I like your enthusiasm in testing out the new changes with the abilities. Now comes my 2 cents worth (Wall of text inbound)
I have tested these abilities quite sporadically and relentlessly on Hardcore with meagre to decent gear (what I deem to be decent).
The speed of the run was drastically diminished, instead of the average 2.5 to 4 hour group climb, it ended up being 5 to 9 hours, luckily, the rest of the group had better gear and stuck to the norm, otherwise the run would have been longer.
Paladin using Revenge / Healback and Salvation (Role: Tank / Healer)
... Armor = Int / Str and zero EE (2x Abilities with Hits Taken for charging)
... Weapon = level 35 Longsword with 134% EE
... Main Charm 30 int / 25 str
... Focus Heal level 45 with 135% EE
Above works, but not using casting abilities.
Monk casting ability and salvation
... Robe 45% HM / 15 Dex lvl45
... Spear 87% EE lvl 50
... Main Charm = 35% HM / 22 Dex
... Focus heal level 45 135% EE
Monk worked (HM nerf killed this) but now is useless in a group
I have also played a samurai that melee / cast and healed, did this solo'ing with my old SC gear, also tested this out in a group, worked, but now it is pointless as the offcasting abilities charge up way to slowly.
The only way to make more use of the other abilities are simple:
1. when using ability (off cast), it gives you an automatic 10-15% charge up on that ability [you do not start at 0]
2. increase the charge rate % ... i.e. instead of 3% per chance, make it 5% with successful chance (note, this is only an example of charge rate)
Don't get me or others wrong, if I had the gear to make more hybrid classes, I would, take a look at me, I use Int gear on my characters = all of them, I also add INT to samurai / monk / nninja and would also do the same with a HH if I ever had one.
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Quote (Meridius @ Jul 20 2018 06:00pm)
those abilities charge with 12% since they are considered casting, the increase per skill point can be viewed on the LS page, but 4-5 points in your class ability give you 58 to 66 %
point of my post was not intended to be "corrected", the point is you are going to come across substantial issues when people are using abilities that reduces the effectiveness of each others abilities.
Example:
after someone using bottoms up / down? or even Revenge? vs 9 wave?
Outcome: Xstrike vs Revenge = Worst scenario, Xstrike only hits 2 out of 5 / Best scenario, you miss the click because the monster is dead.
Let us look at it like Datis = 9 wave = is like looking at your num-pad, so you use the abilities that take out the most amount of monsters with the group you are playing with.
Multi = Best option / You can also take Revenge as it attacks 2 columns (6), but then only best for tanker.
But, none of those abilities are reflected in solo climbs as you don't spawn enough monsters to make them useful.
This post was edited by izParagonzi on Jul 19 2018 11:19pm