Vaarna_Aarne
Notorious Internet Vandal
I'm going to wager that the stronghold, if it does anything and has levels, needs potatoes, gold, and mystery marks. The first two shouldn't be a problem.
That's a joke right?some fag on the preview shard said:Rank 12 enchantments
Lvl 120 artifacts
Lvl 80 artifact gear
I'm not sure why that would follow. 5% chance to heal 100% of damage done = 5% damage healed, vs. 100% chance to heal 5% damage dealt, which is still 5% heal. Classes that rely on many small damage strikes seem less shafted, in the sense that they will receive a more steady stream of healing, as opposed to guys who strike seldom and hard, where the reliability of getting anything at all is gonna be rather low.Okay, I read the boards about the life steal changes and that would really stink.
By making LS a proc with a x% chance to heal 100% of the damage dealt, classes reyling on many small dmg strikes are shafted. GWF and GF for example. My GWF usually deals some 1500 or so dmg hits, so I may as well make LS my dump stat and rely on Healing Strike alone.
I assume your beginner artifact is the lantern from the ~lvl20 quest, right?Btw, where do I get artifacts ingame? Apart from buying them. The only source I saw, was in the dragon(?) campaign. Is it worth getting that? So far I've only got the beginner artifact. (I'm barely playing, atm. And I don't bother reading stuff ingame. So sorry, if the easy answer is "learn 2 read")
Also note how "returning class roles" makes the Righteous path for the DC worthless, because now you're supposed to be the heal bitch
Yes, I get all this. But he says this change shafts classes relying on many small damage strikes. But if you perform many low-damage strikes, you fire the proc often and for low amounts, creating a smoother distribution than a guy who hits once and hard for the same damage, which means it works better for you. Wouldn't it be the opposite, that classes which rely on few but strong attacks are more screwed?A steady stream of small heals is predictable.
A high RNG, high amount heal on the other hand is unpredictable. It also brings the chance of over-healing when no healing is needed and of not-healing when you'd really need it.