OFF is problematic for RR due to freeze. Having phys RR on the second node where you need to put points into both the first and the second node for it to be useful is hellish for a physical Arcanist build…
I am really not sure if there is any solution to this problem at all. Maybe the easiet way is to actually remove the phys RR altogether so that it is not a noob trap.
Or if it were to stay then it should be moved to the first node and Magelayer set should at least be given % phys damage on it for some support. But I am not sure it would be memeworthy in that case as well since the phys armor change that killed converted phys builds… OFF is only for leveling or for fire RR with Mageslayer set…
Any ideas?
P.S. I decided to go on a crusade to make phys damage great again
But in that case it still should not be on the second node. And there is still the problem of a physical Arcnaist build… Only phys AAR and Spellscourge work…
The second node of OFF is generally useless anyway. Maybe for leveling… Maybe…
I like the perspective with phys RR on OFF for multiplayer reasons. The vast majority of us plays single player, agreed, but being honest with the single friend I play GD with we enjoyed checking this path out
Half the problem is that it only works when the target is frozen (afaik). So anything strong with freeze resist is unaffected, unless you really invest into it, and even then it’s only for a little bit.
I’d just like to reiterate my comment from yesterday that the game needs less RR, not more.
I’d be a fan of complete removal at this point, though then we’d have to rebalance damage on masteries that had it and lost it vs those that didn’t lose anything, though it would be nice for Warder and Battlemage to stop being memes.
I will note the OFF debuff actually does apply to freeze resist bosses briefly, giving you a small window of damage to make use of it. But so far in getting through SR on the road to SR34 (at 20 now) I’ve noticed it has great utility at clearing the health sponge enemies and also murdering all the mobs with my phys AAR Spellbinder
So it’s not so bad really, it would just be much better if the physical -RR% actually applied without the freezing, since physical damage builds can’t take gear that debuffs enemy freeze resistance.
It’s also a solid means of proccing devotions. And I think with the right build might actually shine hardcore in terms of it’s damage potential when transmuted to physical. Mind you, I like meme builds and what’s more meme than clearing the whole screen of enemies with a skill that’s only meant to be cold based lawl?
A solution would be to give conduit amulet for OFF 10 % minus freeze res and move the minus phys res on the first node. And the second node should be a really heavy DoT to make it worth it…
In general I think that Mageslayer set and conduit need more freeze RR for endgame gameplay.
Eh, I don’t think the code for the skill allows that, since -RR% on the older mastery skills is tied to DoT’s. It’s why that couldn’t be added to War Cry to give Soldiers some much needed phys -RR% or add same elemental -RR% so elemental Cadence could be better.
This was changed with Inquisitor onwards, but yeah, with out a major rewrite of the old code the -RR% on OFF has to stay on the 2nd node.
Ideally it should just apply regardless of freeze status, but I’m not sure of the code limitations vis that. Might drag fire -RR% along too, but I don’t see any fire builds complaining about that. Though the RR values would need to be adjusted to compensate obviously.
Anyhow, I now want to make a physical TSS and OFF Battlemage, sends helps. Probably use Bone Lance as main attack too. Total meme, total fun.
I have a theorycrafted build with just a Bone Lance. Looks godly on paper but don’t know if the skill is any good… Will have to try it sometimes… Over 4000 % base damage with cunning counted… Battlemage, Level 100 (GD 1.2.1.6) - Grim Dawn Build Calculator
Considering that the new Berserker class has multiple cold damage dealing auras, I wouldn’t be surprised in the slightest if OFF had its template changed to be similar where the first node contains all the RR goodies (balanced around normal RR values instead of the inflated values in the skill) then the second node has increasing chances of freezing the opponent to keep the freeze factor.
As for the RR debate, I’m excited to see the new cross-class modifiers because those have a chance to bring about TDM multipliers that can more than make up for the lack of RR (since RR is essential a TDM multiplier in the first place). Since those are specifically tied to another’s class’ skills, there’s no way you can cheese good items and give it to a generally better performing class (such as Belgothian set performing better on Infiltrator than Blademaster).