As the title says, what ability you folk think suits best for an warrior? After the patch, I find myself torn between them.
Livid or war horn?
#1
Posté 08 septembre 2015 - 01:50
#2
Posté 08 septembre 2015 - 03:12
#3
Posté 08 septembre 2015 - 04:21
It was excellent. Armor reduction: 20% Bonus damage vs. guard: 1,200% and damage to enemy with fear resistance. Yes it was aoe spell for warriors, that could proc any effect from masterwork materials. And now the war horn is broken, they removed cooldown... ai have no idea how to use it and just keeps blast the damn thing as long as character have stamina.
- zeypher aime ceci
#4
Posté 08 septembre 2015 - 04:26
War Horn lost its damage; in exchange you can now beat fear immunities and use it to setup cross-class combos on demand. The snare is kind of useless though.
Livid is an instant recovery button and is such a juicy buff, both offensively and defensively.
You absolutely want the last passive before War Horn, 50% more stamina regen is insane
The last passive before Livid is so terrible, even after a 2.5x buff it still isn't something you want.
I'm honestly torn between these two. War Horn was insanely good, possibly one of the best skills in the game due to its ability to proc masterwork effects, which it lost. Now it's on demand crowd control.
Even after all this, War Horn is still the King of Jaws of Hakkon, but Livid rules hard in The Descent.
- Deebo305 aime ceci
#5
Posté 08 septembre 2015 - 04:45
#6
Posté 08 septembre 2015 - 05:28
How does war horn setup cross class combos?
Improved War Horn now has three phases depending on how long you wait between casts, the skill changes and its effect is different.
If you wait 0-8 seconds, it's called "Snare Horn", and it slows everyone around.
If you wait 9-16 seconds, it's called "Fear Horn", and it fears everyone around.
If you wait 17+ seconds, it's called "Stun Horn", and it stuns everyone around. This stun will allow you to setup combos. It's basically a cheaper Wrath of Heavens with a slower animation, on a shorter cooldown, that doesn't damage demons.
#7
Posté 08 septembre 2015 - 05:38
I will go with livid, as not a fan of the new war horn, the previous war horn was one of the best aoe abilities a warrior had as it panicked, sundered and did 100% weapon damage to everything in its radius and also did 1200% guard damage and would proc your masterworks. For a reaver panic is amazing as enemies wouldn't block you and would generally present their backs to you making them a LOT easier to kill.
I miss my old war horn as it was the only ability that damaged, debuffed and controlled groups of enemies with a low cost to boot as well.
#8
Posté 08 septembre 2015 - 05:39
Just to make certain, a high crit 2h build lets wrath have a very short cooldown whereas your stuck with 17+ seconds for improved war horn? Also charging bull negates the cost of most expensive skills. I only ask because normally I like to go Templar so I can do aoe stun.Improved War Horn now has three phases depending on how long you wait between casts, the skill changes and its effect is different.
If you wait 0-8 seconds, it's called "Snare Horn", and it slows everyone around.
If you wait 9-16 seconds, it's called "Fear Horn", and it fears everyone around.
If you wait 17+ seconds, it's called "Stun Horn", and it stuns everyone around. This stun will allow you to setup combos. It's basically a cheaper Wrath of Heavens with a slower animation, on a shorter cooldown, that doesn't damage demons.
- actionhero112 aime ceci
#9
Posté 08 septembre 2015 - 05:41
New war horn doesnt work with flow of battle, meaning for stunning you have to wait for the full 17+ seconds to use the horn.
#10
Posté 08 septembre 2015 - 05:49
New war horn doesnt work with flow of battle, meaning for stunning you have to wait for the full 17+ seconds to use the horn.
Does it have an indicator for how long it's been charged?
I kind of want to roll a templar and start every battle with a double eldrich detonator.
#11
Posté 08 septembre 2015 - 06:35
Nope has an internal cooldown, no visual clue and the best part sometimes the horn refuses to fire at all, the icon changes to it being unavailable. Atm the new horn cause more headaches than it solves.
- actionhero112 aime ceci
#12
Posté 08 septembre 2015 - 07:07
Does it have an indicator for how long it's been charged?
I kind of want to roll a templar and start every battle with a double eldrich detonator.
The icon changes as it evolves. It first shows a "spike trap" sign for the snare, then a "skull" for the panick, and lastly a "swirl" for the stun. You can open every fight with the stun or the fear, you just need to cycle it and wait a bit before you engage if you wish to open with a fear.
