Uh, this result seems suspect. Did you mean Ver Aero?
Nope. Essentially, a chance of overwriting a proc is better than guaranteeing a proc gets overwritten, and there's still no mana wasted in that scenario, considering you end up at 88/100, so there's no potency loss beyond the chance of an overwritten proc.
No, at 79|89 you shouldn't cast Verstone-Veraero because you'll end up with 99|89, with a Verfire Ready and a 50% chance of not having Verstone Ready and no way to get Verstone Ready (because Verholy will imbalance you at 40|09)
If you use Verstone-Verthunder, you'll waste a 50% proc but you'll be at 88|100 with Verfire Ready and a 100% chance to get Verstone Ready from Verholy.
Error 3102 Club, Order of the 52nd Hour
I'm picky.But let's say in that scenario that dualcasting VerThunder after VerFire would overcharge my black mana... you see what I mean, I want to have the option to dualcast VerAero.
I think we can keep these four spells as single buttons. Or make it so that when you dualcast, it switches back to spells you want tou dualcast (namely Aero and Thunder), but that would be ridiculously over assisting us haha.
I see. I misread. Thank you.No, at 79|89 you shouldn't cast Verstone-Veraero because you'll end up with 99|89, with a Verfire Ready and a 50% chance of not having Verstone Ready and no way to get Verstone Ready (because Verholy will imbalance you at 40|09)
If you use Verstone-Verthunder, you'll waste a 50% proc but you'll be at 88|100 with Verfire Ready and a 100% chance to get Verstone Ready from Verholy.
Oops... well, credit to Mansion, then, and my apologies for missing that. >D(Mansion was the one who suggested the distance reduction. On the other hand though, I wouldn't be entirely against reducing the distance it can toss you... if you could use it from a further distance as well, and/or it maybe had a Heavy effect attached so it takes as long for overworld enemies to reach you.)
I like the idea of Displacement containing an aggro dump, but I maintain that the damage from both movement tools should be shifted onto our melee combo.
I'd be fine with transferring all potency over to the melee combo as well, but I also don't mind potency on Corps-a-Corps, as there's little downside to using it on cooldown in most situations; either would work for me.
I agree, they should remove potency from Corps-a-Corps and Displacement so as to not encourage players to use them when they don't need to or in fights where they can backflip off the arena. Just roll it into the first two combos or Jolt or something.
(New)
Verfreeze: Deals ice damage with a potency of 50 to target and all enemies nearby it.
Additional Effect: Ice damage over time
> Potency: 20
> Duration: 30s
Additional Effect: Refresh
> Potency: 20
> Remains active while Verfreeze is active on at least one target.
(Cast: 2s; Radius: 5y)
Verflood: Deals water damage to a target and all enemies nearby it with a potency of 180 for the first enemy, 10% less for the second, 20% less for the third, and 30% less for all remaining enemies.
Additional effect: Increases both Black Mana and White Mana by 2 per enemy afflicted.
Additional effect: Enhanced Scatter
> Duration: 10s
(Cast: 5s; Radius: 5y)
En-garde: Creates a barrier of swords that reduce damage taken by 50%. When the barrier expires or is canceled, the swords strike, splitting unaspected damage between nearby enemies equal to the damage absorbed.
> Duration: 10s
(Cast: Instant; Recast: 120s; Radius: 5y)
Catalyze (Trait): Upgrades Acceleration to Equilibrium.
Equilibrium: Ensures the next Verthunder/Verflare or Veraero/Verholy spell cast will, for the first hit, enable the use of Verholy or Verflare respectively.
> Duration: 10s
(Recast: ??)
(Edits)
Corps-a-corps: Rushes target.
Cannot be executed while bound.
Additional effect: Stun
> Duration: 3s
Displacement: 10-yalm backstep.
Cannot be executed while bound.
Additional effect: Reduces enmity by half.
Additional effect: Heavy +50%
> Duration: 3s
(Range: 10y)
Riposte, Zwerchau and Redoublement are now a sequential action button a la their PvP incarnation.
Verfire becomes Verflare upon completing an Enchanted Riposte combo (or use of Equilibrium).
Verstone becomes Verholy upon completing an Enchanted Riposte combo (or use of Equilibrium).
Jolt II becomes Impact when Impactful is active.
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I've been told the only other thing we really need beyond this list is another flavor of group buff, though the things I hear with regards to that vary - usually Haste or some kind of debuff.
Last edited by Archwizard; 03-02-2019 at 10:37 PM.
What's the recast duration of your Equilibrium ? If it remains the same as Acceleration, it's a bit OP.
Plus, it makes you lose the intended purpose of Acceleration, which is a bit weird given it's our main tool for proc-fishing.
It would still serve that purpose in that using the correct Verfinisher guarantees a Verfastspell Ready.
But yes, an extra 330 potency and 12 mana every 35s sounds OP.
Error 3102 Club, Order of the 52nd Hour
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