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Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes
here!
hp recovery and skill potential for da needs boost
plz change how +HP recovery and skill potential lines interact with demon avenger's demonic frenzy. demonic frenzy is still a 5th job skill that is too dangerous to use in end game bossing content since it caps your healing at 1% per attack. I would like to suggest that +HP recovery and skill potential can increase the end healing result of the resricted healed amount.
I have always been a bit sour as a demon avenger that rolling our main potential lines, we only have hp% to go after. but if +HP recovery and skill potential lines increased the amount we heal under demonic frenzy, it would give us a proper secondary stat to aim for.
I mean all other classes get their %main stat and then get a 2nd chance of getting more of their main stat through all stat%, this change would bring us demon avengers back in line to be fair with the other classes potential roll chance.
Comments
I believe they might be changing how the skill uses hp, at cast it'll be % but then itll be a fixed amount per second. (unless that's xenon with mana overload) nevertheless, it's similar. and there should be something that makes it more useful at tougher bosses
Not seen anything about DAs on orangemushroom in a while.
Even with that innate 200% potion mastery, I still take 3-4 power elixirs to fully heal which isn't very beneficial in boss fights with potion lock cool downs, so I mostly have to rely on Overload Exceed for healing, but all of that is nothing compared to the strain of Frenzy and the dangers of end-game bossing with it. So, I have to rely on rng and that 20% bypass triggers so that I can spam those shields or use our hyper skill, Forbidden Contract, off cd. Living life on the edge. (๑•̀ㅂ•́)و✧
OP and I were talking about its usage on end-game bossing for the first part. We do have to spam shields to keep it up, but on bosses who zip out of existance like CVell or Damien, your shields could disappear. Then on bosses like Lotus and Magnus where there's debris (Magnus also has the draining HP outside of the blue barrier), the challenge there is mostly not getting killed by falling debris or attacks (where usually you just worry about 1HKOs now it's everything). For Lotus, I just use it on entry because the laser may be at a 90-angle upon entry sometimes, so like to have to have it up as an extra pre-caution since on Frenzy you can take -30% dmg but your HP should be full to tank the 1HKOs. So, use FC then turn on frenzy and enter so the laser doesn't kill you upon entry.
Also, yes Frenzy works on Gollux. It doesn't work on first phase (jaw), on second phase (eyes) you can be far enough to the side to spam Execution and use Nether Shields to keep the mobs at the bottom in check and DPS the eyes as well, but on the last phase (gem) it works up there.
So, far Frenzy has been helpful on most DR bosses. When you get strong enough you could basically sit on Chaos Crimson Queen with it, and it makes Chaos Pink Bean (which can be cancer to some folks because of the multiple bodies and two types of DR) a breeze because it hits through that too and Ark's magical snakes that cucks weapon classes? Laughable because Frenzy kills those snakes too.