TO add to what the author stated:
Blade fury is nerfed to crap compared to Javazon
So raw, level 29 blade fury does 865-875 damage before adding weapon damage into the mix.
Add strength damage bonus on, at 205 STR, it does 867-879 damage.
Add ravenfrost (15-45), totals out to 878-913, or 11-34 cold; that’s .75 weapon damage modifier (okay… not coming from weapon damage, but fine.)
Add a ‘blade,’ 4-15 damage weapon on. 886 - 948. 8-35 damage added? alright, makes sense if you factor in .75% weapon damage. based on weapon damage bonus multipliers from STR… feels like somethings missing…
Add Phoenix (374%) goes to 898 - 990…
Huh. . . So what you’re saying is it doesn’t apply the x 3.74 times weapon damage modifier after the skill calculates damage, like the Javazon skills do before converting to lightning.
But wait, wheres the 4x synergistic damage from weapons prior to 75% reduction from skills? THATS what’s missing!
So I can understand why this decision was made, but this skill will always be sub par compared to other builds that fling projectiles because of this, and because of the next header.
This skill is not affected by Wisdom
So to make this skill viable on any form of combat, it needs 3 things. To be able to hit, to be able to do damage that is comparitive and combative with skills like fireball (high min, middling/low max) or hammerdin (which is 13k w/o skillers and concentration up, built into class, and with quick switch, never need to switch back or forth now), and viability to kill more than 1 target per shot.
This skill is currently the equivalent of Firebolt without the benefit of FCR/IAS.
This skill needs to Peirce, or have the ability to gain piercing from the headpiece Wisdom. Whats more, is Whirlwind, an Oskill from Chaos has higher attack rating to to hit mod than Blade fury does.
Please, add attack rating & Peirce scaling, or Blade fury will never see use. Blade sentinel is in a similar boat, but it attacks much faster, and blade Shield too!
While We’re on the topic of Blade Shield and Blade Sentinel
there are two important changes that should be made, one to each.
If you, for the love of god, are gonna make Blade Sentinel subject to AR, then it needs to be treated like a melee attack. Ergo, cast on attack needs to be able to proc in addition to cast on strike. AR scaling, or AR requirement is a cost without a benefit to this skill beyond it’s longevity and potential base damage. Make this skill Unique, and let it trigger hellfire torch or any other cast on attack
Blade shield needs to be thematic. It’s a freakin’ shield that does not give armor/defense, or Damage reduction, and only does damage. It has less utility than Sorc Shiver armor or frozen shield, which don’t do half the damage.
But what’s the point of the skill if you aren’t:
- Using it for damage. (melee with 2 maxed trapskills? Wut?) Easy fix: Expand the range. It currently does 4 yards. Make it a better Offensive aura, 100% at x range (make it 12 to 16 yards, a 3rd or less that of holy fire max range) and 200% when they are up in your face! Alternatively, treating it like an offensive aura is good, and potentially it should add to an attack’s damage! Afterall, the assassin should be able to remember the 5 d’s! (dodge, duck, dip, dive and dodge) and turn them to her advantage!
or
- Using for defense (claw block is better then! but no synergy? Wait, is this a Synergistic oppurtunity?) Give it % chance to block, or +to def.
Currently, this means that this build will only be a support addition specifically to Kicksin or any Sin build that requires 1 primary offensive skill, Fade, and 3 dumpskills for support. The investment is too high.