What suprised me here is the extremly low damage % and lack of casting speed for a mythical gun that is meant to be used by casters. (mortars + rune of kalastor)
Also the cold damage part feels a bit out if place on 2nd thought.
Maybe make it pure fire instead?
If we have a look at other mythical guns their damage is around the 180% mark so why isn’t this one I wonder.
I would like to suggest adding a nice chunk of casting speed to it and increase it’s damage so it’s in line with other caster guns.
Getting Sigils a bit more beefy on it would be neat too…
They hit like a wet noodle even with sigil mi medal and a toon having 3400% vit damage.
Same is true for alot of other sigil “boosting” sets minus radaggan cuz he can stack them like crazy.
Given the ridiculous boost the gun gives to Mortar Trap, I’d say losing some 50 % additive is pretty meaningless. Played a Fire Mortar Elementalist recently and it wrecks house with just Mortars while being nearly immortal.
Wait so Valguur Sigils are bad. From my testing with Dark One Storm Totems Valguur looks like an unappealing alternative for Totems as well since it blocks the BiS offhand. Is Valguur even good for anything then?
This guy needs to be looked at, most likely still spawns with crazy res. gear.
I had about 10 minutes on the timer when entering the bossroom…
And no, it certainly is not my build that is lacking in damage.
FYI the other bosses in the room went down in around 20-30 sec per. (Kaisan, Zantarin & Ekket’Zul)
Tl;dr: Segarius still spawns with absurd gear and needs to be looked at.
SR75-80 deathless, with absolute reliability. And it’s not even hard work, it just walks through it like it’s SR65. To me, that’s pretty much all that matters in SR: highest reward content, reliably. It could definitely go higher, I just don’t bother doing so.
That’s one of those “flavors” Z doesn’t seem to wanna give up on. Just like the range of green affixes spawnable on human mobs that can make an SR80 Fabio oneshot a SR100 viable char. And bump some elemental champs res so that they get a celestial level effective health pool.
acid dmg as the singular dmg type does not have a jewellery augment with flat dmg to player - considering they doesn’t even support 2 dmg types like other augments that both have flat dmg +oa or da, (and venomblade was put in its place), would it be totally unreasonable to bring acid augments in line with the other and slap some flat on by now?