Let's talk about Grenado

I’m actually playing Grenado and Canister Bomb.

Both of this skills account as projectiles during their travel time, I suppose. That’s why they can explode before reaching their target if someone shoot them.
It’s not really a problem for Canister because it’s a massive AoE but it’s really frustrating with Grenado. Who is made to make a little but powerful AoE.

The next problem, and the biggest, is specific to Grenado.

Grenado explose on the first target on its way, contrary to Canister Bomb. It’s absolutely annoying for a spell which seems to have been designed to snipe a compact pack of mob or a single target.

Actually I’m obligated to turn around a pack of mob to launch my grenade. And hope that nobody goes between me and my target. Or going in contact wich is sad for a ranged skill…

It’s really problematic against some boss who invoke many trash mob like Ungoliax or Loghorrean.

Often I loose a my sniping spell, 3s of cooldown and 250+ mana to kill a zombie or little spider…

You think change that for the next patch ? :undecided:

I personally like that it explodes on contact with the first target hit, however, I can also see how that could be a downside for some builds.

I think there should be a transmuter so that this is offered as an alternative for how grenado functions when thrown, perhaps at mastery tier 32.

Grenado is odd… it is clearly a ranged skill, but it works best at close range, because if you try to hit something at max range, chances are it will collide with a projectile or something else on the way.

I have used it only once, but I gave up because of the frustration of having it explode in mid-air before even reaching the target, so yeah… Grenado needs to bypass projectiles and perhaps have an increased throwing arc.

I just find it hilarious that the best way to use a grenade in GD is to let it drop directly in front of you.

While we are at it… can we also talk about how Skyfire Grenado “unleashes a maelstrom of electricity upon detonation”, but no maelstrom of electricity happens when it detonates?

This is the second reason why I haven’t used it again… :undecided:

The DoT effect is there and the “electrical discharge” sound is there but yeah, no big AoE lightning nova.

To get the most out of both Canister Bomb and Grenado the best option is to flashbang before throwing either of them. The “impaired aim” effect causes ranged enemies to miss whilst simultaneously slowing them down and lowering their DA. This means when Grenado does hit it hits hard and crits for bigger numbers etc.

I’m not fond of Grenado over-all. It doesn’t have much of an umph factor unless you heavily invest in it. I want to see more enemies fly when hit with a larger explosion. Due to the high mana cost it really only favors builds with well really high mana regen like a sorcerer/sorceress etc.

UP

Well, I have finish my Grenado build and now I can be more accurate to my feedback with Grenado and Canister. And more specifically on Grenado.


Some details on my build :

  • Pysical/fire damage (+ 689% fire / +467% burn / +464% physical / +479% trauma / + 481% pierce)

Grim Calc with stuff : http://grimcalc.com/build/NsnHKzV

I don’t think I made mistakes of building. It’s an hybrid build casting Grenado and Canister, and shooting with Fire Strike during the Cooldown.


Well, the skill :

Grenado :

  • The same thing than I have already said in the first post : Can be destroy during the travel time. Explode on the first target in the path.
  • The mana cost. Actually I paid 300 mana to cast it and often miss my target because someone go in the way. If Ulzuin Chosen proc one or two time, Grenado wreck my mana reserve without making a difference during the fight.
  • The ultimate level of the skill (26/16) has no interest. Not even a good damage up. That’s really sad for the gear investement we need. I think Ultimate level on skill need to be globally more interesting, to reward player who want focus her build on it.
  • The damage is globally low. Actually it is between 20k and 60k with generally 3s of cooldown. Oftenly not enough to kill a yellow Chtonian’s Devourer… Even with Time Dilatation up, is globally better to cast Canister Bomb to deal damage with all of the fragments (with 3 points in Concussive Bomb…). I don’t know if it’s the same problem with the other non spamable damage skill like Trozan’s Sky Shard or Doom Bolt. But it’s not impossible that all of this type of skill need a strong buff.
  • This skill is one of the core skills in my build. And I feel no difference to playing with or without. Sometime I even prefere playing without to save my mana. I invest 20 points and lot of gear in this skill, and stay underpowered.

