My Take on 2.4 Patch note

Amazon

Overall I welcome all changes, especially the removal of 25% dmg reduction for strafe, and plague javelin fixed at 3 second

Assassin

For the Martial Art part, It is an interesting take that all kick skills now require charges for guarantee hit. I am not sure how it will affect uber kicksin build. Also, I am not sure how it will interact with Phoenix Strike. Phoenix Strike has 3 different effects with the 3 charges (1 for fire, 2 for lightning, 3 for ice), and now kicks only consume one charge, how do they know which elemental attack to release?

I love the removed CD from dragon flight btw

Traps

The real reason fire traps are not powerful is because of the 4F next hit delay. Simply increasing the damage would not help much, removing the hit delay would be a better take. Or slow down the waves so it can bypass the 4f hit delay

Also for Blade Fury…we have a big problem here
First: the current damage display is wrong. The formula used is incomplete to show the real damage. There’s no mention of it being fixed
Second: Blade Fury requires AR, but the skill is not showing AR, should have put AR into the LCS, no mention on that neither
Third: If you use claws, the screen will show AR being boosted from CM, however, Blade Fury does not benefit from AR bonus from CM, at the same time, skill does not provide AR bonus as other skill does. This makes it super hard to use due to the lack of AR

A simple damage increase on Blade Fury is welcome, but it does not fix the current issue

Barbarian

Unfortunately, I do not play Barb, so I am not going to commend on changes with my almost non-existance knowledge

Druid

Elemental

removing CD from fire side is welcome. however, the synergy requirement from this tree is still massive, we shall see how it performs in 2.4

Hurricane can now be cast during werewolf and werebear is an overdue welcome change.

Shapeshifting

OK, so no teleporting during Shapeshifting…well I am fine with it if we receive + run speed from werewolf itself…we are in a wolf form, why won’t be get super agility and fast run speed?

Rabies
Duration is still too long, and there’s no change in that.

Fury

Why? Why? Why? As a furywolf we do not need more AR…Making Fury an uninterruptable skill is still more useful than getting more AR. Please consider changing that

Summoning Spell

Ok…I understand why you are not allowing the co existence of wolves and bears…but only giving spirit wolf ice dmg doesn’t really seem to be enough at all…

We need moe meaning changes to summoning page overall.

Necromancer

Outside of no changes in Poison dagger and Poison explosion…I don’t have much to say

still a bit concerned about the damage for skeleton mages.

Golem: can we have maybe 2 golems? Seems more reasonable if we are to invest 80 points into 4 golems

Paladin

Interesting takes on reducing damage reduction for sacrifice…not sure if it is enough for people to start using the spell tho

Sorc
Frost Nova

Increasing 25% damage still seems weak overall. It is also questionable on rather people will being using it at all, since it’s synergy skills are blizzard and Frozen Orb…

Frozen Orb
No damage increase? Not even from the synergy size/

Armors

I am not sure any of these changes are useful if hell monster still reduce the chill effect to non existance

Thunderstorm
While it seems to coll to have damage increase, the duration between each attack is still too slow and makes it kind of useless considering the amount of skill points you need to invest in. If you are opting to make it useful, either make it attack a single target every 6f, or strike multiple targets at a longer waiting period. The current stats of thunderstorm is even worst than hurricane.

Hydra

Sounds fun…but the missing rate from hydra’s fire bolt is still too great…we shall see how it would work out in 2.4 I guess

Now onto the Mercenaries

Act1 Rogue

This is cool…both are getting Explosion arrow and Freezing arrow, we can also use insight on bow now, which make it even more useable. Good job team

Act3 Iron Wolf
Ice: Not much changes on the cold side, wish it would at least cast frost nova
Fire: Interesting now it is a enhance buffing machine. The question is how is it compared to bless aim merc? FLickering Fire does seem to make more sense on him now tho
Lightning: wow Static field? I am loving it

Overall Iron wolf does receive buffs…however, it is still a concern on how it will be able to compete with Act2, or even Act1 Rogue

Act 5 barbarian
Overall an improvement…but no dual-wielding sword is a big letdown

