coalescence of ruin dmg too high/cd too short
I think a little problem with this skill is that often you will hit same target twice or more times because of how cascading attacks currently operate. Warrior’s Torch #4 does same thing.
Aside from that I believe skill is all right, maybe increase the cost by 5.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Last Beta I’m fairly certain the cooldown was longer – 4s.
I feel like Hammer needs better Burst Synergy… IE – combo’n skills. As of right now you’re #2→#3 but they don’t land at the same time except for the off-chance where you get the 3rd cascading hit w/ a #3 on the backside… but even then, you have to lead the target and rarely does it connect.
Faster #3 would solve that problem.
(edited by Amins.3710)
That skill has hit me for about 15k once (all hits combined), but that was my fault for not dodging the 3rd pulse. If has crazy damage potential in exchange for an obvious animation.
2s cd seems indeed too short as it can basically be used on autoattacks, so it could need an increase in cd/energy cost, though.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
(edited by Iavra.8510)
Well, for all hits to connect, you’d have to run in a straight line directly away from the caster, which kind of reminds me how that darned coyote used to run straight when there was a freight train behind him.
I love this skill, and agree that the cooldown seems a bit low. I’d rather increase the CD modestly than nerf the damage or raise the energy cost if it proves to be out of line.
nope there is a spot where you get hit even if you dont move in the skill direction. it just needs a longer cd tbh
The CD never changed just a heads up, but after the intial beta all Hammer skills got increased in terms of damage because they were meant to be slow but powerful. The damage is good, but that’s really where the bulk of the weapons’ damage comes from as Phase Smash and the other skills are quite low. If they were going to decrease CORuin they would want to increase the others to compensate.
landing 5-6k aoe crits with a chance on double hits in a team fight every 2s is not really balanced, that’s all what in trying to tell here. the cooldown needs to go up to 5 seconds and the damage needs a look at. this is basically a rapid fire on steroids.
The damage is fine. Maybe they might have to bump the cd slightly. But too much of a nerf will make it useless for other game modes.
Keep in mind that apart from ZvZ and static PvE actually landing this skill can take a wonder. Especially against any competent player.
Whole Hammer looks like a tool to punish pirate ships on WvW. Has projectile block, pierces, does incredible damage to backlines…
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
This skill needs to be fixed before it can be balanced. Uneven terrain will eat up the attack entirely.
Since it’s currently broken by terrain, “in the wild” it does much less damage against a moving target on standard terrain compared to a target on flat terrain. Currently it can either destroy someone with huge crits, or do 0 damage due to terrain bugs.
i’m all for fixing bugs but stuff like that is no reason not to try and balance a skill that is a bit over the top there are some bugs i encountered and i listed them in my other thread, like reveal bugs etc. but that’s what a beta is for.