Flicker Strike

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sinjin25 wrote:
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The way it should work (IMHO)
When you use ability that consumes charges you get bonus based on numer of charges you had at a time of activating the skill. Only 1 charge is consumed in process.


As fun as that sounds, optimal damage would require you to frenzy > flicker > frenzy > flicker which sounds like it'd become tedious rather quickly. That's my only problem with it. I'd personally suggest that all your charges get used instead of one.

EDIT:
I know my suggestion requires you to frenzy and flicker still, but you're required to alternate between them less often.


I agree. If you have 3 charges, you jump 3 times. etc.
"That's how you die properly, Sailor Boy.."
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jawsofhana wrote:
"
sinjin25 wrote:
"
The way it should work (IMHO)
When you use ability that consumes charges you get bonus based on numer of charges you had at a time of activating the skill. Only 1 charge is consumed in process.


As fun as that sounds, optimal damage would require you to frenzy > flicker > frenzy > flicker which sounds like it'd become tedious rather quickly. That's my only problem with it. I'd personally suggest that all your charges get used instead of one.

EDIT:
I know my suggestion requires you to frenzy and flicker still, but you're required to alternate between them less often.


I agree. If you have 3 charges, you jump 3 times. etc.

Omni slash!! Or instead of flicker > frenzy > repeat you could build a 1-shot flicker(culling strike + crit + 2H weapon) with blood rage.
I think the added cool down was a step in the right direction. Without the cool down I'd use flicker strike with every melee build for single target because it does the best dps by a wide margin, now I have to build around it to spam it.

With blood rage active if I kill enemies in one hit I can spam flicker strike indefinitely. This has changed the ability so it now favors high dps builds with slow, hard hitting weapons that can one shot things instead of fast hitting lower damage weapons.

I like the idea that you need to build around it to use it effectively, however it would be nice if it was still possible to build a fast hitting spammable flicker strike character. Anything that increased the generation of frenzy charges or reduced the consumption of them would work.

Maybe a good idea would be to change the frenzy charge consumption of the ability so that you can only lose a frenzy charge from using flicker strike once every 0.5 seconds. This would make it so you only have to kill an enemy every half second to spam it.

How about a passive keystone: Every time you generate a frenzy charge you gain an additional frenzy charge. Then we'd only have to kill an enemy every two hits to spam it.

Or maybe a support gem: gain a frenzy charge every time you critically hit with the linked skill.
Last edited by Danos#3333 on Jul 24, 2012, 4:13:27 AM
(back for a while just to see that)

So you finally decided to Jaywilsoned FS ? it was to much fun that's right ?

cool down on it ? it was one of the skill which was truly original in it's design and a really fun one (for me)...
it was impossible to do Chaos run with it safely, and you'd just to lower the higher damage cap of it, but a CD ?

....
... nothing
I'm guessing Flicker builds will now revolve around the unique (tiger sword) Terminus Est for its "gain a frenzy charge on critical strike" mod.
Tbh this skill is pretty UP now. There is almost no reason to use it over Whirling Blades in either terms of mobility or damage. Instead of adding a cooldown they should have massively reduced the DPS or the attack speed functionality it had.

In its current state it's laughable at best.
idd.
it was my main attack as tank shadow with CI. I built my tree around speed so i can spam flicker really fast which added additional survivability.

Now, as they moved those 3 elemental dmg nodes way down, and overall reduced ele dmg (i think it was a good choice )
i lost 1k dps on flicker.
Added new cd on it, i can't even kill guys on Ruthless with
2 hits with flicker,not to mention bosses.

So, my build is completely ruined as i can use flicker maximum of 4 times atm, and with his low dmg but high attack speed - just shy over a second to expend all my frenzy charges which leaves me autoattacking boss other 90%ish percent of the fight

So, instead of having flicker which worked with both fast and slow weps, now only slow weps have viable skill, while other ones cant even kill trash with it
Last edited by n0z0mu#3392 on Jul 27, 2012, 5:39:03 AM
suggestion for flickerstrike:
have a separate counter for the skill, a character can have a maximum number of how much counter he/she can have and the number of maximum is determined by skill gem level
for example:
lv 1 flickerstrike gem will have maximum number of 2,
lv 20 flickerstrike gem will have maximum number of 7
maximum number can be increased by unique item
using each flickerstrike consumes 1 flickerstrike counter, the counter increases slowly over time.(by slowly i mean more slower then then current cooldown, the time it take for gaining a counter can be adjusted by something like maybe cast time up to a cap)
frenzy charges plays into this only when flickerstrike have no more charges left, then the charges would be used as a substitute for flickerstrike counters

this way player have to decide to use flickerstrike as the situation fit and it can be seen as a good attack on a massive cooldown(cause the speed where u gain back flicker counter is slow), or a utility where u have limited counter to get to places and sacrifice the damage potential. skilled player would learn to use their flickerstrike wisely, using a part of the counter as damage and saving a bit of counter for escape. and if they do run out and in need of flicking out, they would need to generate frenzy charges.

This would also eliminate using the skill as main dps because gaining the counter is slow enough that it is more punishing then the current cooldown system. main idea is that this would lessen balance issues while still make user feel satisfying using the skill.
right now the skill feel a bit punishing to use, the change suggested makes the skill feels satisfying to use, yet punishing for those who intend to spam it without proper build(proper build means if someone is obsessed with flickerstrike, they can go up all the way to get a lot of cast time which is not really helpful to most characters but in the end they can get some decent flickerstrike result.and by going for cast speed they will sacrfice alot of other things, like damage and defense. )
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__Z__ wrote:

cool down on it ? it was one of the skill which was truly original in it's design


What skill design has to do with cooldown?
"Flicker strike" was a "iWin" button. And the nerf came just about right.
What I have suggested so far:
http://tinyurl.com/bwas8ss
http://tinyurl.com/d6zmjfk
http://tinyurl.com/cpcvb3j
http://tinyurl.com/d6zmjfk
http://tinyurl.com/d7l766l
http://tinyurl.com/cho7syo http://tinyurl.com/cnywxdx http://tinyurl.com/crynzfh
Forget about the cooldown. My biggest issue when using this skill is the clunkiness in terms of targeting and actual execution of the skill.

The problem I'm facing is that when I'm about to attack an enemy and I put my cursor over the enemy and it targets it with a red outline. I press the w key (currently binded to) and it doesn't activate until maybe the second or third time I pressed "w" or sometimes not even at all and then the enemy is all up in my face.

Before you say this is an issue with aiming, or not enough mana, or I didn't wait for the cooldown to finish, it's not. I've tried this on very slow moving enemies on first attack and I still get the same issue when I've targeted an enemy and the skill won't activate until maybe the second or third time I'm pressing "w".

Unless it's a matter of accuracy, but then I should at least teleport and miss but not teleport at all, which is what I'm seeing. I've also seen myself teleport but not do any damage, which makes more sense as my accuracy is still low atm as a lvl 15 character.

I'm not saying that it's like this all the time, but it happens often enough to seriously annoy me. Devs, please fix this issue.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
Last edited by Islidox#7754 on Aug 1, 2012, 12:08:06 PM

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