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I'm not even sure if it works, or if Static Charge is doing all the work on its own
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I'm not even sure if it works, or if Static Charge is doing all the work on its own
It's interesting you post this because I was just being interrupted on casting while having it. Was wondering if something is off. ![]()
GG
Same for Shield of Peace (Saar-Taar shield's upgrade). The knockdown effect doesn't work on many enemies.
With Strength, Endurance seems to work correctly as a 20% damage resistance, which is cool
Yup, that's been my experience with the passive as well. At first I thought it was because it wasn't preventing certain conditions like knockdown that would interrupt a cast, but sometimes it does, sometimes it doesn't (try casting a Finishing Stance spell in front of a rampaging Brute: you might as well flip a coin to see if you complete the spell.)
Which enemies are unaffected by the barrier knockdown upgrade? I figured it was like Mind Blast: enemies immune to physical effects just ignore it. In my experience, it also takes a while for the knockdown to occur. The animation is distinctly different from, say, Payback Strike's knockdown. Enemies hit by it don't stagger or fly back: they just stand there for a second or two, then pirouette gracefully to the ground in slow-motion.
just use the charge and hand attacks everything else is too long a casting animation, the best attacks damage wise just take so long in casting you take way to much damage and the damage reduction while casting point was a waste as well, even the 400% explosion on kill only works half the time
Which enemies are unaffected by the barrier knockdown upgrade? I figured it was like Mind Blast: enemies immune to physical effects just ignore it. In my experience, it also takes a while for the knockdown to occur. The animation is distinctly different from, say, Payback Strike's knockdown. Enemies hit by it don't stagger or fly back: they just stand there for a second or two, then pirouette gracefully to the ground in slow-motion.
Basic mooks like lesser shade and terror. haven't tested on anything else but that was enough for me to discard the point for it
I haven't noticed this problem myself, but I'll keep an eye out.
Basic mooks like lesser shade and terror. haven't tested on anything else but that was enough for me to discard the point for it
Gotcha. Demons then, eh? I suspect it's something as simple as "they lack ballet animations," ergo this has no effect on them.
Same here, seems to to work with some finishers better than others.
Still would like to see if the bonus health is active and how much. (this whole "seeing no stats at all" is annoying)
Noticed some additional problems. I use Yavanalis, which gives 5 guard on hit. I found that on skill hits, more often than not no guard is generated. It seems that if someone hits a mob first (not kills it, simply hits it), then you generate no guard. Basic skill attacks still appear to grant guard from the staff. I checked to make sure something didn't get borked with Yavanalis, but my Keeper had nearly a full bar of guard with one round of Chain Lightening. So it's apparently something a little off with Ol' Sabs.
Parenthetically, and this is purely opinion, as enthusiastic as I was with Silent Sister I'm equally or more disappointed with Saraabas. It's a unique mechanic, and it takes some getting used to, I'll grant you. But the animation timing usually results in either low/no damage inflicted by me before the target is dead, or one gets "stuck" in the the animation and summarily trounced by anything withing trouncing distance.
At one point, I used Asaara's Leap Finisher on a solitary little green demon. On Routine. It didn't even come close to killing him, and I actually did far more damage with a couple of basic attacks. Most of the skills either don't hit their intended target(s) or indeed don't hit much of anything at all. Some tend to fire with her facing the wrong direction entirely, resulting in skills that simply get launched into the ether and do nothing at all.
Finally, while I welcome the free content, I'm left to wonder...the last two agents are apparently mutes due to varying reasons (one cut her tongue out, and the other had her mouth sewn shut.) Since these were a rogue and mage respectively, I suspect the next (and quite likely last) agent will probably be a warrior who got whacked in the junk in an unfortunate druffalo accident and makes noises only dogs and certain game developers can hear. ![]()
Definitely works, though static charge definitely helps. I've got video of myself playing saarebas and she is definitely avoiding knockdown-- even though I'd take even a 50% avoid knockdown buff. Got video of yourself being knocked down? That'd help.
... I'm equally or more disappointed with Saraabas. It's a unique mechanic, and it takes some getting used to, I'll grant you. But the animation timing usually results in either low/no damage inflicted by me before the target is dead, or one gets "stuck" in the the animation and summarily trounced by anything withing trouncing distance. ...
Mostly, I would agree. This game is already slow motion and adding another Zither character who just raises hands up and you have to wait for 3 seconds before the ability actually triggers while being hit, knocked down, and interrupted. Maybe at least, for aesthetic purposes, she could have waved the hands but no, standing still right here. The model itself is nice but animations are neither well done nor their timing is reasonable. I'd say the idea is interesting but implementation is quite pathetic. Due to these long animations, all abilities have substantial delay between actual targeting and hitting the target, so they obviously miss and miss a lot. Barrage cannot even hit at point blank and it is quite possible to do more damage just with basic staff attacks. Which is probably working as intended.
When the animation actually starts, she is immune IMO most of the time. In my very limited experience with here, bolters knock her down no matter what and a lot of special hits can interrupt. If she is sort of interrupted, animation still proceeds but there is no damage (or jump) in the end. However, there is some delay between pressing the key and starting the animation probably for "smoother" animation or whatever else her designer had in mind. During this delay, about half a second, she can be knocked down. Also, her fade step has similar delay and quite frequently does not get her out of ragdoll.
In my very limited experience with here, bolters knock her down no matter what and a lot of special hits can interrupt.
Where have you even been fighting bolters? Map? Difficulty? I haven't seen the dwarves since the patch.
There definitely seem to be some issues to the thread not related to the actual character ability as I have video evidence of the passive working just fine.
Where have you even been fighting bolters? Map? Difficulty? I haven't seen the dwarves since the patch. ...
Perilous FC off host and on host, almost same thing. On host her frost step works better and lets you jump to relative safety.
Another issue is constant turning around, not sure why it is like that but it is rather an inconvenience than real problem.
The solution to the long animations is ...
Sure, there are a few things to slightly cut down the time but another simpler solution would be shorter animations. She is not overpowered and her damage output is on the medium side IMO. She is quite on par with elementalist, just slow casting while his casting is way faster and he has better barrier, fire mine, flash point, death siphon, and fade cloak. I tried putting staff of Razikale on her and this messed up everything. It seems that she cannot cast at all from the fade. The animation is played but in most cases nothing happens.
The solution to the long animations is Ring of Asaaranda, Flow stance. It cuts your casting time 30%.
+1
This one buff makes such a huge difference.
I wonder... Would this stack with Battle of the Bands?
It likely does. It stacks with Heart of Pride.
It likely does. It stacks with Heart of Pride.
Multiple rings stack btw. Makes for some fun times.
Perilous FC off host and on host, almost same thing. On host her frost step works better and lets you jump to relative safety.
Another issue is constant turning around, not sure why it is like that but it is rather an inconvenience than real problem.
Oh you just notice that NOW. It happens whenever you get hit on any character with a ranged attack. That's not specific to her, but with everyone. With Her, it changes the direction of her Leap. That's bugged me since day one.