Nah, if he were doing that he’d need to be spamming it & he’d probably also have enough healing effectiveness to make it do a decent amount of damage.
HH can be proc’d on melee hit allowing you to heal without actually leeching on top of generating a bit of ward to help EHP.
Edit: This also can cause effects that are “On heal” to proc.
Your on crack than too. Mana regen isn’t making falconer OP and is exactly that, a non issue. You can negate all mana cost on Warparth, and also have it gen you mana for no reason at all… and Mana on block would make the game way to un-balanced. WTF@???
No, its the jank. I lose traversal or buffs to sit there and hit nothing for no damage. Honestly volitale reversal would be better.
Edit: thank you tho, no cap. I believe you may have helped a bit. I can take HH off hotbar and use Volatile without investment and it may help refresh my globe. Maybe a lil jank, but could be better than the current jank. I’ll have to try.
I knew about volatile even before I brought up the topic. I just wasn’t thinking outside the box enough. I do appreciate the help though. I’m also worried that its going to take to much micro managing. Like if I dont time things perfect, am i not just going from no mana to no mana? Just respec’d abit and about to test.
Edit: Nope, wont work uninvested… im so tired of it tho. That whole part of the tree is a trap and is oxymoronic. If I was interested in using another attack, I wouldn’t be reaching for a “Remove Cooldown” node. To use that node, you are REQUIRED to spend 20% mana each hit, and therefor will never be able to maintain mana and damage at the same time unless you are will to stop between attacks, and use a different attack that doesn’t scale the same and is therefor useless. You might as well just wait the 2 sec CD.
Just saw a node called ‘mana starved forging’ in the hammer throw tree… non issue eh, lmao. Some people just spew shit from their mouth with such conviction.
Throw Hammer isn’t a high cost skill. If you’re going to “spew shit from [your] mouth” maybe you should learn to read.
While the game is certainly lacking some balance, the difference between e.g. Judgement and Hammer Throw is the damage potential.
Yes, strange how that works. I can think of a few sayings, “pot calling the kettle black” for one…
Quite a few skills have nodes that allow you to cast the skill when you don’t have any mana, Rip Blood & Smite spring to mind. What’s your point? The name or the function? Did you know that you can have negative mana?
Volatile Reversal? I know I’m going to sound like a bit of a stopped clock, but you’re doing it wrong. If I unlock VR, spend all my mana then use VR, I’m back to however much mana I had 2 second before, which is what it’s intended to do. You can widen that window by specialising it & increasing it to up to 4 seconds. If you’re not too good at keeping track of where you were or how much mana you had 2-4 seconds ago then it’ll feel a bit janky & TBH, that’s why I don’t like using it despite it’s massive utility for the mana regain every 8 seconds (if you take all the CDRS nodes except Timelost Wisdom).
Depending on which part of Judgement you’re scaling you have options. If you’re scaling the melee bit you can use Vengeance (excellent defensively), Rive or Multistrike. If you’re scaling the spell portion then you can use Smite. If you’re getting “no damage” from any of those then maybe you’re using the wrong one.
From the sound of it, you’ve made a build with an expensive skill (Judgement, especially if you’ve taken the Urgen Inquisition node) that you want to spam, you’ve then also taken another expensive-ish skill (Sigils) that you need to use quite a bit to keep the buff up (or you’re using Sigil of Sacrifice to consume them for more damage) & you’ve come up against EHG’s viewpoint that expensive skills shouldn’t be spammed (for long) without investment in some form of mana sustain, the tools for which the Sentinel has quite a few of (mana on hit with some free skills & VR). But instead of using the tools that EHG have given you to make the build more playable, you’re complaining that EHG needs to change their mindset of how they want their game to work because the premise that your build is based on is more important. Good luck with that.
I read it, I chose it ignore it because it doesnt make sense. You can easily alter cost off skill via the trees. Hammer can cost more than judgment depending on how you sepc the tree. Its also arbitrary. You can dive bomb and aerial assault through the game, never having to look at your mana, but attacking more than 3 times is a 50% penalty for judjment.
