Thanks looks like I’ll get Flesh Hoop as a minor DPS increase for boss fights. Magic Missile is currently enough for most mobs due to the bug.
Yes. The Black Collifys in Roxona have a knockback in their attack. It’s often frustrating aoe grinding them with FC so I see this bug often, even with Surespell up. I’ll try to get screenies.
Try to use reflect shield. It might prevent it. Blue Nuos knock back can be prevented by reflect shield.
I thought they fixed that? The RS preventing knockback, I mean.
Not sure about it but reflect shield does prevent stagger and knock back. Knock down is different though.
Thanks for the tip. At this point and later on today, I’m going to be trying to replicate the bug and see if it’s not just a visual thing.
I am pretty damn sure the circling, damaging corpse parts from an incomplete FC cast is not just a bug, but also a sudden convenience.
Here it is: Proof that an interrupted FC cast turns it into a stronger Flesh Hoop. It’s a little hectic but that is what happened when a FC doesn’t go through fully. I didn’t record evidence providing details other than the fact that FH uses less particle effects and orbits the character slower.
why is your flesh look like a corpse? mine is purple and white and idkkk
It depends on your corpses you gathered. The corpse potion you use is purple and white.
Ah ok, I normally don’t use FC outside of missions much so I thought the cancelled/interrupted FC was just a visual bug, didn’t know it deals damage too.
I also learned something about the two spells: they’re basically one spell with two different effects.
Note that Flesh Hoop doesn’t give you a buff, and the “bug” that happens when you cast FC with FH still active which results it cancelling. The first half of the FC spell animation brings the FH effect to you before the corpse parts are brought above the character’s head for a barrage of attacks.
Basically, casting FH is a “First Half” FC spell animation that functions differently with different damage values and character animation. As I pointed out, interrupted-by-enemy-attack FC just gives you a stronger FH.
I guess that is why using Flesh Cannon while Flesh Hoop is active would consume the Hoop as well…but they still consume 15 corpses and still does the same damage.
hi guys! i have a question, and i know its been asked countless of times but the answer i find focuses on sorcs, and i would like to know on a necros point of view, what would be a better rod, ignition or maga?
i’m a wiz3link1sorc1necro1, using arch rod. but i recently got an ignition recipe from a cube, i was pondering to use it or buy maga instead. playstyle wise, i chose necro because i can summon and deal damage myself with flesh cannon and hoop. but TS saved my ass countless of times in quests
Ignition 5% burn doesn’t proc by your summon so your MM is your only consistent choice for proccing it. JP + MM usually clears the mobs easily which makes this option really not a good choice. Ignition is arguably good on Ele and Pyro with their DoT proccing it together.
Superior Corona Rod is your best choice for damage while Maga is the better choice for your Sorc Demon.
JP+FC works really well with ignition. If you link 5 mobs, flesh cannon will deal 16*5 = 80 hits and thus proc the burn effect 4 times in average.
I think JP->FC->HK->MM is a very good combo for necro, especially for linker2.
It works well but the mobs are already dead by then. Superior Corona Rod would deal more damage with more hits on FC than hoping for a proc on ignition.
But JP is currently bugged. If it gets fixed sometime soon, JP > HK > MM will not wipe mobs like how it can do now.
Superior Corona Rod MATK - (Ignition MATK + Ignition Fire property attack) = 267-192-22 = 53
(53 * 1.5 * 1.5 * 16) = 1908 dmg.
FC on 5 mobs alomost guarantees that at least one mob procs(98% chance).
Proc dmg via link > 1000 dmg for 1000 MATK.
HK->MM takes more than 3 seconds, so unless you can one-shot mobs with flesh cannon, ignition deals more damage I think.
I forgot that MM also benefit from Superior Corona Rod…
So if a staff does not announce a bug does mean it is intended? I already have answered your query from the other thread. We are doing a repository merge with kTos. This means that skills should perform the same way in both versions. Except for some changes we obviously don’t have in yet.
Now posting again from the other thread
Source: http://pastebin.com/sHHbXqmJ
Linker:
- Physical Link:
- Cooldown is now 22 Seconds. ( Previously 20s )- Joint Penalty: - Cooldown is now 22 Seconds. ( Previously 15s ) - Hit Count limit is now (Skill Lv * 10) - Hangman's Knot: - Cooldown is now 15 Seconds. ( Previously 10s ) - Debuff duration is now ((1 + Skill Lv) * 0.2 )Seconds.
Our current JP does not have a limit which it has in the previous patch. The JP hit limit has been applied to kTos now while ours regressed. I hope that you understand my point as it is getting repetetive to explain such things. Another thing is HK. Have you noticed that the bind duration is reverted 1 sec per level which clearly should have already been ((1 + Skill Lv) * 0.2 ). Just see our current tooltip and see what HK should currently be.