Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To be extra clear, it does not remove the default effect of the career skill (5 seconds of impunity for the one who received the cast), but rather adds the effect of "reverting" damage taken in the 3 seconds before reception (doesn't clear wounds, mind, so if you're late to preventing a killing blow there's still gonna be a wound in play)
Warrior Priests are not Paladins.
What you need to listen to are the hit sounds and grunts of your teammates. The listening priority is simply specials, backstabs, and any sound of allies being in danger. The sound from trash minions are just noises you ought to filter out. Sound details makes your life a lot easier once you filter out what is necessary and what is not.
If that still doesn't interest you, then perhaps the talent doesn't suit your playstyle, but I don't think there's any issue with it; it's quite strong imo.
i don't see what the problem is.
You pick the 1 reactive mod out of the 3 and then complain that it is reactive?
Then pick one of the other 2!
Do or do not do, you're damned either way.
No Fury 50 HP
With Fury 100HP
If the focus isn't DPS but utility, I think this would be a boon to the class. I like the idea always giving the players multiple choices what they can do. That way different styles can be made.
1. Holding the ult button and pressing the 1-4 key should be enough to shield a team member, as long as they're within reach (and not too choosy with LOS either).
2. As for the healing amount, everyone agrees it looks good on paper and we would really like for it to work, but you have to react just too fast. In the end, it'd be better if it was a more plain healing over time spell.
Elf went down again? pop it, and now their hp is back to where it was. Slayer jumped too far and get assblasted by several stormvermin? Now hes alive, invincible, AND pissed. Kruber accidentally yeeted himself off a cliff? Well this ult can't help with that, but it CAN help your team stay alive while on the way to rescue Kruber.