I've tried it, and it has it's points, especially with a build using Fireball. However, the strong 'ice' skills are also very mana expensive, so generally you don't need to cast them faster, you need more mana to cast them. Being in a 20 second long fight, or a long drawn out 3v3 encounter, you get more total damage via a strong mana replenisher, than you do by casting slightly faster. Staff of renewal does have it's place though, if you mainly use the very mana efficien
Zechnophobe
Salvage and trophy work on any kill that gives xp or gold. I guess that wasn't obvious. The point was for it to give little permanent boosts while fighting, not just a big boost from killing a DG. You have a good point about no burst damage. I think the damage from the snare could perhaps be fairly decent, and then maybe make the poison effect also quasi burst like.
I agree, would be nice. I do this manually by issuing move order in between attacks, to keep up with the person. Still imperfect.
I didn't really think much about the name, more on what it would do. I'm sure someone a little more right brained than I could come up with some cool backstory and name :).
Rain of Ice + blade of serpent = just about all the mana you need, by the way. I've started to like it significantly more than Blood of the Fallen or Swift anklet, as more than anything, having the mana for another frost nova or rain of ice is significantly more combat viable the further on in the game you get.
Hmm, I'd normally at least expect some people to respond telling me the idea is bad. Maybe it is too wall of text-y? I have reformatted it to make it a bit easier to read.
I play hybrid when I play TB, just to get fireball, I focus the rest on ice. Consider this skill set at level 7: rank 3 fireball rank 1 deep freeze rank 1 frost nova rank 2 rain of ice I have 1250 'burst' damage, even if deep freeze hits for 0, that doesn't require my opponent to be near me. I can switch to ice and have two different interrupts while I auto attack someone. If I lay in solely with fireball until
My god, using the word 'nerf' on something not part of the game! What a novel and humorous idea that has NEVER been done anywhere else! Thank you so much for contributing.
So they'd have DOUBLE the range fully upgraded? Jesus. I think it isn't a bad idea, but like +1 at each level is more reasonable.
Full fire is *not* viable. Maybe you have won a game when using it, but that is not the same as viable. Fire simply does not have the depth to deal with quality opponents, since all it does is damage. A deep freeze may do a little damage on the surface, but when you negate a 1200 hit point heal with it, or a 4000 hit point potion, or similar, it is worth its weight in gold.
I think another important thing to consider is actual % damage reduction, which is in the realm where transitive is. I ran some numbers on this recently, so let me post them: First of all, since it makes teh maths easy, let us pretend we are taking 100 damage, when at 0 mitigation. Consider what then is the value of 500 armor? 0 to 500 = 17% reduction (83.3 damage) Mitigation goes up to a little less than 17%, and that is all we care about here. But w
Xardas just totally rocked this thread. http://pantheon.demigodthegame.com/search/player/xardas
Only two DG's can really get away with using the Anklet: Regulus and TB. Pretty much everyone else is just allowing them to run away... which they will have to do due to not having as much damage capability or defensive capability.
Hmm, actually, an ability i was tinkering around with for a 'Trinket mage' was an absolute cost reduction on items. What if the backpack just subtraced 50 from the cost of all items (minimum 25)? Not useful for ashkandor's, but much more effective at decreasing the cost of 200 or 300 gold potions. Would synergize quite well.
Actually, active slot may work best, since it would be in the same part of the UI as an active slot. I can imagine pretty much any defensive stat boost (HP, Armor, maybe mana) making sense to go along with it.
The Tracker is an assassin Demigod who specializes in self sufficiency, and taking advantage of those weaker than himself. He has two combat modes. The first is to use his dual wielded blades, which have strong close range damage that can really hurt those he has trapped. The second is a weaker longbow useful for fighting distant opponents, and hampering their combat abilities. He has 3 activated abilites, that are useful in both combat modes. He also has two passive skills fo
Taking the hero's backpack favor item turns the favor slot into a passive item slot, as well as granting you +200 health and mana. Pretty simple, a mediocre at best static boost, but later allows you to itemize a bit better. Whaddya think? Maybe doesn't need static boost?
[quote who="[TAI] Sean" reply="19" id="2295417"] Quoting ItchyDustbin, reply 6Wow what a huge dick. Thank you. Coming from a guy thats a bit odd, but thank you.[/quote] Note the Avatar.
Seriously, stand in the 'magic spot' on the map to gain infinite health and mana while you stand there, is rather an exploit. Health crystals are placed away from the field of battle for a reason, y'know.
I apparantly didn't get the pointof the thread, my choices were: Beast - Ooze - QoT - Compost I think compost is one on the most annoyingly shitty skills in the game (it improves two other TERRIBLE skills, and does nothing by itself), so I hate it fervently. Obvously no reason I'd rather have it on my beast, so I'll LEAVE IT.
I think there are basically two different goals that are currently at odds: One is making the average joe-user's game experience better, while the other is fulfilling the needs of the players in the community, the 'core' players. Joe User: Joe is both the players who have just started playing the game, as well as those who are part of the core audience of the game who have not yet bought it. Joe needs: A Demo
She may not strictly 'suck', but she definitely has one of the most restricting skill sets in the game. The choice between shamblers or not can negate half of her possible skills. Furthermore, uproot is almost strictly worse than ground spikes, so it isn't really viable either.
I have only once or twice taken Last Stand, and I have never triggered it. I have considered the ability when trying to finish a close game though, as you can just go NUTS on someones citadel and towers with it. I wouldn't mind you doing only bonus damage to DG's, and then perhaps shortening the pseudo death animation into Last stand. Would balance it out nicely I suspect.
Well, my thinking is that at first you do not know when you are in danger. You don't realize that beast has twice the HP you have, or that Regulus can snipe you for the last 500 health if you let it get that low. Later, you learn that the opponents are rather dangerous at times, and so tend to leave your allies stranded in combat. I'm not sure if this is 'intermediate' but it is very often 'post noob'.
In a nutshell Noobs: Do not run when they should . Intermediate: Run when they should not .