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However, the way I have been using my sigils, is I have chosen fire, ice and lightning. With each one, you get a targeted, aoe and a barrier. To each of these spells you can augment them with control, destruction and mastery. Which is what I have done, so for the large part, I have augemented each type target, aoe and barrier mostly with destruction, for each sigil. It didn't even occurr to me that I should focus each sigil for along a particular path like you, i.e. use ice and mastery mostly together, then use destruction with fire mostly (i.e. ifre target, aoe and barrier would be enhanced with mostly destruction augments).
So, playing it your way, you would be switching sigils pretty frequently during the fight for mini-bosses and bosses at least? For example, using kinesis keeps mobs aay and then you switch to lightning to nuke, or use ice for controling mobs then switching to fire for the synygy?
Kinesis - ST: Dmg / KB + BA 10%; AoE: Lift; Nova: Lift
Lightning - ST: Stasis; AoE: Dmg; Nova: Stasis
Corruption - ST: Flies (upon Death); AoE: Fly Smart Trap (upon Death); Nova: Dmg (2.5s)
I essentially zap enemies into Stasis, then kite other enemies around a stasis'ed enemy so the condition will spread, then I either use Corruption to build up Flies and then (don't forget to wait 10 seconds for the infestation to build up!) then Kinesis AoE to lift them and Lightning AoE to kill them (if I've timed everything right). Sometimes I kill single foes with some single target Kinesis attacks and build up my Bone Armor in the process.
This build feels... awesome, so far! :D
I do change sigils constantly, yes.
By having spells more specialized for Destruction/Control/Mastery, depending on when you cast them, they can chain for major damage. The debuff that Mastery adds, adds damage to your Destruction spells. Even further, your Control spells will usually add potential damage plus use some of the points added to the mob via your Mastery spell to add additional potential damage that releases into the mob (or into surronding mobs or both depending on the sigil) on a critical hit with a Destruction spell. It's all listed in the spell's description when you craft it.
So, whereas my Lightning Targetted Destruction spell will normally do 100 damage on its own, when I cast a Ice Targetted Control spell first it will freeze the target in place and also add an additional 150 potential damage to the target. So, when I cast the Lightning spell charged (guaranteed Critical) it will do a total of 250 points of damage plus whatever additional damage comes from the critical. Imagine if I added a large Mastery debuff first and say the Ice Spell added an additional amount of potential damage because of this. The numbers start to add up.
Technically, every sigil doesn't have to be assigned to a partical spell type. I really like Kinesis AoE Control using but prefer to have Ice Targetted Control. You can mix and match. However, it can get confusing if you do it that way so you have to be mindful.
Having all your spells augmented with Destruction can start to get very boring (to me anyway). Besides that, as you progress through the game, you will have a hard, if not impossible, time keeping up.
Play around with it. Read what the descriptions of the spells your about to craft say. Plan on what you want the spells to do. Want to add a bunch of damage over time spells (DoT's) while you blink in and out of combat giggling like a madman or root your enemies in place while parasites eat them from the inside and you down them with arcing streams of electricity? The options are there. All you have to do is tinker and play with the crafting system.
Hope this helped. Let me know if you have any questions so I can put this day straight of playing to good use.
Do you find yourself using Nova very much? I essentially left the slot empty or under powered because I've stuck with the Agility Shields. The charge up Nova takes too long in intense combat (damn archers) and timing the hits for the galvanize effect is too touchy for my taste.
Just recently changed it up to:
Lightning - Destruction
Fire - Control
Kinesis - Mastery
This is cause of a boss I'm facing. Lets me do alot of damage with the Lightning while building up Mastery and whittling away with the Fire DoT.
I will say that I have not fought any Bosses since adopting my Kinesis/Lightning/Corruption build and I will probably re-organize my build to cater to Bosses as they come.
Great advice there, but to be honest Timed Blocking always felt like a too-little-too-late counter-measure for me. I know it feels awesome timing things right, especially if you've got a Control-based Nova but more often than not I'll choose to dodge or blink past my enemy and nuke his back rather than allow him to get close enough to actually warrent a Timed Block.
