Staff Mastery was not updated to have its benefits in line with the other [Weapon-Type] Mastery talents, and retains the old scaling formula, although if it were changed without altering the prerequisites a bit it would make level 8 alchemist melee creepily powerful.
The Sun Infusion Illuminated effect is still physical, which means that physical wilds are still bad at dealing with the blindness.
Minor issues
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- Archmage
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Minor issues
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: Minor issues
I was under the impression that that was at least half the point of including the illuminated effect. Isn't it?
Re: Minor issues
I don't think there are many effects/talents that apply two timed effects at all, discounting cross-tier effects. Weren't it for perma-stealth/invis mobs, I'd suggest replacing the "illuminated" effect with a direct stealth/invis break (put on cooldown).
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Minor issues
I'd suggest just making Illuminated an Other effect.
Frankly, healing it doesn't make much sense in any direction, and it isn't precisely overpowered. It hurts stealth and invis heavy builds a little, but it already did that.
Frankly, healing it doesn't make much sense in any direction, and it isn't precisely overpowered. It hurts stealth and invis heavy builds a little, but it already did that.
Re: Minor issues
Another thought - could "illuminated" just be a field effect? I don't know how possible this is, the field effect code blew up in my face the few times I played with it. It would make more sense, anyway.
Sorry about all the parentheses (sometimes I like to clarify things).