[GUIDE] Certain abilities and passives have been altered by patch 1.10
#151
Posté 04 septembre 2015 - 04:43
#152
Posté 04 septembre 2015 - 04:44
The patch made Artficer very archery focused and Tempest very dagger focused.
What changed in the patch to make Artificer more archery focused?
#153
Posté 04 septembre 2015 - 05:00
Boy, did I pick the wrong day to be offline.
My overall question is, WHY? Why all these changes for SP?
I think the theory that a lot of these are MP balance changes that spilled over makes some sense, but other changes are clearly SP oriented, like the MoD debuff. And let's face it, it is a controlled character debuff, while having an AI side-benefit buff.
I'm just glad I finished my KE Dragon Challenge runs before the SB changes. Spamming SB was all that kept my level 9 alive vs. Abyssal High Dragon.
One nice thing about all these changes is that it rerolls all the min/max collective wisdom. A lot of maximal builds now have to be rethought. That's part of the fun, right?
EDIT: Oh, and the improvements to Necro. About time.
#154
Posté 04 septembre 2015 - 05:04
Ok, after more tests, Spinning Blades is definitely stripping all of the debuffs off of the main enemy after all.... well crap, that really puts a dent into my dual-dagger rogue, since now the tradeoff for Spinning Blades' damage output is now removing all of the debuffs on the enemy, which sucks for bosses
guess I'll be looking into using a different ability in place of it, like Deathblow or Throwing Blades instead.
Also I can confirm it now - the "Lasting Mark" upgrade for Mark of Death is NOT WORKING
Mark of Death still lasts only 8 seconds even with Lasting Mark upgrade purchased.
#155
Posté 04 septembre 2015 - 05:52
#156
Posté 04 septembre 2015 - 06:53
I never liked spinning blades except for DW artificer, which really was an odd duck anyways.
I adore spinning blades.. Pair them with hidden blades on each dual blade. It was ridic. Like, hidden blades would pop off all the time on my dual blades and my critical chance was something like 113% and it was just crazy. It made me giggle with a giddy glee. I never played as a DW artificer - seemed an odd combo to me (artificer seems an archer specialty to me and I don't archer!). I only played my DW as a dual blade assassin. But I guess we like what we like, no? I hope that doesn't mess with my boy Rafe. I'm still actively playing his DW dual blade assassin game on JoH.
#157
Posté 04 septembre 2015 - 07:11
Artificer passives play extremely well with multiple attack skills, so throwing blades, mines, spinning blades, hidden blades proc.
#158
Posté 04 septembre 2015 - 07:57
Artificer passives play extremely well with multiple attack skills, so throwing blades, mines, spinning blades, hidden blades proc.
Amen. DW Rogue fans- give Artificer a chance. Though you can't use the focus skill. You haven't lived until you've used Fallback Plan and Upgraded Elemental Mines in concert.
#159
Posté 04 septembre 2015 - 08:01
I think there has also been a slight change to Horn of Valour's upgrade; That's the Spirit. As far as I recall, Horn of Valour used to give a 15% bonus to armour and damage, whilst the upgrade bumped the bonus damage up to a total of +50%. Now That's the Spirit instead gives a further bonus of 15% to armour and damage, for a total of +30% to each.
The new change to Unbowed has made it seriously tempting on my 2-handed champion build, so I'm not sure Horn of Valour will survive.
#160
Posté 04 septembre 2015 - 08:22
Hilariously enough, Fade Touched Unbowed is still in the game. Just got the Volcanic Aurum variant.
#161
Posté 04 septembre 2015 - 08:41
Ooh, that could be potentially powerful if it actually has the Livid effect.
#162
Posté 04 septembre 2015 - 09:08
Hilariously enough, Fade Touched Unbowed is still in the game. Just got the Volcanic Aurum variant.
Has to be a typo where Livid was intended. Same thing happened in the Bleeding -> Sundered patch.Ooh, that could be potentially powerful if it actually has the Livid effect.
