Arcane Odyssey v1.13 Balancing Changes WIP

Does it?
If so does it rlly increase the duration by that much this early in the game???
For reference I don’t have any intensity enchants and only 1 intensity accessory, just the lion of ravenna armor and cape.

Yeah intensity increases DoT by a decent amount of time. I’ve heard that in some cases intensity can even be a better stat than attack speed

If it’s this good at level 125 it’ll be entirely broken by level 500. Sheesh!

How much intensity do those give you? The number please

Unless it scales logarithmically like most stats do

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That seems like quite a lot

Pretty sure I could hit 200 if I made it a full intensity build.

Intensity literally increases the duration

Alright then I guess it isn’t that then.

Knight (Weapon Aura):

  • See Warrior changes
    instead of knight just being a warrior reskin with more health and less dmg I feel like it should be a tank route same with warden

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this is literally me after seeing genderbent vetex art

I think generally speaking this is fine, but i do have one minor qualm.

Why does warlock (and presumably warlord, I don’t play warlord so idk about it’s current state) have the arbitrary requirement of needing to be imbued to charge the heat gauge? It’s not like berserker needs to be imbued to have it’s entire kit charge heat gauge if these changes go through, because it literally can’t.

There are quite a few builds where you may just not want to imbue, and not being imbued is an option, and SHOULD be viable if it is an option, so why would warlock (and again, presumably warlord) need to be imbued to get the same benefit that berserker gets naturally when it comes to attacks not on thermo fist increasing your heat gauge?

I’d argue that even when un-imbued, you’re still following the “rule” of thermo fist, which is just overall aggression, so why punish un-imbued builds?

that’s your fault if you don’t wanna use the whole point of your build

In some cases

It’s most cases, because as it stands you need a large amount of attack speed to see a noticeable difference. Later down the line you may just need one attack speed enchant to see a good difference, but here you need at least 80 to see a difference, and that’s a lot of your build to go into a small decrease in startup and projectile speed.

Intensity on the other hand gives you large differences in aura effectiveness and DOT duration at relatively low investment.

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I guess just remove the option to be un-imbued then, if it shouldn’t be viable because “that’s the point of your build”

No, the point of hybrids is to be able to use both of your stat options, AND combine them when need be. With ash warlock for example, while you COULD imbue your ash onto say, thermo fist, and get petrified once every 10 seconds, you could also use un-imbued, and instead land petrified on hits with your ash magic, as well as placing an ash cloud which they are forced to take at least one tick from, plus set up for a follow-up with a second thermo fist hit which will do higher damage than when imbued, resulting in a higher DOT (at the cost of lower AOE)

the point of your build is to use main damage type and sometimes magic when you need it

why the fuck would you not imbue your fighting style, you’re not landing a petrify with just ash magic bruh

I second this

No scenario where warlock isn’t imbued

it doesnt hurt anyone, and any wiki data gathers may want them plain

I want un-imbuement to remain because:

  1. Comparing stat differences.
  2. Flexing “I wasn’t even using my full power” after a fight.
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