New support gems info.

I know balance is not done, but the first thing that hit me was the "Reduced spell damage" on CwDT. Seriously? Reduced? Not less?
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mvm199 wrote:
these are gimmicks for low level play

with most skills you already need ALL gems of a 5/6 link, now you have to add a proc gem and support 2 skills at once? ...


this, Cast On Melee Kill will be useless in later game
Cast when Damage Taken & Reduced Duration could be usefull
GMT+1 - You can speak German with me
I'm already thinking about the possibilities with immortal call.
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Kagami45 wrote:
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mvm199 wrote:
these are gimmicks for low level play

with most skills you already need ALL gems of a 5/6 link, now you have to add a proc gem and support 2 skills at once? ...


this, Cast On Melee Kill will be useless in later game
Cast when Damage Taken & Reduced Duration could be usefull


i would not say useless, Not everyone follows FoTM builds some people have fun trying different things out
Last edited by Danoga#3881 on Oct 5, 2013, 12:45:39 AM
I think a lot of COMK's usefulness will depend on whether the supported spells mana cost is applied when you get a kill, or if the spell is cast for no extra mana and the 120% mana multiplier only applies to the melee skill used.

And a big piece of info that a dev could hopefully clue in on is whether cooldowns are bypassed when the skill is cast through a trigger rather than directly.
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
Last edited by Wooser69#4318 on Oct 5, 2013, 1:15:23 AM
Frenzy Cold Crit Discharge anyone?
"You can't bash someone else's shitty taste in music when you listen to 'grindcore'" -TheWretch̢
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Kagami45 wrote:
"
mvm199 wrote:
these are gimmicks for low level play

with most skills you already need ALL gems of a 5/6 link, now you have to add a proc gem and support 2 skills at once? ...


this, Cast On Melee Kill will be useless in later game
Cast when Damage Taken & Reduced Duration could be usefull


It already is. Reduced Duration on a trap along with Sunburst makes the trap an instant explosion.
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ScrotieMcB wrote:
Yo dawg, I like zombies, so if I put Cast on Melee Kill in my Raise Zombies, can my zombies raise zombies while they zombie?



Xzibit approves this.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

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Wooser69 wrote:
I think a lot of COMK's usefulness will depend on whether the supported spells mana cost is applied when you get a kill, or if the spell is cast for no extra mana and the 120% mana multiplier only applies to the melee skill used.

And a big piece of info that a dev could hopefully clue in on is whether cooldowns are bypassed when the skill is cast through a trigger rather than directly.


Thank you for asking these questions - that's the first thing that came to mind for me, that kills could bypass high mana costs. Then CwMK wouldn't be so useless after all! (Not that I think it's useless in the first place, trigger gems are perhaps the most exciting announcement of all to me.)

I tried watching the mana orb in the demonstration videos while he was talking. Although it didn't seem like mana costs were being paid for the triggered spells with CwMK, I'm almost positive that no mana was paid for the Enduring Cry and Frost Wall triggerd on CwDT and CwS!

To verify, watch the mana orb at 6:00 in the GameSpot interview.

edit: Also note that CwS and CwDT have no mana cost multiplier. So, these skills are actually "triggered" and not "cast" (at least when the video was recorded, this may change before release.)
Last edited by stonethumb#6116 on Oct 5, 2013, 9:03:15 AM
Im betting immortal call will get trashed in 1.0.

Cast when Hit: Enduring Cry
Cast when Stunned: Immortal Call

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