Radon26 wrote:
as for the blades, so you ARE creating copies after all, but if so, how does that disarm you? if the real thing is still in its place...
as for arrows, the t3 talents was actually supposed to work sort of like that, but now that i think about it, getting 13 his for more than 100% and and possible procs... earns the name.
how about it being in t4, with 5 shots, and put the t4 into t3, with many shots and make it a random hit AoE ball?
I did not make it clear enough what I was looking for on the dancing blade side. In terms of flavor text, it would be that you begin by magically animating the original weapon, but later conjure additional copies of the weapon. So, if you can control 3 in total, you would launch 1 copy, another copy and then the original. This would allow you to choose between dealing a more consistent damage by only launching copies without ever disarming yourself and throwing your original as well in order to increase your burst damage. You could just have it not disarm, but I feel like someone who specializes in animating weapons shouldn't be encouraged to bump attack while his skills are on CD. The whole reason the returning projectiles came to mind at all was because I had a lot of fun using teleportation and Temporal Bolt on a Paradox Mage with as much Slow Projectiles % as I could manage. It was not unusual for me to hover 2-3 bolts inside a monster and repeatedly deal damage until the projectile duration ended (they never even made it back to me most times).
The fundamental problem with the "Pin Down" talent was not an issue of its strength or effectiveness. The issue is that there is nothing magical about it. It would be like if the Temporal Warden bow tree had a skill that fired arrows with clones that also fired arrows, a skill that created a big gravity explosion, and then a skill that fired a normal arrow that dealt slightly higher damage.
If you want "Shredder" to be a shotgun talent, it will become very difficult to manage the balance of your weapon procs. A talent that can hit 5 times will also be a little risky for balance unless the weapon % numbers are kept pretty low. It you want to maintain close-range effectiveness without the hassle of multi-hitting, you could increase the damage by X% for adjacent targets and scale it down based on distance to target.
Resource management is important, but I think that you should focus on solidifying ideas on the trees for your weapon skills first. It will be much easier for you to produce and scale those talents once the needs of the character are clearly defined.