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Ive been playing alchemist as my second character every now and then.
Is it just me, or is the Disruption tree very skill points heavy compared to say sorcery? I was just checking the maxed numbers from the webpage and considering that the synergy skills take ALOT of points each - they dont do all that much dmg or have huge AOE. My friend just got the sorcerys "insane discharge" which get quite nice AOE and dmg very early - while with disruption doesnt charge all that fast even with the maxed recharge skill "rapid construction". I think that its just a little bit silly that i can kill monsters much much more easier with Injection (6/6), than with disuption 3pts + 1 point in each three synergies and 8/8 rapid construction... I mean, thats 6 skill points against 14 skill points - not counting the points needed to max out the whole mastery for rapid construction. Speed up the basic skill or "rapid construction" effectiviness a bit and/or buff the disruption synergies dmg and AOE bit? Or just keep the power as it is, but cut 1/3 or so from the skill points needed to max disruption and each 3 dmg synergies. Right now its very cool and fun skill to use, but not all that good compared to the mountain of points you need to invest in it. As side question, what does the "elemental damage" actually mean? I mean if i do say 40 elemental dmg - which element is it then? Can this dmg be boosted with "x element damage" items and skills like sorcerys way's? I really like throwing around those bottles and the mastery idea in itself, but right now i think its most effective as (melee) secondary defensive mastery with its many buffs. Sorry if i sound too critic, but really just trying to give constructive feedback - i do like playing masteries a lot
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just wanted to point out about those skill point demands,
say if you max the whole disruption tree youll get basicly one usable skill with 54 points investment. (not counting mastery points) If you max say sorcerys fire tree, that will be 58 skill points, but youll get one dmg aura, one other that boosts ALL fire and dmg you do and then also three separate skills to give you some variation for single skill spamming and also deal huge dmg with quite nice AOE - especially the lowly fireball. Quite cool tree tree i think - pun intended. But what i actually wanted to say, was that if alchemys disruption is going to take that many skill points - then it better be all that über effective and kewl looking to justify the cost and right mouse button clicking
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ive been putting more points to disruption lately, but even with maxed rapid construction using the skill i just so slow :/
throwing the bottle and running in circles for next 15+ lvls just feels kind of booring thought.... Really, i think the alchemist should have one more usable dmg dealing skill. atleast there is the sand spell, but it seems like it wont be too good later on
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Disruption was totally kick-*** when I played Alchemy, just throw it - check loot - advance...
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