Scourge Arrow Skill Reveal
"How? Projectiles haven't been shotgunning like that in a long time, meaning a single target can't be hit more than 6 times per use of Scourge Arrow (initial arrow + 5 spore pods). Tornado Shot already works like that. 20-40 hits per use would be broken, no matter if you're using poison or not. |
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What if channeling skills that also charge up automatically release at max stacks for the player like with totems? You know, so you can actually channel them.
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U have to wait to channel, than wait for the pods to pop up and explode. It's going to be a lot of fun getting booty blasted by mobs in t14's with sextants while waiting for your damage to happen.
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" imagine channeled flicker strike :O nobody would play dat |
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T T
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Kill everything before anything kills you. In this case it will be hard, with this skill :D
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Definitely, this skill is not for maping. My vision of this - it is all about tunnel locations of Delve. Also, Scourge Arrow will not work with mirage archer cus channeling. Ive got a few ideas about buiding, the most interesting of them is full chaos conversion CI dual/tripple curse occultist (Malediction + Vile Bastion). It looks like ED build, but with attacks instead spells. The idea is 2 6Links, or 6+5 links (doesnt matter to much), using Scourge Arrow as main 6L, suported by 4L Wither totem and Toxic Rain linked with mirage archer, curse on hit warlords mark and inc.dur. for 5L. Best way is getting temp chains on gloves, WM is CoH by toxic rain links and free Despair by Impresence (can drop it for some strong rare amu, or if u gonna use dual curse version). Also looks nice with life version of any other ascendancy. There is some good potential, but not for fast mapping or leveling, u should use TS or any other shot, or any spell u like if u choose occultist, before u can fully respec to full conversion Scourge Arrow...
Last edited by JonickPOE#0047 on Aug 19, 2018, 7:25:12 AM
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" You could put some Toxic Rain pods in the way which should slow them down long enough for you to channel the Scourge Arrow and maybe even good enough to drop a Rain of Arrows with CoH-Despair before the Scourge. "Into the Labyrinth!
left step, right step, step step, left left. Into the Labyrinth!" |
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So, while this skill looks nice and has a satisfying sound effect, there are very little pros for very huge cons.
Pros : - The death zone : this skill creates a lot of projectiles in a very restricted area, meaning that ennemies in the direct viscinity will take tremendous damanges. While that makes this skill lacking for clearing, this mechanic allow this skill to be great for killing rares and bosses... considering they won't move out of the area. It's also good for Delve since there will be a lot of indoor fighting. - Chaos conversion : we always appreciate a damage type that is hard to reflect and which monsters have often low resistance against. Also, poison. Cons : - Channel on bow : yes, we know, there was no channel with bow, it was about time, build diversity blah blah blah... But bow playstyle is all about hit and run. This is wait and hit. I love your creativity guys, but maybe it would be great to think about if this clunky-fun idea makes sense. Honestly, this one is not that problematic. If this was only about that, I would try to think of a viable static playstyle with bow just for the pleasure to make it work. But this is not the only issue there. - The channel does nothing : some patches ago, Charged Dash was revamped so the player could redirect it using his cursor, and a damage component during the channel time was added. This changes in design allowed the player to adapt his trajectory in real time while making it easier for him to push for the max charge (since damages where done, the character could sustain itself by leeching and killing the weak monsters, reducing the amount of damage taken) while also not feeling that an early release of the skill was that big of a deal. But this ? The only use of the channel is to buff the release and proc CwC. This is just the old Charged Dash all over again, you just replaced the teleportation by a delay. - The delay : Explosive Arrow is a good example on what impact a delay on a bow skill have : it makes it go straight to the niche build zone. That's okay, not every build has to be an insane instant clear monster truck. But at least Explosive Arrow allow the player to hit and run if needed. But this is a channeled skill we are talking about here, on a bow. The hit and run playstyle becomes wait and hit, then wait again. Yeah, sure, you can move during this delay, but you have to move in a fashion that allow ennemies to stay in range of your skill. - We are in Delve : you said it yourself during the FAQ, "the challenge will be to not fall behind", so why exactly a Channeled Bow skill that does nothing during the channel would be a great idea ? Even if this was a good channel skill, this would be a terrible time to release it. - Multiple projectiles interaction : added projectiles only work on the spores projectiles and not the initial arrow. Why not the opposite ? We all know that no one will even try to link it to GMP because it's barely worth it to nerf our own damage to just add a few projectiles to the spores that already fire multiples. Yeah, I get that adding more initial arrows would just be insane because you'd multiply the number of spores by the same amount. But we could at least have a "added arrows to added spores" conversion. You want GMP ? Okay, you only shot one arrow, but you get 4 more spores. All these cons are not really that much of an issue to be honest. If the spores had no delay, I vouldn't mind the channel doing nothing. If the skill wasn't channeled, I wouldn't mind the delay on the spores. The fact that you put them together is what will make this skill go from "clunky but fun" to "frustrating to play". This skill looks cool and I really want it to work, or at least I really want to be able to MAKE it work. But this ? This is too much of a challenge. |
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worth to try
gamer4life
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