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ZarTham

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Posts posted by ZarTham

  1. 8 hours ago, m_a_r_c_h_ said:

    Hey look, an anti-Wukong thread, been a while. Nothing like reading about Wukong from people who can’t play Wukong in SP and blame him since they can’t survive on their own. You know what Wukong contributes? He revives you all the time cause you are always dying.

    xi you ji magic GIF

    • Like 2
  2. Sorry, but the Celestial Twin is the worst thing DE added to Wukong's arsenal, do a quick forum search and you'll see how many issues it has, if we wanted a spectre we'd use a spectre. With so many things DE could have added, they decided to go with a stupid spectre.

  3. 24 minutes ago, kwlingo said:

    Your missing the point. Lol in terms of adding base range is negative build purposes for mods. There is a reason to have mods but range does nothing to staff. The reason why I used Saryn is because to make her spores work you either need to turn on her 3rd ability or kill the enemy infected. If they just added a spread (base range of spread) it would unbalance the kit and make it too brain dead.

    If you want something similar, instead of using range mods on melee now melee just has a +6m to range. This defeats the purpose of even using or having range mods, it starts breaking the mechanic of the game play and starts adding brain dead game play like, as how ranged pole arms doing +15-20m "even after damage in line of sight" was implemented. Running down a hall way and the entire hall was dead.

    The only time range becomes a problem is when the damage output is to high. If your building for range but cannot deliver damage, it creates a balance in mechanics. This is why Dev has stated no content can create difficulty because of "room nukers/ cc." If we just want raw range and damage into one package, it breaks the game.

    I understand your argument, but it falls flat because we're talking about a staff ^^^^^^^^^^^^^^^^^^^^ not some skill that deals damage by just pressing 4.

    • Like 1
  4. 7 hours ago, kwlingo said:

    So you're saying you don't believe range would help but than your asking to add base range? lol This sounds hypocritical. Also by just stating to add a base range would be similar to saying just add auto spread with Saryn spores without her 3rd ability active or killing any enemy.

    For any gains or increase their should be a draw back on some other end of the kit as well for balance. Just gaining and with no draw backs has created too much dissatisfied players.

    Why is it, that everything has to one shot all enemies? This is why there is such a large division in the community who want to add more DPS to Kuva Bramma and the others who want it nerfed to balance the rest of the weapons.

    Wukong's Staff could increase to an absurd amount of range, that was too OP ofc, due to walls and obstacles not serving as stoppers, but now they do, and even mobs prevent hit through (this is the reason as to why range wouldn't help much), but at the same time it would allow us to swap Primed Reach with something else to boost damage/crit/status (and this is the reason as to why a range boost would be appreciated).

    Don't compare Saryn's spores to a staff that can't hit through obstacles/mobs, Saryn spores spread beyond obstacles (limited to its own range ofc) and it has synergy with Miasma, so you're comparing a nuker vs a Staff, and don't compare it to the Bramma, you're making a comparison between a ranged mini nuclear launcher to a staff.

    The comparisons we are making are melee vs exalted, considering the way the Iron Staff is currently, there's no point whatsoever to use it vs another melee. Consider this, Wukong's Iron Staff can't make use of acolyte mods (no blood rush), can't make use of rivens, can't trigger Gladiator set bonus, and has energy drain attached to it,  if you played Wukong hardcore you'll see what I mean and you'll see how we feel about the current Iron Staff.

    But from my perspective, the issue doesn't stop there, you also have to take a look at Wukong's arsenal, I've posted my view regarding Celestial Twin and Defy in page 1, as for Cloud Walker, it's just turning into a cloud and move fast from one spot to another, besides being able to make allies invisible through Enveloping Cloud (which breaks when the person attacks).

    And the Iron Staff is just a Staff with energy drain, as pointed out.

    Edit: Oh, and no combo counter damage multiplier.

