![]() It has always been a restricted mechanic that is suppose to be simply disposable when it reaches 0. The reasonable spin off goes for socketable throwables. This didn’t make sense by giving all heroes the ability to teleport. This made alot of people happy and upset but produced alot of new builds. Teleport used to be “charged 25/25” but now they are permanent. Sure, when teleport enigma came along, it didn’t make sense to alot of people but it opened up alot of builds. Double throw + pierce + regenerative ammo is nice, but whether you introduce sockets or not into throwables, it still won’t solve that problem. Throw barbs: Throw barbs aren’t limited by their equipment but are limited by their lack of AoE. And then you have mana/ammo abundance that comes from +mana after each kill, CTA and regenerating quantities.And then you have infinity, Griffin’s, razortail that amplify the damage and effects of lightning fury.Spirit, Enigma, +skill tab gloves (+7 in total).Javelins (+4 from Titans, but as high as +6).Because of this, lightning fury/charged strike were designed around understanding this.Īs a result, lower levels of these skills have moderate strength when maxed out, but are brokenly strong with all the +skill gear and other new mods introduced since LoD, such as: Some historical context: javelins in classic didn’t even come in magic/rare/unique form, so your lightning furies had to be used with white javelins. Poison/plague javazons do very well in apeedruns through normal. Lightning fury/charged strike based builds are quite OP and broken. Javazons: javazons as a whole are already quite powerful, so I don’t quite understand the motivation to make them even stronger.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |