Honestly, I think once these monk skills are given a bit more skill factor, the combo monk style will be a lot of fun to play. Monk/Inquis and spend your time fighting wheels.
Prana:
Line 1) displays the % of your magic attack converted to ‘additional psychokinesis property damage’
Line 2) % damage boost for psychokinesis-property attacks
Line 3) % bonus damage you receive from psychokinesis attacks
I was just looking at this skill too xD
am having my doubts about it worth now
Skill multipliers have been drastically reduced, so you can’t rely on spamming skills to kill stuff anymore. At this point, we need to wait to see how’s the increase in attack from gear counters this. My feeling is that you’ll have to play your elememe as you would with any physical attacker: pump your crit attack/crit rate and rely on crit hits for damage bursts.
How is Sadhu supposed to even function though, now that we can no longer place our vulnerable form on a safety zone?
OOB against high level enemies is surely begging to be oneshot by a boss or overwhelmed in the middle of a CM, and the only surefire solution I can think of is channeling Oracle’s new invuln skill, but that removes a lot of the interesting cast-while-attacking gameplay of sadhu.
No matter how much skill multipliers must be reduced or how much IMC increases equipment attack, skills that do worse DPS than simply auto-attacking is just a very bad oversight. Baffled at how IMC decides on these skill multipliers at all.
Is the damage formula still the same as before? Cuz now that equipments grant so much attack and defence is reduced by so much for all mobs (and bosses), based on the current formula, it’s very easy to approach the 1.0 factor for most mobs, which means you can easily calculate your damage by just using your attack value (at character window) x skill factor. This seems weird to me.
This probably sounds trivial, but I really hope IMC give us free rename vouchers for my chars.
I kinda named my chars based on some themes and ideas but now all my chars builds will no longer exist and need to be changed accordingly.
I think it would be for the best for IMC to abolish the whole OOB concept and make it a buff that give psychokinesis property dmg to auto attack and skills. OOB has been a mess since beta and it’s not getting better.
The same should be done with the monk class. Rename the class and turn it into something different, since it’s obvious that IMC is not willing to commit to it to make it viable.
So, first Limacon and then Bunshin will not work?
[quote=“DrRM, post:3567, topic:381396”]
as expected, just like magnum opus they have no idea how to make it work cause they cant see the obvious [/quote]
What do you mean by that?
i dont understand how they can take out overheats of some skills and leave them doing 100%-140% weapon damage with a cd of 30+ seconds. literally auto attack builds would do more damage because their damage is always active.
Bring more and different types of SP potions. Running on store bought and alchemist potions help alleviate the SP drain situation for a bit.
On the contrary I do think the SP costs are a bit on the high side, hope they can lower it a bit.
Do you have any thoughts on miko miko? Is it still basically deiv 4. It’s quite the bitter pill to swallow to reduce miko to boosting owls (which seem to be really good now) given that they are worth 1/3 of class choices.
Yeah I hope so too. Many of my characters names aren’t going to make sense now that I have to change their build.
Basically, Magnum Opus is one of those skills that has a high potential to be something really interesting, but is left in a very basic and unfinished state.
Players have been clamoring and leaving feedback about Magnum Opus for years, coming up with various ways to make it a really useful and fun skill for alchemists, but it has never been changed, nor has the list of transmutable items ever been updated.
can someone link me the skill/class simulator with re:build update? thanks in advance
Post Has Been Removed
Well, they finally made “potion throw” a thing so maybe… just maybe someday…
I wish that homunculus would be easier to use/manage… that whole hassle with making it and it’s kind of useless…
Yeah you know I’m actually really surprised. I left a big rant in the feedback section about how I’d like to change Alchemist, and they incorporated two out of the three or four major things I wanted changed.
that was: throw potion support skills, and a special tab that would allow alchemists to choose what kind of items their potion skills would throw.
Granted I also asked for combustion to be reworked into an ability that used items of different sorts as ammo, and it kind of sort of became a thing
Needless to say I’m kind of pleasantly surprised. It’s a huge step in the right direction even if the overall changes made to alche were fairly conservative. Combustion is still kind of ass even though it’s much better than it used to be., and the item choice doesn’t seem to make a difference, go figure. Wugushi has the same problem with their poson pot card effects not scaling.
Also, found some more alchemist gameplay. This one shows off alche’s new UI.
Healing potion is not the biggest heal in the world, but it’s still 1/3 of the character’s HP. And this Alche has almost 80k HP. That’s not terrible.
3.03 a clear shot of the new Combustion in action. Barely stronger than Ice Pike
Havent played a cryo for long time now, but did they make ice pike aoe larger?