Skill Revamp - Elemental Hit

"
TrueChaoSxTcS wrote:
"
sheelatown wrote:
Didn't you guys say Elemental Equilibrium is getting a rework? Is that not a thing anymore?


"Elemental Equilibrium is a problem, it's too much power for too little effort"
"But let's make a skill that takes no effort to take advantage of EE, what could go wrong"

I'm not complaining, but I found that funny as well


the current EE has no attack scaling so if it got EE for free it'd still be pretty behind other attacks, its all in the numbers i'd expect it to be balanced around the idea you'll take EE but its a tough one.

Also I have a suspicion EE is gonna get reduced in general to like 30% or something along those lines.
Vaal Arc still sucks !!!!!!!!!!!!


Whats the point on using vaal arc? kill lots of weak monsters? thats what arc already do, why use vaal arc?

we need a good vaal arc for bosses, not this shit.
Tobad the jewel is only limited to 2 :(
damn i poopd myself, this will be sick
Hi Bex, can you pls show us the new revamp of ground slam, pls? I think i want to slam again! So we can compare it on sunder and tectonic, sunder is good bcoz it works on concentrate effect, but not good on boss fight. tectonic also, but i hate endurance consummation its too risk using multistrike, and phys to elemental damage conversion not good on RT, it works on crit version. Thx!
Wow... almost looks like ele hit is now a serious competitor to kinetic blast... never thought I'd one day say that.
I make dumb builds, therefore I am.
Nice revamp.Only attack skill with flat damage makes it quite unique.I can see this was about as much as they could do with the skill to keep its JoT feature.

"
Spoonguard1 wrote:
Tobad the jewel is only limited to 2 :(


What so you could do zero damage?
Two questions:

- With Volkuur's Guidance, can the relevant damage type apply poison? (I.e. does "Deal no damage of other types" also apply to ailments?)

- If it applies to ailments as well, does that mean that with Elemental Conflux, the lightning hit will always Chill, Shock, but never Ignite?
Last edited by Abdiel_Kavash#5296 on May 25, 2018, 6:55:00 AM
"
Shppy wrote:
"
JoeShmo wrote:
"
Exile009 wrote:
3) Why should the AoE tag disable either ancestral call or melee splash? It still has the melee tag. Plenty of other melee gems have the AoE tag and still work with both of those.


2. The AoE tag would disable them because Call and Splash work with single target melee, not all melee. The melee skills that work with it are actually single target melee skills, with a secondary effect; which is why I was asking for clarification, considering Elemental Hit may be an actual aoe attack, or it might be a single target with a secondary. Hence, Clarification.



Just gonna chime in here:

Stop looking at the tags! They mean NOTHING with regards to which support gems work. Tags are there ONLY for the purposes of things like '+1 to level of MELEE gems' or 'increased crit strike multiplier with COLD skills'.

If you wanna know what can be supported by what, you look at the text just below the level/attribute requirements on the support gem, it will tell you what kinda skills it can support. The gem tags, both on the support gems and the skill gems, have nothing to do with it.


Just to chime in here, but expecting the flavor description to explain exactly how a skill works is why people are always confused and/or wrong with their support / passive choices. They're as generic and fluff as you can get. Seeing something as "hits enemies in front of you" doesn't state whether the skill is aoe, projectile, fork, chain, or single target. "Enemies" doesn't mean multiple targets at the same time, it just means....it has the ability to hit any enemy in front of you. The new Elemental Hit, in this context, does not say it will only hit 1 enemy, and only trigger off 1 enemy at a time; it states "If an enemy is hit..." which could mean multiple..which means it could trigger separate aoes off each enemy hit by the initial attack.

Hence, asking for simple clarification.

I don't understand why this is such a triggering situation with people, considering comments as yourself indicating the very need for it...since you've also stated that you can't depend on what it says on the gem.

But no, the tags at the top very much explain what it is supported by, explicitly. The problem is that GGG makes inane exceptions to the rules all the time...which means players need to know what the outlying factors are for things, like spectral shield throw only benefiting from fork with the secondary effect, despite the primary one being a projectile as well; or with a support like spell cascade which the green text specifies "effects", and not particularity damage. Blade Fall doesn't apply an effect when it hits, but it's supported by it, while flameblast didn't.

And a huge part of that reason is poor programming decisions, which is why because of "technical limitations" a channel skill was barred from it despite there being no actual definable limitation to prevent it.

It'a also why people have to figure out for themselves why arcane surge and the like infuses tags onto skills that they themselves have special treatments, like giving skills duration when they initially never had one, or giving duration to skills that have them..but were excluded from benefiting from them for no reason. Green, Yellow, or Blue text makes zero difference in these situations.

Hence, Clarification.
"
FCK42 wrote:
Wow... almost looks like ele hit is now a serious competitor to kinetic blast... never thought I'd one day say that.


Can you explain me, why this would be better than KB? KB is king for indoor maps because the explosions work on walls. Ele hit works just on enemies that were already hit. so you have to hit twice to get a small aoe near that enemy instead of pressing one button and delete the whole screen?

Also you have to decide if you use 1 2 or 3 elements. if you use more then one, wrath/anger and other auras/heralds will be shit 50-66% of the time. also penetration sucks except for EE atm.

If you go for 1 Element you have to waste 2 good abyssal jewel sockets with up to 100+ flat damage, life, crit/crit multi, and you have 20% less damage, because there is only 1 ailment on the enemy.

I try really hard, but i am to stupid to see the potential of tis skill. Please help
Last edited by Swissknight#2141 on May 25, 2018, 6:56:02 AM

Report Forum Post

Report Account:

Report Type

Additional Info