Arctic Armour

These new skill critique threads are an interesting study in human nature. The first 8 pages of this skill, with hardly an exception, were negative. The last 7 pages were vastly different in positive-to-negative comments.

=D
After reading the patch notes I decided to immediately acquire this skill. It took a bit of effort to fit into my build, but it was well worth the effort for me at least. Absolutely loving this skill!!
IGN Feritatis
Last edited by FightClub on Mar 21, 2013, 6:29:22 PM
I haven't had a chance to use it yet, look forward to using it and testing it..my first reaction was "Why not pair with incinerate?" I had hoped to be the first to comment on it...I was wrong..
Spoiler
Have you guys thought of Arctic Armour and Incinerate?

Both skill work best if you stand still!
Arctic Armour - no mana usage if stand still.
Incinerate - huge increase in damage of stand still.

This could really work. Also Arctic Armour would help with reflect (fire) and it has fire damage reduction.

I am really curious about scaling. With max fire resist, the -fire damage taken could be really good.
.When incinerate came out, I read pages and pages and pages of crying and bitching about incinerate...how it was not a viable skill because casters don't or cant stand still very long and still be survivable....and here is a skill designed to help you do so!!!!! I thought there would be thunderous applause by anyone still interested in maximizing the use of a skill barely 2-3 weeks old...I'm sure just like with any skill in this game, AA's true value and most efficient application will be found in time long after the week 1 cryers have dried their eyes. And, as in most cases with skills in this game, if someone finds a really cool, unique way to apply AA that is popular or OP, it will be nerfed quickly ;)
---Mothernature---level 61 Witch Dual Sporker
---Nuee_Ardente---level 51 Templar Endurance Marauder
---Primum_Frigidum---level 79 Cold Witch Pulser
"
Lionguild wrote:
I have a question for you mark. Or any dev.

Will the damage reduced by Arctic Armour count towards the amount required to explode for Molten Shell?
Yes
Well i have been looking more at this skill during this days and i finally know why it never felt good to me, it is 2 skills of opposite use forced into a single skill.

let me explain with a example:
The blood magic support gem gives a quality bonus of attack speed on low life, imagine that it is changed into adding that AS bonus on full life. That would leave you at a crossroad, using the skill gives allows you to use your attached skill but not using it gives you a bonus to AS.

Something like that happens with this skill.

The damage block is a tanking ability, it works best on a character with heavy armor who will stay and get hit a lot, while the ice path is a evasive and movement ability that only really works if you are moving a lot. If you use the tanking part of the skill you dont take advantage of the ice path and if you use the ice path you dont take advantage of the damage block (if you are evading and moving you wont get hit too much).

So ggg should decide 1 side, or make it a tanking skill, removing the ice path and improving the damage block (probably adding a 30% or more MS penalty), or a evasive skill, improve the ice path and remove the damage block and the on movement extra cost.

Or just divide it in 2 skills.
If' Increased area of Effect' whould work on this skill it whould become very good :)
"
Adser wrote:
Well i have been looking more at this skill during this days and i finally know why it never felt good to me, it is 2 skills of opposite use forced into a single skill.

let me explain with a example:
The blood magic support gem gives a quality bonus of attack speed on low life, imagine that it is changed into adding that AS bonus on full life. That would leave you at a crossroad, using the skill gives allows you to use your attached skill but not using it gives you a bonus to AS.

Something like that happens with this skill.

The damage block is a tanking ability, it works best on a character with heavy armor who will stay and get hit a lot, while the ice path is a evasive and movement ability that only really works if you are moving a lot. If you use the tanking part of the skill you dont take advantage of the ice path and if you use the ice path you dont take advantage of the damage block (if you are evading and moving you wont get hit too much).

So ggg should decide 1 side, or make it a tanking skill, removing the ice path and improving the damage block (probably adding a 30% or more MS penalty), or a evasive skill, improve the ice path and remove the damage block and the on movement extra cost.

Or just divide it in 2 skills.


The ice patch is great for tanking because it chills the mobs you are engaged with thus lowering their dps another 30%. the movement aspect of laying ice costs so much man for what it does that it is only good as a short GTFO helper to give an initial slow to mobs chasing you.
Is the Icepath slow relative to monster level? Otherwise it might be worthwile leaving this at lvl 1 for the monster slow :)
i would like to ask Dev's about some mechanics, or maybe some players have tested it:

how does AA influence burning damage? or it doesnt at all? i was wondering if with low enough life it can negate the burning dmg from rightous fire?
Last edited by Ellohir on Mar 22, 2013, 5:18:15 PM
edit: sry, double posted by mistake
Last edited by Ellohir on Mar 22, 2013, 5:17:52 PM

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