Those Necromancer buffs are very appreciated.
[GUIDE] Certain abilities and passives have been altered by patch 1.10
#101
Posté 04 septembre 2015 - 02:23
#102
Posté 04 septembre 2015 - 02:39
does this patch fix the issue with enemies becoming immune to weaken after the "weaken-shock-sleep" combo ? the very one that prevent a rift mage to get mana back from restorative veil on weakenned enemies ?
because if so, i would totally do another rift mage, and start playing at his/her full potential just to see how much spell i can cast on top of a single ennemy lol =)
#103
Posté 04 septembre 2015 - 02:40
#104
Posté 04 septembre 2015 - 02:43
does this patch fix the issue with enemies becoming immune to weaken after the "weaken-shock-sleep" combo ? the very one that prevent a rift mage to get mana back from restorative veil on weakenned enemies ?
because if so, i would totally do another rift mage, and start playing at his/her full potential just to see how much spell i can cast on top of a single ennemy lol =)
No, it does not.
#105
Posté 04 septembre 2015 - 02:46
erf... sad... well guess ill just continue my 2h warrior reaver though ^^ gonna try these new passive right away =)
#106
Posté 04 septembre 2015 - 03:44
No one answered my post last page...
#107
Posté 04 septembre 2015 - 03:46
No one answered my post last page...
Because good is subjective? And because everyone is too busy complaining about KE getting buffed.
#108
Posté 04 septembre 2015 - 04:24
Not real happy with the change to shadow strike, using it to keep flasks up was what made tempest feel fluid and fun. Trying to sub it out with different skills without much luck, the class just feels clunky to play now.
#109
Posté 04 septembre 2015 - 05:36
Because good is subjective? And because everyone is too busy complaining about KE getting buffed.
He (Bigdawg13) and I are both skilled tempest players who greatly enjoy the specialization, he's the one that I most similar to in terms of how we play rogues out of anyone I've seen in the combat forum. I was asking him specifically because I know his opinion on these changes will very likely match my own.
#110
Posté 04 septembre 2015 - 05:54
Change to walking fortress will have some repercussions on the 2H champ builds. It'll be interesting to see survival.
Spirit blade's damage being nerfed seems odd, but I'm excited to see what the upgrades bring. I may actually play a KE again.
The nerf to flask of lightning....ouch. Really big ouch. I love the graphics and the spell effects being frozen in time from it. Now that is gone. Gah!
I actually did a double-check to make sure somehow April 1st hadn't crept up on me.
Can someone check the changes on Walking Fortress? just cancel the cooldown reduction and nothing added? Seems all other skills are adjusted or buffed, only WF got a entirely nerfed? WTF EA?
#111
Posté 04 septembre 2015 - 06:09
i miss the 'fixed freezing characters in tactics mode' from the patch notes 8(
#112
Posté 04 septembre 2015 - 06:22
Can someone check the changes on Walking Fortress? just cancel the cooldown reduction and nothing added? Seems all other skills are adjusted or buffed, only WF got a entirely nerfed? WTF EA?
There is no more walking fortress. It's been replaced with Livid.
Edit: Also Spirit blade got a buff but everyone's seeing it as a nerf because they can't spam it now.
Modifié par AnUnculturedLittlePotato, 04 septembre 2015 - 06:23 .
#113
Posté 04 septembre 2015 - 06:30
There is no more walking fortress. It's been replaced with Livid.
Edit: Also Spirit blade got a buff but everyone's seeing it as a nerf because they can't spam it now.
From what I've heard, it is unbowed replaced by Livid. See the first post.
P.S your explanation on spirit blade is why I used the word "adjusted". but for WF, simply taking one positive affect out and adding nothing is not "adjust", it is a purely nerf.
#114
Posté 04 septembre 2015 - 06:33
About the War Horn change (in SP):
War Horn no longer deals any damage nor sunder any armor. It used to deal 100% weapon damage and 20% armor reduction on all surrounding targets, and trigger masterworks (guard on hit etc). Its improved version is no longer affected with cooldown reduction and the likes. It has three stages, snare horn, fear horn and stun horn. Stun horn allows setup for AOE combo right from the start, so everyone can pretend to be a Templar now.
