Mana-based Gems and Stormbind Demo

I wonder if Archmage Support could work with Arc combined with Spell Totem support.
From the looks of it, not any of these new gems will work with CWDT or totems since they use mana for their unique mechanics.
Which means they try to entice you to use self casting abilites.

But now lets see:

Arcane Cloak:
A worse defensive-option than Steelskin, since the amount of absorbed damage depends on mana used. Steelskin get that amount for free just by leveling the gem. So no reason to use it over Steelskin just for defensive reasons.

Stormbind:

Basically a Flameblast with integrated teleport when channelign ends.
Could be useful for Delve. But for boss encounters probably too rippy.


Archmage Support:

Has multiple benefits. Manacost of skill depending on unreserved mana.
Could be usefulk to make them mor managable when using multiple auras.
The dmg portion that scales with mana used on the other hand is not that exciting. Why would you use it over another MORE dmg multiplier support gem?

Of these three only Stormbind is somehow a new gaming experience, the other two gems are boring/redundant.
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
So the technology is there to give ONE skill two interactions...

Why do we still need Feeding Frenzy to command skeletons and co.? Can´t you just implement an attack ability into e.g. skeletons? Or in addition to the move only ability a "let summoned minions attack target under cursor" ability?!

That would be great.



Arcane Cloak:

"
Arcane Cloak:
A worse defensive-option than Steelskin, since the amount of absorbed damage depends on mana used. Steelskin get that amount for free just by leveling the gem. So no reason to use it over Steelskin just for defensive reasons.


Say that to a non-strenght character! -.- My Witches or Shadows would like that.

Archmage:

"
Archmage Support:

Has multiple benefits. Manacost of skill depending on unreserved mana.
Could be usefulk to make them mor managable when using multiple auras.


What? "more managable when using multiple auras"? It is "unreserved" mana that counts, not reserved. So no auras, at least with mana, can use blood magic.

Archmage Support could be incredible for an Ivory Tower build.
"
The flexible nature of this skill allows you to use it in different scenarios, perhaps as a burst of damage against bosses or as a quick layer of defense against incoming damage spike
Nice joke, GGG. Damage spikes here are way too random to have any non-constant protection against.
spark come backkkk to game gg wp finally farm time
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Haakhi wrote:
I wonder if Archmage Support could work with Arc combined with Spell Totem support.

Bet it doesn't.
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firenovix wrote:
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dohh2008 wrote:
stormbind explosion effect seems weak to me.
I don't know why you nor anyone looks at these skill/spell previews and judges how weak or strong it will be when the person demonstrating that skill/spell doesn't have a full build optimized around it nor the items or linked gems to boost its damage and/or even its speed.


And where do you see that? Why assume they're running a skill alone when they're running around in combat with live-version mobs, taking hits, and not dying in 1...they're geared, and they have all the time and incentive to design a build around a skill to entice people to use it, not make it look worthless ffs.
There's people that like to play fire spells, to much of a lightning spells XD
One thing I would love to see with Stormbind and basically all channelling abilities, save Cyclone because it already has it, is a secondary 'vaal'-like ability that can be used as a movement skill.

Example:

DI and Movement DI -

Movement DI could deal less damage and explode in a large 360-degree area much like a big Discharge but allow you to move similar to Cyclone. This would change the ability to make it feel better during mapping and clearing and then you could just use the regular skill ability for a single target on bosses/tough rares.

You could have a similar setup with a different way of handing the movement mechanic with every channelling ability and it would immediately make them all more enjoyable to play.
Last edited by itachiness on Mar 5, 2020, 11:56:54 AM
oi sick

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