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[SH] Bad Gas

Discuss Black Orc, Squig Herder, Choppa, and Shaman.
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magter3001
Posts: 1284

Re: [SH] Bad Gas

Post#41 » Wed Jan 27, 2016 10:02 pm

Thorondir wrote:Assault stance definitely converted ballistics talismans to strength on live. It may not have at launch (i recall they made some changes to add crit conversion). It also doubles armour talismans. This is a fact.
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Was not like that on live. I already said I tested it specifically on live. All other convert abilities also worked that way. Heck, even horned squig would only get strength bonus if you specifically had a weap or armor with strength on it, and would not be effected by squig armor.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Stinkyweed
Posts: 467

Re: [SH] Bad Gas

Post#42 » Wed Jan 27, 2016 11:54 pm

I agree with Thorondir. I recall successfully testing armor talismans and potions for double bonus.

...I an old though so maybe my memory is gone.
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL

Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo

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magter3001
Posts: 1284

Re: [SH] Bad Gas

Post#43 » Thu Jan 28, 2016 12:04 am

Stinkyweed wrote:I agree with Thorondir. I recall successfully testing armor talismans and potions for double bonus.

...I an old though so maybe my memory is gone.
... okay, when did you do the test then? I did mine about a year before the game was canned. I don't see any reason why Mythic would purposely make tallies stack. :?
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Stinkyweed
Posts: 467

Re: [SH] Bad Gas

Post#44 » Thu Jan 28, 2016 12:21 am

I tested from 2007 until it was cancelled.

All armor potions and armor talismans doubled with Gas Squig out.
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL

Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo

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magter3001
Posts: 1284

Re: [SH] Bad Gas

Post#45 » Thu Jan 28, 2016 12:28 am

Stinkyweed wrote:I tested from 2007 until it was cancelled.

All armor potions and armor talismans doubled with Gas Squig out.
K... that's where you lost me because I know for a fact that armor pots were not effected by the gas squig.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Stinkyweed
Posts: 467

Re: [SH] Bad Gas

Post#46 » Thu Jan 28, 2016 1:39 am

We will agree to disagree.
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL

Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo

Penril
Posts: 4441

Re: [SH] Bad Gas

Post#47 » Thu Jan 28, 2016 1:45 am

Yes please... Agree to disagree!

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Foxbeep
Posts: 123

Re: [SH] Bad Gas

Post#48 » Thu Jan 28, 2016 2:29 am

I'm here to object, but only partially and only to specific propositions made in the thread that are only really a problem if enacted in tandem.

My scenario is as follows

1) Armor doubling is tied to Squig Armor instead of Gas Squig
2) SHs using SA are able to use Plink, Yer Bleedin', Run 'n' shoot etc

This would allow a Squig herder to run in Squig Armor with the spiked squig out.
They would have access to nearly all the usual damaging abilities, really only lacking quick shootin'
They would have double armor
They would have an extra 5% ranged AND melee crit as well as auto attack while moving
They would have the super OP kill everything 1 win button Spiked Squig's dps (/sarcasm)

I'm not disagreeing that something really really does need to be done but I think proceeding with caution is important when dealing with these kinds of changes.
I would love to see "melee" squig more viable and not just a lame duck 3 button career.

I think it would be a good idea to allow Squig Armor to use the same ranged abilities that Assault Stance gets but I hold true that the armor buff must be tied to the gas squig or some serious "buffoonery" could ensue.

Thoughts?

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Foxbeep
Posts: 123

Re: [SH] Bad Gas

Post#49 » Thu Jan 28, 2016 4:48 pm

Oh, and while we're on the subject I think if Melee SH tree is to be looked at with any consideration for improvement it's vital that SH receive a mirror of the Distracting Rebounds tactic from SW.

Don't know where it would fall into place but I've found it invaluable for increasing my survivability and at the sacrifice of a tactic slot I don't think it would end up on every SH/SW's bar, just those interested in getting into the danger zone melee range.

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Gobtar
Posts: 799

Re: [SH] Bad Gas

Post#50 » Thu Jan 28, 2016 4:57 pm

Distracting rebounds is not needed due to Tactic limitations as you already mentioned but also because the SH has access to Run Away! ability Which is a 50% Damage Challange off the Squig. The SH has many tools and tactics to stay tanky, the issue is their ability to do any kind of meaningful damage. The Gas squig is a blessing and a curse, changing it's bonus to the SA makes it a nerf for Range SHs.
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