#163
Posté 04 septembre 2015 - 09:11
I'll need to figure out the right pace to reload to 99 before switching, or else you don't get the full 3 strikes of the animation. Although ... hmm, maybe the pause is shorter if I only do 2 strikes?
#164
Posté 04 septembre 2015 - 09:14
#165
Posté 04 septembre 2015 - 09:17
#166
Posté 04 septembre 2015 - 09:26
I'm thinking something like this for necromancer using mana surge and rejuvenating barriers to improve mana managment
http://www.rpg-gamin...32b428505601745
#167
Posté 04 septembre 2015 - 09:35
I think there has also been a slight change to Horn of Valour's upgrade; That's the Spirit. As far as I recall, Horn of Valour used to give a 15% bonus to armour and damage, whilst the upgrade bumped the bonus damage up to a total of +50%. Now That's the Spirit instead gives a further bonus of 15% to armour and damage, for a total of +30% to each.
The new change to Unbowed has made it seriously tempting on my 2-handed champion build, so I'm not sure Horn of Valour will survive.
I had both Horn of Valor and Unbowed on my 2H Reaver and loved it... nearly on demand guard and a party wide boost to damage and armor? I can probably find room for that... now I just need to determine if Livid has a place... probably...
Trying to figure out if shadow strike has a place after sky hold.
I barely found a justification for it pre skyhold...
#168
Posté 04 septembre 2015 - 09:35
I'm thinking something like this for necromancer using mana surge and rejuvenating barriers to improve mana managment
http://www.rpg-gamin...32b428505601745
I would never give up energy barrage. I don't really run into mana issues though on my necromancer. But, I do make use of the free walking bomb trick when available.
Not really right thread though for this. Also, I've read that the despair (upgrade for horror) works on any thing while feared (which should be often with wall of fire). I use both horror and wall of fire though. Three distinct sources of ticking spirit damage ftw.
#169
Posté 04 septembre 2015 - 09:36
All Fade Touched Unbowed is bugged. It literally does nothing when it procs.
#170
Posté 04 septembre 2015 - 09:40
Unbowed masterworks are supposed to still be Unbowed, but if it isn't working then that is a problem.
#171
Posté 04 septembre 2015 - 09:43
Unbowed masterworks are supposed to still be Unbowed, but if it isn't working then that is a problem.
No guard generates when it procs.
You can still tell when it procs, because of the noise, just no guard generates.
Test it yourself, use the volcanic aurum near the hissing waste vendor to farm out a fade touched variant.
#172
Posté 04 septembre 2015 - 09:45
All Fade Touched Unbowed is bugged. It literally does nothing when it procs.
So it doesn't work period? Damn.
#173
Posté 04 septembre 2015 - 09:47
Might be worth posting some of the issues like HoV masterwork and Unbowed masterwork not doing anything here:
http://forum.bioware...-w-patch-notes/
#174
Posté 04 septembre 2015 - 09:50
I still do not see alternate upgrades for spirit blade. Things I tried:
1) looking at vivienne's skills (post-skyhold)
2) respec'ing vivienne's skills (post-skyhold)
3) loading pre-spec save and choosing KE
4) #3 and then respec'ing
5) #3, fast traveling to another zone, then respeccing
6) #3, respeccing, then fast travel
7) unplugging console for 10 minutes and restart
8) spin in circle 3 times and speak dragon age devs name backwards
None of it lets me see amplified blade.
Now it does seem to do more damage when I have 99 charges. But 3 swipes and it's down less than 20 charges. So basically it's charge up, swipe three times, charge up, swipe three times. And I still couldn't die even if I was dumb.
*EDIT*
I do like the new livid animation, but I feel it borrows a hell of a lot from wrath of heaven. In fact, it makes Wrath of Heaven animation look a bit ... underwhelming.
#175
Posté 04 septembre 2015 - 09:51
Amplified only showed for me if I loaded a save where previously I had already invested in the upgrade before. After respec, or if there wasn't a point in the upgrade already, it wouldn't be there any longer.





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