It's nice because you can throw down one or two walls in a choke or near a choke and cut groups in half. However, my primary spells are Bramble Wall, which I usually do to section off a large portion of the mobs. I'd have to look at my toon for the specific passives, which I can't while I'm at work. The mechanic is actually a blind, but I consider this a stun in my use of the term due to the fact that the enemy is still essentially rendered useless for the duration. TL DR - Base classes will be modified eventually, but not until higher priority additions are finished.ĮDIT: I said that vanilla shotgun mastery is a stun. I played a Berserker all the way through with SynergiesMOD, up to 100, and found it to work just fine in Synergies. Once those are complete, I believe he intends to work more on Act 5 content. Right now, he is working on finishing the Paladin and Warlock. As he is the only person actively coding the mod, he can only do so much at a time. Salan has talked about wanting to modify the original four classes to balance them for SynergiesMOD, but that is a lower priority on the list than the other work he is planning. Spells are unlocked earlier to compensate for the increased difficulty and spawns that SynergiesMOD provides. In addition, SynergiesMOD changes level requirements to access certain spells, but the spells themselves are not changed. With the stun provided by the vanilla shotgun mastery, it can chain stun any of the endgame bosses that are in SynergiesMOD, essentially eradicating the difficulty and balance created for the endgame content. The reason for the change to Shotgun Mastery is just that it was too OP in its original form, and really just a silly mechanic to play the game with. The only change to base classes that I'm aware of is Shotgun Mastery for outlander. It shows an increase in weapon DPS in the character page but this kind of bonus does not increase the base power of DPS-based skills.The base classes for SynergiesMOD are almost entirely untouched. And the 1H+shield passive the Engineer has is actually very terrible, it's as if the stat it gives (+X Physical Damage, exactly like a weapon gem) works several steps later in the damage calculation than it's supposed to, it sucks. You get actual defenses from equipment (+HP is the best stat, stack a bunch of it, +Armor and +Vit aren't as good).Īlso, 1H+shields aren't actually as important as people might say for Engineers, because an obscure mechanic thing is that while you have Forcefield on, you don't even roll for blocks, it always drains the Forcefield anyway, so 2Handing as Engineer is totally legit. (But Emberquake also does flat damage, so Emberquake is strongest with Focus)Īlso, you never put Vit in this game unless you want the higher shield block chance it gives, its other bonuses are surprisingly crap. If a skill deals only weapon-based damage, then Strength and Focus can raise it in the same rate, but Strength also gives a crit damage multiplier on top of it, so Strength can help its damage more. If a skill deals only flat damage, then it obviously only wants Focus (and may even have reduced crit chance inheritance pure Focus is even better than Focus+Dex). And Focus also gives a little bonus to max mana. So you're boosting the base damage of both parts of Emberquake if you pick Focus and use an elemental weapon. Flat damage always scales with Focus, and weapon-based damage can be raised by putting either Strength or Focus to boost your weapon (in the same rate for both Strength and Focus, with the catch being that Strength helps all the damage from your weapon while Focus only helps the weapon damage that is elemental). This is because Emberquake unusually does both weapon-based damage and flat damage. But Emberquake works the best if you do pure Focus and use elemental melee weapons for it (which are very common later). You can do Engineer with either Str+Dex or pure Focus.
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