I love the ideas mentioned for changes to the martial arts tree but I wanted to highlight some concerns with it and give some ideas:
1. Can we add a charge counter to our skills:
being able to have full control of each charge is going to be nice, but there are moments when it’s hard to see exactly how many charges are swirling around you. Maybe if a counter was added to both the Charging and Finishing skills, similar to the ammo counter for arrows/throwing potions, it would greatly help with charge management. For example:
Cobra Strike would show 0-3 on it, depending on how many are stacked
Tiger Strike would show 0-3 on it, depending on how many are stacked
Dragon Tail would show 0-6 because of the collection of charges from the other two skillsif this was done, it might as well be done for our Trap skills as well. When used in conjunction with the new “Display Active Skill Bindings” setting, you would easily be able to see how many charges you have on your martial arts skills, and or how many of what type of traps you have down; ex. 2x death sentry, 3x lightning sentry.
2. Next Delay frames will mess up Phoenix Strike's dps:
www. theamazonbasin .com/wiki/index.php?title=Missile#Next_delay
Next Delay makes it so a monster becomes invincible to projectiles for a varying amount of frames. In regards to Phoenix Strike, both the Chain Lightning and Chaos Orb have a 4 frame next delay on them. This mean if you spend all 3 phoenix charges in rapid successions, odds are the lightning storm and frozen orbs are going to overlap and one will cancel the others dmg. Ex. everything hit by frozen orb will be immune to the lightning storm’s bolts effectively making it a wasted charge spend.
Beyond that, if played frame perfectly, you can now launch ~1.79 Lightning Storms, or Frozen orbs per second, but Frame Delay is going to get in the way making some of these charges a total waste of a spend.
I’d really like to see the next delay removed. It’ll fix this issue and also increase the dmg of frozen orb, bringing it more in line with the other two charges dmg. At the moment, cold is definitely weaker than the other two charges by a lot because of Next Delay stopping monsters from being it by multiple bolts spawned from the same orb, and that’s not even taking into consideration you need to stack 3 charges to use it at the moment.
3. None of the charges for Phoenix Strike Benefit from +% elemental skill dmg:
as mentioned in the title, none of the charges for PS benefit from elemental damage because they aren’t considered “you”. Not sure how you could fix this, but it’d be quite helpful.
4. Increase the radius of Fist of Fire:
Fist of Fire could be much more viable and in line with Claws of Thunder and Blades of Ice if it had a similar dmg radius. At the moment, it is only 2.66 yards, where BoI is at 4.0 yards, and CoT’s nova is at 8.0 yards, and the bolts can go well over 16+ yards. Bringing FoF up to at least 4 yards would be really helpful; and maybe even consider increasing both FoF and BoI to 5→8 yards, would really help both. Maybe the radius could increase as you invest points into them, leading up to a max of 5→8 yards
As it stands, CoT and Phoenix Strike are so much stronger because they have the capabilities to reach out and hit a lot more enemies than BoI or FoF, making them easier to use and more powerful.
5. Add an AoE Poison dmg mechanic to Cobra Strike and make it synergize with Venom in some way:
Maybe make it so Cobra strike not only steals resources, but also releases a cloud of gas and poison nova. You could make venom boosts its dmg by maybe providing some sort of synergy like - enemy poison resistance, or + poison dmg to the skill.
Charge 1 =
+% Life Steal, + XX psn dmg over 0.4 seconds (so venom doesn’t overwrite)Charge 2 =
+% Life/Mana Steal, + XX psn dmg over 0.4 sec
Release 4 yard Poison Cloud dealing XX psn dmg over 2 secCharge 3 =
+% Life/Mana Steal, + XX psn dmg over 0.4 sec
Release Poison Nova dealing XX psn dmg over 2 secCharge 1 will work well with venom vs single targets, Charge 2 provides some up close AoE with the small 4 yard poison cloud and since it’s AoE we don’t need to worry about venom overwriting it, and Charge 3 releases the necro’s poison nova providing some long range AoE
6. Make Cobra Strike and Tiger Strike Swing both claws per click:
In their current form, these skills do not require a lot of control and would be better off functioning like the other skills where 1 click swings both claws, potentially building 2 stacks in quick succession. Only Phoenix Strike requires really precise charge management.
7. Next Delay frames could be removed from Claws of Thunder for more dps:
www. theamazonbasin .com/wiki/index.php?title=Missile#Next_delay
Next Delay frames also affect both the Nova and Charged Bolts spawned by CoT, at the moment they can cancel each other out, but due to the difference in travel speed of the two skills, its not a huge issue. It wouldn’t hurt to remove the Next Delay frames on this to help make the Charged Bolts deal really good single target dmg.
8. Claws of Thunder's 2nd and 3rd charge don't benefit from +/- Lightning Dmg:
only the first charge works with +/- % Lightning dmg on gear, fixing this for the other two would be very beneficial.
9. Can you make the Shadow Warrior spawn with Boots:
at the moment the shadow warrior can never spawn with boots on, effectively meaning she doesn’t have a weapon when she uses her kick skills. Both claws deal an avg of 14 dmg, so I think she should spawn with Light Plated Boots, which also have an avg 14 dmg on them.
10. Both the Shadow Warrior and Master cannot use Weapon block:
Neither of the shadows can take advantage of your weapon block skill, if this was fixed it would greatly increase their survivability.