![]() Comparing this to Comet, sure they seem to be designed differently, but I really can't think of a time that ADR is a better choice than Comet because threatening actually killing your opponent with damage seems a bit more useful then low damage stagger if their finger slips off the dodge button? I really wanted to make the hybrid INT/FAI build work but it's just not fun to cast this 8 times hoping the enemy doesn't just walk up and kill me, all to do less damage with a much higher FP cost and a larger investment in character development? Like think of how great this spell would be if it was a slow, expensive, but very reliable long range, tracking, short term stunlock. I honestly never had a situation where ADR seemed to do the stun barrage thing better than Rancorcall, so couldn't we at least get it balanced into a burst spell? Or adjust the scaling so that it had a lower damage floor? Anything to justify the 58 SL requirement cost. You can use to set up a wall of ghost skulls that will slowly kill someone, as long as they don't spam dodge towards you I would love to see a big increase in FP cost and requirements, and just get a big damage buff. The utility if you're trying to stunbarrage someone from long range and kite, yeah, that's pretty cool. This feels how about where Rancorcall should in terms of DPS. Definitely worth trying out if you have the stats for it to see how it works for you/what you can chain after it. It’s a reliable stun tool to land bigger hits against quick yet flinchable enemies, and pair this tactic with Terra Magica for some seriously hard hitting combos. While I agree that the damage is a bit lackluster (ESPECIALLY considering the hefty FTH requirement and how hard this hits when the Death-rite birds use it), it’s respectable at decent INT levels/minimum FTH requirement and isn’t meant to be used as a spammy boss melter-other spells already exist for that purpose. Take the comments complaining about damage output with a bit of a grain of salt. This can allow you to hold enemies in place (especially dodgier ones) while you charge/cast harder-to-land attacks that hit like an absolute truck (Carian grandeur, SoNaF AoW, Rock Blaster, maybe even Comet Azur if you time well, just to name a few). 90% of PvE enemies will flinch after each skull hits them, and given how many are released per cast, most enemies will be stuck in a constant flinch animation for around 2 seconds if all skulls connect (which isn’t uncommon). Good lord this can be a powerful tool for spellcasters/INT-heavy builds if used wisely. Repeated chains of this + Sword of Night & Flame L2R1 just borderline perma-stunlocked Alecto from full health to zero on my recent playthrough-the only window she had to close in and attack was when I had to replenish FP once. Notes: As of Patch 1.07, FP cost has been reduced from 24 to 21 and the lifespan of all vengeful spirits was extended.The higher level and scaling you reach, the better results you will get out of this spell. Ancient Death Rancor, like many other multi-projectile spells, suffers in damage output in the early/mid game, due to the way absorption and defenses work.Godfrey Icon boosts Charged Casts of this Spell.Charging this spell causes each skull to deal (Sorcery Scaling x 0.52) magic damage before resistances, for a total of (Sorcery Scaling x 4.68) magic damage combined.Each skull deals (Sorcery Scaling x 0.49) magic damage before resistances, for a total of (Sorcery Scaling x 4.41) magic damage combined. ![]() Sends a total of 9 vengeful spirit skulls.Can be boosted by Prince of Death's Staff.Dropped by the Death Rite Bird in Liurnia of the Lakes, to the east of Raya Lucaria Academy at night, south of the Gate Town North site of grace.They are cinders of the ancient death hex, raked from the fires of ghostflame by Deathbirds. Summons a horde of vengeful spirits that chase down foes.
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