Conclusion : Need a rework. Increase fiability and damage. decrease Mana Cost.

Some skills comparaisons :

Cadence vs Fire Strike :

  • I tried Cadence with 12 points everywhere (36 points) and I still loosing 50% of my DPS compare Fire Strike like I using it now. Even with Deadly Momentum is up… Even whith 50% physical conversion to fire…
  • And why bleeding on Fighting Form ? We have already Savagery to do that. No one attack spell do Trauma Damage. That’s add a naturel synergie with Oleron’s Rage.
  • And finally I have feelling no difference when Deadly Momentum was up. I ask to the Nightblade player if they have the same problem with Lethal Assault ?

Conclusion : Increase Damage (add Piercing damage for exemple), change Bleeding by trauma and make Deadly Momentum great again… add something like attack speed ? or resistances increase ?

Markovian’s Advantage vs Fighting Spirit :

  • Well this two spells doesn’t function identically but does the same thing, increase crit chance and increase damage. In the first try of this build I wanted to make a lot of “special shot” with my guns. That’s why I have tested Markovian’s Advantage and Zolhan’s Technique. But now I only use Fighting Spirit. The buff is less reliable but so strong compare too Markovian’s Advantage.
  • At the moment when you have an other source of damage than your auto-attack, fighting Spirit become strictly and absolutely better. Even if you have 8s second without buff.
  • Even if you have a good attack speed to increase Markovian’s proc. Thinks you make more attacks during the buff of Fighting Spirit.

Conclusion : Make this two skills more different. Don’t know how… attack converted to health ? energy leech ?

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One day I’ll tried to make a build based one the Occultist’s Raven… One day… :rolleyes:

NB : I’m french and bad in french… You can imagine my level in english… I tried to read my post but it can be hard to understand (or absolutely incomprehensible). Don’t hesitate to send me a MP for some corrections.

Seriously dude, just take 2 points and place one on Flashbang and one on Searing Light. Just use + skills for the rest. You’ll land your Grenado’s more often without risking so many collision effects.

Mana is always a problem with Grenado. It’s been like this since day 1. Spirit growth with Commando’s is generally low. You can do certain things to increase your mana reserves but not so much your mana regeneration. The big problem here is that Grenado has more raw physical damage than magical but requires a lot of spirit in order to be used. In most cases I would say you’re better off using conversion (which is why you see a lot of Sorcerers with Grenado). The alternative is to shove Ectoplasms in everything and you should have a health supply of mana.

I think Ulzuin’s Chosen should lower the mana cost for 5 seconds every time it procs as well as show a cooldown icon etc.

Cadence vs Fire Strike
I agree that it should be internal trauma instead of bleed, this allows more options when using conversion as well. I agree that Deadly Momentum needs a buff. Like you I barely noticed a difference in damage output when using Deadly Momentum.

Agreed, grenado is shit. It was already bad before they removed the resist debuff, and even worse now. It’s really annoying to use and the damage is weak (and random). Canister bomb does more damage even on single target. I think a massive DoT/resist debuff on it might be an improvement. As you said all cooldown attack spells need a buff.
For my commando build, i was dealing more damage with 4 4 4 4 in the firestrike line than with maxed grenado (which is barely playable at range).

Seriously dude, just take 2 points and place one on Flashbang and one on Searing Light. Just use + skills for the rest. You’ll land your Grenado’s more often without risking so many collision effects.

Yes it’s a good idea.
But personnally, I prefer using Canister with its stun. With a little of timing, canister hit its target 99% of the time. All your screen are stun, and I don’t know any ranged ennmy who have a strong stun resist. After that you are free to launch Grenado on a group of immobilized opponent.
The problem of collision with the ennemy’s projectiles is not the worse, it happen sometime but not so often. The worse for me, it’s when an ennemy come in the path with its large hitbox, that’s why I prefer stun ^^

I think Ulzuin’s Chosen should lower the mana cost for 5 seconds every time it procs as well as show a cooldown icon etc.

A good idea too.
An other option can be that Ulzuin’s Chosen proc launch a free grenado/canister/stun jack for free. You cast your spell, and you have XX% of chance to launch automatically another one without paying ts mana cost.