Ritual Sacrifice NEEDS A BUFF, IF YOU ARE READING THIS, DON'T PICK RITUALIST
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I'm running t16 maps, not at all early game and here is what i noticed about the modifiers and comment about the other problems with the skill:
Useful: - All the extra dmg/crit - All the resistances, although when you are far enough in the game, you already have capped res. - Proximal tangibility, but it turns out irrelevant most of the time due to hyper fast mobs. - Hasted - Magma Barrier - Enraged, but i never got this one, ever, even when i absorbed from a mob - Theoretically Invulnerability Aura, but i never got it and don't know if the aura affects you or just others. Useful if you have a minion with it. Barely useful: - Hinder aura, the best slow, it helps against melees but barely - Heal, it helps a little, but more often than not you will take a lot of dmg in one go and the heal will not be enough. It's unreliable - Energy shield, it helps but it isn't close to be enough unless you are doing a very heavy stat build so you can use the energy shield evasion armors - All dmg shocks/chill - Add projectiles helps barely with storm lance if you have 20% quality, but it doesn't make a difference with melee builds or ls - Regen life, most irrelevant but helps a little - Increased Life - Dmg taken from minions first, but it seems to be bugged Useless but not harmful: - Temporal buble, the slow aint enough to be relevant and protect you. - Powerful minions. It should be helpful but if you are a ritualist, it's unlikely you have a minion build. - Increased Stun Threshold, you still get staggered after one hit, doesn't know if it's a bug, but right now its useless - All dmg poisons/bleeds/ignite , if you don't have a build focused on that, the dmg is irrelevant - Breaks Armour/stun it doesn't make much difference because the viable builds aint physical heavy - Armoured is irrelevant - Evasive is bugged - Accurate, you don't benefit from it like amazon does and you don't need it because you already have a lot of accuracy due to dexterity - Siphons Mana and Deals Lightning Damage, barely does any dmg and the mana regen is irrelevant - Reviving minions Harmful: - All periodic explosions, they look the same from the mobs, so it can get you killed by accident and damage is irrelevant - All trails, ^ - Volatile Crag, ^ - Volatile Plant, ^ - All conjures, ^ - Lightning Mirage, ^ - Bombardier, ^ Deadly: - Shroud Walker, it will tp you, instantly, with no iframes on arrival, into a group of mobs where you will be gangbanged relentlessly. You have no control over it. You take it and you are most likely dead. If this was actually you TP WHEN YOU DODGE ROLL TO THE DIRECTION YOU AIMED, it would be SO MUCH BETTER. Ritual sacrifice is too short, most of the modifiers are entirely harmful to the player because of visual cluttering (no differences between the explosions from the player and the mobs) and SHROUD WALKER which is a DEATH TRAP, useless effects (the damage from lightning strikes, crags, tree bombs, etc are close to 0, they don't offer enough dmg to even proc status effects) and the cast time IS TOO LONG. What is the point of a skill that i can only use after everything is dead? After the strongest enemies are already dead? Yes, you can use self sacrifice, but more often than not, it's gonna be useless or outright kill you for slowing you down, damaging you or giving some bullshit effect like shroud walker. Also, whom in the name of f wants to spent minutes doing self sacrifice with the hopes of getting some extra dmg? It slows down the game a lot. The only modifiers that are decent are the extra dmg/crit and proximal tangibility (this one is barely useful, the mobs are so fast that it almost becomes indifferent) This ascension mechanic is a worse version of the headhunter belt. Basically, the only good thing from this ascension are the ring buffs, the rest is negligible at best or harmful at worst. IT NEEDS A BUFF Last bumped on Apr 15, 2025, 2:19:49 PM
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