Discussion on Blasphemy (New Support Gem)

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Saltychipmunk a écrit :
Are you sure?
pre 2.0 it was 70% for act bosses , 60% for map bosses then in the 2.0 beta (or shortly after in the release) there was a note in the patch notes that this resistance was increased .

First reference note.
Dernière édition par Vipermagi, le 4 déc. 2015 12:04:24
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smittles a écrit :
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Sure, it's an option...if you want to keep casting curses. It all comes down to play style preferences. If you don't mind re-casting curses during boss fights, if you don't mind stopping to cast curses every now and then, then Blasphemy is not for you. For those who do mind, Blasphemy is a significant quality of life improvement.


Let me give an example in my case, where Blasphemy would be very useful.
I play a 2h Ice Crash Leap Slammer,a very active, very anti-casting build. Casting curses is NOT something I do, I think it goes against the ethos of a melee face smashing maul wielding marauder who just wants to leap in to a pack, smash them to pieces with Ice Crash, and then move on to the next pack.
However, mana & life leech from Warlord's Mark were a MUST for me to sustain using Ice Crash on such little mana reserves, due to most of my mana going to Hatred and HoA.

On my groundslammer I took a little bit of leech from the tree (nodes and jewels) and I only run into that problem occassionally. When I do run into a problem (one high life monster left), casting Warlord's Mark with Increased Duration does pretty well. It's not often I encounter stubborn single monsters.

I know you're converting damage so the leech wouldn't be as effective for you. But i'd rather get some leech elsewhere than give up Herald of Ash. That's a big damage boost.

Edit: L20 Warlord's Mark lasts base 9.8 seconds. With a L20 Increased Duration that is 16 seconds. Very few monsters live longer than 16 seconds.
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Dernière édition par mark1030, le 4 déc. 2015 13:17:23
How Blasphemy work with Punishment?


thx
IGN: HardyHard_FireFly

Big thx GGG for this great game :)
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Raye a écrit :
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v1br0 a écrit :
How Blasphemy work with Punishment?


thx


Just like every other curse I'd assume. Every melee attacker will be in range and therefore cursed, and as long as you're being constantly hit at least every 4th second you'll have more melee phys dmg and increased attack speed, simple as that.


after test:
you need take melee hit for increase your melee damage

%)
IGN: HardyHard_FireFly

Big thx GGG for this great game :)
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v1br0 a écrit :
How Blasphemy work with Punishment?


thx


I think you really want Increased Duration linked to this curse which makes using Blasphemy on it very costly.

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Zed_ a écrit :
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v1br0 a écrit :
How Blasphemy work with Punishment?


thx


I think you really want Increased Duration linked to this curse which makes using Blasphemy on it very costly.


Maybe I'm missing something (happens a lot) but why would you want increased duration when the curse is always up?
I find myself using it on a lot of characters, replacing Grace or Determination usually. Most of my melee characters, or characters that are operating close to mobs, will use it. The curses are a mixture of Enfeeble, Temporal Chains, Warlord's Mark and Vulnerability.

My Ice Shot Ranger doesn't use Blasphemy, as the range is too short to have any impact offensively or defensively. She's operating with 60% run speed + 6 Frenzy charges + Haste or Grace depending on the area, so manual dodge is the usual solution :)

My Static Strike Templar currently uses HoL to propagate Conductivity, so without having a second curse there's not much point running Blasphemy at this stage. However, I would look at respeccing to run Blasphemy + Conductivity + Enfeeble.

I'm finding that Determination on an armour based character and Grace on an evasion character don't offer enough extra to be worth the 50% reserve - Enfeeble is worth more until you run into a curse immune monster! Grace is a good bonus on a non-evasion character due to the flat addition though.

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