0
A pats a pat gratz on the pat.![]()
Hehe, that was my response when nebux posted a cheesydin pat thread.Originally Posted by DementiaMaster
They're just so cheesy. I really think Bliz dropped the ball when they made a magic damage ranged attack that ignores resists of every monster in the game save one (especially one that is confined to an area you never need visit after completing the Lam Esen quest), and then they compounded it by making Concentration boost its damage. That would be like Might boosting my lightning sorcy's spell damage- it just doesn't make sense.Originally Posted by kabal
Just imagine if Lower Resist worked on magic resistance. This would make sense, considering the description in the skill tree, which says "curses an enemy to take more damage from all magical attacks" (note the 'all magical attacks', not 'elemental and poison', meaning it should affect magic resistance) and hover text when assigned to a mouse button "lowers enemies (sic) resistance to magic" (again, a lowered 'resistance to magic' should affect damage that is 'magic damage'). In v1.09, I believe Lower Resist did work as it was supposed to. However, Bliz let Concentration affect BH, while nerfing Lower Resist. Then they made it possible to max BH and all synergies with only 60 points (not counting pre-reqs), while a necromancer would need to use 100 skill points to max all synergies for Bone Spear or Spirit (again, not including non-synergy pre-reqs). Then they decided to have BH ignore resists, while the higher-level necro Bone Spirit (BH is available at clvl 18, whereas Bone Spirit is clvl 30) does not- gee, that's fair. So, the character with an attack that needs more skill points (in fact, almost all skill points, assuming you manage to get to level 99) to completely maximize has virtually no built-in skills to handle immunes. I say 'virtually' because technically you could have Corpse Explosion or put those few remaining points into Raise Skeleton or Poison Nova (yeah, like 10 points would be effective in Hell). The character who gets 40 more points left over, for a grand total of 50 points, has ample room for backup attacks- but he doesn't need a one, because his main attack ignores resists! You can bet if LR affected magic resistance in v1.10+ that people would complain that bonemancers were 'too powerful', and that it was 'unfair' (never mind that even for immunities that LR could break, it would leave at least 85 magic resist, due to that, according to a certain skill calc, a level 2997 LR- higher than any legit character could ever have- would only lower by 74 for non-immunes, and the '1/5th effectiveness for breaking immunities' rule).
The issue isn't whether it's a legitimate character; obviously it is. Nor is this meant to denigrate nebux, Jackalope, or anyone else who's posted a hammerdin pat thread. It's just my rant about what I believe is a waaay overpowered skill that definitely needs serious rebalancing attention by Bliz. Of course, that won't happen, as the Bliz guys seem to have their lips planted firmly on the paladin's- well, I won't say that here; EUs are around.Originally Posted by kabal
Fishymancers at least have to a) get stuff dead before they can start using their main skills, and b) deal with immunities, since their main skill deals only physical damage, and their backup does physical + fire (meaning they can very possibly come across a dual-immune monster with unbreakable immunities). In order to deal with different situations, they need to use different tactics (curses, revive selection, etc). Hammerdins, on the other hand, have no worries about immunes, and don't need to much change tactics, as they can just spam their attack that ignores those troublesome resistances and immunities. Oh, and before you mention a Vengeance paladin, they are balanced by a) needing to go toe-to-toe with stuff, b) being much more gear-dependant in needing a good weapon, in addition to good defensive gear, and c) using a single-target attack.Originally Posted by RedArchon
Anyways, that's my rant. I mean, people have commented on other supposedly 'overpowered' skills or items, but still make hammerdins.
ok.. I have 0 skillers.. I'm using natures peace because.. it makes Pit/Baal running a lot faster.. none of those annoying shamans doing their jobs :P.. and about being able to destroy on /p8.. I wish.. @ P4 with a baal run I have to cower for my life.
I seemed to remember reading about the 'slain monsters rest in peace' only working if you killed the monster with a weapon, at least in v1.10. Now, the description isOriginally Posted by Jackalope
So now it says it won't work for magic damage (which BH is), and then says it'll work for BH. Then it says Bone Spirit is physical damage, so I guess now Amp Damage will help bonemancers with this new 'change'. I suppose since it's physical damage now, leech will work, so I can slap on a Manald Heal and never need worry about mana, not to mention Might, Concentration, etc all boosting it.Originally Posted by The Arreat Summit
Yes, I'm being sarcastic here- I don't expect any of this to work, except for it working with BH, since that is, well, BH.
That said, you might want to try Redemption. Not only will it remove corpses, but you get life/mana back too. My cleric uses it a lot for corpse removal, and only has one hard point in it.
I have no problems with HP, it's just certain auras that get me.. and I like my natures peace. :P
Bookmarks