Spell totem and ranged attack totem gems are now vendor trash
Am i incorrect in assuming that most physical melee builds are stunning pretty frequently?
I guess my build's not a good example of the average physical damage being dealt, because I'm using a Legacy FBreaker + frenzy stacked to the tits with speed and 8 frenzy charges. |
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"The thing is, I have. To be honest, outside of turning random non-IB skills into IB (by using Detonate Dead), CoMK doesn't really have much in the way of uses. I'm not saying making an "IB Cyclone" is a bad thing, but the gem doesn't have much in the way of diversity. By the way, if you go with Oro's Sacrifice you can go Fire Penetration instead of Melee Physical Damage; helps with the corpse explosions. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" Maybe a melee summoner with bone offering or flesh offering? |
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Correction: CoMK is only worthwhile (outside of IB-ifying skills) when it is 20% quality. At least, if my Wiki-Fu isn't letting me down.. Wiki suggests "Per 1% quality: 0.5% increased damage per level." which nets 200% increased (generic) damage at level 20. That's pretty tight.
Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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" Might work, I'll try that. But it might not be that hot, if you build a melee/summoner hybrid you're probably using summons as a distraction, speccing in summon defense and dishing out most of the damage yourself. You're also on the lighter side with summons because summon-enhancing items like bones of ulr are a big defensive dent. Bone offering would probably fit better in the overall theme but they don't tend to die too much either way as long as enemies split attention between them and you. Perhaps for really tough bosses but those situations are usually a bit short on corpses and kills. " Eh? That must be a wiki error, it's probably 0,5% damage per 1% quality. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Dernière édition par raics#7540, le 22 mars 2014 à 19:19:20
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" That'd be super lame, because then it'd be a shitty shit support. For the drawback of losing two sockets on a melee skill, and for the practical drawback of having to kill stuff, to have a chance at making use of those two sockets, to kill the few things left standing, that would like have been killed already by putting better use to those sockets.... just doesn't seem like there's much potential there. For anything. Except intentional self gimping. At least 200% increased damage would have been interesting. Really think they should change this to "Cast on Melee Stun" and adjust the chance accordingly. Because that would be awesome. I'd totally make a Sweep CoMS Shock Nova build. Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Dernière édition par CanHasPants#3515, le 22 mars 2014 à 19:35:27
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" I was thinking that a blinding skeleton totem, some of those bubble spouting evangelists and you can get your zombie army all frenzied up with flesh offering and set for stun locking and blinding. Dernière édition par Jiero#2499, le 22 mars 2014 à 19:35:39
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" Sounds pretty nice in general. Now if only melee summoners (and summoners in general) didn't suffer from a notorious shortage of gem slots... I mean, my skellie totem has to share a 4-slot with leap slam and faster attacks, not much room for blind unfortunately. I sometimes wonder if GGG are tolerating snapshotting as a compensation for summoner slot shortage and too few slots on action bar. " Not bloody likely, that would really be too much on regular mobs and we'd be at the same spot in regards to bosses as we are now. Although it would perhaps be nice to see ground slam in the spotlight again ;) As I already mentioned, CoC needs a huge gear and passive investment to work, CoMK needs absolutely none, that might be the tradeoff. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Dernière édition par raics#7540, le 22 mars 2014 à 19:47:38
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" i have some 'on hit/on kill' healing on gear along with some gear leech - this is vaal pact character to make things even more scary. it got infinitely more fun after VP change (flasks) and yes, ive done up to 73 (or 74) maps - i play solo so maps are hard to get - and i was able to get full charges instantly even there. cyclone strikes so fast that few mobs and im full the biggest selling point however is not damage - we all know 6L cyclone can do waaay more with different setup - it is the mobility and 'mop up' style of play. i also find it fun - this is the most important part in my book about the CoMK - this gem IS NOT balanced currently. it pales in comparison to CoCS/CwDT or even CwS. changes that i think would make it worthwile are: - 100% chance - 1% MORE dmg per level (for spells it is still small bonus but better than nothing OR - 100% chance - 1% per level chance to cast on mob wounded below 50% hp (so once per mob) turning it into no-link gem, like CwDT i think is too much btw - CoCS is not THAT heavy requirements wise. some crit nodes and double crit/spell crit dagger/wand. |
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" yep same as CoC aka "You mad casters?" ▄█▀█▀█
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