Ugh.. I would call that a bug, rather than synergy. It doesn't make any sense that healing yourself gives you free turns.bpat wrote:they have extra synergy with Fungal Blood and Ancestral Life since you can get two free turns instantly.
General Inscription Guide
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- Archmage
- Posts: 336
- Joined: Tue Jan 28, 2014 4:39 pm
Re: General Inscription Guide
The healing infusions I've seen so far healed less damage than a typical shield rune prevents. Since both are instant, I preferred shields.
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: General Inscription Guide
Either I am missing something or the primal infusion is extremely underpowered for an artifact. The drawback already mentioned by bpat. The long cooldown (19 turns IIRC). More 10% damage affinity is not so good. If you have, say, 150% healing modifier which is a mid game average, 10% affinity is equivalent to 15% resist all (ignores damage cap, but it is the value of the initial wild infusion). Definitely, I would prefer an ego wild that can be targetted to a specific effect type, have frequently a smaller CD (14-15) et can have 30+% resist all. An artifact that need a strong boost IMHO.Primal Infusion is arguably better than any Wild but you could remove a harmless magical effect instead of confusion or stun, so it does have a drawback.
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- Thalore
- Posts: 157
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Re: General Inscription Guide
Primal Infusion:
I'd like to point out that affinity takes place before resistances - with 70% res all from a good wild and equipment, that 10% really mitigates a lot of damage. Furthermore, it is unaffected by res pen. I do agree it should be much better at removing status effects, though.
I'd like to point out that affinity takes place before resistances - with 70% res all from a good wild and equipment, that 10% really mitigates a lot of damage. Furthermore, it is unaffected by res pen. I do agree it should be much better at removing status effects, though.
When in trouble / or in doubt / run in circles / scream and shout.
Re: General Inscription Guide
I already tend to avoid dual wilds so that I can know I can have greater assurances of clearing the effect I need cleared. I can't imagine using the primal infusion unless it's my third or fourth condition removal button unless I already was immune to or didn't care about stun, confuse, and silence.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
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- Uruivellas
- Posts: 617
- Joined: Mon Oct 09, 2006 7:47 pm
Re: General Inscription Guide
That is exactly what I stated. If you have 30% resist of a given damage and you take 100 damage, with a 10% affinity, you receive 10 heal and with a 150% heal mod, you are healed for 15. Hence a total damage of 100-30-15, exactly equivalent to a +15% resist. Except if a foe has 100% damage penetration or if my resistances are at 70%, I definitely prefer a 30% resist all (which is common on ego wilds) to a 10% affinity.Orangeflame wrote:Primal Infusion:
I'd like to point out that affinity takes place before resistances - with 70% res all from a good wild and equipment, that 10% really mitigates a lot of damage. Furthermore, it is unaffected by res pen. I do agree it should be much better at removing status effects, though.
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- Uruivellas
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- Joined: Wed Apr 30, 2008 5:55 pm
Re: General Inscription Guide
If they have 100% damage penetration then any resistance is useless - you'd definitely want the affinity in that case.ghostbuster wrote:Except if a foe has 100% damage penetration or if my resistances are at 70%, I definitely prefer a 30% resist all (which is common on ego wilds) to a 10% affinity.
Edit: Nevermind, you phrased that backwards and confused my feeble mind.

Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.
