Detonate Dead
It's balanced. You do less damage per point of mana and per unit of time with more members. Why should Detonate Dead have the exact same efficiency unlike every single other offensive skill in the game?
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The damage ain't much to look at but it is useful having a way to dispose of corpses while dealing with necromancers. Too bad it doesn't work on corpses that weren't killed by players.
Last edited by justwannaddl#5728 on May 21, 2012, 12:11:19 PM
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Played with this spell in Act 2 with my Templar and was rather disappointed by its general inefficiency. Other area spells deal at least as much damage without needing corpses and costs less mana, besides leveling up the spell seems to add way more costs than damage. If it was increasing the damage based of the corpse's max life by like 0.5% per level it'd be better already.
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I liked this skill but i don't use it anymore for one reason: the mouse-over effect.
When there's many bodies and many living mobs around, i've made my archer run to the death simply because i've clicked on a dead bodie instead a living one. It happened in dark area like cave/underground zone. Don't know is there a way to avoid this. | |
" "enable corpse targetting" default A, I think. this spell goes up 2 mana per skill level, why? | |
What kind of support gem would work with this ? I'm using it on a dagger shadow, but I'm not sure what would work.
Does it crit ? Would another added elemental damage do something ? Can a passive or support augment its AOE ? What is the AOE base ? It does seem to crit. But on what base ? Since the explosion is neither Spell Damage, nor Weapon nor Projectile, does something make its crit chance go up ? And as stated above, leveling the gem seems to mostly degrade the efficiency. I understand why you wanted to treat this skill differently, but was it really useful ? As it stands, this effect seem to be something completely separate from the other skills and consequently, its parameters are obscure. Last edited by Skjuld#7015 on Jul 1, 2012, 10:50:46 AM
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" Things that increase your universal crit rate like the passive near the Shadow starting point, "Assassination", and the universal dagger passive, "40% increased critital strike chance" would increase that chance of that skill crit rate. Other than that, I'm not sure. As a Shadow it shouldn't be hard for you to load up on unversal crit rate. Dual wield daggers, go for assassination, Blood lust passives... etc. From dusk to dawn they fall in my traps, monsters all dying and taking dirt naps. At last I emerge with narry a scratch, scrounging the field for any small catch. A bauble? A jewel? A small golden ring? A unique item would make my heart sing! Last edited by Topei#7486 on Jul 1, 2012, 1:32:54 PM
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I Play a Shadow with Detonate Dead as Main Ae.Fire Trap and Shield Bash for First kill.
I like the skill and its a fast gameplay. But i think the physical damage increase is too low. As Shadow you cant increase physical damage with passives. I tought that the Quality mod add to physical damage but instead I got cast speed. In my opinion the Quality mod should add % to physical dam or increase Radius. The fire damage from Monster Health is ok. Increase Radius Support Gem increase the Radius but you cant see it. The Animation doesnt geht bigger. Iron Will Support gem doesnt work. Mana cost compared to other skills are too high. So for now that's it, ill continue.. Cucu.. Bee´s Funf Fun Builder .. Eifel |
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" That's what I suppose too.. But it would be easier if it was clearly stated :) That way, I might rather choose generic crits than things like Nightstalker or From the shadows. I've tried to add a Lightning gem as support, It seems to work, I'm seeing Shocked mobs sometimes. Glad to know a radius support gem works. Agree about the phy damage, I swapped my gem for a level 1. The slight bonus just isn't worth the mana cost. Last edited by Skjuld#7015 on Jul 2, 2012, 2:38:25 AM
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can sombady give me beta kay
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