Now, I'm sure most people will think this is a troll from the title or something along those lines, but when combined with the Alabaster Rune, this spell seems ridiculously powerful (especially for Hardcore).
For those who don't know what it does: "While you are below 25% life, the familiar will absorb up to 8 attacks directed at you. If it absorbs all it's attacks it will disintegrate."
The part that makes this crazy is that Familiar has no cooldown. Meaning as soon as your familiar has absorbed it's 8 attacks you can just summon another one for only 20 AP. Or be extra safe and recast the spell before it dies.
Obviously we don't know how well this will work, if at all, but it at least seems pretty powerful. What do you guys think?
Lethal Decoy, runed for Simulacrum: for 75 spirit you make a decoy that lasts for 26 seconds, and if you die in the interim, you take the dummy's place at full health.
Serenity, runed for Ascension: 35 Spirit, 60 second cool down, gives you an invincibility shield for 6.5 seconds
Near Death Experience (secondary trait): When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit.
This effect cannot occur more than once every 90 seconds.
The familiar only kicks in when you are below 25%, I wonder what happens if you are at 26% health and hit by something big enough to 1 shot you.
Wow, that first one is pretty incredible although I imagine 75 Spirit is a large amount and likely not as spammable. The other ones seem okay to me (although still powerful yes), since they have rather long cooldowns.
You mentioning the 26% life thing made me think of a nice combo to the Alabaster Familiar.
Obsidian Force Armor makes it so any hit that is over 26% of your max life is reduced to 26% of your max life. That would at least make it extremely unlikely for you to ever be killed with the Alabaster Familiar up. Seems like a great combo for Hardcore or Inferno. Or both!
Screw the survivability rune on Familiar, I'm looking at the +40% damage while it's active rune.
But I have to admit, it's going to make the Familiar feel an awful lot like a passive as opposed to an active skill. I mean it only does what, 9 damage or something per hit? At level 60? Now, clearly we don't know what kind of health enemies will have, but in the gear pics between level 1 and 60 it went from something around 5DPS to 1000DPS, so we can assume that mobs have at least 1000 HP on inferno, so this little guy would take 100 shots, at least, to kill anything at that level.
That's just sad, but for those people who want to play with just one or two active skills, this looks like a great way to do that, you can get either some survivability out of it, insane damage increases or even AP regen, all of which could be really handy.
Well I would assume that the damage from Familiar would scale with your gear? Otherwise it would be pretty much useless damage wise at higher levels.
They said the damages listed are for a level 60 character with level 7 runes. It's not that it does tiny damage, it's that it does tiny damage compared to other skills. A lot of skills are doing 150dps or more, so basically it does 20 times less damage than something like Magic Missile.
I think we need to know for sure if it boosts all damage or just attack damage. If the Familiar boosts all damage by 40%, forget anything else I've said, I'm using that instead, if it's just 40% to attack damage, i.e. wands, then I'll probably skip it. Maybe they are making a wand Wizard, using all skills to improve basic attack a possibility.
I'm almost positive it's 40% all damage, as the tooltip says. The reason the imp has such powerful rune specialization is because it is otherwise next to worthless.
I'm almost positive it's 40% all damage, as the tooltip says. The reason the imp has such powerful rune specialization is because it is otherwise next to worthless.
I still think that Familiar and a lot of the Rune Effects on the various armors could easily be passives, but since they take up an active slot we can almost have more "passive" abilities.
That does seem a bit over powered, but the most over powered thing I have seen is Soul Harvest runed to Siphon on the Witch doctor. If there are five enemies, he gets 630 bonus to attack for 30 seconds and 21290 life. Outrageous. And you can do it every 15 seconds.
On the discussion of the Crimson rune, I would use that for non-Hardcore as well. Near immortality seems too good to give up for Hardcore though.
The spell does feel waaaay too passive, and the Indigo and Obsidian runes just don't seem to make any sense. Maybe the familiar's attack speed is like 10 a second?
On the discussion of the Crimson rune, I would use that for non-Hardcore as well. Near immortality seems too good to give up for Hardcore though.
The spell does feel waaaay too passive, and the Indigo and Obsidian runes just don't seem to make any sense. Maybe the familiar's attack speed is like 10 a second?
I agree, what's the point of putting a rune that does Pierce if the damage isn't even noticeable to begin with?
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For those who don't know what it does: "While you are below 25% life, the familiar will absorb up to 8 attacks directed at you. If it absorbs all it's attacks it will disintegrate."
The part that makes this crazy is that Familiar has no cooldown. Meaning as soon as your familiar has absorbed it's 8 attacks you can just summon another one for only 20 AP. Or be extra safe and recast the spell before it dies.
Obviously we don't know how well this will work, if at all, but it at least seems pretty powerful. What do you guys think?
Wow, that first one is pretty incredible although I imagine 75 Spirit is a large amount and likely not as spammable. The other ones seem okay to me (although still powerful yes), since they have rather long cooldowns.
You mentioning the 26% life thing made me think of a nice combo to the Alabaster Familiar.
Obsidian Force Armor makes it so any hit that is over 26% of your max life is reduced to 26% of your max life. That would at least make it extremely unlikely for you to ever be killed with the Alabaster Familiar up. Seems like a great combo for Hardcore or Inferno. Or both!
But I have to admit, it's going to make the Familiar feel an awful lot like a passive as opposed to an active skill. I mean it only does what, 9 damage or something per hit? At level 60? Now, clearly we don't know what kind of health enemies will have, but in the gear pics between level 1 and 60 it went from something around 5DPS to 1000DPS, so we can assume that mobs have at least 1000 HP on inferno, so this little guy would take 100 shots, at least, to kill anything at that level.
That's just sad, but for those people who want to play with just one or two active skills, this looks like a great way to do that, you can get either some survivability out of it, insane damage increases or even AP regen, all of which could be really handy.
They said the damages listed are for a level 60 character with level 7 runes. It's not that it does tiny damage, it's that it does tiny damage compared to other skills. A lot of skills are doing 150dps or more, so basically it does 20 times less damage than something like Magic Missile.
I still think that Familiar and a lot of the Rune Effects on the various armors could easily be passives, but since they take up an active slot we can almost have more "passive" abilities.
Pumpkin Contest Submission:
http://habeasporpoise.deviantart.com/art/Diablo-3-Pumpkin-263477540
The spell does feel waaaay too passive, and the Indigo and Obsidian runes just don't seem to make any sense. Maybe the familiar's attack speed is like 10 a second?
I agree, what's the point of putting a rune that does Pierce if the damage isn't even noticeable to begin with?