  5. 14 hours ago, (XB1)Neon Lights9212 said:

    i appreciate the demonstration, something gears seems to have a hard time doing for me,  you actually gave me something to work off of to prove that my build needs some work. if you wouldnt mind me asking, what is your iron staff build?  id like to know, anything to make mine stronger.  to note, i dont think iron staff if the best weapon, far from it, but your video does prove that its still a strong weapon to use. you wasted level 160 corrupt gunners and bombards faster than i could kill the same enemies at lvl 140.  at that point, its just the energy drain (which my wukong build is designed to mitigate to the point of it being a non issue for me) and the weapon type

    Check what Lei-Lei_34 said, it's pretty much on par with what I'm using. The only difference, I'm using Primed Pressure Point instead of Primed Reach, but tbh, the benefit from Primed Pressure Point is almost negligible. Also, some people claim to have great results with Electricity instead of Heat, personally I'm with Heat but see what suits you better.

  6. On 2020-05-29 at 6:04 PM, (PS4)Lei-Lei_23 said:

    @ZarTham @(XB1)NeonLights57

    Personally I went with Steel Charge + Arcane Fury to replace any pure Melee Damage mod you want to slot in on Iron Staff, went with only Condition Overload on Iron Staff’s build with Sacrificial Steel + Primal Rage with Viral/Heat. I might have to revisit my build since the status changes, though, but I feel like that’s the best I could do in pushing IronStaff/PrimalFury’s output on a consistent basis without having to sacrifice Primed Reach on Iron Staff’s mod build.

    Prior to Melee Damage 3.0, my build was meant to emphasize on Bleed procs that could happen with Iron Staff. Now, dps/ttk is mostly emphasized on Viral/Heat stacking, so it’s been altered to how typical melee works now.

    edit: I’m at work right now (essential worker and all), but I’ll try to provide screenshots of my WuKong and Iron Staff build if interested. 

    Thanks but tbh, I don't even bother, sure it's cool every now and then to smack mobs with the staff, but I've reach a point where I just use my regular melee.

     

    As for the topic, a range boost would definitely not be the best, but it would certainly open a door for more improved builds in terms of damage, this would be highly beneficial IF the Staff made use of the Combo Counter's damage multiplier and IF the staff could hit through mobs, more range, more mobs to hit, more damage (sort of, as @DeMonkey pointed out), but the staff doesn't benefit from neither, so.... currently it's useless (unless you're like me and doesn't use Primed Reach). IMO limited to 8~10 meters max, with Primed Reach.

    I do not agree with another Augment, I already use 2 augments on Wukong, Primal Rage and Enveloping Cloud (don't bash me, I'm just trying to give something back to the squad), I would prefer to not have to use a 3rd one.

    Regarding Defy's damage, yep, it sucks, but at later levels I do not expect it to do much damage, from my POV at higher levels it is only supposed to ragdoll mobs away from what you are trying to protect or to give some space around you in case you need (I know this doesn't make sense since we can just cloud away and with Enveloping Cloud squad members can just pull back safely while invisible, but, let's be honest, what moron uses Enveloping Cloud?). Defy could buff allies with dmg boost/x% dmg reduction from mobs, this should require Wukong to convert damage taken, also, wasn't Defy supposed to taunt enemies? Doesn't seem to be working as it should. I find it amazing that in a game that is co-op DE didn't add jack S#&$ to Wukong's arsenal to help the squad when they reworked him.

    Rework the Celestial Twin, in my perspective, it is useless as it currently stands, no need to talk about the AI... It has issues dealing with weapons that needs to be charged, despite only needing a slip second to charge and fire a weapon, it takes him 2/3 seconds to do so, it also doesn't seem to know when it should reload a weapon, as I have seen my Clone reloading right after a previous reload without firing a shot, it doesn't make use of the weapon's full ammo before reloading, doesn't make use of melee's modded attack speed and for last but not least, doesn't seem to be aware or its surroundings as it tends to attack mobs that are further, now, I do not expect DE to make improvements regarding its AI, personally, I would rather have something like Mirage's Illusions, as I have been mentioning since the rework came out, side-by-side Wukong with a HP boost and some dmg boost to its arsenal (but not by much), the staff should get a higher boost (unless DE makes it benefit the combo damage multiplier). I'd take this over the range increase.

     

  7. Sure it was a nerf, but not that big of a deal, I just use Rush, and yet I still manage to do Spy A/B or B/C with 4 members on the squad, same goes for rescue/sabotage. I would like to toggle run while in the cloud but since some players started whining that it was too fast, I guess that won't come back.

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