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 Post subject: Magic Sin
PostPosted: Thu May 27, 2010 1:59 pm 
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Magic Sin
--Add another skill identical to Mind Blast only without the convert and knock back. Make it a synergy of P hammer and MB. Possibly increase the size of the aoe since this skill would be intended for trash.

--Make Psychic Hammer do all magic damage. Boost damage significantly

--Make every 2 hard points into CoS or Venom add -1 magic res

--I would say make CoS do some - magic res but since its useless on bosses that doesn't really count. Still something to consider - also I am not sure why there is such a long cool down on this skill

--Make burst of speed add fcr or some way from skills to get fcr ( pallys and necros get 9 fr with ease - allow magic sin casters to get the same)

-- Careful tweaking of the damage would be needed. The main idea is to have P Hammer be single target high damage and MB decent aoe damage.


A different route could be to make 2 Psychic hammer type skills were one of them just converts single monsters and the other one is just normal p hammer. Then have MB do all damage and kb.
Converting a group of 10 mobs at once is kinda annoying sometimes and when Shadow Master spams it she wont convert the whole community.


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 Post subject: Re: Magic Sin
PostPosted: Thu May 27, 2010 2:25 pm 
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Quote:
--Make burst of speed add fcr or some way from skills to get fcr ( pallys and necros get 9 fr with ease - allow magic sin casters to get the same)


all sin skills are based on IAS not fcr.

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 Post subject: Re: Magic Sin
PostPosted: Thu May 27, 2010 5:34 pm 

Joined: Tue Sep 01, 2009 5:42 am
Posts: 45
Mentalists uses fcr


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 Post subject: Re: Magic Sin
PostPosted: Thu May 27, 2010 6:12 pm 
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brain fart, i was thinking of trap placement :D

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 Post subject: Re: Magic Sin
PostPosted: Thu May 27, 2010 8:45 pm 

Joined: Tue Sep 01, 2009 5:42 am
Posts: 45
Mentalists are already a pretty solid build. PHammer does half magic and half physical damage, which means you'll always be able to kill something. Also its not very difficult to have over -50% magic res. You can get an absurd amount of +shadow skills which makes hitting the 50% dr from fade easy as well good resist and defense boosts. Now that you can have both SW and SM out at once, it brings up the possibility of not getting death sentry (I'm usually too into instant gratification to wade through the 6 prerequisite skills anyway) and max both shadows. I would say the main weakness is a lack of AOE damage (MB isn't very useful beyond the occasional convert, and seems more of a nuisance with the SM using it), but this weakness can be mitigated with a good merc and SM.

I suppose my only recommendation would be to remove the conversion from MB, or if possible just from the SM's MB (although I doubt that's doable).


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 Post subject: Re: Magic Sin
PostPosted: Fri May 28, 2010 8:26 am 
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Blade sins require no fcr or ias..

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 Post subject: Re: Magic Sin
PostPosted: Fri May 28, 2010 6:23 pm 
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Mgaic sin its pretty powerfull as it is... it could use an extra skill or a change but its ok atm.


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 Post subject: Re: Magic Sin
PostPosted: Sat May 29, 2010 2:42 am 
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just took a look at the magic build it needs some faster cast rate ,
add fcr to burst of speed ,
sins will need 174% to break last frame ,
none of their claws got any added fcr .

i would suggest a 30% synergy dmg from shadow master to both mindblast and psychichammer
and remove mind blast from shadow master .

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 Post subject: Re: Magic Sin
PostPosted: Sat May 29, 2010 3:03 am 
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Kannli wrote:
just took a look at the magic build it needs some faster cast rate ,
add fcr to burst of speed ,
sins will need 174% to break last frame ,
none of their claws got any added fcr .

i would suggest a 30% synergy dmg from shadow master to both mindblast and psychichammer
and remove mind blast from shadow master .

The fcr on BoS is a good idea.

And it does seem like this build needs a third synergy - its a 40 point build.

Achieving -50 magic res would be easy on a sin too because of all the sockets in claws, and since you can use mb on bosses p hammer would be good for immunes (..... darkness and ... ya thats it i think)

This is definitely not a build for trash however. P hammer is slow to kill because it is half phys and single target - Cant use MB for obv reasons. So you are forced to wait for merc and p hammer to kill then DS shit down.

Edit - Also, removing MB from master would be nice. If you kill trash slow - as this build would - your master will easily convert the whole screen before you kill a few guys , slowing you killing speed down even further.


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 Post subject: Re: Magic Sin
PostPosted: Sat May 29, 2010 4:12 am 

Joined: Sat May 01, 2010 7:36 am
Posts: 87
That is why a mentalsin doesn't use 2 claws until end game gear. Mentalsins generally use a 1h + shield until firelizards. Personally, having played, or played with, mentalsins dating back 3-4 years I don't see any reason to buff this build.


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 Post subject: Re: Magic Sin
PostPosted: Sat May 29, 2010 9:27 am 
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JarL wrote:
That is why a mentalsin doesn't use 2 claws until end game gear. Mentalsins generally use a 1h + shield until firelizards. Personally, having played, or played with, mentalsins dating back 3-4 years I don't see any reason to buff this build.

What is


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 Post subject: Re: Magic Sin
PostPosted: Sat May 29, 2010 10:28 am 
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the lack of fcr on claws???

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 Post subject: Re: Magic Sin
PostPosted: Tue Jun 08, 2010 6:17 pm 

Joined: Wed Feb 03, 2010 8:21 am
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