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New Vitality

Posted: Mon Jun 16, 2014 11:05 pm
by edge2054
This talent really feels like a one point wonder to me because of the max life scaling. I took a single point in it on a skeleton brawler and that one point is fricking fantastic. But I see no reason really to put more points into it. I feel that the talent point scaling needs to be looked at.

There's also some other issues with it. As has been mentioned in another thread the max life scaling makes it really bad on monsters with tons of hit points. It's also a beast to deal with on early game rares, especially if you're a low damage class. Here I suggest some kind of cooldown on it. Maybe 10 turns or so.

Re: New Vitality

Posted: Tue Jun 17, 2014 5:37 pm
by Fortescue
I think Shibari has plans for Conditioning tree as part of a Bulwark revamp.

Re: New Vitality

Posted: Sat Jun 21, 2014 3:14 am
by Doctornull
At 5/5, it's cutting down disease durations to the point that they don't really hurt. That's not quite as good as 100% disease immunity, but it's darn close.

Poisons kill fewer of my characters, but Spydric can be incredibly annoying, so if that's in play I might also like Vitality 5/5.

I agree with you that the %life healing provided is over the top, particularly now with the new +life egos and randart buffs.

Re: New Vitality

Posted: Mon Jun 23, 2014 10:58 pm
by darkgod
added CD & a little nerf

Re: New Vitality

Posted: Tue Jun 24, 2014 3:15 am
by RedBucket
As long as the max HP scaling exists, it will still be horrible on high rank enemies. And with a cooldown, shouldn't it trigger "when at below 50% HP" as appose to "when you fall below 50% HP"?

Re: New Vitality

Posted: Tue Jun 24, 2014 8:11 am
by darkgod
The max hp% scaling was reduced. And no this is fine like that IMO