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  1. #161
    Community Member vbyahoo's Avatar
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    Quote Originally Posted by Tid12 View Post
    The epic moment of this destiny needs an overhaul. Compared to what the other destinies can do, this is actually feels underpowered, really much.

    I'd suggest a change to:

    Each time an enemy affected by your Dark Shrouding mark dies, you gain 1 charge. When you have accumulated 20 of these charges, you can expend them to enchant your melee and ranged attacks with shadowy energy. You deal an extra 6d6 unholy damage AND an extra 6d6 holy damage with every strike, you generate 50% less aggro, the effective range of your melee attacks increases dramatically, and your ranged attacks have a 30% chance to explode, dealing 10d6 unholy damage to all enemies in a large radius around your target
    first of all, cut the cooldown by at least 1 min, or make it last 1 min at least. or do both...
    cut the 20 charges to 10. this is reasonable, as for example gamasters and dreadneughts could just spam those abilies without actualy fighting, and even a fury of the wild could easyly get that 10 vorpal strike, while this ability requires actualy killing something.
    holy damage wouldnt rly fit a darker themed destiny, but definetly need to increase the unholy dmg part. oh and make it so that i dont have to reequip my handwrap, as going in and out from "epic moment" loses some of my weapons abilities (shockburst for example)
    add the 30% chance to do the 10d6 unholy burst to mele atacks as well
    to further buff this ability, maybe you could add energy drain, like 1 lvl/hit, on every hit or sneak attack (tod set grants some chance for energy drain, so this ability would fit perfectly). this would be still behind the gamasters superinstakill, and wouldnt do anything on rednameds/deathwarded trash/constructs and undeads, so stil not owerpowerd

  2. #162
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    Each time an enemy affected by your Dark Shrouding mark dies, you gain 1 charge. When you have accumulated 20 of these charges, you can expend them to enchant your melee and ranged attacks with shadowy energy. You deal an extra 15d6 evil damage with every strike, you generate 50% less aggro, the effective range of your melee attacks increases dramatically, and your ranged attacks have a 10% chance to explode, dealing 10d100 unholy damage to all enemies in a large radius around your target


    Improved suggested version, fitting with the unholy/evil theme. 20 Charges are fine, if this would be worth something.

  3. #163
    Community Member vbyahoo's Avatar
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    yes extra dmg>more hate, so need sthing to reduce it. but instead of changing dark imbument, which buffs your dps, change shadow form, like give a stacking 25% less hate
    extra 52 or so dmg compared to a huge area instakill or an adrenaline overload every 3 sec is still low for me.
    lets say, u attack 3 times/sec than in 30 seconds u can do like extra 4500 dmg, which is like 2 adrenaline
    maybe add an instakill efect on 19-20 crits, dc same as executioner strike (but fix that damn execuioners strike itself)
    i still think they could add that evil burst on mele attacks as well, it isnt that much dmg compared to other destinies
    as this ability requires more time to fill, and you cant do it without fighting as monks and dreadnaughts do, this sounds reasonable to me.

  4. #164
    Community Member barecm's Avatar
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    Anyone test executioners strike to see if it is working correctly?
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  5. #165

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    Quote Originally Posted by barecm View Post
    Anyone test executioners strike to see if it is working correctly?
    Was same as Live on Friday night, that is to say, no insta-kills.

    I kept running through en LoD, getting a full set of Shadow Charges, then tried to zap stuff. Maybe twenty or thirty Executioner's Strike attempts, nary an insta-kill w/ it.
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  6. #166
    Community Member barecm's Avatar
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    Quote Originally Posted by SableShadow View Post
    Was same as Live on Friday night, that is to say, no insta-kills.

    I kept running through en LoD, getting a full set of Shadow Charges, then tried to zap stuff. Maybe twenty or thirty Executioner's Strike attempts, nary an insta-kill w/ it.
    Thanks for the info. Pretty bad that there are so many non-operational facets of this game currently. Really bad. We have had a few updates since the expansion and we still don't have the ED system working right. Considering the premium they charged, really bad.
    Last edited by barecm; 08-17-2012 at 07:00 AM.
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  7. #167
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    Executioner's Strike fixed (need to confirm still). Nice.

    Any word from a Dev if Dark Imbuement will ever see a revamp? 2d6 is meh, that is all.

    Consume's DC still hidden.

  8. #168
    Community Member Syrophir's Avatar
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    Default Meld into Darkness

    Breaking the backflip animation denies the effect but activates full cooldown, please remove the backflip animation from this too.

    Also want to mention Improved Invisibility and its unbreaking invis 10/20/30 secs that is not helping against anything that can see through invis, but concealment would, which makes this ability not so nice.
    Last edited by Syrophir; 10-06-2012 at 03:00 PM.
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  9. #169
    Community Member legendlore's Avatar
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    Quote Originally Posted by Syrophir View Post
    please remove the backflip animation from this too.
    Seconded, I bought this ability because I thought it might be a good panic button while tanking (the back flip isn't described at all in the tool tip) and when I tried it out *poof* away from the boss I flew, haven't touched it since.

