Posts Tagged ‘target’
Tuesday, December 6th, 2011
For electrocute might want to consider another rune I think by the time it gets to the seventh target its going to be really low in damage. Probably works like 40% damage first hit then 70% of the 40% then 70 % of that hit.Can't really say much for slow time since the alabaster rune (think thats what the white one is called) just says increase by 0%If you're going to use storm armor for some dps/life leech might want the crimson rune for the increased damage instead of the once and awhile crit single target damage.Also I haven't seen that much leech gear only like 1.1% damage as life on a couple weapons but beta does pretty much stop at lvl 9.Hopefully Illusionist isn't used too much either I dont want to be taking 15% hp in one hit.Right now you get 12 arcane power per second without anything adding to it. Could change but seems to work just right at 12 so that should help you decide if you want that extra 2.Looks like the build might be kinda fun I prefer to keep my distance with a caster but hopefully it gets you through inferno.
Slow time is a 'maybe' because the 0% probably won't remain that, unless they remove the effect entirely.I was going on some of the temporary stats for the max level gear (30% life leech total) but that's from the best gear in the game, and the stats were madeup anyway….I need to stop relying on non-existent item stats completely. I can modify my playstyle to remain on the move and at a distance,Maybe a long-range runed spectral blade (20 yards aoe) would work better if I'm herding together lots of mobs?Without the lifeleech I can't have low enough health to be taking 15% per hit for mirror image spam. Does mirror image damage (100% of my own including 2 images from teleport) justify the skill slot vs something else? having mirror image in the build makes teleport add 50% to my damage.e.g. familiar with passive +31% damage for myself and hydras, instead of mirror image.Storm armor is passive damage when runed, don't have to be getting hit and with high crit/attack speed once doing inferno, it could go off a lot. but is it better than having Archon? which would be more fun.Arcane orb could be a store of dps between fights, runed so it circles you until a monster gets close.e.g. cast arcane orb, AP regenerates before I reach next monsters…free damage upfront that doesn't steal AP belonging to hydra.As long as I can spam a long-range signature constantly, and drop hydra to dump AP I think it could work in inferno. Homing-magic missile so I don't have to target fire, keep running around with the key bluetacked down etcdrop hydra,spam signature,drop hydra,run away/teleport.
Tags: arcane power, armor, best gear, beta, blade, caster, game, health, hp, illusionist, images, inferno, lvl, max level, mirror image, mobs, rune, slow time, target, weapons
Posted in Diablo 3 wizard builds | No Comments 
Tuesday, November 29th, 2011
Think of a raid where lets say its a 10 man TERA has already broken the standard combat style with no tab targeting and “dice rolls” so why not break the trend of having all 10 people stay together? Think of this, use TERA's steam punk anime style to create a castle raid where there is one mechanical boss at the end attached to the castle itself by cables to a generator lets say in the basement' When entering the dungeon the raid is forced to break up into two teams, team and team y, team x immediately runs out into the courtyard and begins to battle through waves of monsters and rooms to get to the mechanical boss while team y battles through a basement labyrinth full of traps to get to the generator.
Now begins the final battle' Team X starts the fight with the giant boss while team y approaches the generator in the basement when they are blocked by lets say 2 elite or 1 elite guards which will be a mini boss that they will have to defeat and turn off the generator to de buff the mechanical boss team x is fighting' This is all just a rough idea, you could have multiple generators so multiple de buffs would be applied to the boss. I believe this would work very well since in lets say a real life raid everyone does not clump together but spreads out to clear different wings of their target. Also the mechanical generator part would fit nicely with the great artists they have working for them right now.
Please feel free to add anything you would like All criticism and ideas are welcome since it is just a rough idea I also apologies if someone already had an idea like this and I missed it in the forum.
I've had this exact idea myself, I was about to suggest it to Brian Knox during the devchat in twitter a few days ago. It would make the raid more diverse by requiring players to split up and handle the encounters accordingly. This could also add to the depth of the raid and endgame itself, it would ultimately require people to tailor their “attack-squads”, if you will, to perform well for the specific encounter they are brought to handle.
I see almost an endless stream of possibility here, it would/could boost teamplay and immersion sooo much if it's done well. Having people work together in order to achieve the goal, but not necessarily being at the exact same spot/encounter at the same time.
Tags: apologies, buff, buffs, clump, combat style, dice rolls, elite guards, endgame, exact idea, generators, great artists, labyrinth, mini boss, monsters, rough idea, steam punk, target, team x, tera, traps
Posted in Tera steam | No Comments 
Saturday, November 26th, 2011
The reason archers usually excel against casters is that the caster archetype typically consists of a combination of low physical defense, and low health. The one advantage they have over physical damage dealers is typically the ability to gain distance between themselves and their target. Since the archer archetype is range already, that advantage casters rely on is taken out of the equation.
So it's only natural that archers are the bane of casters in most games. However most games is not every game, and since the combat in this game is very different than other games on the market it's not good to assume that the typical rules would apply within TERA. Since so much of how well people will do in PvP will be based on their on raw talent to out maneuver, aim, and think their opponents on the fly.
Moreover, in a group pvp setting what is the archer's role? I can see how archers could semi-kite melee classes but in a large group setting will they be ranged snipers (Taking out healers) while sorcs will be ranged AOE?
Speaking of which, do the sorc aoe spells have friendly fire? If so I could see the archer multi-shot target skill have some advantages by getting to select just the enemies. If not, it seems like targeting everyone would take WAY too long in pvp.
Tags: archer, archetype, bane, caster, casters, enemies, fly, friendly fire, game, games, healers, kite, large group, low health, melee, opponents, raw talent, spells, target, tera
Posted in Tera defense | No Comments 