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Thread: Fire > Ice

  1. #21
    Community Member abrownbear9108's Avatar
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    Tested: Heat death + Fire debuff = 3500 fire damage



    it doesnt say Heat Death in the combat log for some reason though, might be a bug that needs looking at

    EDIT: will be tesing fire debuff + Heat Death on mobs weak to fire later on, i'll let you know how it goes
    Last edited by abrownbear9108; 04-04-2011 at 03:15 AM.

  2. #22
    Community Member abrownbear9108's Avatar
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    Fully fire Debuffed ice mephit + Heat Death......i havent got an eardweller to test that yet

  3. #23
    Community Member Shade's Avatar
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    Quote Originally Posted by abrownbear9108 View Post
    Fully fire Debuffed ice mephit + Heat Death......i havent got an eardweller to test that yet
    You do have a potentcy item tho correct?

    From the looks of then.. Heat death sucks.

    No fire enhancements, no items boost. (Mephit = 150% dmg from fire, so take your normal dmg 3,499 , x1.5 = 5,249) Sure those big numbers look nice, but the mobs you tested it on have like 100-500 hp anyways, so who cares?

    Show me you 1 shotting a ice giant on elite in prey on the hunter and I might be impressed heh.

    Sure fire vulnerability works on it, but it has to work.. It's fire damage.

    Imo it just seems like a crappier version of finger of death with an insane cooldown and spellcost. Not like youll have much chance of landing that on many bosses.

    If it was like, save for half.. instead of save for zero. Then it might ok.

    Current form, seems like disappointing garbage.

    Tho perhaps thats intended, since fire has always been and probably will remain top dog when it comes to dps. (Damage per second and per spellpoint)
    Last edited by Shade; 04-04-2011 at 07:02 AM.

  4. #24
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    Quote Originally Posted by abrownbear9108 View Post
    just curious, has ANYONE tested whether the fire sav debuff, fully stacked, affects the Heat Death ability at all? so that instead of doing a flat 2000 fire in an instant, it does 3500? does it work? has anyone tested? do enhancements also affect it? so that it does a further 50% fire damage from fully fire spec?
    Ran the new quest "In The Flesh" and hit the named beholder with one fire sav debuff followed by killing it with a Heat Death ability that did around 2550 points of damage. It would seem the debuff increases the damage of Heat Death. I would assume it would do more damage with multiple debuffs.

  5. #25
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    Heat death is a save for zero?
    Didn't notice that one.. that means it will be pretty much ignored.

    Save for half at least... And you get SOMETHING out of your 50 sp and cooldown.


    Fire sav... Take it to tier2 only? Cuz 3 is pointless waste of ap.

  6. #26
    Community Member Shade's Avatar
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    Quote Originally Posted by fuzzy1guy View Post
    H
    Fire sav... Take it to tier2 only? Cuz 3 is pointless waste of ap.
    Tier 3 will add more dmg.. if they fix the maximum caster lvl bug.

    Plus at least burning blood doesnt cap out, if no other fire spells.

  7. #27
    Community Member wax_on_wax_off's Avatar
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    Quote Originally Posted by fuzzy1guy View Post
    acid/fire gets you THE most out of the best dot. and the best aoe dots.
    Only the highest spec applies. Therefore, having fire or acid is equal to having fire and acid.

    Observations:
    Water or Air Savant will cast burning blood as an 11th level caster (so neither will use it considering how valuable 4th level spells are).

    Fire Savant loses too much by having only caster level 11 on cold spells (polar ray). Against Devil's, fire will only be able to use lightning spells effectively as acid spells have lower base damage and some resistance will apply to it; up to 50/acid on elite for devil bosses afaik. So far, lightning spells are pretty gimp so a fire savant relying on lightning spells is even worse.

    Earth savant is a strong choice because they can bypass some of the resistances of devil's and everybody loves to use minII's. Being able to secondary spec in cold/force will be a strong compliment (burning blood and meteor swarm and thrown in for free with the earth spec).

    Air Savant and Water Savant's will be the strongest to kite shadowfiends in part 2 of ToD, inherent cold resistance or wings will be quite useful for that.

    Air Savant turns the most useful element against a majority of endgame foes from mostly gimpy to something better, not sure how much better, but it has to be better (hopefully they'll fix lightning bolt casting time and chain lightning splashing before it goes live).

    I'm looking forward to seeing everything go live, should be good

  8. #28
    Founder Raiderone's Avatar
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    So far I prefer the Earth Savant.

    Earth Savant three Tiers with full Acid & Fire lines(8%,50%,125%) and most of Cold (8%,50%,85%).

    Dropping spells like Fire Shield and taking Stoneskin instead. Taking Acid Rain, Burning Blood and FW too. Unfortantely looks like DDoor is going...

    I'll scroll Fire Shield and Prot from Element (lvl5 spell) since pretty good times considering, not going to have haste for FS.

    I felt Fire Savant was loosing out to reflex types too much. So adding COnjuration focuses and will take Niac's and other conjuration damage spells...

    Might even reverse fire and cold damage lines...but i use DFB and Meteor Storm.

  9. #29
    Community Member abrownbear9108's Avatar
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    Quote Originally Posted by Shade View Post
    You do have a potentcy item tho correct?

    From the looks of then.. Heat death sucks.

    No fire enhancements, no items boost. (Mephit = 150% dmg from fire, so take your normal dmg 3,499 , x1.5 = 5,249) Sure those big numbers look nice, but the mobs you tested it on have like 100-500 hp anyways, so who cares?

    Show me you 1 shotting a ice giant on elite in prey on the hunter and I might be impressed heh.

    Sure fire vulnerability works on it, but it has to work.. It's fire damage.

    Imo it just seems like a crappier version of finger of death with an insane cooldown and spellcost. Not like youll have much chance of landing that on many bosses.

    If it was like, save for half.. instead of save for zero. Then it might ok.

    Current form, seems like disappointing garbage.

    Tho perhaps thats intended, since fire has always been and probably will remain top dog when it comes to dps. (Damage per second and per spellpoint)

    actually no, i didnt have a potency item at all, i only rolled this toon because i wanted to test out Heat Death, i have no Sup Pot items, and they probably wouldnt work anyways because heat death, IMO, would or should be a lvl 8, 9 or epic spell, but with less cooldown

    EDIT: and it is agreed that they need to change it so that there is at least a bit of "bang for buck" on a save. if its save for 50% great, if its save for 25% thats ok too, because anything is better than nothing, and with that much power, we'll all be wanting SOMETHING to make it at least a little bit worthwhile ie: lower cooldown or less damage on a save. still yet to find out if it can crit or not
    Last edited by abrownbear9108; 04-05-2011 at 05:10 AM.

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