  10. #170
    Community Member barecm's Avatar
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    Executioners Strike is working, but the DC doesn't add up. Mine says DC 29 however, the description is much different:

    Description says:

    35% chance to proc then a DC Fort check
    DC 7 + dex mod + char lvl + shadow charges

    My DC should be 7 +15+25+7 = 54

    Yet, the DC on the mouse over only states 29. Something is not right here. I only got it to proc once in the vale on my lvl 25 ranger in about 100 or so kills. I do see quite a bit of saves happening and only 1 kill.

    Currently it goes in the cool in theory, sucks in practice catagory. The 35% chance needs to be raised or at least raised within the 3 tiers of the ability. 35% stinks. The DC needs to be checked too as it is way off. This ability could be cool, but as is sucks.
    Last edited by barecm; 10-10-2012 at 01:59 PM.
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  11. #171
    The Hatchery jejeba86's Avatar
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    Quote Originally Posted by barecm View Post
    Executioners Strike is working, but the DC doesn't add up. Mine says DC 29 however, the description is much different:

    Description says:

    35% chance to proc then a DC Fort check
    DC 7 + dex mod + char lvl + shadow charges

    My DC should be 7 +15+25+7 = 54

    Yet, the DC on the mouse over only states 29. Something is not right here. I only got it to proc once in the vale on my lvl 25 ranger in about 100 or so kills. I do see quite a bit of saves happening and only 1 kill.

    Currently it goes in the cool in theory, sucks in practice catagory. The 35% chance needs to be raised or at least raised within the 3 tiers of the ability. 35% stinks. The DC needs to be checked too as it is way off. This ability could be cool, but as is sucks.
    as for the DC, 54 - 29 = 25

    So, it is missing your char level.
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  12. #172
    Developer Vargouille's Avatar
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    Quote Originally Posted by jejeba86 View Post
    as for the DC, 54 - 29 = 25

    So, it is missing your char level.
    This should be fixed in the next Lamannia build. It was attempting to use your Rogue level, along with all other Shadowdancer activated abilities. They are now all using character level.

  13. #173
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    Quote Originally Posted by Vargouille View Post
    This should be fixed in the next Lamannia build. It was attempting to use your Rogue level, along with all other Shadowdancer activated abilities. They are now all using character level.
    What about Consume? Its DC has been hidden and broken since day 1 too. Had it the same problem? Is it fixed also?

    Any news on a revamp of Oncominc Darkness?

  14. #174
    Developer Vargouille's Avatar
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    All Shadowdancer activated abilities were broken similarly with regards to DC and should be fixed in the next Lammania build.

    Consume's text change may not have made it into the next Lamannia build.

  15. #175
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    Quote Originally Posted by Vargouille View Post
    All Shadowdancer activated abilities were broken similarly with regards to DC and should be fixed in the next Lammania build.

    Consume's text change may not have made it into the next Lamannia build.
    Glad to know. Hope it's true.

    Still hoping for a revamp of Oncoming Darkness. 2d6 is meh for an epic moment.

  16. #176
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Vargouille View Post
    All Shadowdancer activated abilities were broken similarly with regards to DC and should be fixed in the next Lammania build.

    Consume's text change may not have made it into the next Lamannia build.
    Please tell me you've changed Consume from Dex DC to Dex OR Int DC? Pls?

    Also, the epic moment is complete garbage. Give it neg levels, fort debuffs, stat damage even on epic/red/purple named, SOMETHING. Right it's totally useless. Almost every other ED has an epic moment that is really fun. SD's is a joke.

  17. #177
    Developer Vargouille's Avatar
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    Consume's DC is based on Intelligence.

  18. #178
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    NEW Shadowdancer: Executioner's Strike and Executioner's Shot have been reworked slightly. New final rank of the melee version: Executioner's Strike - Melee Attack: Perform an attack with +3(W) damage, +1 Critical Threat Range, and +1 Critical Damage Multiplier. On hit: You have a 35% chance to kill a living target instantly if the target fails a Fortitude save (DC 7 + Character Level + Dexterity Modifier + Number of Shadow Charges). Even on a successful save, the target takes 100 additional damage from this attack.

    2 points:

    1) What's that 35% chance to kill a living target in the text? With a 200 DC, I have 90% to kill one.

    2) What's this DC formula?

    With a 34 Dex (+12 Mod), we are looking at:

    7 + 25 + 12 + 9 charges = 53 DC.

    Not bad but not even too high if you see like this BUT:

    Building charges is DIFFICULT for a Shadowdancer. It's highly unlikely that they get 9 charges all togheter. Most likely they average 5 charges for every attempt. Make the first number 10.

    I'm also not a fan of single stat's save abilities for Epic destinies. I'd suggest make both Consume and Executioner's Strike/Shot use INT/DEX, the highest one applies.

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  20. #180
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    Quote Originally Posted by jakeelala View Post
    thank you thank you thank you thank you thank you
    It was based on Int since day 1 of closed beta.

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