If you want to use weapons with on-crit effects I would max PER and DEX. You can even drop RES to 3 because you want to get a crit in order to trigger Consecrated Ground from the boots. For example: If you want to wield Tidefall and wear Shod-in-Fait boots I would always prefer max MIG and INT. I do also find it interesting that Druid Spiritshift seems have had a massive boost to its usefulness especially since Druids were already a fairly powerful class.It really depends what you want to do and which weapons or other items you want to use. I don't know.will be interesting to see where Chanters are going exactly. It's still entirely possible to just sit back and *only* summon.the ones whom this change affects most are single Chanter parties who now have to do summon-utility-summon-utlity casting instead of summon-utility-utility-utility type patterns.which is once again fine except I just don't think Chanters were that over-powered to begin with, and their utility invocations were not that amazing that now being only able to use them half as much still allows Chanters to be a contributing team member.assuming the fights last long enough anyway. If the aim really was to reduce the power of 6-chanter-summoning-map-clearers, I'm not sure that this has actually been fulfilled. I'm not entirely sure what to make of Chanters at the moment as I still find the changes to their utility inexplicable. Just as a side note, Ancient Memory/Beloved Spirits is unchanged (i.e. I've only been able to load a mid-level game so far, but I have not seen any new Chanter abilities that compensate for the summon durations. The current beta duration of Level 1 summons is 20 seconds, the duration of Level 2 summons is 25 seconds. Just to answer my own question, I finally got around to installing the beta client. In patch notes is written summon timer is for both item and chanter summons, so it is general change to summons being less important, and cant do exeption for chanters. And summon timer is a nerf but dosnt matter. Perception change does not influence them. Generally chanters are second tier class. Summoning from chanter is worth one item slot, spending a whole party slot for that is ok in single player game if someone enjoys that, but there are other options more useful.īeing able to summon ogres after 20 sec of combat have drawback of fight being already controled by blast abilities of real casters. It dosnt matter if build is popular or not, there should always be variety of possible builds. Mabe the timmer will be 60 sec which will be like whole fight, or summons will die from dmg in that time anyway. If the change applies to all summons (from items as well) its ok then. Tanks or offtans in the same way and even interupt builds. I'm also curious as to how long these summon durations actually are? Can anyone using the beta client post on these durations?Īre there any compensating feats, talents, skills or mechanics? For example, having say, a 30sec cap on summon lifespan, but allowing more than one summon out at a time would possibly be compensatory, or having a feat that made the summon combat-long would be non-ideal but still not quite as ardous. Are Chanters that powerful that they require doublehit reductions to both damage and defense? I'm not sure I understand why these changes are being implemented. So it seems that 2.0 wil bring a possible reduction in Chanter damage. For most Chanter off-tanks types, their summons are a huge component of their damage potential and all-round usefulness. Invocations having a duration would indicate a limit on the lifespan of Chanter summons. So it seems that 2.0 will bring a possible reduction in Chanter defense. It sems to me that the hit to deflection from the Perception change will affect off-tanks more than pure-tank fighters due to the more limited ability of off-tanks in general to boost their deflection. The Off-tank Summoner type character is a fairly popular way of building a Chanter. Chanter invocations now have durations.
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