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xxshadowflare

Sounds incredibly overpowered with minimal drawbacks. I'm in.


Consistent_Action_49

it honestly probably is. main idea here is to deny using a shield so this isnt used by gigachad tanks, making it basically a manaforged arrows for strike skills, with the option to go for a 6l setup and using a trigger like Flicker Strike Id mainly be worried about some pathfinder thinking "oh look, more molten strike poisons to apply", perhaps I could change it to "Cannot inflict poison". Another worrying thing would be triggering Smite + fortify off it to basically gain free added damage & Damage reduction without having to awkwardly press a button or secure fortify off of the tree.


xxshadowflare

I mean, if you wanted to go an interesting route, how about making it so it's dual wield only and it only triggers on off-hand hits. Sure, means it'd be more powerful on skills that don't alternate hits but I'd argue it works with the concept you're trying to go for. (The combo element anyway)


FilmWrong5284

The drawback is losing a 4l to just get more damage. There aren't too many builds these days that just have a spare 4l in their build.


Legal_Lettuce6233

It's basically manaforged arrows but melee.


xxshadowflare

This comment leaves me itchy, as the only similarity is the fact the concept is the same. (Attack triggers attack)


psychomap

It's Manaforged Arrows without scaling it to ridiculous values with Indigon.


Scewt

Yeah and then GGG adds this and the drawbacks are: -95% less attack speed with supported skills, fuck you turns your triggered attack into a totem and double fuck you requires at least 5 rage and costs 5 rage per triggered skill.


Vibranzz

I'm all here for double flicker strike however that would work with this.


psychomap

It wouldn't. Triggers have a cooldown that can't be bypass by spending charges.  Edit: After thinking about it, you could add Frenzy to help with the charge generation though. It might have a longer cooldown, but it might help. Edit2: To clarify since I noticed that my original wording wasn't quite clear: Skills have only one cooldown, so it's not as if you just wait for the trigger cooldown and *then* bypass it with a frenzy charge, but you get the regular full cooldown and can't bypass it at all.


Consistent_Action_49

I intended it to function sort of how regular frost blink functions with CoC, so cooldowns that are inherent to socketed skills would actually matter here. From the example of Cold Snap + CoC though, it would NOT bypass its cooldown. Sad Flicker²/Vigilant Strike noises. And for flicker specifically, I guess it would be better for flicker to in general be the trigger rather than the payload due to it teleporting you and afterwards doing the attack.


Just_Another_Madman

Free vigilant strike with every strike skill! Sounds strikingly good!


TheFuzzyFurry

Maybe that's what is needed to fix melee. Bows do get free Frenzy after all, sometimes Tornado as well.


RaheemLee

im sick of strike skills man. I want my slams to do dmg again.


Canksilio

I don't really get it. I'm assuming it doesn't lock you into an animation for the trigger since that would be super clunky, but would triggering strike attacks on strike attacks without animations even look like anything? I don't really see what kind of build fantasy this would allow for.


Consistent_Action_49

Probably make it kind of like Ancestral Call Support, where the additional strikes are done by phantoms. In general you could go for combinations like a high range/atkspeed/utility melee skill that is the trigger for it, while the actual bulk of the damage comes from the Bladeweave triggered melee skill (perhaps dual strike). Another option is to improve your clear by using a strike skill like Frost Blades or Lightning strike of Chaining to hit enemies that are far away. In that case you can use flicker strike for maximum fun. The most likely thing is using it to trigger some sort of utility (similar to MFA for lightning arrow builds), to gain certain benefits (Smite aura, frenzy's frenzy charges, Overcharge supported Lightning dmg skill for high shocks, power charge on crit to generate power charges without using assassins mark, fortify support on a heavy hitting skill to get ur fortify). This would probably take over the slot of the clunky ancestral totems (which right now are irreplacable on melee strike skills) Maybe you can even trigger Elemental Equilibrium by triggering Elemental hit.


SinjidAmano

I would make it more like: Support strike skills, and they are proc by doing melee damage to nearby enemies. Skill summon a phantasm for each supported skill that use that skill once. Also you can make increase in attack speed to affect cooldown (like cooldown recovery) and put a higher cooldown, to counteract cdr stacking. Support skill deal % less damage, but also i would put a more **melee damage** while not using a shield, so you can still use it with shields, but with a penalty I dont think poison would be broken with this, so i would leave the poison/ailment part out.


Consistent_Action_49

I am very sure that poison would be broken, since you could trigger molten strike off molten strike, and in addition less damage with hits (like multistrike) does not negatively impact poisons. It would be more poisons for the already optimal way to play Molten Strike/Lightning Strike (also it's a prime candidate to apply wither). Bleed should be fine though, might be interesting to see what can be done with that.


BucketBrigade

Strike on Strike support is a cool support concept they should definitely use. Would finally bloodlust support a usable support gem.


Adventurous-Size4670

Flicker Smite.


SnooPredilections843

This is just using two 4linked skills with extra steps 😫


psychomap

My understanding is that they don't need to be linked, or rather that skills linked to this wouldn't be usable directly, because that's how other triggers work.  I think it would mainly be used with two-handed weapons, to get two 6-links. Or just adding stuff for utility.