Maybe, but either way i don’t think it’d matter since insanity isn’t really appliable frequently
There’s no magic that naturally applies it and people don’t really make insanity potions ever tbh
Maybe, but either way i don’t think it’d matter since insanity isn’t really appliable frequently
There’s no magic that naturally applies it and people don’t really make insanity potions ever tbh
people might make them if they had a use
Pollution Magic confirmed!
even if its redundant, its gotta work for immersion.
They’d have to be more useful than the other blinding statuses (when it comes to enemies at least) to see usage.
they aren’t really as easily accessible as the other blinding status effects reagent, and even when they are regularly accessible there’s condensed sand and such that are higher tiered by default
tier 1 to 3 Insanity and Blinding potions are both really easy to get actually (black shards are incredibly common on dark sea islands, and glowcaps are farmable via reagent pots) while tier 4 and 5 Insanity potions are more difficult, tier 4 and 5 Blinding potions however?
Those are very annoying to get.
Sanded and Snowy also affect visibility and both of their t5 reagents are comically easy to get
sanded t5 reagent just spawns on shores constantly in the dark sea so its about the same as black shards while snowy t5 reagents just require you to have a chart on a cold island
i think if insanity is to be worth it, it’d have to have a HUGE accuracy decrease compared to the other effects
would non clan people with pvp off be able to enchant people in clans while they are in combat?
It just says “buffs teammates”, doesn’t specify any more than that, so I think it’d work still.
great fucking question
if it does work like that, bteam is going to throw a fit and immediately make it so that enchant only works if the party members its applying on has the same pvp setting as the user
cause if they dont make it work like that it’ll be meta to have one guy in every war whos clanless with pvp off with a full intensity build just constantly enchanting their friends
would it not be more effective to have another combatant who can fight while also supporting as opposed to just being a support beacon?
You dont get it, Warm.
Immortal buff station that can output them CONSTANTLY, keeping the entire party buffed at all times while the enemy CANT stop it.
I’m completely certain that it lasts long enough that being able to have it applied at any time won’t matter
ok but like that’s still one less person on one team and that’s gonna be enough of a problem already
Even then, i’m 99% sure pvp off will likely have something that prevents this interaction anyways, assuming its not already incapable of happening due to it potentially preventing them from being in pvp servers anyway, so it doesn’t really apply
aura doesn’t last that long, assuming enchantment has the same duration it’ll absolutely make a huge difference to have an immortal buff station
what actually stops someone from just casting it mid war anyways? you don’t have to be immortal to have half a second free
also you WILL be doing worse without another ally
if you kill them you get rid of the buffer
maybe if you’re a group of 2 or 3 but anything more than that and an immortal support person would be more valuable
Anyways, let’s talk about spirit weapons
I think I like the direction they’re taking for having them be customizable like weapons, but having a similar sort of zoning playstyle to magic.
I think that, based on what we’ve seen from the spirit weapons available and their unique skills, that the staff of night is likely the best spirit weapon, as it has a lot of useful utility in nichtetheis capable of blinding and slowing enemies and with nichtaplia being an easily toggleable ironskin potion to an extent.
To me, the orb is in second, since Aithoro looks to be potentially pretty busted, but I’m not sure how good aithiraki will be since the spirit minion only uses blast and burst. I’ll have to wait until it comes out to see how good it is.
Eagle patrimony is probably the worst one imo, which isn’t that bad since it’s a beginner’s weapon, but its unique skills don’t seem that great to me. Astrapikis is probably a really good get off me tool, but outside of that it doesn’t seem to do that much, and astropos is just a speed mode, though it might depend on what it being an ultimate art will do for it.
This is definitely very subject to change, since we’ve yet to see how the tidestone band and ember staff work. I also hope that we get at LEAST one more spirit weapon just for a bit more variety, even if it were to only have two unique skills.
Aithoro is practically a larger and longer Javelin, if you’re in a closed area, GG, that moves annihilating you on the spot.
Aithraki’s main utility is that it adds another threat for enemies to worry about, having to dodge an immortal enemy who deals just about as much damage as the summoner will be a problem even with just 2 moves; Also, its two free skills, you can run Spirit Rain, Hound, Walk, Aithoro, and Aithraki, and technically get 7 moves for the price of them being randomly used. We also dont know how Long Aithraki lasts… but its for quite a while, the video keeps it active for about 20 seconds, the video summons it at 0:50, and its still alive by the end around 1/4 of its cd remaining too, we dont know if one is the limit either. Also, it seems to deal about 50% of the damage the user does, as its Spirit burst hits for 138 it seems, instead of 287.
That ball also has light synergies. I’d say it can go above Staff of Night tbh; unfortunately it only has Light synergies, so the only benefit is for Crystal Paladin.
Compared to the Staff of Night, Nichtetheis’s biggest value is its Slow, but we dont know by how much or for how long; we also dont know what the blind is. A one second slow for example, would be nearly useless. The shield seems like a fine passive, but 3 blocks is pretty small, and weapons have a swap time + the small windup, its seems like a lot of effort for what appears to be a 30% damage mitigation. BUT oracle does have a more passive playstyle, You might be able to get away with it, but we’ll need to wait for full to say for certain.
Overall, Ember and Tide are probably going to be the #1/2, with Crystal ball probably being in 3rd. Fire and Water have very good synergies which would make it really good for hybrids, especially if they allow elements to become steam. Those synergies could make up for whatever the unique rites end up being.
But yeah Patrimony is probably the worst aside from its synergy. It does free up space for useful normal rites though.
Other than that, I’d like to mention that Vetex doesn’t make move ideas around the “playstyle” of being ranged/cqc/etc; I’m pretty sure its just whatever makes the most sense in the lore and in reality. Mage is mostly ranged because you dont tend to think of a spellcaster running up and doing some crazy magic combo with giant magic blasts controlled enough to not hit themself, but constantly stun the enemies and beat them down in 5 seconds; and likewise, its not sensible for some dude whose entire purpose is pushing human strength to the extreme and committing powerful physical feats as the type of guy who stares into your soul from 3 continents away and the sheer strength of his body impacts you to death.
And i mean, we’ve got like 5 spirit attacks seen so far, and 3 of them work best at close range (Astrapikis, Burst, and Rain). TBH, most of our other skills are actually supportive/Utility: Wall, Nichtaplia, Step/Leap, Astropos, and to some extent Aithraki. Most spirit items have 1 skill that isnt the user dealing damage directly, so it still seems Spirit is going for a rounded-passive playstyle, instead of Weapons rounded-aggressive
Wait do we know when it’ll be almost done? bc ‘verified community’ is April 6th, does that mean that full release is soon or no?