(02-19-2020, 08:38 AM)Joshua Wrote: This nigga said energy burst does 1-2k max....BOY THATS HOW WE KNOW YOU SCHLEEP
It ticks five times for 2.5 spell damage. 12.5 spell damage total at point-blank range. That's laughable for a 24s cooldown linear projectile. To put it into perspective, Sand Bolt and Metal Lance are 11 and 12 respectively. Both at the same speeds. Sand Bolt is a 3s cooldown, Metal Lance is at 12 and slows.
But it's alright, right? You don't get energy burst for the damage, you get it for the stun and drag! Energy burst's lingering stun for Spires was removed a long time ago. Energy burst isn't comboable anymore, it's just a slower earth bomb that does 4 more spell damage on a 24 second fucking cool down. And what's worse? That stun doesn't even exist anymore. See the stun stars on top of my head? There aren't any. You can run right out of the burst on the first tick. So I really doubt any of you have been actually hit by an energy burst because the energy magi know just how shit the spell really is.
(02-19-2020, 12:28 PM)Kazuki Wrote: (02-19-2020, 05:11 AM)Teemo Wrote: Nature magi are typically sustain, which melee has always beat, simply because you apply constant pressure and out damage their heals. You don't give them time to breath for them to be able to use ingrain because it has a self root. Using ingrain when a melee is close to you just makes you take more damage.
Like this part here. I've yet to beat an actual Nature mage that has actually main the tree. You go off single trees instead of what other trees they can tie with. OBVIOUSLY the single tree has some counters and blah blah but if you're just going to focus on what melee can do to it, specifically armed, then you can't really have factual suggestions. I'm saying this because nature is a consistent tree hence sustain. Sure they can put pressure on them. But that's because they can have other trees to tie in with it.
The fact nature is the only tree right now with more than one tree kind of hurts melee so. Body blocking attacks for them and keeping them off if they kite well enough. The part where you say "Melee always beat Nature because it's a sustain tree" is so invalid my head wants to explode.
I want you to grab melee by itself and test it against every single tree before you make these claims again or have someone else prove it.
Sure, let me invest in an end-game melee and fight at least one user of every tree in the game with the exact same base stats and skill as me. It's not happening. I don't know how you can tell me to make factual suggestions when your paragraph starts with a completely anecdotal statement. You say I fail to account for the other trees nature can have, yet nowhere in your post did you mention that armed users have just the same opportunity to tie with other trees. Even more so now that they have to spend only 60 RPP on their core spells and have the option to buy a stance for any other tree in the game.
You get Dash Strike, a base stance, Sweeping Cleave, Phantom Strikes and Powersmash on the new changelog. Four spells and a toggle for 65 RPP. You have 135-155 to spend however you like. Now let's see what nature gets for the same amount.
Earth Attunement - 15, 5 Vit
Spores - 25, Shoots out five homing projectiles that do one spell damage each. This doesn't include blocking with is incredibly easy to do considering it's a charge spell.
Ingrain - 20, 15 Spell Damage heal with a one-second self-root.
Nature's Command - 10, Vines. Don't know what else to say about them.
Yggdrasil - 10, 11 ticks of healing at 2.4 each with a 5-second start-up. 26.4 in total on a 55-second cooldown in a five-tile radius. It doesn't o any damage or has any additional effects. Your enemy can stand near it all they want.
Deadly Bloom - 15, I couldn't afford it on my 30 y/o blank because you only get 80 RPP now, but everyone knows this spell is good. Puts a flower on the ground, shoots slowing projectiles.
Forest Form - 10, 20 VIT, 10% Nature Power
I went a little over 65 RPP but it's only 40 more so no biggie. How many spells do I have? Spores, Ingrain, Vines, Ygg, Deadly Bloom, Aura. For forty-five more RPP I got 5 spells compared to Armed's four. Ingrain's healing can be done in any of armed's 10-second cd spells. Keep in mind that all the heals scale off power which nature lacks because their aura gives elemental power. 15 SD might sound a lot but their only source of power are other trees.
Oh, and all of this doesn't include earth bomb or rock wall, the only two good basic spells in earth right now. And since we're comparing it to armed let's pick then up because anti-melee. 125 RPP
Dash Strike - 20, 5 Spell Damage 4 CD 12 Tile Gap closer.
Sweeping Cleave - 10, 12 Spell Damage, 10 Second CD. Two tile teleport instead of stepcast if too far. If too close has kinda jank hitbox and doesn't blink.
Phantom Strikes - 15, 4.5 Spell Damage, 3 hits, 13.5 in total. Auto hit homing. Blinks you to the enemy if it doesn't break and lasts longer than GCD meaning you can use another spell at the end. Can also be used while rooted or timed to dodge skill shots. Also knocks away from the direction it blinks to.
Garuda - 5, 20 AGI. Q that grants Slow Immunity for 6 seconds. The tooltip says 10, changelog says 8. Probably supposed to be 8.
Power Smash - 15, 13 Spell Damage. Pretty much always hits your enemy if you're within four tiles of them. 8-9 second slow.
Just compare their damage, cooldown, cost and effects. With full builds without hiddens? Armed will win if you aren't a monkey imo. Nature needs its exalted to even compete as a tree. They need time to set up yggrasil and deadly bloom. Melees should be on their ass the moment the RPB starts. You'll pull so far ahead for them to even ingrain and ygg their way back up. It's stupid how a tree needs exalted hiddens to live. CT and Springs Bloom are their only countermeasures to not instantly get bumrushed.