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Thread: [WIP]Soulvizier Mod

  1. #481
    I don't know if anyone playing the mod cares about or plays in MP, but if anyone is stuffed having to recast a shield every time it loads, or annoyed about other things I'm going to point out, it should appeal to you!

    so first off, I thoroughly dislike the way the elemental shields work, I'd be better off with a 10% fire resistance instead of a 250 fire damage protection which when the threshold is met, it voids me of a 15% physical damage resistance. likewise, the storm shield could provide a 10% resistance to cold and lightning additionally to the energy leech. in this way, they ALWAYS protect you from their respective element they are supposed to shield you with and also act like buffs.

    also, molten rock (synergy of stone form could be remade).

    the warfare mastery lacks a charge ability, although the movement bonus granted above lvl 40 mastery is greatly appreciated and well thought out.

    imo spirit needs to have the arcane lore (ternion synergy) restored to it's former glory, by adding the area damage for crowd control, and maybe remove spirit lure for something more effective... not much ideas right now but they'll come to mind...

    hunting: maybe relocate herbal remedy to the art of the hunt tree to make it available to team mates. if playing in a team, a hunter would willingly help party members in dealing with poisonous wounds, like a medic.

    edit: could it be possible to make a javelin throw for hunting?

    occult, dream, nature and defense: nothing right now...

    any feedback/suggestions or criticism is welcome.
    Last edited by Executioneer; 03-13-2012 at 04:48 AM.

  2. #482
    I totally disagree with your ideas on the elemental shields. I believe there should be variety and these skills (should ideally) come with pros and cons like any other.

    Con: You have to cast and monitor it, meaning you can't just forget it, you have to strategise about how much damage you are taking and plan-B or escape routes (Which I love).
    They have a cooldown so casting on multiple characters can take time. (Again, it means you need to think about it a bit mor than an aura or spammable (like Herbal Remedy).

    Pro: They (-should-, I haven't played in a little bit and can't remember if this mod has changed them much) give you more protection than just a straight resist aura, like for example the bonus phys. resist.

    Overall, they work and if you don't like that kind of gameplay you can easily pick another skill. It's about choices.
    TQ player since demo release.

  3. #483
    Disagree with ternion being weak. It owns. Even tempered down. There isn't a lot that can decimate a boss as quickly as this because of hit 3x.

    I think that spirit lure could have something else in it's place, but who knows what amgoz has in mind.
    I've collected the majority of Underlord Mythic Recipes. You can see this list in a spoiler posted here.

  4. #484
    Quote Originally Posted by BeaverusIV View Post
    I totally disagree with your ideas on the elemental shields. I believe there should be variety and these skills (should ideally) come with pros and cons like any other.

    Con: You have to cast and monitor it, meaning you can't just forget it, you have to strategise about how much damage you are taking and plan-B or escape routes (Which I love).
    They have a cooldown so casting on multiple characters can take time. (Again, it means you need to think about it a bit mor than an aura or spammable (like Herbal Remedy).

    Pro: They (-should-, I haven't played in a little bit and can't remember if this mod has changed them much) give you more protection than just a straight resist aura, like for example the bonus phys. resist.

    Overall, they work and if you don't like that kind of gameplay you can easily pick another skill. It's about choices.
    consider a battle with a flock of fire crows, they void the shield in seconds before you are able to spot them, they're so fast and initially with a - fire resistance, they kill you if you aren't careful. plus they are very resistant to fire damage naturally, so in early stages they become a pain in the ass. no matter how many points you invest in the heat shield, its of no use. i already stated my opinion and again I'm going to stick to it. I'd be better off with some fire resistance.

    Quote Originally Posted by Impulsand View Post
    Disagree with ternion being weak. It owns. Even tempered down. There isn't a lot that can decimate a boss as quickly as this because of hit 3x.
    of course it does. the area damage would be useful for crowd control.

    Quote Originally Posted by Impulsand View Post
    I think that spirit lure could have something else in it's place, but who knows what amgoz has in mind.
    well, on top of my mind I see a lot of possibilities:

    1) bone wall: the caster summons a wall of bones preventing enemies from walking straight through him and proving a cover bonus from ranged attacks.

    2) ethereal shield: the caster and any allies nearby are temporarily more resistant to physical damage by making the player closer to the realm of the dead, thus improving his resistance against weapons.

    3) Bone Cage: the caster launches a projectile which entraps enemies on impact. also reduces their stats by a small amount. (much like undead typhon's bone cage).

    4) Pestilence aura the player emits a dark aura which reduces maximum health of enemies nearby and makes them more vulnerable to poison, bleeding and vitality attacks.

  5. #485
    Quote Originally Posted by Executioneer View Post
    consider a battle with a flock of fire crows, they void the shield in seconds before you are able to spot them, they're so fast and initially with a - fire resistance, they kill you if you aren't careful. plus they are very resistant to fire damage naturally, so in early stages they become a pain in the ass.
    That is how it should be. It would be better if it worked after resistances (but I doubt it). It was never meant to replace getting res or else they would have just given you res...
    TQ player since demo release.

  6. #486
    In my experience having high fire resistance makes heat shield last longer. So it absorbs all fire damage after resistances.

  7. #487
    Quote Originally Posted by BeaverusIV View Post
    That is how it should be. It would be better if it worked after resistances (but I doubt it). It was never meant to replace getting res or else they would have just given you res...
    Quote Originally Posted by vletr View Post
    In my experience having high fire resistance makes heat shield last longer. So it absorbs all fire damage after resistances.
    like vletr said, the resistance are applied first, thus the shield absorbs damage AFTER it is reduced by the resistances. also, with a long cooldown, it is almost futile recasting it again since it will wear out again, even though you have an 80% fire resistance. i doubt it was meant THAT way...

  8. #488
    It is. If they wanted to give more auras, they would have given more auras. I don't see TQ as a game where it's all about start game --> on passives --> pawn. I actually like that I have to pay attention. You might be right that you would be better off with resistance, but that's not what the skill is designed to do.

  9. #489
    no its not supposed to be that way, but it's wrong to be like this: start game --> passives on --> heat shield on --> fire shot with staff, evade, evade, bam, recast. next mob. evade, bam. recast. I myself found my toon at most of the times without the shield due to cooldown and inability to one hit things. TQ doesn't in any way tell you how to improve speel damage, only DPS so for a mage it isn't quite that obvious.

  10. #490
    That's more of an issue with playstyle then. Heat Shield on the CD is great, since it doesn't take fire damage. An Earth mage doesn't use Heat Shield to tank. I'm not saying whichever playstyle is more "right", just how the skill is better used depending on the way it was designed.

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