Phoetad 0 Posted May 22, 2009 Share Posted May 22, 2009 I'm planning on using this skill in my build as a form of crowd control. Now, I'm wondering... If I mod it for the second pulse, does each pulse have a chance to stun? If it does, would this be a better option as opposed to increasing the radius? I know the second pulse mod lower's the radius, which isn't necessarily the best option for CC, but it would double the chance for stun if it works that way. Any input? Link to comment
Rainman 0 Posted May 22, 2009 Share Posted May 22, 2009 http://darkmatters.org/forums/index.php?sh...t=0&start=0 theres a build using flaring nova, and it even has a guide on how to pull the mobs in it, id say its a very good build, and very good fun, give it a try matey. Link to comment
claudius 104 Posted June 2, 2009 Share Posted June 2, 2009 I am also interested in each pulse having a chance to stun.. If so each pulse would have a .2 probability of stunning. .8 squared chance a monster is unstunned = .64 or a .36 chance to stun. Just casually glancing I don't feel I stun 1/3 of the time with this skill. But I am getting a lot of stuns, but I think more like 1/5.. I wouldn't bother casting it if not for the additional chance to weaken, since I am not really using the skill to do damage. Also you can even stun bosses. I stunned the nameless guardian with this skill. Link to comment
claudius 104 Posted June 3, 2009 Share Posted June 3, 2009 A separate question on nova.. the gold mod is either more damage or slow. I am planning on only reading 1 rune and then spamming this thing mainly to stun and weaken. Not to deliver damage as I am a melee build... What does slow do? Does it slow attack speed? Or run speed. Run speed would really not make sense imo as nova is kind of up close and personal.. Is weaken chance proportional to damage dealt? So maybe try to up the damage to deliver more weaken:) Thanks! Link to comment
Csaszar 2 Posted June 3, 2009 Share Posted June 3, 2009 Hey Both pulses have a nice chance to stun - if you have the CA at a resonably high level. That goes to slow too - without enough level you wouldnt see the desired effect either slow or stun. Link to comment
claudius 104 Posted June 3, 2009 Share Posted June 3, 2009 Thanks! Just to clarify on the slow I am understanding it slows attack speed. Because I really don't care about slowing movement since I am a tank... BTW according to the wiki the stun chance doesn't increase very fast with CA levels. It would almost certainly be better to rock pulse after pulse than to wait for it to recharge...Of course if the recharge is sooner than the animation then eat runes.. Finally I am still wondering if weaken chance is propertional to damage done! Link to comment
Antitrust 32 Posted June 4, 2009 Share Posted June 4, 2009 Based on my testing, chance for secondary effects depends on percentage of elemental damage compared to the total damage. Nova's magic damage chunk is rather high, so it has a high chance to weaken. Link to comment
claudius 104 Posted June 5, 2009 Share Posted June 5, 2009 Ok I think the gold damage mod increases the magic damage more than physical so theoretically that would give it more chance to weaken.. and damage is always good.. Still the question of whether the slow gold mod ONLY affect run speed which would be pointless unless I am kiting ranged. Or does it affect attack speed which would be a more defensive option than additional damage + more weaken. Thanks already for your help! Link to comment
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