I haven't seen any effect from Variable Resistance. I have two levels of it and I'm still taking elemental damage - even in a quest where I'm only taking damage of one element type.
2 levels times 3 stacks of 10 resistance added to my Resist Elements of 30 is a total of 90 resistance against any one element. Why am I still taking elemental damage?
Am I using the Variable Resistance wrong? Do I have to "turn it on" or something?
I was really excited about getting that ability. Now I'm just sad.
The way the tiers are set-up for many of the abilities makes it very difficult to take desired enhancements in the tree. Having to spend 3 AP on the ability to impose a -5 penalty to Fort saves with my offensive Necro spells in order to get a cooldown reduction on them is pretty steep. Having to spend 3 ranks on the cooldown, in addition to the Fort debuffer, in order to get +3 Spell Pen with the school (+1 CL/rank) is ridiculous.
Why does it seem like everything in the tree is dependent on ranks from their prerequisites? Do any other destinies work like this?
Is it intentional that arcane tempest does not benefit from maximise, empower or sorc faster casting?
Should the epic summons from magister be epic or should they be the CR 12-15 weaklings they currently are?
But Truth is eternal, so it can never be old or new. It never ‘was’ or ‘will be.’ It just ‘is.’ It always ‘is.’
That said, arcane tempest is kind of weak, given duration verses cooldown. If you want that kind of nuke, the draconic ones win hands down. For magister, I'd go all DCs and spell pen (if needed). For nuking, I'd switch to draconic.
Haven't tested the summon, I just assumed they'd be weak, :P
to repeat what I said in bug discussion:
there is a flaw in the implementation of Nullmagic Strike with regards to the Nullmagic Aura counter.
Nullmagic Strike will only increment the Nullmagic Aura counter if it is able to successfully prevent the mob from casting spells (regardless of if they have the ability to cast spells or not).
What this means is that Nullmagic Strike will never count when fighting a Red-or-Purple named. This means that Nullmagic Strike can only increment the counter when fighting trash.
Ignoring any concerns about how difficult Nullmagic Aura may or may not be to stack, or duration, or any other concerns, this prevents this ability from being used in anything other than trivial encounters.
Currently, Nullmagic Guard has the correct procedure: the counter increments when it procs, regardless of who (or if) it hits. Please change Nullmagic Strike to increment on proc.
3 Tiers of Useful Necromancy Specialist (3 Points), and
3 Tiers of Garbage Necromancy Augmentation (3 Points), and
3 Tiers of Garbage Necromancy Familiarity (3 Points)
Then I could purchase the 3 Tiers of Necromancy Mastery (3 Points)? If so, this is a total joke. And it appears to be how the system is designed. To pick up 3 Tiers of Necromancy Mastery, you must expend 12/24 AP's, 6 of which are totally wasted on garbage. At this point, you've basically blown so many AP you're cut out of 3 INT Enhancements. And you blew all that to pick up, basically, a whopping +3 to your Spell Penetration. This stinks to high heaven.
Edit: It looks like you can fit 2 Tiers of Necromancy Mastery as things currently stand. All INT. 3 Unearthly Reactions. Arcane Adept. And the rest burned in that ugly four tier tree.
Last edited by Faent; 07-10-2012 at 05:32 PM.
WAI? I doubt it but I'd love to hear about it. I've bug reported it.
If you were required to take one rank in each to advance and get what you wanted, then it might not be terrible (only 2-3 wasted AP probably), but having to spend 3 ranks in each tier you don't want? Bleh!
Similarly, I'm not all that thrilled with the Sigils, but a lot of the cool abilities I would like require leveling those, too.
Necromancy in particular benefits from the cooldown reduction (wail, circle of death, symbol of death).
The -10 to saves is huge for mopping up.
Excellent point. How about bundling Spell School Augmentation with Familiarity to reduce the length of the tree. Spell School Familiarity is pretty darn meh anyway.Originally Posted by Sephiroth
Spell School Specialist --> Spell School Augmentation / Familiarity --> Master of School
Here, the second tier of the tree would allow you to pick either Augmentation or Familiarity. Let's say you'd need 3 AP's spent on the second tier (however distributed) to get 3 ranks of Master of School. But you could all 6 ranks of the second tier if you wanted to max both Augmentation and Familiarity. Alternatively, just pull Familiarity out of the tree entirely and make it its own thing. Or again, and alternatively, have Augmentation lead directly to both Familiarity and Master of School.
Not sure how the small chance at save reduction plays on a PM. On an AM, it's basically worthless. I suppose we're supposed to take the Chill Touch SLA and spam it over and over hoping for the save reduction? It's on a 6 second cooldown, so no good there.
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