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BazzBoyyにより編集済み: 9/18/2014 5:05:09 PM
9

The warlock energy drain perks need to change.

Destiny really need to explain their spells more. I have just wasted so Much time getting rank 2 with dark orbit faction or whatever to get strength discipline gear. The idea of my build was to get as much grenade and energy cooldown so I could spam nades triggering 'embrace the void' and thus triggering energy drain and side perk soul rip. This way I could compensate for having no intellect by getting super charge from mob kills. Unfortunately this does not work. Soul rip isn't triggered even though it is part of energy drain. Where was the explanation that this was the case? Instead we're expected to melee creeps tactically when they're on low enough health to die to one melee hit... Why is this the case? If I melee the enemy and it triggers my soul rip or lifesteal, why does it have to be the finishing blow ? The warlock isn't even a tank race to go around using melee like that even if you put all perks in raising armour ... It frustrates me that I committed so much to making this build work and it turns out to be a compete flop. So do I do what every single other warlock is doing? Max intellect so I can spam my supernova ? Honestly.. Where is the diversity? Having embrace the void trigger soulrip/ surge / life steal... Otherwise they're just terrible perks except for surge because atleast it activates from dealing damage not from getting a last hit... Bit of a rant but it's a fair call... Imagine trying to use melee to last hit things in glass of vault ? You will eat shit and die... Please change the way these perks work with embrace the void... Otherwise boring game gege

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  • Darkstar Auroraにより編集済み: 11/7/2014 12:10:47 AM
    A few points... * I agree that Embrace the Void is somewhat confusing since Bungie decided to refer to the Energy Drain buff and the Energy Drain melee by the same name. The strategy guide refers to the buff as Energy Siphon and it would have made far more sense if they kept the names separate. Both the Energy Drain melee and Embrace the Void will trigger the Energy Drain buff--which ONLY is a temporary multiplier to your grenade recharge rate. The melee attack triggers both this buff and its own upgrade perks as well on a melee hit/kill, however Embrace the Void and The Hunger only apply to the energy siphon buff/effect. * Embrace the Void is a VERY powerful ability, and over the course of a long battle gives you more consistent grenade use than even a Sunsinger's Gift of the Sun (since the 'gift' grenade is paid for by having twice the recharge time and a separate timet). Embrace the Void combined with either The Hunger or Skull of Dire Ahamkara (they do not stack)) will give you an automatic 4.8 second reduction in grenade recharge as long as the grenade hits something. If you follow up with an Energy Drain melee attack after the first effect wears off then you will reduce your grenade recharge by another 4.8 seconds. With maximum Discipline, Grenadier weapons, and the Serpents Tail armor ability you will have the fastest consistent grenade recharge in the game. Combine that with Quintessence Transfer (helmet ability; Skull of Dire Ahamkara, Nerigal Savant, etc) and you will also replenish 7% of your super meter with each grenade kill, which means you simultaneously replenish grenade energy and super energy faster than other characters and both at the same time...as opposed to a Sunsinger, who must burn one to replenish the other. * Embrace the Void should not trigger Soul Rip or any other upgrade of the melee ability tree. Rather the tooltip text should be clarified to explain that it gives you the siphon buff rather than the full effects of the melee attack. Why? Because Soul Rip replenishes 10% of your super meter bar with a melee kill. If it could be triggered by Nova Bomb, and your Nova Bomb hits six targets then you instantly would get back 60% of your super meter...in addition to subsequent gains from kills, grenades, and the Soul Rip melee. That would be insanely broken. In short Embrace the Void is the equivalent of Touch of Flame. They apply the basic side effect of your special melee (ignite, energy siphon) to your ranged attacks---allowing you to chain multiple instances of them over time, or to allow a pure INT/DIS build to make partial use of the basic effects of the melee attack. If they could apply all other aspects of the melee attack on each ranged ability then they would be insuperably more powerful than any other ability on the skill tree, and would render any other choice obsolete and underpowered.

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