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View Full Version : Minor changes to some skills



Thelonius
23-09-2011, 16:46
Here's what I noticed. Changes are in bold.

Dashing Strike - Dash quickly at the targeted enemy or location, dealing 50% weapon damage and rooting the target for 1 second.

Mantra of Evasion - Recite a Mantra that grants you and all allies within 40 yards a 30% chance to dodge attacks. Lasts 120 seconds. Dodge chance is doubled in the first 3 seconds.

Divine Protection - When you or an ally under the effect of Mantra of Evasion is reduced below 20% Life, a shield of protection forms around that target, reducing incoming damage by 80% for 10 seconds. Each target can be protected at most once every 120 seconds by this effect.

Mantra of Healing - Recite a Mantra that causes you and all allies within 40 yards to gain increased Life regeneration by 106.4 Life per second. Lasts 120 seconds. Life regeneration is doubled in the first 3 seconds.

Mantra of Conviction - Recite a Mantra that causes all enemies within 20 yards of you to take 20% additional damage. Lasts 120 seconds. Additional damage is doubled in the first 3 seconds.

Torr
23-09-2011, 19:09
Interesting... doesn't change things too far. I wonder what the purpose of the 1 second root on Dashing Strike is for? Hopping from target to target quickly? I could see a Mantra of Conviction quickly followed by a SSS having some use.

WhiteGiant
23-09-2011, 19:35
nice find - they already announced something like this in german forums .

but i hope that those temporary effects will be equally usefull for all runeefects - currently some of them are favorable for these effects - much to my dismay

starrise
23-09-2011, 21:15
I bet inferno ranged mob ai says "player close? run away fast" so that root on dashing strike may be useful. Or mobs running away at low health. Or mobs that just run around a lot (like the treasure goblin...) It certainly would be useful in PvP.

Moves the skill up a lot in my eyes =)

Chaboi
23-09-2011, 22:03
I believe it is so that dashing strike can be used to get away. Imagine having 10hp, the old version of dashing strike would not let you move very far if you were not targeting a monster. This way you can zip to a monster and get away from him before it can hit/kill you.

Hokuto no Ken
23-09-2011, 22:57
If the root works in PvP it will become very powerful.

Neuromancer
23-09-2011, 23:27
I think it might be that the root is mainly intended for PvP as to not get kited right of the bat after a Dashing Strike, allowing it to become a reliable and working gap closer. But I haven't played D3 beta or any arena at events to know how useful Dashing Strike without root is in PvP atm.

I remember a similar change in an ability in WoW mainly for that reason (can't remember which one exactly, maybe the stun duration on a warrior's Charge to counter charge jumping).

konfeta
24-09-2011, 01:57
Why would a zero cooldown dash need a root -_-

starrise
24-09-2011, 02:11
Um. That was answered with several speculative reasons in this thread -_-