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Aldous
07-13-2021, 01:23 AM
Can a dev or anyone with enough knowledge of the game elaborate how this "reduced hit chance" work? I tried the AA in various maps but I don't see any effect on mobs except for the 350-ish damage per tick from the aforementioned DoT (which is kind of weak in my opinion).

Vvards
07-13-2021, 01:28 AM
Can a dev or anyone with enough knowledge of the game elaborate how this "reduced hit chance" work? I tried the AA in various maps but I don't see any effect on mobs except for the 350-ish damage per tick from the aforementioned DoT (which is kind of weak in my opinion).

+1, they should just change it to “area of effect” much like arcanite korruption and increase the DoT significantly, because at the moment, only the HB is useful (allows you to spam skills like crazy), aa not so much.

Anarchial
07-13-2021, 04:40 AM
+1
I tested the Aa in multiple aspects of game.
Pve : Bosses mostly immune because skills are exempt from hit chance.
Mobs kind of missed, but given the mob density of mobs it wasn't that great.

Pvp: effective only against auto attacks.
0 effect against skills.

Pet passives in PVP:
This is the only place I found it effective. With the aa active, most annoying pet passives would miss you for the duration of the Aa.

That's it.

BTW all my tests were done with fireball upgrade (charged fireball for 25% hit chance deduction for 3.5 secs) and then pet aa(75% hit chance deduction). It was done in order to have 100% and no other factors of probability to intervene.

I feel that this aa is unique but very underwhelming given the game mechanics.

Charles_Shadwick
07-13-2021, 06:04 AM
If there isnt a cap to dodge chance just raise it by 75% when aa is active

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