Yeah, I get that weapon isn’t out yet but I noticed something in the preview
Instead of adding even more Vitality RR to Necromancer it’d be better if the skill mod added Vitality RR to Thermite Mines or Flashbang
This would mean the gun will be useful on non-Defiler builds. Even in it’s current preview I can see non-Defilers make use of it but this change would help adding diversity to Vitality builds imo
P.S
I hope that proc is good enough to justify that high CD
ill omen? I dont even find the skill that much useful.:eek:
So Gargabol is the new dungeon boss, right? I wonder how he looks like? A gunslinger boss fight seems cool. Drop looks like a very juicy weapon too pretty similar too blazeheart but hopefully they add some speed to it!
The more I look at this weapon the more useless it looks to me. This will be rather a good weapon for casters, but only because the proc. It’s stats don’t look so great, they’re only kind of tasty due to the Vitality decay in the passive stats. The damage buff and resistance reduction to Ill Omen looks… weak. Ill Omen is mostly used for the physical damage debuff since 25% is a huge amount and many monsters hit physically. -15% fire resist is very useless due to the weapon conversion. If we choose to dual wield those, the -15% fire resist doesn’t exist, if we take only one, the fire resist reduction is useless due to the conversion as well (I assume it has the same value of conversions as Aldritch, Soulrend, Shar’Zul), because it gives 36 - 54%. Even if we roll the 36%, there are not many items that would support that dual type. Also, most people will keep farming till they get two of them and if the conversion (of both together) will be lower than 90%, they’ll keep going with farming.
Now, you can reach 93% of Vitality resistance reduction with Shaman + Necro, but Demolitionist does not have any of that. So, the max value (without devotions) will be -48% vitality reduction, 68% with devotion (forgot the name, the one that came in with AoM, in the bottom). You can use Ravenous Earth to cap it to 93%, but I highly doubt people will waste points for that. Eventually they’ll go with Manticore devotion or whichever gives the 28 reduction to all resistances.
Take in account that other resistances (except for Aether and most likely Bleed) can not be reduced by more than 90% on some characters. Vitality is the type of damage where you need to rush for a particular devotion in order to increase it (if you don’t go for Shaman) and therefore you might be stuck with at max 53% reduction, if you don’t go Manticore devotion.
I’d suggest to remove the fire resist reduction and change the vital resist reduction to -20% reduction to Ill Omen (or other Demolitionist skill, not necro).
Eventually, if you want to keep the resist reductions as they are now, do something that will support Fire + Vital without converting the fire damage to vital. For example, if there is no set that supports fire + vital, add one and remove the conversion from the gun. As for now this weapon has only -15% Vitality resist reduction in most cases.
First time when I saw this Range Weapon on Grim Misadventure #131, I was quite happy since Crate added ~something~ Damage to Blast Shield
My Dream that Blast Shield has More Damage when activated comes true
Lower Health = More Damage
At least I’ve to say “Thanks Crate” for giving some love to Blast Shield
Other gear support that gives another type of Damage to Blast Shield is very welcome !
Let’s say Internal Trauma, Electrocute, Burn, etc
It has the problem I had with Blazeheart. This pistol weapon is clearly designed to be dual-weld to convert most if not all fire damage to vitality. So why do we need “fire” and “burn” damage modifiers? Why is there a -fire resistance mod? It does not make sense at all. We are never making char that has two main damage types: fire and vitality. It’s one or the other. And don’t even start with that bullshit that some might use it as a transition weapon while not being fully equipped for 1 particular damage type, so they might need two damage types supported. Same as Blazeheart, this is a very special level 94 legendary designed specifically for a Defiler. Players who want to use will jump thru great hoops to get it, so they will have their builds figured out by then. Noone is ever using Blazeheart or this pistol on a build that deals both fire and vitality.
About the dual damage support I have seen multiple sets/weapon with this stuff so I didn’t bother mention it in the thread since it’d be a much longer feedback to point out such changes (assuming the devs haven’t already changed those weapons since the last time I saw them)
My main point is the skill mod is giving Necro more Vitality RR than it needs so it’d be better off placed on Thermite Mines or Flashbang
I do agree %Burn and Fire mods on a Vitality Decay weapon are pretty much useless. Even if one doesn’t DW the pistols they could still use Lifeblaze mantle and Mythical Darkflame chestguard for Fire>Vitality conversion
On a side note, I hope this isn’t the only Vitality Pistol getting added to the game if so then give it 11% Total Speed
On conversion, it has the same problem with pre-xpac decree which has been fixed with multiple items with ele to aether resist. However, as you said, people will be expected to dual wield this gun (please give this a higher droprate than the other roguelike legendaries, it’s expected to be there for dw ranged) so most will have near 100% conversion anyway.