About Livid skill (in SP)
The skill has too long a cooldown to be really impactful, but it's far, far better than what Unbowed was. It's still instant, it still costs nothing, and now it provides good buffs.
About Combos in general
Is it me or did they buff combos? It looks like you deal your ability damage on top of the combo damage, now.
Edit: Ohhh they fixed my gear modification exploit, no more oneshotting everything in The Descent on my warrior, GG Bioware ![]()
#115
Posté 04 septembre 2015 - 06:34
What? is BioWare making changes at this point just to make them? Would love to hear someone reasoning on this. It just seems odd that they are doign this at all and B. some abilities seem upgraded, some seem nerfed, and now you have entirely new abilities. What the actual heck? And the Spirit Blade and Mark of Death ones concern me the most no manual triggering any more...if I am reading that right...well it removed the fun of the ability for me. So both Kara and Ben may've just gotten nerfed, but seems Ben has gotten the far shorter end of the deal.
#116
Posté 04 septembre 2015 - 06:40
They also fixed Deathblow costing you the 50 stam twice.
#117
Posté 04 septembre 2015 - 06:45
A few thoughts after playing today.
1. Spirit blade changes honestly don't change much other than SB spam and that was never optimal to begin with and it takes a spam skill and makes it tactical which, nerf or buff, creates more dynamic gameplay and that's honestly more enjoyable some players will just need to re-learn how to play or drop in difficulty level if they still wish to spam.
2. Livid is amazing! Most warrior builds are going to want to work that in because it can be a straight 10-50% damage and defense increase for 10 seconds with unbowed as it's upgrade. Seriously it's really good and I like the animation.
3. Shadow Strike. It's a nerf yeah but one that truthfully doesn't make that big of a difference. Tempest will notice it the most but with Master CD amulet they're really only waiting 1 second on flask rotation spam and I rarely noticed the 4 second CD spam missing from my gameplay.
4. Nearly a year but it's good to see Necros get some love. Horror is still meh and I didn't play enough to notice if Spirit Mark was any better/worse but they at least double downed on Walking Bomb and finally gave it the improvements MP has enjoyed for months.
5. Lightning Flask buff. Sort of. You trade 2 seconds for a 300% lighting pop at the end of the effect and damage wise it's sort of a net zero (you even lose some when fighting against enemies with lightning resist) but it doesn't impact gameplay much which is nice.
6. Elemental Mines. Holy crap unneeded buff is ridiculous. Artificers could already tear it up with their mines doing 50% weapon damage but to buff it to 175% and you'll wonder why you press any other button because it also treats you to a light show.
7. Evasion buff is nice maybe? I mean it's double the chance but I just never know when it's working. Is there an animation when it activates?
8. Walking Fortress buff should really only be noticeable to warriors who don't run Flow of Battle and/or low crit builds and they'd only struggle on hard or higher.
9. Mark of Death. Never upgraded it on my Inq and that won't change now. All this change does is give it a longer duration when Cole uses it as the AI never popped it early for the damage bonus. (Also don't upgrade it if you're going to switch over and manually pop it yourself) I'm also unsure as to how big of a damage buff you get for popping it early as you can stack a lot of pain in 4 additional seconds.
10. Poison passives finally get their long awaited +3Dex which has been lacking until now.
11. Elemental mines part 2. Varric occasionally throws one large mine of a single element that does more damage rather than the spread of tiny mines. Never sure what causes this but the ability icon does change for him. Never happened on Inq just Varric and it was always random. So that's curious.
12. Gameplay doesn't seem to change via Spike Trap, it just now has a wider AoE damage area and that's nice but minor.
Wondering about any other hidden things like previously defunct abilities being fixed (looking at you precision targeting) and sad to see no buff for Templar (come on blessed blades, I wanna put you on my bar but you're killing me). All in all this feels like a strong step forward and I'm just sad we get these changes as the game is coming to an end.
- Navleen aime ceci
#118
Posté 04 septembre 2015 - 06:45
Weird something seems wrong here because it seems some of the patch has gone through and others have not. I am getting Livid for Cass now but no Amplified Blade.
#119
Posté 04 septembre 2015 - 06:49
Weird something seems wrong here because it seems some of the patch has gone through and others have not. I am getting Livid for Cass now but no Amplified Blade.
Lot of peeps are reporting amplified blade not showing up.