Runeword

the only new new runeword from this patch note is Obesssion…and boy oh boy…6os requiring a zod…_4 skill 65fcr 60 fhr? Knockback and indestructable? Sorry you can’t even beat dual spirit with this 2 hand staff…staff is already underused in the game, this runeword is not helping by any means

5 Likes

I think because Feral Rage gives like 40-50% FRW but you’re right they could stand to receive some FRW boost from the werewolf skill itself. As it is I guess keep using FRW through gear and charms

Also honestly I wish Barb didn’t get the battle cry “buff” I use(d) Barb on my Uber Zealot specifically because he wouldn’t do anything to override my Lifetap from Dracs. Adding battle cry to Barb is just gonna make him useless to me. I guess I’ll have to swap to act 3 Merc, lol

1 Like

if you looking from PVM viewpoint you are right, but in pvp werewolf is at a big disadventage, you won’t have time to build up from feral rage, and on top of that you also can’t teleport.

True but 1. Do shapeshift werewolf even exist in PvP outside of Wolf Barb? And would it even exist if it got some FRW buff on the skill? I don’t think it really makes a difference either way. Shapeshift druids are simply relegated to melee only duels or non-teleport duels and that’s just how it is

There is, but limited due to the disadvantage of were wolf right now

  1. it cannot teleport in shapeshift form
  2. it does not have fast run speed ​
  3. fury is not uninterruptable

and
4) weapon of choice is super limited.

No teleport is a big let down, (altho itcould be broken in pvp with the attack range from weapon plus others) but FRW is a good compensation on the no teleporting

Summon druid really need more than only 1 bear … or 3 wolfs or 5 lesser wolfs, they are by far one of the slowest build.

Yes as long as you can only have 1 iron golem, don’t forget that you can use iron golem with base item to have additionnal auras.

I agree on that totally. I am just sad that they gave us so much promise in the interview and this is a big letdown

I guess I am making it unclear, but having 2 golems I mean 1 golem of each type with 2 on site at the same time…like 1 clay golem 1 fire golem, not 2 clays/iron/fire

2 Likes

I agree. This thing needs an Aura. Chance to cast Weaken when struck is not good enough.

1 Like

Assuming one still fills up a bunch of synergies: I expect this to be a blast to play through normal, and maybe even half of nightmare difficulty. Without shared cooldowns I can sequentially throw out boulders, fissures, and volcanoes all at the same time.

Should be good until I reach the point in the game when half of the monsters become fire immune. Then… time to respec into not fire.
In general, the synergy systems decentivize specing into multiple damage types, yet immunities in the game incentivize the opposite. :man_shrugging:
Oh well. I like playing with other people online so most specializations are still doable.

you are neglecting that obsession uses staffs, so you can get a +3 mod on it. that makes skills +7. and you dont need 156 strength, giving you more life. something like 50 points. ontop of that you get 25% max life. thats huge. quite expensive, but better than hoto spirit combo: here a summary form reddit

Over hoto/spirit. You gain fire res, the most important res, in exchange for losing 5 cold/light res.

FCR/FHR: You hit both of the most desirable sorc breakpoints with 65 FCR and 60FHR. Spirit and Hoto don’t hit the

FHR BP, so you need one additional piece of FHR gear. Hoto/spirit don’t hit the next FCR breakpoint, so you still require additional FCR gear.

Skills: +7 to your main skill/s. Hoto/spirit only give 5.

Max life: Speaks for itself, especially on hardcore.

No shield: No monarch means no str needed for gear. More into vit, thus gaining even more from the life boost.

Weaken: Though when struck sucks, it’s still going to be good when it does proc.

What do you lose? Mana. That’s basically the main thing. FCR that doesn’t even do anything because of breakpoints.

Yeah it would be cool if you could choose between a few different warcries like you can auras. BO, shout, Warcry and BC or even Battlecry for the syun/damage. Would let you choose warcry if you didn’t have anything to interfere with it. BO could also lead to some interesting swap options if it was larger or at least competitive with CTA.

1 Like

shapeshift will be useless after this patch. frw doesnt even matter now. Post in the general forum saying to revert the dumb IAS change they made. Save ur class.