I'm not saying the mechanic is pointless or unusable but rather that it should not be something that the game demands players perfect as a bar to being able to complete fights.
You're right. I just realized the reason I'm having so much trouble with boss 2 stage 2 is because I was blinking around like a mad man trying to dodge those missiles. I'm still blinking like a mad man but I now stop when he does his barrage and Galvanize Block. lol
It seems the most difficult in intense combat, regarding normal use of this skill, because I can't always see attacks coming. I'm not able to use it effectively without awareness of what's in front and what's behind what's in front. Particularly with ranged attackers (ARCHERS!!!).
It would be nice to able to do some sort of Nova move after a Quick Blink like in pre-alpha 1. The requirement to charge in order to blink with the pace the game sets in combat make in extremely difficult to use reliably and the cooldown after using usually ends only with my death or at best two shield bars gone. Also, with the charged blink, you can't execute it in any direction but the one you're facing, which is intended I know, but it would be nice to...say...Kinesis Control Blink backwards and then rain fire on them while they're in the air with Fire Destruction AoE.
Perhaps instead of taking the ability to Nova on Blink using an Agility Shield, the penalty could be something like 25-50% effectiveness of equipped Nova ability. Just a thought.
I have a spell, Energizing Ice Lance of Persistence. It does 112.5 dmg, and it also says consumes 180% mastery on critical hit. increases critical hit bonus. Has other status effects like slow, speed boost on kill, etc etc
Ok, so just so kind of explain this to me. The inital damage I understand.
1. But this mastery thing, does that mean when I critically hit with this same spell or another spell?
2. Do I need to put a "mastery" debuff on the target first and then use this spell? Is that how it works?
3. How much mastery do I have? From the ice sigil line, or fire or what?
I assume I have to apply some kind of mastery debuff to the target first, then use this spell charged to get a higher damage number right? So I have to craft a spell that applies this debuff either via another targeted ability, or via AOE or via shield/counter-attack?
Am I sort of starting to understand this correctly?
4. What is apocalyptic effect?
2. You must craft a Mastery spell and cast it on the target before hitting them with your ice spell if you want to consume Mastery.
3. You are not limited in terms of how much Mastery you can be stacked on a target. The more times you hit them with a Mastery spell, the more Mastery you will add to them.
4. An Apocalyptical is basically a critical crit, they happen infrequently but do a big damage bonus. Every time you cast a charged crit you have a chance at an Apocalyptical.
I have always understood the Mastery stacking but is it possible to stack Potential Stored Damage as well?
Correct so far?
So again how much mastery do I know is on the target? How long does it last? Is it consumed when I hit it again with another non-mastery stacking spell or only with a spell that consumes the mastery?
Now moving onto control, the added potential damage, this does not stack, so apart from other side effects, why use this? Why not just stack mastery up the wazoo on the target then kill it for 1 million damage (of course I am exagerating here).
And another question; if I use a spell that consumes 180% mastery from a target, but lets say the target has 300% mastery debuff on them, what happens to the remaining 120%? Does it go away once the inital 180 is consumed or stays until next time I use a mastery consuming spell?
Sorry, I know these are a lot of questions, and I truly appreciate the feedback, especially from a developer. It speaks high volumes about them replying to threads from morons like me, but does show eliminating the publishing middle-man can lead to truly great things from the developer and builds a more initimate relationship between the devs and gamers that is missed when having big publishing companies in the mix.
Also did a apply mastery via ice then when I nuke, it does 156 dmg, again, heaps more then I was doing before this early in the game.!! Awesome awesome awesome!
2. 'Stored Damage' is applied to the target and can be released in different ways depending on the spell - so Ice Control applies some stored damage. You only get that stored damage by breaking the frozen condition with another spell. If the duration runs out on the freeze you lose that damage. Similarly Fire Control has a DoT effect but can Flameout - a Control effect such as freezing will remove the DoT effect but do a percentage of the remaining damage immediately.
Also, you can stack as much Mastery as you want but the efficiency of consuming it is determined by your Mastery Rating of you control and destruction spell. Finding that balance between applying Mastery and consuming it is the key.
3. Mastery stays until consumed, if you apply 300% and consume 180%, it still has 120% waiting to be used.