Raekor and Weapon Throw rework feedback

Put your feedback and test results in this thread. I’m testing now and will update this post as I have more info.

First few notable results for Raekor:

The 6-piece bonus does stack per-enemy-hit, which is great news.

For Boulder Toss, there are a bunch of extra boulders spawned… hard to see the exact number. At first I thought it was 5 or 6, but after a bit more video review I think it is actually 10…

They do appear to proc both Bloodshed and Swords to Ploughshares, which probably means they are proccing AD as well.

Using the Jagged Edge rune, I can clearly identify 10 extra spears that propagate from the initial target. So I think these two runes- Boulder Toss and Jagged Edge, which are really the only two you would use for clearing Rifts, doing Bounties, etc- both spawn 10 extra spears from the point of impact of your initial attack.

The projectiles mostly propagate in a broad “V” pattern behind the initial target, though with Boulder Toss, this pattern is a little bit more “blobby”.

Just ran a couple of quick GR 100s with Jagged Edge, and then Rage Flip, which also splits into numerous extra spears. Not an optimal setup, but hilarious.

The build does feel a bit underpowered, though I have admittedly never been the greatest Raekor player. It is also, as expected, a bit fragile.

I think that’s it from me for this evening, got a bunch of IRL stuff to deal with. But I’ll likely do more testing tomorrow.

For now, the major takeaways are:

  • 6-piece stacks build up per enemy hit.
  • 10 extra projectiles spawn from the point of impact when you throw a spear/boulder.
  • The extra projectiles appear to proc other effects, like BR: Bloodshed and AD.
  • Both damage and toughness seem too low. I was struggling to both stay alive and kill things in a GR 120.
5 Likes

I can only say it looks visually good, charging in and out throwing your attacks is super fun. Timing with CoE is not so hard. Boss fights are not so enjoyable. I can see this build be good for speed farming.

What about charges building up, is it fast?
I would like for charges on bosses to have a chance of giving 2-10 per charge, given it is currently per enemy

Charges building up is super fast, in density. Against single target, not so much. But, I’m kind of ok with that. I mean, if getting charges is always super duper easy, why have them at all, and not just say “Raekor 6 gives +27500% to Ancient Spear”?

Yeah perhaps. And some bosses do spawn mobs. Though those who don’t, it could be a somewhat slow fight.

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How’s the survivability?

As expected: not great!

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It’s pretty fun. Total glass cannon however. Tried a 120 with focus/restraint, was too squishy. Totally ez with band of might & CoE though. Early feedback would be: needs more damage & some defense someplace.

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Gonna be fun, edge of your seat in HC mode then :crazy_face:

I tested this in the new season mechanic and the Boulder Toss is super sporadic when it splits off, I found the split boulders go off screen sometimes before impacting the ground

Server crashed. Testing tomorrow. :unamused:

Too late to point out that the PTR Feedback forum is for feedback on the actual PTR itself and not the changes that have been made? This should be on the PTR Bug Report forum.

What the heck? The PTR feedback forum has always been for, well, PTR feedback!

Why on earth would general feedback- not related to bugs- go in the PTR bugs forum?

Don’t shoot the messenger! There was a change between 2.6.7 and 2.6.8 (Feb 2020): So it has been this way for a couple of years now.

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Haha, apologies, my “what the heck” was not addressed at you, just at the general principle…

It sure doesn’t seem like anybody adopted that procedure. For instance, all the Marauder feedback from the previous PTR is in this forum.

Unless the mods or CMs move this thread themselves, I’m just gonna leave it here. Bugs are bugs, and feedback is feedback.

My impression is that they misspoke in that post by Nev from some time ago, and have just continued to cut and paste it for each new PTR, reproducing the error each time.

2 Likes

I tested some configurations of this new Raekor. With the multiple projectiles, the gameplay is fun. I was worried about the wall charging but it’s okay.

As expected, the build lacks toughness. Regarding the damage I do not know too much because I could not look for my limit because of the lag.

So I’m having a hard time wrapping my head around stacking BT 5 times before launching a boulder. I feel that best output of damage is launching as soon as you max out on Fury. When we do STD and top off Fury at 3 stack, but wait for 2 more stacks, it seems that we are only detrimentaly prolonging our damage without really gains. As long as we are accruing Fury, we are increasing our damage (becauseof the BT skill mechanics), but outside of that, we’re not.

Another way to look at it is if it takes 1 second to accrue a stack, then on average the amount of damage is the same whether we launch at 1, or 3, or 5 stacks , so why wait for the 5th stack when we could launch sooner and average out the same amount of damage and benefit from LpFS sooner. Sorry for being long-winded here.

You can get 3 boulders off during physical.

Each stack grants the 5500% damage multiplier. When you consume all 5 stacks, you get 27,500%, which is more damage, yes, but also a bigger, better base for the the Bloodshed and AD procs. Launching boulders with fewer attacks will really hurt your damage output in density; as for fighting RG’s without adds, well, that may be a different story. I mean, you’ll be stacking Stricken with Charges anyway, so it might be better to drop your boulder as soon as you’re at full Fury if you don’t have smaller mobs to worry about.

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Well, remember that you now get 1 stack for each enemy hit by Charge. So, you Charge 1 time, through 5 enemies, you get 5 stacks. And, with the Charge: Stamina rune, we’ll also get at least 65 Fury from charging those 5 mobs (15 base + (10 * 5 mobs)). More, if you’re using an ability like the Animosity passive, or the Templar’s Inspire.

Assuming you’re hitting something with Charge, the least Fury you can generate per Charge is 25 (15 base + 10 from 1 target). That’ll also give you 1 R6 stack. The Fury pool sizes you might have are: 150 (base + paragon), 162 (+Pride of Cassius), 170 (+Animosity), and +182 (+PoC and Animosity). So, at 25 Fury per Charge, it will take 6-7 charges to fill your bubble, at which point you’ll also have 6-7 R6 stacks. Even if you count a bit of extra Fury generated from taking damage, casting WC + TS, using Animosity and/or Inspire, or refunds from Arreat’s Law, you are only rarely going to run into a situation when you’ve got a full Fury bubble, but not enough stacks.

Stacks will almost always generate faster (and be spent slower) than Fury, at least when using Boulder Toss.

Haha, you keep your STD away from me!

I think that in a push, against a no-adds RG, or a “summon adds below x% life” RG (Like Saxtris or Binder), you’ll want to start the fight by just stacking Stricken with Charge for a bit.