balance: life blast
Maybe I’m missing something obvious here, but what’s POB?
As for thieves, being a glass cannon necromancer I tend to fear them, follow up with a couple of life blasts and then DS 5&4 when he stealths, after which I try to cast some marks on my feet and heal up if he’s still alive.
Most of the time I deal easily enough damage to force them defensive or out right burst them down, and a defensive thief won’t last long against the amount of raw damage necromancers can do. Most thieves are not a problem for me 1v1.
I’ve never really had issues with not hitting melee targets either, but maybe that’s just me.
(edited by yski.7642)
Maybe I’m missing something obvious here, but what’s POB?
As for thieves, being a glass cannon necromancer I tend to fear them, follow up with a couple of life blasts and then DS 5&4 when he stealths, after which I try to cast some marks on my feet and heal up if he’s still alive.
Most of the time I deal easily enough damage to force them defensive or out right burst them down, and a defensive thief won’t last long against the amount of raw damage necromancers can do. Most thieves are not a problem for me 1v1.
when i say POB i mean point black, in other words tagged whit you.
Ah, ok. I usually don’t find that a huge problem, but to be fair it is a 1200 range skill, so being a little bit weaker in point blank ranges is fair IMO.
You’ll generally want to save your fear to secure a couple of good hits, and in my case that’s usually enough. If you get jumped on, your first priority is to make them stop attacking you, and a couple of ~4k crits on 10k health thief usually does the trick.
Dodge, turn, fear, spam 1 and you’re going to score some solid hits
(edited by yski.7642)
The OP’s issue still isn’t clear. How does point blank range make life blast harder to hit? Point blank gives you less time to dodge.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
The OP’s issue still isn’t clear. How does point blank range make life blast harder to hit? Point blank gives you less time to dodge.
Life blast (like Necrotic grasp and a few other staff base animation skills) actually starts outside its own hitbox, thus a melee character inside your model can never be hit with it and a strafing 150 range character will cause it to cancel 4/5 times.
Surprisingly the underwater version of life blast applies to normal projectile rules of starting inside your hitbox.
The OP’s issue still isn’t clear. How does point blank range make life blast harder to hit? Point blank gives you less time to dodge.
Life blast (like Necrotic grasp and a few other staff base animation skills) actually starts outside its own hitbox, thus a melee character inside your model can never be hit with it and a strafing 150 range character will cause it to cancel 4/5 times.
Surprisingly the underwater version of life blast applies to normal projectile rules of starting inside your hitbox.
Good explanation. Thanks for the contribution guys.
The OP’s issue still isn’t clear. How does point blank range make life blast harder to hit? Point blank gives you less time to dodge.
Life blast (like Necrotic grasp and a few other staff base animation skills) actually starts outside its own hitbox, thus a melee character inside your model can never be hit with it and a strafing 150 range character will cause it to cancel 4/5 times.
Surprisingly the underwater version of life blast applies to normal projectile rules of starting inside your hitbox.
Why on earth this topic was made in the “professional sub forums” is beyond me, but I had a similar problem with some skills. I learned it was an issue with some of my settings. I generally do not use the skills listed at close range. But you should still go into setting, and uncheck the “melee attack assist” in the bottom of the general options panel and see if that helps.
https://www.youtube.com/watch?v=6q3em9s5I4c