How so?
- Spellblade skills are attacks, so they scale with attack damage and speed. Everything else in Mage are spells (except Mana Strike, but that skill doesnāt really scale with attack damage either). The mid-campaign transition is very rough because of this ā you need to replace your previous spellcasting gear with fighter one. Surprisingly, the lack of campaign difficulty makes this less painful.
- Spellblade is extremely limited in terms of which passives from other subclasses it can benefit from, while spell-based Sorcerer and Runemaster can make deep dips into each otherās trees.
- At some point, Spellblade can again benefit from some other class skills, but those interactions are artificial and limited to what the developers allow. Even then, you either scale the proc (secondary spell damage) or the main attack damage.
- It cannot benefit from some late-game Mage uniques around which the class is ābalancedā ā notably Twisted Heart.
Agreed))
I also remembered that thereās a dagger that has a chance to trigger a lightning bolt when using Frost Claw. However, it doesnāt specify that it needs to be used directly. Thereās also a belt for summoning a meteor.
I canāt even imagine how much mana would be required if the entire chain of these abilities worked.
Meteors canāt summon meteors, but they can be summoned by other meteor-based abilities. This is purely theoretical. We need to test everything in practice. If this really works, then with a little luck, you can take off a bossās HP with a single cast.
Shadow Rendās second paragraph in its base description describes the base behavior of shadows, which is that they imitate certain skills you use. Shadows are by design most supported for Bladedancer, but we offer some ways for bow skills to utilize shadows.
Shadow Massacre is describing a unique functionality granted by the node. Normally shadows will only repeat a skill when you use that specific skill, but Shadow Massacre causes shadows to use Shadow Cascade or Multishot when you directly use Shadow Rend.
To be clear, Shadow Massacre isnāt causing shadows to add Multishot the pool of skills they will imitate when you use them. It causes your shadows to imitate either Shadow Cascade or Multishot when you directly use Shadow Rend.
In general, Marksman skills have less support for shadows as the mechanic is primarily supported for Bladedancers.
Credit to JustinC with the details for my answers ![]()
I think you meant ādirectly use shadow RENDā not shadow cascade ![]()
But you canāt directly use Shadow Cascade with a bow (requires DW) & you canāt use Multishot with a melee weapon. So how would your described behaviour work?
Would make more sense.
Thanks @EHG_DerrickG for the clarifications. With the Zusatz / correction from @ZuckerZusatZ it makes sense
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Corrected, thanks!
I know Iāll likely be the ONLY person caring about this, but Iād like to ask for some support for shields and two-handed swords to Rogue, or at least specifically to Bladedancer. One very cool and gameplay-altering unique for Lethal Mirage is Black Blade of Chaos (a two-handed sword), and one of her sets features a shield (namely the Corsair set, a helmet and shield). I obviously donāt know **** about game design, programming, animations, or anything relevant here, so please spare me, but to me it looks relatively simple to solve. There are 2 Blademaster dual-wield exclusive skills, which could be made usable with two-handed swords and an offhand shield (separately, of course). Shadow Cascadeās animation is already transferable enough to just allow it to be directly castable with an offhand shield, and the two-hand version may use static and sped-up Warpath animation from Sentinel. Dancing Strikes are a bit more of an issue, their animations are very much untransferable, on top of ādancingā with heavy weapons/shields is rather unbelievable (however it sounds in such a game). So I think it would be the easiest to make a new heavier moveset (single lunges and sweeps instead of a series of kicks and strikes), shared for two-handed swords and offhand shields (Rogue may simply grip the weapon with two hands regardless of whether she uses something with a shield or a two-handed sword, make a step forward and swing). As for the skill tree, there are several nodes granting bonuses for dual-wielding; they can just include two-handed swords and offhand shields as potential prerequisites. The Twin Fangs grant different bonus depending on weapon combination, though I guess it would suffice if off-hand shields simply granted increased block effectiveness, regardless of the main weapon (it doesnāt exist anywhere on any Rogueās tree so it would be in high demand for a shield user), while two handed swords may give armor shred chance (other combos donāt have it and itās a general damage boost, which Rogue is known for). And largely speaking, that would be it. Though a parry to have some active skill for shields would be nice as well.
I just realised how long my comment is going to be, so thanks to everybody who bothered to read. Iām very much aware devs have tons of better problems to solve, but one can wish.