U60 Lamannia Preview 2 - Machrotechnic

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DarkSkysz

Member
My suggestion for MAXIMUM OVERDRIVE (those changes are an extra, not meant to replace the current effect): While the buff is active and you have an arti dog by your side, the dog will burst lighting strikes around itself (like a blue dragon burst) every 6 seconds (3 bursts in total). Dmg based on caster spell power.

OR

Give the metal dog a passive ability to cast your artificer spells every X seconds costing some sp from the caster (more or less like archon's can do when you turn on the angel of vengeance buff).

Its beyond time our metal pets receive some love, just saying.
 

Phaaze

Well-known member
Suggestion to change from:

Destiny Mantle Improvement: Magical Recoil: +5 Electric, Sonic, Rust, Repair, and Universal Spell Power. While you have your Destiny Mantle active, firing a Runearm grants you spell resistance equal to your character level for 10 seconds.

To:

Forcefield generator: +5 Electric, Sonic, Rust, Repair, and Universal Spell Power. While you have your Destiny Mantle active, firing a Runearm grants you the effects of the Radiant Forcefield spell for a number of seconds equal to the number of cores taken in this tree (max 4 seconds currently).



Then also change the t5 forcefield generator name to Improved Forcefield Generator: With your Animated Aegis Epic Destiny Mantle active, you gain +10% Insight bonus to Maximum HP. While you have a Runearm equipped, increase this bonus to 20%. Also when forcefield generator grants you the effects of the Radiant Forcefield spell you also gain the effects of the Ablative Armor spell for the same amount of time.
 
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Tesrali (sam-u-r-eye)

Well-known member
I'd like to see the ability to receive repairs in here.

This way if you have an artificer/wizard/bladesworn buddy it gives you an incentive to splash the destiny.

<3

Please give it at full value since repair amp is pretty rare anyway.
 

Bjond

Well-known member
Give the metal dog a passive ability to cast your artificer spells

That's already in game via Primal Mantle (kinda). If you want your pet/hire to be more than fluffy leverage, Primal destiny+mantle is the way. Natural Shielding is the only way pets and hires can survive epic and Shared Mantle is one of two ways they can contribute any measurable DPS at all.

It works great on up to R2 in epics, starts to fade by R3~4, and then pets become useless again by R5+.
 

Hephaestas

Master Artificer
Suggestion to change from:

Destiny Mantle Improvement: Magical Recoil: +5 Electric, Sonic, Rust, Repair, and Universal Spell Power. While you have your Destiny Mantle active, firing a Runearm grants you spell resistance equal to your character level for 10 seconds.

To:

Forcefield generator: +5 Electric, Sonic, Rust, Repair, and Universal Spell Power. While you have your Destiny Mantle active, firing a Runearm grants you the effects of the Radiant Forcefield spell for a number of seconds equal to the number of cores taken in this tree (max 4 seconds currently).



Then also change the t5 forcefield generator name to Improved Forcefield Generator: With your Animated Aegis Epic Destiny Mantle active, you gain +10% Insight bonus to Maximum HP. While you have a Runearm equipped, increase this bonus to 20%. Also when forcefield generator grants you the effects of the Radiant Forcefield spell you also gain the effects of the Ablative Armor spell for the same amount of time.

Really love this suggestion. It's both thematic and practical, and adds to the tree's play style. Not to mention, getting to this T5 is a considerable investment.
 

BuckGB

Active member
To confirm, should we be able to swashbuckle with a runearm by taking the "Rune Arm Use" enhancement in MT? When I tested it during the last Lamannia, the Cannoneer enhancement in the Swashbuckler tree couldn't be taken as it explicitly required the feat and the MT enhancement did not fulfill the requirement.
 

Edrein

Well-known member
A thought crossed my mind about this tree and comparison against Unyielding Sentinel in passing.

If one of the goals of this tree is to add a secondary tank option. Then it definitely needs it's own version of the Knight's Challenge from Unyielding. However, since this tree is also trying to appeal to non-tanks as well, I propose an ability that will fire your runearm regardless of the charge mechanic. IE: A runearm SLA if you will. A multiselector between a version that grabs aggro like Knight's Challenge and a version that dumps aggro perhaps.
 

Ungermax

Master Artificer
Could there be room for an off-cooldown rune arm shot attack? Maybe one that deals damage equal to your stable charge regardless of actual current charge? Possibly reduce the cooldown with extra points spent?
 
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