Discharge/Conduit
I couldn't find this info anywhere, so I tested with a friend.
The plan (ideal) was to have a "charge battery", player A, spamming charge skills and sharing them with player B, who is spamming discharge. The theory is that you could spam discharge because the charges are just constantly shared with B, and not used up. The findings: The charges are used up. If A gets two charges, and shares them with B, B will use both of the charges with discharge. If A gets another charge, B will get that one charge (not the 3 A has). I hadn't seen info like this posted anywhere, so I hope it steers some people clear of what would otherwise be a very fun plan. |
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What about going in the other direction...
Player A (who has conduit passive) Charges up 2 Endurance charges, and Player B has 2 power charges. If Player A casts Discharge, does he use up all four charges or only his own? According to the skill description, i personally read it as Player A shares his charges with his team, but does not benefit from those that his team members have... So the above i suspect does not work. Im hoping it otherwise though. |
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Thank you for posting this. I am building a duelist with conduit/dual wands and so forth. I also had this same , I think quite clever, idea and am glad to have the facts about it. I still think this is better than the other alternative that I thought of , though , as a positive .... That all charges from A and B would be used up when player B , without conduit, uses discharge. I still think this is a pretty viable way to play around with toons , maybe not 1 spamming discharge all the time but being able to get 2 discharges out of 1 set of charges from the conduit character. And really as many charges as players in the party that have the move , all from 1 set of charges... awesome.
Maybe my favorite game ever
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What do's work is player A/B both spam charge skills sharing charges with each other and both taking turns dropping the Bomb I mean Discharge.
Edit: There is also a wonderfull pair of gloves so you don't have to spec into Conduit. Lochtonial Caress It's number one draw back is mana reduction. But that's not much of a problem in group play as there is more then one toon to help do Aura's and you don't have to try running them all yourself. This is just an outstanding glove for group play. Elder Wand Power! Last edited by Balthizar1903#0523 on May 22, 2013, 9:52:14 PM
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"Discharge build's already suffer from -50% Mana from wearing Voll's, mana is definitely a problem for them. Besides, Maligaro's is way better for getting Power Charges and DPS imo. EA IGN: We_Have_Monk_at_Home
*Burnt out and waiting for either PoE1 League or new PoE2 Classes.* |
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" power charge on critical? takes me very little time to get 6 charges |
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"Little time, is still time. Why not lessen it further? Maligaro's also gives 50% Crit Multiplier, which would greatly increase dps seeing as how at max Power Charges one would have, what 70-80% Crit Chance? Condiut is only 3-4 Passives out of the way. I guess each player can weigh what they think those Passives are worth.. (ie. ES Nodes, Crit Chance/Multiplier Nodes, Conduit, etc..) Lochtonial has pretty bad stats regardless, personally I wouldn't use it, but I guess to each their own. ^.^ EA IGN: We_Have_Monk_at_Home
*Burnt out and waiting for either PoE1 League or new PoE2 Classes.* |
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" Ya we don't use Volla's it's a solo gear were taking turns droping discharge so Power Charge on Crit and 8k ES's is much better then 4k ES's death but faster discharges. I have used Volla's sub 70ish maps rocks but it's a huge def draw back for 70+ maps in groups when were all sharing Charges and taking turn Droping the Bomb! Also were starting to mix level toons so we can mix max charges Like 7-8 Power+ 8-9 End 7 Frenzy. Were up to 3 I'm Witch Power Siphon build and a Ranger and a Maurader. It's rocking. :) This is totaly rocking ablity for group play. As far as passives out of the way it depends on your build. As Power Siphon it's 4 points out of my way from Inner Force should I take them out of Thoatseeker lossing 60% Crit dmg for 50% crit dmg? And 10-15% faster attack/faster casting just like you were saying time is dps friend :) And that's why some armors/gloves are better classified as better for group play or solo play that's why I pointed to this gloves for group play. Edit: I would consider 10-15% faster attack/spell casting bad if there 1.) Were more and better faster casting node's in the tree period and the faster attack totaly rocks when your a power siphon witch with few attack speed node's in easy reach. Like it's totaly bad gloves for Duelist that is over flowing with attack speed. Elder Wand Power! Last edited by Balthizar1903#0523 on May 23, 2013, 11:54:49 PM
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