So, I think the Stay Frosty stance with its 50% slow is better than the Prism stance even with Rainbow and Double Rainbow.
Fight me.
So, I think the Stay Frosty stance with its 50% slow is better than the Prism stance even with Rainbow and Double Rainbow.
Fight me.
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stay frosty fan here as well. unfortunately I often forget to turn it on.
Ability score damage got nerfed with epic ward—to make it work at all one needs to concentrate a lot of hits on one score, certainly not a ‘chance’ at some random one, so...not much of a fight here
with tendon slice, crippling effects, improved deception, delerium thingy, stay frosty and Pin, ranged toons have little to fear from distant mobs.
I am trying to think of melee equivalents that make my squishy preferred class similarly safe...edit: Balanced attacks, see below—guardbreaking, solipsism & improved deception ofc both still work
Last edited by Saekee; 12-14-2019 at 03:34 PM.
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I want Prism to be better... but it just isn't.
<throws in the towel before the fight starts>
*Peruses thread*
*Notices opinion trend*
*Runs off to switch out slotted twist*
On the face, Prism seemed the better choice - but not gonna argue given my limited Epic mileage.
well technically yes it is.
double rainbow if you take all 3 tiers is "more" damage
but its not a huge amount more and in harder difficulties frosty is better
I think that is the key here.
Back when EDs were made the regular damage was much less so the difference between Frosty and Rainbows in damage did matter.
Since then the regular damage has gone way up making the extra damage from these procs much less important - which in turn means the utility from them is what matters instead.
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Really depends on build, and if you are in shiradi or not. If twisting it in sure its useful. If in shiradi why use it?
Pin has the -50% movement speed on a moving mob and a pin if it's not moving.
Otto's whistler has the dancing if they are moving.
Tendon slice 14 is 6% chance to proc the -50% movement speed.
Nerve Venom is 7% chance to paralyze + helpless.
Crippling is -50% movement speed on a crit.
Inquisitive has the knockdown on vorpal.
AA's have the paralyzing arrows.
Great xbows have knockdown on vorpal.
Leg shot(Mechanic) is -50% movement speed.
Quite a few abilities I am forgetting.
So adding a 7% chance on top of these seems quite uh...
Double Rainbow-prism = 3 different 7% procs (2d10 stat damage, 1d100 random element damage, random effect from a list)
Stay Frosty = 2 different procs: 7% chance for 3d20 damage, 20% chance for 50% movement speed
So for extra CC via slowed movement, Stay Frosty is more consistent (though it's always fun when a web suddenly envelopes enemies with no casters around)
If everything dies before it reaches you without Stay Frosty, then you don’t need it. If you’re fighting at a hard enough level where things don’t just fall over dead before they reach you, then Stay Frosty adds a lot of benefit because there is now consistently more time before they reach you AND there is a much more comfortable period after they reach you as you maneuver so that they don’t kill you before they die.
Less significant in a full party of ubers that make stuff just go pop. More significant if you’re soloing and want to push the difficulty level.
(and that’s not counting the fact that Stay Frosty is fewer AP and much fewer/easier twists if you’re not in Shiradi.
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