Basically they really made Falconer more like a support now really, yes no?
I think Tomahawk is developerâs response to people wanting phoenix Grita as their hawk
For me, not having PES made Falco lose itâs dinstinctive gameplay.
#sadPES
Yeah, I still donât like how much of a focus on crit they seem to be pushing, while also making it impossible to hit 100% crit comfortably. I hope it will be viable to just build flat damage because I just donât like having to play around the RNG of crits.
It should be fix that way long ago, I can barely move in a map which swarm with mob that spam spiral arrow
Dunno how to quote on mobile. But regarding on hunterâs retrieve targetting now a area, does it only target one unit or the whole bunch in that area? Thanks crevox.
If you are in melee range, they do not cast spiral arrow. And you can usually get into melee range before they cast the first one.
Dragoon Changes
[Dragoon on Tos Guru]
-Serpentine now has a guaranteed critical hit if the enemyâs movement speed is reduced. Bleeding and Additional Damage attributes removed.
-Gae Bulg cooldown reduced (30 -> 20 seconds). Debuff locked at 10 seconds and no longer scales with skill level. Attack Zone, Defense Zone, and Retrieve attributes removed. You no longer have to retrieve the spear.
-Dragon Soar now inflicts [Shock] for 5 seconds guaranteed, and the attribute to inflict shock has been removed. If the enemy is under the [Fear] debuff, it ignores 50% of enemy defense. The Ascension attribute has been removed (stays at 5 hits, not inherited).
-New skill, Dragon Fear.
-Provides a buff that increases your AoE Attack Ratio by 3, and causes [Fear] on enemies nearby. The duration of the buff and number of targets affected by Fear scales with skill level. Maximum skill level of 10. It lasts 12 seconds at level 1, going up by 2 seconds with each level, for a maximum of 30 seconds. It affects 1 target with Fear, going up by 1 target per level, for a maximum of 10 targets.
-Dethrone cooldown increased (16 -> 20 seconds). Boss monster debuff duration now locked to 10 seconds and does not scale with skill level.
-Dragoon Helmet cooldown increased (1 -> 10 seconds). Duration now set to 1 minute. No longer reduces SP consumption, but damage bonus increased (50% -> 100%).
-Dragon Fall now hits twice on enemies with [Shock]. Counterweight attribute removed.
It is more the mix of few things turn it into broken mechanics like Tevhrin Stalactite Cave, melee mix with spiral arrow spamming archer mix with unusually fast respawn timer.
Oh this is actually pretty great.
Now if only the damage part of the skills were to work on bosses but Given how Praise doest not reduce the damage pet taken by bosses as well
I saw Bong using this, it still locks the pet AI , meaning this skill is useless like this.
SAPPER videos and updates pls???
I know most are disappointed regarding class hackapell.
but with an optimistic point of view, could someone tell me if someone made a video showing the templar + hacka synergy?
Why do matadors have such low skill factors compared to other classes? Am I missing something here?
Also, do skill factors for skills increase, if I take matadors as my last circle choice instead of the first?
Watching Nekorin test out Alchemist.
Seems like sprinkle HP potion is a fairly weak heal. It also only heals team mates inside your party.
Combustion actually looks like it hits pretty hard now and has a much better AOE. It hits about 4 targets it seems. You can combust any material item using the new workshop UI which is basically just a glorified ammo pouch. Still cute though. Didnât seem like the item quality changed the effect of Combustion at all. Alchemic missile is still the same.
I suppose Alche can serve the role of SP supplier in parties, but I feel like the changes are still a bit too conservative imo. Still, itâs better than we had before and I will take it.
Iâve been pushing for this for all wizzies in general. Let clerics heal HP, let wizards heal SP. Itâs 1 class but Iâll take what I can get.
no. all circles will be the same. the only order that matter is hidden classes that canât be taken as first circle.
Anyone knows if Caracole and Quick and Dead got their ricochet attributes merged into the base skill? I have the feeling that those skill might be useless if their ricochets are completely gone
We still duoâd Tevhrin 1-5 and killed gesti at rank 8 with average gear, its sad how badly this game caters to bad players.
First time posting here, kinda strange forum software they use. Maybe just my settings that mess stuff up.
I am probably making a character for Monk now. It seems that skills with higher OH have lower xxx% damage and skills from higher ranked classes with overheat lost theirs to bring the damage in line.
The way I see Monk now is a mix of Auto Attack and combo based gameplay. Most attacks have 4 Over Heat and you have a skill to burst-like refresh all cooldowns. Therefore you should count the 4 Over Heats as 1 âAttackâ that you can split up and get multiple proccs of buffs from. Why? If a Skill refreshes you get all charges back now, therefore they had to lower the individual damage of Over Heat skills to not make them broken.
They way I see it now is that you can combine the different Monk Skills, the debuffs and buffs they give to actually do a different version of the âORA ORA ORA ORAâ Meme with different monk skills, especially if you can use all these skills during Double Punch stance.
So, One Inch Punch - > Palm Strike -> Hand Knife -> God Finger Flick -> (refresh One Inch Punch debuff otherwise) -> Palm Strike -> Hand Knife -> etc.
Each hit makes use of all the buffs, etc . inbetween you can use auto attacks with double punch or maybe Double Punch and the rest of the skills maie two distinctive ways to play it. With hit stun being a thing maybe the version without Double Punch will be great in PVP as you get so many attacks and even can refresh them in addition to two other classes you pick.
As a necromancer player I think these changes are a slight nerf. Some stuff isnt as noticable while playing alone or generally leveling as you move from group to group that much that you wont notice the 30s Corpse Tower duration. Hopefully the scaling of SPR and Summons isnt â â â â â â up if they lowered their damage, they already dont do the most damage.
I generally donât use Dirty Pole, only if a missle class is in the group and even then stuff dies fast and you move fast that you rarely makes sense. Flesh Strike was useless anyway, 3 second cast time, costs 100 corpses and SP, who ever used that with the low matk that necro generally has?
Giving Flesh Cannon only 1 charge makes it more difficult to keep 50 stacks of bane up. I normally use Flesh Hoop level 10 and Flesh Cannon to keep it up, Flesh Hoop 5 Hits = 50 stacks, then refresh until Flesh Hoop runs out and bridge it with Flesh Cannon. Advantage is that you cant interrupt Flesh Hoop and it has no casttime while also being cheaper than Flesh Cannon.
Now, reducing the Summon number can make sense if they buff them, make their size bigger or generally make them matter more. I could understand this with limitations of the engine as so many summons could be taxing. Just nerfing their damage makes little sense, especially if the Wizard is as useless as it seems. On a more positive note, other classes can now pick the combination they want out of the 3 minions that supports their playstyle best (tank, range, magic, etc.)
Gather Corpse will always be worse than Disinter, Disinter just gathers more, has more charges, more range, etc. . They now they nerf so it will become a hassle to start Necro and keep playing it as the master wonât sell corpse parts anymore (locks the first skillpoint into Gather Corpse, strange way to do that).
Well, Corpse Tower is now more of a âCDâ that you use to increase your damage than something passive, it seems.
Removing monster skills is really unecessary. They should fix the way players get stunlocked by rapid fire skills instead.