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I figured that's what it was.. I don't know how I feel about that effecting the skill though, considering im trying to make a pure mage I want little to do with Offense and Defense and Pure Power. Still if that's how they plan on keeping it that's fine, but that plus the hills and slopes missing mobs is pretty frustrating for such an expensive skill when maxed.
Thanks for the response, and where I didn't do the calculation I was giving more of a review as just a regular person going in as a mage from level 1-15 with that skill alone. More or less just a little feed back from a fresh start.
Though I also disliked this particular skill, for the other reasons you mentioned. The "fragments" rarely do anything, getting enemies clustered tightly enough takes too much effort and depending on just shear luck to hit other targets doesn't work so well, most shots feel wasteful. The damage of the main missile is extremely lacking also. It's just a really bad skill IMO. If the fragments homed in on targets, prioritizing unique targets but circling back to the initial target if it's alone, it would become a fun skill.
Also, Arcanist is energy-heavy. It is vital to equip the early caster gears that drop to sustain the output. But you put in too many points too fast so you basically outstripped your capacity far too early.
You can get away with methods like this with some of the other masteries skills, but Arcanist doesn't play like that. He is meant to be heavy on energy usage, it's what he's about.
Moderation is key.
After a bit more testing and having a high level arcanist now at this point PRM isn't very much worth it compared to other skills. I understand the arcanist is a heavy depent class on energy, but for the payload I think Sky is a better skill to soak you're skill points in. PRM just isn't that much fun right now with the constant missing both with glitches and skill.
Moderation would be ok, but this game isn't really ment for moderation. You're better off putting you're skills in a few select tree's and not spreading them out all over in a balanced matter. Right now you're also better off putting all you're attributes into cunning with the exception of wanting to wear certain gear for a more cosmetic/item dependence.
Cunning is the best. Offensive rating is awesome right now, and Defensive isn't fantastical simply because you can run or walk away from danger, but I do like how you can move your char in game to avoid danger because it feels more real life skill than just a attribute skill feel. Same with Spirit where it increases you're damage with elements/magic I still think Cunning kicks it's ass.
I've strayed from my original post.
PRM is just kinda EH right now, but this is EA and the dev team has reworked many skills so far so i'm sure they like any feedback they can get to make the game more enjoyable.
More suggestions to help PRM.
When the missile explodes and you see a shard go over an enemies head due to a hill or slope.. well fix that lol. Instead of flying over the head increase the hit marker of a shard... I kinda like the fact that the game has hills/slopes though it makes it feel more immersive so Id still recomend that you just increase the accuracy/dmg and lower the energy cost.
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Have you devs ever thought of Synergy Class Transmutations? I wanted to right a topic on this, but it's basically like this...
Class Combo Arcanist with Demolitionist and pick up a certain skill "fire touched" This no longer just adds damage, but also completly alters the way you're skill PRM works.. It's now a Fireball with Radial damage instead of shard damage. Fire touched will firther transmutate other skills.
Arcanist/Nightblade PRM Ice Shards
Arcanist/Occultist Chaos Bolt
Arcanist/Soldier Mudd Grip
this would take a ton of work.. would be awesome.
-All skills could be alterered in this manner...
Like Summons- Mix Arcanist with Occultist and you now Summon random Elemental.
or Occultist with Soldier and It's now a Metal Golem
Occultist with Nightblade a Ice Reaper
or a Occultist and Demo and you have a Fire Demon.
One thing I havent been able to test yet, is if it can proc "on attack" effects, like lightning bolts. I guess I will test that next time.
@X Myth: Interesting idea with the changing transmuters depending on class picks. It would certainly add a lot of new abilities into the game, but that would ofc also require a lot of extra testing and balancing. But yeah, interesting concept.
I'm playing Arcanist as well. Zero energy issues. Even at low levels.
Also, I'm not seeing this constant missing with PRM that you speak of. Once in a while, sure. But it's rare enough I barely note it.
There's people on the main forums hitting over 1k per shard. I'm 20+ right now and PRM is doing an excellent job.
And I don't have any issues with Missie missing either, outside of something not standing in the path of a missile trajectory. I also rarely have issues about the common monsters clustering up often enough...to me, that's all they ever do.
The rest seem to be more "pure" caster/elemental spells. But, there are plenty of other spells/skills in the other trees that can utilize IEE. I'm guessing this was the intention as they stated in the build update that they were attempting to promote more cross-mastery synergies, also evidenced by IEE's transmuter, Manifestation, for summons, which would be used with Occultist or Demolitionist.
That would make it as awesome as PB or DEE, can sync with the new caster weapons and some caster weapon sockets like -elemental resistances.
Inner Focus is technically a buff for it as well. And then there exists yet another buff with Arcane Will that kicks in every time your health drops below 50%, an insanely easy thing to do with the Arcanist, btw, due to his low health.
So far I'm having fun with my Arcanist, mainly because they are fresh and new, but I don't really like this replicating missile all that much.
I haven't used it long enough to really comment on its effectiveness, but just the overall "feel" and presentation of it when you use it feels lackluster. Its just a simple dart looking thing that splits into fragments in a plain looking way on impact.
Given that the description of the Arcanist makes them sound like they will be a badass wielding flashy forbidden powers... I was really expecting their abilities to "feel" more awesome kind of like the Demolionists skills do. I mean I have plenty of builds that are far more powerful and capable than pure Demo or heavily focused Demo builds... but just the way it sounds, looks, and feels to use skills like Grenado, Canister Bomb, or even the Blackwater Cocktail never fails to bring a smile to my face.
I was truly expecting this missile spell on the Arcanist to have some form of minor tracking to it and to have the fragments whip out of the impact point in a flashy way and track on nearby targets. A good example of what I was expecting was something that looked and felt more similar to the one early Arcane path spell on the spell casting class in Torchlight 2.
I'll withold further judgement until after I get a lot more time with the Arcanist under my belt, but I'm kinda saddened the abilities aren't as flashy and don't "feel" as good, or bring a smile to my face as easily, as the Demolionist skills.
I wouldn't have minded seeing the Arcanist have an ability like the old Titan Quest Storm Masteries Lighting Bolt. I loved that Lightening Bolt. It just looked, sounded, and felt powerful.
Also, a tad saddened that Arcanists lack a pet. I was dead sure that the Arcanist would have a single pet early in the tree to make pure summoners more interesting. I figured they'd get something like a lightening or aether based "wisp".
EDIT: I do have to say though that looking at the tree I can see a good bit of potential skill synergy with the other masteries.