could involve spells with cooldown timers on them.

 

And it also means doing your homework to the point that you know what combinations work on what enemies and bosses either through constant tactical pausing or learning to identify the right enemies for the right combinations on sight.



#19
MrTornado

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Is the impact detonator for stonefist still bugged?

Patch 1.09 has fixed Stonefist detonations. You can now trigger proper Shatter, Discharge and Rupture combos with it.


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#20
mredders91

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Patch 1.09 has fixed Stonefist detonations. You can now trigger proper Shatter, Discharge and Rupture combos with it.



#21
Bigdawg13

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Patch 1.09 has fixed Stonefist detonations. You can now trigger proper Shatter, Discharge and Rupture combos with it.

 

 

I almost want to replay this...almost.  Egads!



#22
ArcValor

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Patch 1.09 has fixed Stonefist detonations. You can now trigger proper Shatter, Discharge and Rupture combos with it.

Correct me if I'm wrong, but there hasn't been a patch 9, only an 8 @.@.

 

Edit: Derp, Patch 1.09 is 8 @.@, I didn't think they fixed any bugs with that patch though.



#23
Honey

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there is a patch 1.09... if you use the option in the origins clients for having the beta stuff... and i just tested it and its true stonefist work now

 

next question is : Is the Weaken Immunity issue have been fix too...



#24
mredders91

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No the weakness issue it still their

They seem to have fixed weakness disappearing if you use a lot of skill that apply it in succession, but the bug that happens if you turn shock + weakness in to sleep on a enemy immune to sleep will still cause them to be immune to both shock and weakness that is applied to them afterwards.


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#25
Cmpunker13

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They seem to have fixed weakness disappearing if you use a lot of skill that apply it in succession,

 

So that's fixed, plus Stonefist can now trigger combos. That's something.