On fire rr, the fire rr exists there for those who don’t have both guns, to not make wielding only one useless. Sure it’s useless if you minmax but it’s not the only thing that exists in this game, so I disagree with you (and mad_lee) here. I agree with Chthon’s suggestion to put it on a demo skill since necro already has tons of vit support and to encourage creativity.
93% rr is actually low (accounting for items and devotions) if you compare it to the others. Aether and bleed, as you said can reach above 100, fire, lightning and chaos (though in the wrong class) can do it to, demo can have it alone and add inq/shaman/occultist to that and you have about130. Infiltrator can get >100 for cold, wh can for acid. Even physical can with witchblade.
The only thing I wanna change in this gun is the proc, 30% chance seems so low with that cd, maybe increase that to 45 or 50 since removing the cooldown might be too strong.
I still would say a lower CD is justified because reading the description it basically sounds like a slightly stronger variant of Eldritch Pact relic. I am guessing it’s an orb or blade similar to Eldritch pact or Nidalla relic that would fire off and return to the player
I say this cause I doubt they gave it a new skill template, that proc in my experience lacks AoE and isn’t too strong which is why I suggested lower CD instead of higher activation chance
I didn’t notice it before but even the other modifier to Ill Omen is kinda weird. It gives Cold>Fire conversion to Ill Omen. The devs intended this weapon to be used on Vitality Fire hybrids and as others including x1x1x1x1x2 said it before me that sounds like a bad idea
On the topic of drops rates, I don’t care at this point. I want to try my hands on Vitality builds and Dreven Cole continues to be an ass about it. I sincerely hope build enabling i.e conversion MIs get their drop rates increased.
P.S
I really hope I made this feedback thread in time so that you guys can make alterations to the weapon
I mean, this modifier is totally useless, same for the Fire resist reduction. There might be people trying to get fire and vitality, but then you’d deal fire damage only with Ill Omen. That gun still needs a lot of work and consideration, imo.
The best I’ve got for why it also provides Fire resistance reduction (and % Burn duration for that matter) is for casters who will use a single Corruption of Galgabor and an Off-Hand focusing mainly on Vitality Decay/Vitality damage with Burn/Fire as added background damage.
What if someone wants to use this gun on a vitality caster (for there’s no other one-handed weapon in the game with this much stackable vitality rr) with an offhand and using SoC with Destruction which deals a bit of fire damage?
Or the first 2 guns you get would probabbly have bad conversion rolls? Then you will deal some fire damage regardless (untill you find ones with better rolls.)
It will have a minor effect for sure, but having a minor effect doesn’t equals useless.
And even if it’s just in theory since there’s a chance that no one ever will be using it this way, still no one get’s hurt by that stat anyway imho.
Vitality Decay casters using off hand can make use of this weapon but even then fire resistance doesn’t belong there as we have lifeblaze mantle and darkflame chest for Fire>Vitality conversion so whether you dual-wield it or not you can still get 100% Vitality>Fire conversion with the right pieces. On a well optimized build that Fire RR is useless
The only build that can make use of the Fire RR is a weird gimmicky Vitality-Fire hybrid
Anyways, my main point is that Vitality RR skill mod belongs on thermite mines and not ill omen. Doesn’t make much sense to me to buff the Vitality RR potential of Necromancer any further
Beats me then. That skill modifier is only marginally useful on characters that don’t have the rest of their conversion items yet and becomes negligible to useless when they do.
Anyways, my main point is that Vitality RR skill mod belongs on thermite mines and not ill omen. Doesn’t make much sense to me to buff the Vitality RR potential of Necromancer any further
I agree on giving the Vitality RR to Thermite Mines. With the lack of RR, I just wonder if anyone who picks the gun up for a build will still use Ill Omen or not.
When the Beast-themed dungeon is released in version 1.0.5.0 (presumably the next update now as there haven’t been any hotfixes/patches for quite some time).
As for when that is, I don’t believe we know yet, the next Development update is coming up so that might shed some light on it.
Hate to bump the thread but this still doesn’t make much sense to me. Ill Omen shouldn’t have the RR bonus. It should be on the mines.
You’re reducing the QoL of builds by adding an extra click, also adding more Vitality RR to Necromancer which isn’t needed at all and doesn’t do anything for build diversity
I tried a Decay CT Binder using it. The build turned out to be shittier version of the Poison CT Warlock
The pistol’s proc isn’t too impressive either
temporary boost Decay damage through Blast Shield doesn’t help much considering it’s small duration
it adds more Vitality RR to necromancer which again as I pointed out is useless for build diversity
Lastly like you mention lack of speed makes it awkward.