You can open the fight with a stun horn + eldritch detonate from your mage then wrath and spell purge + explode on kill with a fat two hander. Enjoy the number spam.
#13
Posté 08 septembre 2015 - 07:37
using dispel to detonate is not as strong as templars combo, reason being it uses the weapon damage of the detonator to determine the damage, a staff has got nothing on warrior weapons when it comes to weapon damage.
#14
Posté 08 septembre 2015 - 07:37
The icon changes as it evolves. It first shows a "spike trap" sign for the snare, then a "skull" for the panick, and lastly a "swirl" for the stun. You can open every fight with the stun or the fear, you just need to cycle it and wait a bit before you engage if you wish to open with a fear.
You can open the fight with a stun horn + eldritch detonate from your mage then wrath and spell purge + explode on kill with a fat two hander. Enjoy the number spam.
For me it showed no changes and eventually bugged out and refused to fire, i have no clue why.
#15
Posté 08 septembre 2015 - 07:47
#16
Posté 08 septembre 2015 - 07:56
Livid works in that if you hit buttons really quick and use it just as your finishing wambo combo it has no cooldown or stamina cost sane as unbowed before. But you have to be really quick and cancel one animation with the other. Problem is that unlike unbowed you sort of want to cast it before the cambo.
livid doesnt have a stamina cost, like unbowed it never did have a stamina cost.
#17
Posté 08 septembre 2015 - 08:50
using dispel to detonate is not as strong as templars combo, reason being it uses the weapon damage of the detonator to determine the damage, a staff has got nothing on warrior weapons when it comes to weapon damage.
That's why you first combo with a mage, then you combo again with the Templar to make sure enemies actually die and explode for massive amounts, killing everything in a chain reaction. Otherwise, you're forced to wait for Spell Purge to come off cooldown.
That's unless you can guarantee a 20k+ crit, of course, since most trash has 20k hp.
#18
Posté 08 septembre 2015 - 08:55
Still i would love if i can get my previous war horn back as its previous iteration synergised well with a reaver.
#19
Posté 08 septembre 2015 - 03:40
I am having a hard time understanding the reason for the War Horn change at this point.
- zeypher aime ceci
#20
Posté 08 septembre 2015 - 04:06
I am having a hard time understanding the reason for the War Horn change at this point.
I guess the change came from MP as i see no reason why the single player version had to be changed.
#21
Posté 08 septembre 2015 - 04:23
War Horn had a lot of synergy with MP Reaver. Crits would cause fear and fear would cause crits. So you wanted to fear your enemies a lot, just for that reason. The upgrade on top of that synergy was over-the-top. It would make more sense to change MP reaver so that you don't get automatic crits on feared targets and make it like SP where only crit causes fear.
#22
Posté 08 septembre 2015 - 04:26
Mp reaver had deathblow, SP doesnt have that skill for warriors. I really hate games being balanced around MP.
#23
Posté 08 septembre 2015 - 06:10
I guess the change came from MP as i see no reason why the single player version had to be changed.
War Horn had a lot of synergy with MP Reaver. Crits would cause fear and fear would cause crits. So you wanted to fear your enemies a lot, just for that reason. The upgrade on top of that synergy was over-the-top. It would make more sense to change MP reaver so that you don't get automatic crits on feared targets and make it like SP where only crit causes fear.
They didn't actually change War Horn in MP as far as I can tell. That is why the change in SP makes less sense. I guess it was because there wasn't a fear based passive to take advantage of, and players complained. I don't know, real poor man's WoH that costs way too many points doesn't make any sense at all to me.
And as far as MP is concerned, the real War Horn synergy is between Rampage and the upgrade to War Horn, since that is one of the few decent ways to get back chunk hp.
#24
Posté 08 septembre 2015 - 06:20
Doesnt matter still hate the new war horn, old one worked brilliantly on my SP reaver. An attack that controlled, debuffed and damaged enemies in a aoe with a low cost to boot, what was not to like. The choice was between spending 2 points to get guard smasher or spend those 2 points to get the war horn, i preferred the horn.
#25
Posté 08 septembre 2015 - 06:56
I hope someone will create mod eventually and give us back good old fashioned war horn. I have seen already mod for knight enchanter, mod that gags chanters, finally something useful instead this boring crap “o look! Another face yaay I created a mod, qunari with long hair yaay!!”





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