Full merits gives 0second recast, though, right (not counting ja delay)? Sounds better than the rest of the fucking trbl RUN merits to me.
Full merits gives 0second recast, though, right (not counting ja delay)? Sounds better than the rest of the fucking trbl RUN merits to me.
I hope it's not just a glitch but it's too good to be true. I never got around to going back on the test server to see if it was only resistance or also damage for rune enhancement. Maybe if I right a note I'll actually remember before I log off, but someone will probably beat me to if if they care enough about checking. Either way it's not like there's better crap for group 1.
Yeah I was talking about Rune Enhancement merits.
In THIS post it was hinted that we'd need further test to 100% confirm it's only resistance.
If it really is only resistance I'm not sure if it's worth taking them.
0 recast is very good regardless.
What's zero recast with merits? Gambit? It's the only merit I see directly affecting recast times of an already existing ability.
Runes go to 0 recast.
From 10 to 0? Whoa that's awesome but I hardly think that could be "working as intended".
In the end, as cool as it is, I don't really want this to be the solution to RUN's limits. Like "keep swapping runes constantly as soon as you see the mob casting a spell different from your runes".
They clearly have to think about something else but I can't imagine what could possibly "fix" the elemental-tied problem.
Best they could do is making so you cannot stack more than 1 rune and making single be as powerful as three, but with 8 elements around having 3/8 wouldn't be a solution either I'm afraid. Altough better than the current reality, possibly.
But while this would work well with Valiance/Pflug/Resistance, it would mess up with stuff like Gambit, Lunge, Rake etc.
So yeah, don't think this is a viable solution either.
320 VE / 80 CE with 0 recast, I'll be surprised if this work as intended!
edit: after a quick look at it, run can use at least 62enmity in gear, add 5 merit and we're looking at:
634 VE / 215 CE !
Like 50sec to cap CE since if we spam JA delay between them is 1sec ? now if naakual keep being magic dmg on tp move add bar/carol/carol II / 21%pdt from dux +1, maybe we have the new rdm!
But what about physical hits? One thing is being in the middle of the fray along the rest of DDs, taking your share of AoE hits and the occasional 1-2 hits when it turns to you, and another is being the sole target of all its attacks.
Of course, I've never been in a boss fight, so I might be overestimating their damage output.
Well alot of the current ones are highly magic dmg oriented and even have some melee attacks that are magic... if they go even more that way for the next ones they might be able to make the kind of mobs run was made to tank but right now it's a solution to a problem that doesn't exist
0 recast man that's pretty sick wonder if it will make it to the live server like that...
Their physical damage isn't really dangerous, and it's mainly looking at different option, I hope next tier of naakual are immune to stun, stun locking the hardest mob in game to death.
If they keep it that way, I can see us using run+pld instead of pld pld or melee melee run and a rng pt, would be way more fun than what the fight are at the moment. It seems like it could be really fun to play at least if you enjoyed rdm/nin or nin/drk tanking.
ah, thought they were both 50. regardless, 80 does not become 215 with 67 enmity, it becomes 133