First off, I just wanna apologize for my insults/hostility. You do seem like you are trying to be helpful and i do appreciate that. The whole topic is kind of getting off track tho.
My real issue is with the decisions they make, not with judgement itself. I’ve played 5 different builds, and only 1 has felt good (falconer). If I wasn’t so stubborn or had a life, I would of quit based on the bad experience ive had playing this game. I don’t care for build guides, I don’t care to follow meta. I just play the game.
Voidknight Warpath was fine, no complaints. Swipe Werebear, boring and annoying (all uniques made for spriggion). Cinder/HoA Marksman trying to use dodge was terrible trash, only good way to play marksman is with daggers (stupid). Falconer was Op and pretty fun, but puts every other class to shame… and finally judgement pally is absolute torture, no SMOOTH way to gen mana, and IMO, no reason for it comparatively. Once your pushing 200 corrupt, the optimal way to play is just to ignore everything and rush objective. Its garbage.
(nerfing power via mana is unacceptable and lazy, if you cant use skills, you’re not playing the game).
It’s no different than using cooldowns and pretty much every single ARPG has them.
I don’t agree with this either. CD’s should be used sparingly. You have an attribute called “damage effectiveness”, alter it ffs. (like falconers 800+)
Edit: People act as is there’s no variables for damage in the coding.
Edit 2: I do admit it’s easier to add CD or limit the players ability to use the skill, than to balance damage values. It’s not really lazy, its tough.
Some skills deal way more damage than others. So they need some limitation. Either from mana cost or from cooldowns, it all boils down to the same:
-Stronger skills can’t be spammed at the same rate as other skills, otherwise everyone will always have to choose the high damage ones and ignore the others.
'S ok, we all go there from time to time…
Fair enough, I don’t always agree with the decisions they make.
Part of that will be due to the Falconer being one of the most recent classes, they’re clearly getting better at designing skills & passives & while it is then painful to play the older classes, I’ve no doubt that they’ll get round to bringing the other skills/masteries up to a similar standard. The only question is how long that will take.
Yes & no. While not being able to use skills does feel bad/boring/whatever, the devs have, I believe, a fairly hard line on how frequently they want us to be able to use the big, expensive, high damage skills. Disagreeing with that is absolutely fine, but it’s their game so they do have the right to implement their own view of balance (ignoring the obvious fact that some skills are clearly overpowered & some are very underpowered).
They do, 1 Falconer skill has an added damage effectiveness that high, everything else is much lower & most of them are 100%-200% (except Aerial Assault @ ~400%).
The issue is that “Strong” is subjective. Is it non-corrupt monos, 300+ corrupt monos, T4 Julra? How did I scale my skill compared to someone else? … Is Judgement really a strong skill? Personally, I feel warpath is stronger and doesn’t suffer from mana issues, I hit way harder with Erasing Strike and suffer non of the same downsides (cept heals obviously).
A skill’s strength has nothing to do with corruption or bosses. Only how it compares with other skills.
You can argue that Judgement isn’t as strong as Warpath and shouldn’t be as limited. That is a fair point and it relates to game balance.
But the issue then would be that a certain skill should be stronger, or less limited and not that “nerfing power via mana is unacceptable and lazy”.
I’ll be real, maybe I’m high. But this confuses me. I don’t really want to argue back and forth either, so I will just agree to disagree here.
I just wanna say thank you to everyone who replied here. I’m not happy with how I expressed my initial feelings, nor with how I responded to some replies. I’d like to close this conversation and possibly start something more positive/productive.
This thread has been flagged for a while, if a moderator would like delete this thread. No hard feelings. My apologies to the devs for the insults.
It has been said countless times that the old Classes will be made as strong as the two new ones (Falconer and Warlock). Just wait for the next cycle and stop crying.