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Primal infusion idea

Posted: Wed May 03, 2017 5:55 am
by Brcz
For an artifact infusion, primal suffers because it targets phys/mag/mental status effects, lacking specificity. What if it allowed the user to choose which effect it canceled?

Re: Primal infusion idea

Posted: Wed May 03, 2017 8:03 am
by St_ranger_er
Or be able to clear 2 effects instead of one? Kinda overkill, but much easier to implement.

UPD: i was thought of choose category(phys/mag/mental), when read that
What if it allowed the user to choose which effect it canceled?
, but if you mean that it can be directly targeted on certain effect (like pick disarm or stun to clean, when you have both), then it's would be cool.

Re: Primal infusion idea

Posted: Wed May 03, 2017 11:19 am
by Davion Fuxa
It might be a better idea if Primal Infusion instead targeted all detrimental effects and actively worked to clear 'every single detrimental effect' afflicting the character. Maybe it might be that all detrimental effects wear off faster similar to how Ogre's Writ Large talent works. Maybe it could work like Unflinching Resolve and actively remove a single detrimental effect each turn - scaling with Constitution stat. Maybe it could actively make you immune to the effects of detrimental effects for 'x' turns afflicting your character, though the effects still stay on your character and will begin to harm you again when Primal Infusion wears off?

Re: Primal infusion idea

Posted: Thu May 11, 2017 8:09 pm
by Phantomfrettchen
I am planning to try out primal Infusion with a tinker build... Primal Infusion+2 Injectors should pretty much make you invulnerable against Atamathon. Don't forget that if you do go for absorb, you need to get your healmod up, because yes: it does scale with healmod... Meaning 38% *200% = 76%. That's what i got accidentally... the golem couldn't do jack shit to me. And this is without maxing healmod or even trying.