Skill Reveal - Ancestral Protector
Path of Tower Defense confirmed.
Though I'd like it more with some "limited movable range" instead of "Standing still"... Yet again, using multiple trap (or maybe cluster trap) / trap / Melee Splash / Ancestral Protector (or something else coming along) on an Empire's Grasp could be an interesting idea.... like a mini pin ball board. |
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" spell totem + flame dash ftw :) TRUE FACT
Your success in POE is entirely dependent on the time you have to invest in the game. Your success in POE is entirely dependent on the time you have to invest in the game. Your success in POE is entirely dependent on the time you have to invest in the game. |
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" Essentially this, if you can spare the sockets. Its probably better than decoy totem... uses: strongboxes, annoying bosses etc don't want to risk melee range. |
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TOTEM GLACIAL HAMMER INC BOYS!
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I think maybe can work with my 900+ Strength RF bladefall Caster templar, if this totem use my STR could be great...
"This Is A Buff" (Bex_GGG august 30, 2016) Last edited by diegodgo87#3061 on Feb 17, 2016, 10:03:55 PM
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Hmm. Not that hyped. I feel like a caster will use this more than a melee. Not much info on it's use yet, but I can see a Witch Summoner using this. Potentially buffs minions that are in range, and also adds more clutter to the screen. Again, no info if this will also buff minions.
Either way, for a melee it feels off. PITA to cast a totem of sorts. Which is very small range. I also kind of agree it would be cool if the spirit was on your back and acted like a trigger gem, or reduce its damage a lot and have it as a personal backpack protector. Have it weak enough that it's still useful, but you can't really build around it. I dunno, feels weird. We'll see soon enough. |
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I had a feeling melee totems would happen eventually. I am surprised it took this long.
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Holy smokes it's so cute! Looks like a scarecrow-man-thing smacking baddies in the head with a lollipop. I want it now!
Last edited by twitticles#7701 on Feb 17, 2016, 10:12:51 PM
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Actually letting the ancestor move would of been the proper way to implement this so it "buffs" melee. To make it a stationary, constant recast if destroyed totem is meh. This is like every other "melee buff" implementation thus far. They all suck because by design melee is melee and ranged still > it because of the risk/reward you've balanced the game around. You have ultra low risk insanely high damage ranged crit builds with melee tank ehp pools. Then you have melee which is generally weaker per hit, has slower time to kill (ttk) and has to get into melee range to boot.
GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul |
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KARUI SPIRIT ALL UP IN THIS MUTHAFUCKAAAAAAAAA
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