#120
Posté 04 septembre 2015 - 06:50
Lot of peeps are reporting amplified blade not showing up.
Huh interesting *shakes fists* Bioware!!!!111
#121
Posté 04 septembre 2015 - 07:08
K new war horn is ok i guess, sometimes it refuses to work ie the skill remains inactive no idea why. Loving livid, a skill which i think every warrior will like.
Finally ring of pain now actually does spirit damage
#122
Posté 04 septembre 2015 - 07:10
A few thoughts after playing today.
1. Spirit blade changes honestly don't change much other than SB spam and that was never optimal to begin with and it takes a spam skill and makes it tactical which, nerf or buff, creates more dynamic gameplay and that's honestly more enjoyable some players will just need to re-learn how to play or drop in difficulty level if they still wish to spam.
2. Livid is amazing! Most warrior builds are going to want to work that in because it can be a straight 10-50% damage and defense increase for 10 seconds with unbowed as it's upgrade. Seriously it's really good and I like the animation.
3. Shadow Strike. It's a nerf yeah but one that truthfully doesn't make that big of a difference. Tempest will notice it the most but with Master CD amulet they're really only waiting 1 second on flask rotation spam and I rarely noticed the 4 second CD spam missing from my gameplay.
4. Nearly a year but it's good to see Necros get some love. Horror is still meh and I didn't play enough to notice if Spirit Mark was any better/worse but they at least double downed on Walking Bomb and finally gave it the improvements MP has enjoyed for months.
5. Lightning Flask buff. Sort of. You trade 2 seconds for a 300% lighting pop at the end of the effect and damage wise it's sort of a net zero (you even lose some when fighting against enemies with lightning resist) but it doesn't impact gameplay much which is nice.
6. Elemental Mines. Holy crap unneeded buff is ridiculous. Artificers could already tear it up with their mines doing 50% weapon damage but to buff it to 175% and you'll wonder why you press any other button because it also treats you to a light show.
7. Evasion buff is nice maybe? I mean it's double the chance but I just never know when it's working. Is there an animation when it activates?
8. Walking Fortress buff should really only be noticeable to warriors who don't run Flow of Battle and/or low crit builds and they'd only struggle on hard or higher.
9. Mark of Death. Never upgraded it on my Inq and that won't change now. All this change does is give it a longer duration when Cole uses it as the AI never popped it early for the damage bonus. (Also don't upgrade it if you're going to switch over and manually pop it yourself) I'm also unsure as to how big of a damage buff you get for popping it early as you can stack a lot of pain in 4 additional seconds.
10. Poison passives finally get their long awaited +3Dex which has been lacking until now.
11. Elemental mines part 2. Varric occasionally throws one large mine of a single element that does more damage rather than the spread of tiny mines. Never sure what causes this but the ability icon does change for him. Never happened on Inq just Varric and it was always random. So that's curious.
12. Gameplay doesn't seem to change via Spike Trap, it just now has a wider AoE damage area and that's nice but minor.
Wondering about any other hidden things like previously defunct abilities being fixed (looking at you precision targeting) and sad to see no buff for Templar (come on blessed blades, I wanna put you on my bar but you're killing me). All in all this feels like a strong step forward and I'm just sad we get these changes as the game is coming to an end.
So Necromancer is actually viable now ? Did Rift Mage get any love from your playtesting ?
#123
Posté 04 septembre 2015 - 07:56
"Livid" has got to be the most visually annoying ability I've ever seen. Ugh.
#124
Posté 04 septembre 2015 - 08:27
6. Elemental Mines. Holy crap unneeded buff is ridiculous. Artificers could already tear it up with their mines doing 50% weapon damage but to buff it to 175% and you'll wonder why you press any other button because it also treats you to a light show.
Elemental Mine's damage is unchanged for me (PC) still does roughly about half an auto attack. Tooltip also unchanged.
#125
Posté 04 septembre 2015 - 12:08
Holy heck to the possible elemental mines buff. Is that true? 175% damage?!? That almost makes me think to load an older save on my rogue inquisitor....
As for the spirit blade changes...im cool.with it and suits my play style just fine. I love immolate and chain lightning so its great to use those powers to power up my blade.
I wish the necromancer spells got some spell reduction, though.happy to hear the buffs. Gonna make the choice hard for my new mage....





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