Description
--- Chaos Skills ---
// Ring of Fire
- Seems to still hit for about twice as much as Frost Nova so the announcement was a bit exaggerated there.
// Miasma Chain
- Can still get blocked by terrain, your merc, your demon and so forth so casting it remains a royal pain in many a situation.
- The bug causing the chained target to not take any damage still exists.
// Enhanced Entropy
- The tooltip for EE has been updated so that all gains Cap out at lvl 20, regardless of hard vs. soft points. >20 simply does nothing.
- Soft points in EE do now work for all 3 affect skill's tooltips as those get their radius and duration updated accordingly.
- Soft points do seem to work for Miasma Bolt's miasma duration.
- Neither soft points nor hard points work for Miasma Chain's duration. The tooltip gets updated (see above) but the chain duration is always the same and always acts as though you have 20 pts in EE, even with 0.
- Only hard points work for Abyss' radius, soft points do nothing.
--- Demon Skills ---
// Demonic Mastery
- Demon count does now require hard points.
- Skill level requirements for higher demon count were lowered to 5 for 2 demons and 10 for 3.
// Bind Demon
- Tooltip says nothing about the new lvl requirement based on target type though a (very rough and quick - grain of salt!) first test with Hephasto suggests you can indeed not bind him with too low a lvl anymore.
- If you have an existing demon bound, their aura gets updated automatically as you load in (confirmed with might -> Concentration). So no saving your Conviction demon through the patch.
- Affix bonus remains based on soft points (wasn't stated to change but there seemed to be some confusion about that).
- Not sure about the health Cap details but based on some first tests, even normal, non-elite bound demons (lancer) seem to still have no problem face-tanking most things (up to and including DC, no uber test yet).
- Chance to bind along with the shift to late frame only is annoying as all hell. By the time you finally manage to bind your target, your merc would've cleared an entire screen even on P8. So to actually reliably get the mob you're after, you're basically stuck removing your merc's weapon (or killing him entirely), figuring out some way to hurt the mob without outright killing it and then running for like 10 minutes trying over and over to bind it without accidentally killing it or it killing you at some point (since you basically can't defend yourself and can't have a merc tanking it, it'll just slowly widdle you down if there's no terrain to abuse). Imo that entire mechanic is just exceptionally annoying and bad design. Bind chance should simply be 100% with the challenge being to find the right mob to begin with and not whether or not you remembered to kill your merc before it got close.
- The reduction in chance for a cursed bound demon to proc Amplify Damage seems to also apply to damage auras ( Holy Freeze). Additionally, it seems per tick and not per target. As a result, even when parking your bound demon in the middle of 100 mobs, there's still a very high chance that amp won't proc for a few aura ticks/attacks.
// Blood Boil
- Range isn't great but dmg is solid. Works quite well for tele-stomping.
// Blood Oath
- Damage transfer still seems uncapped, at least on the tooltip (showing 67% for me right now).
--- Terror Zones / Heralds / Shards / Sunders ---
- Heralds spawn a LOT more often now. Getting 1-2 per zone so far. Massive improvement! Though you can absolutely still go multiple zones without seeing one as well so don't get too excited.
- They do indeed seem to now also spawn off of normal mobs so there's finally a reason to kill everything.
- Kills now trigger a spawn directly without any need for exploration to convert your previously earned ire (ires just don't exist anymore).
- When a Herald spawn is triggered, they will no longer spawn 2-3 screens away. Instead, they and their entire pack will spawn right on top of the mob you killed to trigger them. This adds a whole new challenge, especially for melee builds as you can absolutely get yourself immediately surrounded by an entire Herald pack with no way out.
- When a Herald spawn is triggered they will not spawn immediately. Instead, you get a " Herald is hunting you" message, a glowing ball starts hovering over the dead monster that triggered it (see image below) and after a few seconds, the Herald pack will spawn on the location of that glowing ball. So you do get some warning and a grace period to get out of the way. - From a P1 perspective, shards drop significantly more often now.
--- Build impressions so far ---
// ES
ES definitely got nerfed quite massively, no question there. But we all know that was more than justified. In the current state, given decent (but not great/optimized) gear, it doesn't feel OP anymore but remains perfectly viable for P8 TZs and all that jazz. On the low end of the gear curve, it does feel rather weak atm so maybe that side got hit a bit too hard. Then again, that is true for most physical/weapon based classes and builds.
// Lancer Link
Amp proc rate dropping to 5% is VERY noticeable and tones that build down quite significantly. It remains perfectly viable but if you get an unlucky stream of no amp procs, it might just make you cry as you remember the good ol' days of instantly deleting everything. Still beats other summoner classes by a clear mile.
// Chaos (Magic)
The nerfs/fixes to bolt and chain are definitely noticeable and raw dmg output has certainly gone down because of them. Though the chains now getting a 5 count limit with a removed cast delay does feel more entertaining imo. The biggest pain point atm is probably lack of skills as you require more for a better demon companion. This wouldn't be a problem if they had actually fixed EE and made it work with soft points but at the time of writing this, they haven't (see further up), meaning you still need 20 hard points in there (and it remains a pointless staff mod).
// Chaos (Fire)
Still works perfectly well. Not much more to say about that one really. Add Infinity to merc to replace demon's Conviction, add one of the many leftover points fire has int hex:siphon for solid free on-kill regen, no mana issues whatsoever, despite losing Insight.
Disclaimers:
- Build impressions especially tend to still be very early and rough first impressions, prior to any true related re-optimization and the like. So take those with a massive grain of salt. Probably a bit of a downside bias in there.
- The above is by no means a comprehensive and all-encompassing list. It is merely a collection of the bits that I happened to spot that feel worth pointing out.
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