On such monsters I directly cast Smite, it deals more damage.
There are some regular mobs that have a high base health - Profanes are one of them - and this, especially with map or mob modifiers active, can make these mobs take much longer to kill than even bosses… I dont think they are harder (in terms of their damage ability), they just have so much health they soak up everything… It think its simply a factor of the math: huge base health X increased health modifier = higher health than a boss…
They probably need to restrict this in some way to keep things balanced - but I expect thats something that will come when the devs do the whole game difficulty balancing they said they would do closer to launch…
When I was doing 300+ corruption on my FG and I got a zone with ‘kill the patrolling xx’ I would just instantly leave and restart and dying was faster than TPing out as it would take you back to the End of Time
I didnt care about the stability loss as I was just looking for Orobyss, was level 100 so received no XP and killed little mobs so drops were bad.
It was exactly the same as pushing a high rank in Diablo 3 - open greater rift and see bad layout and mob type and know you most likely couldnt beat the timer immediately so you just left and made a new game.
Thats a strategy I think many people employ at the moment… for various reasons not just farming efficiency… Dont think that anything the devs do will stop this or a variation on this approach… its just a way of playing… everyone is going to find shortcuts/ways to do something that suit them…
I just farmed this sword and was very happy that i would finally get to see my build lift-off (first char on ssf, so no pre-gear yet), only to encounter the same issue most people in this thread are having.
Big tanky normal mobs just hard stonewalling what is otherwise a fun build to grind with.
That or spires not being labbeled unique, so also just forcing you to go back to “air-hitting”.
The whole point of this sword should be to improve the player-experience away from
“air-hitting” MS to proq smite and provide a fluid play-style that embraces the concept behind the synergy of both skills in my opinion. (and my personal opinion, making the synergy feel “melee”)
My suggestion would be to make the proq 75% but against everything that your MS hits. So we take a 25dps hit for the functionally of working on everything the game has to offer currently and in the future.
It should provide the required damage to go melee vs those hard white mobs, the MS passive tree allows the clearing of packs and the sword would provide the relevant dps against single target(irrelevant of its type).
I dont think this is an unreasonable suggestion, considering you can bassicaly just self-cast smite already and probably be better off considering this opens up more focused gearing and results in higher damage already.(playing a non-melee variant)
As an alternative route to address this problem, MS itself could get another passive tree node behind the current smite one which allows the proqqing of smite on single target but with less power then the sword provides vs rares and unique’s.
As an example
“Heavens arsenal = Every third melee-hit cast’s smite on the target”
This would both fascilitate the play-style prior to finding the sword and shore up one of its downsides.(if a node like this would be implemented the sword would still require a 75% proq rate imo, since this node would cover that dps loss every third hit)
Thanks for making this thread, saved me some time to write up a full new one
Hope this gets adressed because i think this sword and the playstyle fit perfectly both in the paladin holy knight theme as-well as the void knight calling down punishment from the heavens with a grit and melee flavored play-style.
Peace,
-Itheryel-
rebuke full charge, release rebuke, multistrike, volatile reversal, lunge, rebuke, repeat.
with proper timing and practice, the attackspeed, movespeed buff, from rebuke plus vr will negate most of those issues, but they obviously still exist.
that has been my method to deal =)
I kinda hope there’s a node in Multistrike that will grant similiar effect to Aurelis’s unique effect. What if I don’t want to use one hand swords?
Well there’s one that gives you additional swords at 0 stacks (Flanking Strikes, top left), so you can multistrike away at the air & as long as you’re within normal multistrike range of the boss it’ll proc a Multistrike sword (or Smite/Axe/etc if you’ve converted them).
I want something that converts Multistrike to Void damage to go along with the Smite Void conversion in the passive tree.
It’s a melee skill, just adding a load of flat void damage will make it scale with % void damage. It’s base damage is 2 physical.
It’s kind of odd and unnecessary to gate the working solution behind such an awkward gimmick tho. Antithesis of QOL.
Right, but all the added damage in its tree is also phys. It’s also very hard stacking a lot of flat void damage considering I want to use Aurelis.
Yeah, I known that node. Sadly, you have to hit the air to trigger that and you don’t get any Armament stacks when you do so.
I was actually running a minion build where I use Heated Forge node and Hollowed Arsenal node in Multistrike to summon forged weapons and keep them alive.
I gave up on trying to make Aurelis work. I switched it out for Culnivar’s Claim along with Devotion on my Lightning Smite paladin and the combination is pure perfection and play is silky smooth.
Necroing this thread for visibility because I love and hate Aurelis depending on what I’m fighting.
Also it should have adaptive spell damage and possibly some ignite/time rot bonuses as well. I don’t like having build-enabling items that can be used by multiple masteries that penalize you for not picking a specific damage type or mastery, makes no sense.
I end up running an ignite build on my forge guard with Aurelis.
Electrify isn’t my main dps source but still contributes some amount of dps since I’m also building for damage over time.
To pick this up - there is no flat added damage in the whole tree…
Like in almost any tree in the game …
Its perfectly viable to throw a lot of flat void on a fire skill and run %void e.g. you dont need a void tag for that
The Way of the Sword node (we were originally talking about Multistrike) has +2 phys damage per point per stack. You can also get flat void damage from the Temporal Corruption (all skills), Void Bolts (spells) & Void Blades (melee) VK passives.
@darkdeal
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