[ Saving the High Life RF Marauder Build ] Devs PLEASE, answer us.

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pneuma wrote:
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aimlessgun wrote:
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pneuma wrote:

Give Shavronne's "cannot regenerate life" and much lower base ES.


Giving Shavs that property would erase RF Shavs entirely :) Burning for 150-200 dmg per second before map mods is not viable in high level maps.

You mean people would have to work hard to keep their 3x spell damage multiplier, including using resist flasks, dousing when out of combat, and constantly looking for enemies to leech their eshield back?

I fail to see the problem here.


It wouldn't be worth it. Everyone would just go CI.

You're just going to have to trust me on this one, after playing RF Shavs from 90 to 95 doing god knows how many hundreds of maps.

Burning for 200/s is not OK. It increases your risk of dying substantially, which a high level player or HC player cannot afford. I know this from many many maps trying to use RF in -max + half regen or vuln mods. And using RF as a toggle is also not OK, because it isn't instant cast, and having to stop to turn it on and off is inefficient.

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Angryweasel wrote:

Yes I know that would disappear and that would be fair as there is honestly none risk/reward scenario when using shavs and RF.


These is a risk. RF shavs is way, way less tanky than CI and has big problems vs more map mods. The reward is probably too high compared to the risk, but there is risk.
Last edited by aimlessgun#1443 on Jun 6, 2013, 1:27:51 AM
So then it wouldn't be used on HC, much like every other glass cannon build.

Or maybe people would simply have to accept their weaknesses and deal with them, such as dealing with recasting a base 1s cast speed spell in order to get the "efficient" massive amount of damage.
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aimlessgun wrote:
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unkempt wrote:
I think a great change for this build would be to change the 3 different 18% res nodes in the center of the tree (right before the 3 0.4% regen nodes) to 3 +1 Max All Res nodes.


RF Shavs could also get those nodes.

And in general I don't think I'm a fan of adding more max resist anywhere. The way res works makes it way, way too powerful and obliges people to get every max res node they can.

Well, the only other way I see it possible is by modifying Rise of the Phoenix to have some sort of % based life regen on it instead of the flat regen it has now or upping the max fire res it gives.
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aimlessgun wrote:

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Angryweasel wrote:

Yes I know that would disappear and that would be fair as there is honestly none risk/reward scenario when using shavs and RF.


These is a risk. RF shavs is way, way less tanky than CI and has big problems vs more map mods. The reward is probably too high compared to the risk, but there is risk.


I don't think that having less ES will make u much more vulnerable as you can have so many more auras running because you can reserve all your HP. 7 auras I ended up having on at the same time.

Compare that to BM as an example.





"I'm afraid if I stop drinking the cumulative hangover will kill me" ~ Sterling Archer
IGN: Angryweasel / PopTheWeasel
Last edited by Angryweasel#2578 on Jun 6, 2013, 1:50:25 AM
We are not here to talk about low life RF Shav here, the build was OP, no question about that.
What is unfair is, because RF burn 100% of your life and not your ES, those build can still work pretty well those days. In fact, the life nerf probably make those even easier to achieve.

A good way to save the build would be indeed to modify Rise of the Phoenix with extra max fire resist or life regen to compensate the burning effect and change RF itself so it burn 50% of your max ES first (or less but still a risk for low life ES users). I can also see a masive boost to the life regen nods in the duelist area.

This build didn't deserved to be axed and the person who designed the shield didn't deserved to see his creation thrown in the bin.

Last edited by IceDeal#5895 on Jun 6, 2013, 8:09:54 AM
GGG please consider (forced politeness) greatly incrase Life Renen nodes due to lower HP pool. Make them to provide exactly the same life regen per second as before patch please.
This is not only related to this build but for every build using bloodmagic.
Make RF deal less damage to yourself while dealing more to enemies, and do it like "Righteous fire does X% more damage to energy shield" There you go.
Old april 2012 account got stolen
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Freeslana wrote:
Make RF deal less damage to yourself while dealing more to enemies, and do it like "Righteous fire does X% more damage to energy shield" There you go.


^ Totally agree with this, easy fix who won't change the actual metagame while making the High life build viable again without increasing the power of the low life one.
Last edited by IceDeal#5895 on Jun 6, 2013, 8:12:00 PM
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IceDeal wrote:
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Freeslana wrote:
Make RF deal less damage to yourself while dealing more to enemies, and do it like "Righteous fire does X% more damage to energy shield" There you go.


^ Totally agree with this, easy fix who won't change the actual metagame while making the High life build viable again without increasing the power of the low life one.


That's certainly a workable solution. I doubt GGG wants skills to get too complex with all sorts of situational effects, but I think this is simple enough.

So RF could read:

"Does 80% of your HP as fire damage per second. If you have energy shield remaining, does an additional 20% of your HP as fire damage per second."

Essentially keeping it the same for ES RF and making it 80% for HP RF (is that sustainable with the new resists or does it need to be lower than 80%?)
Last edited by aimlessgun#1443 on Jun 6, 2013, 8:47:21 PM

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