Flicker Strike

Flicker Strike misses way too much...seriously It should hit 90% of the time according to my accuracy but looks like it hits 50~60% of the times.

I was building more accuracy but if 90% isn't enough...
New patch....flicker strike now has a cooldown. I guess too many people were farming chaos with flickerstrike, amirite? *crickets*
Seems so, probably to be less desync ridden/ less spammable.

As it was, it was disproportionately powerful.

Dealt damage almost on par with Heavy Strike, but also gained +25% weapon speed at level 1 for modest energy cost.

Now it feels like much more of an assassin skill, where you pop in and oneshot the target, dodge projectiles, switch targets quickly, or use the gap closing to rapidly apply debuffs.

My "CI/increased melee at full life" Shadow build uses flicker strike as:
A quick killing blow against single enemies
a kiting ability against small groups of mobs (FS, retreat, FS, retreat)
A great method of rushing rare enemies (flicker in, apply viper strikes and/or puncture, whirling blades out)

A couple skills it seems to synergize with (this is just what I'm messing around with)

Bear Trap (keep them from dodging the hit by rooting them)
Phase Run (i know, sounds odd, but the damage buffs stack, so you do 140% damage + the 50% odd bonus damage off of that for over 210% damage on a hit)
Whirling Blades (gives the former maneuverability that flicker strike had alone, as well as good Crowd Control if you've got cold damage)
Viper Strike/Puncture (Pop in, apply debuffs, kite away)

Detonate Dead: This I find somewhat effective against large swarms (i.e. jungle monkey swarms). Pop in, kill a unit, detonate it for good AoE damage on the swarm, run, FS, DD, then chain DD till everything's dead.
[quote="Xavderion"]Adapt or die.[/quote]
[quote="NekoHanten"]You are a prisoner who has been exiled to Wraeclast. Do you think it's meant to be easy and fun?[/quote]
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erenhardt wrote:
I think this skill should work as frenzy charge consuming finishing move.

Here is my suggestion on how to make charge powered skills usefull.

The problem with skills that consume charges was efficiency.

Passive bonuses from charges are better than additional effect from skill that consumes charges.

The way it should work (IMHO)
When you use ability that consumes charges you get bonus based on numer of charges you had at a time of activating the skill. Only 1 charge is consumed in process.

That rewards players who ivested in +1 mac charges.
You dont sacrafice all passive bonuses from charges for often meaningless additional skill effect.
Charge bounses to skills dont have to be OP to be worth using -> noncharges skill will not be completely useless.
You could pull nice combos!

Lets say we have old flicker strike.
With 0 charges it ports you to mob and you attack him once.
For each frenzy charge you have, you gain attack speed/dmg bonus and port once more.
One charge is used on activation.
With 3 charges you will port 4 times, with nice bonuses. After skill effect you will still have 2 charges to use.
You can:
A. Flicker again hitting 3 times with 2x bonus
B. Get charges back to full.

Same thing with Immortal call and discharge.
This change may require lowering skill bonuses from charges.

I think this change will not require huge changes to game code/mechanics.
Spoiler
Just change the part of a code from
current_charges = 0;
to
current_charges - 1;
(I know it is not that simple :P)

I think it is a good way to fix charges.


This is probably one of the best suggestions ever. If I could give you beans, you would have them.

Instead they added a Cooldown. :(
"That's how you die properly, Sailor Boy.."
Last edited by jawsofhana#6369 on Jul 23, 2012, 1:22:28 PM
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The way it should work (IMHO)
When you use ability that consumes charges you get bonus based on numer of charges you had at a time of activating the skill. Only 1 charge is consumed in process.


As fun as that sounds, optimal damage would require you to frenzy > flicker > frenzy > flicker which sounds like it'd become tedious rather quickly. That's my only problem with it. I'd personally suggest that all your charges get used instead of one.

EDIT:
I know my suggestion requires you to frenzy and flicker still, but you're required to alternate between them less often.
Last edited by sinjin25#2521 on Jul 23, 2012, 6:18:41 PM
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sinjin25 wrote:
"
The way it should work (IMHO)
When you use ability that consumes charges you get bonus based on numer of charges you had at a time of activating the skill. Only 1 charge is consumed in process.


As fun as that sounds, optimal damage would require you to frenzy > flicker > frenzy > flicker which sounds like it'd become tedious rather quickly. That's my only problem with it. I'd personally suggest that all your charges get used instead of one.

EDIT:
I know my suggestion requires you to frenzy and flicker still, but you're required to alternate between them less often.


I agree. If you have 3 charges, you jump 3 times. etc.
"That's how you die properly, Sailor Boy.."
"
jawsofhana wrote:
"
sinjin25 wrote:
"
The way it should work (IMHO)
When you use ability that consumes charges you get bonus based on numer of charges you had at a time of activating the skill. Only 1 charge is consumed in process.


As fun as that sounds, optimal damage would require you to frenzy > flicker > frenzy > flicker which sounds like it'd become tedious rather quickly. That's my only problem with it. I'd personally suggest that all your charges get used instead of one.

EDIT:
I know my suggestion requires you to frenzy and flicker still, but you're required to alternate between them less often.


I agree. If you have 3 charges, you jump 3 times. etc.

Omni slash!! Or instead of flicker > frenzy > repeat you could build a 1-shot flicker(culling strike + crit + 2H weapon) with blood rage.
I think the added cool down was a step in the right direction. Without the cool down I'd use flicker strike with every melee build for single target because it does the best dps by a wide margin, now I have to build around it to spam it.

With blood rage active if I kill enemies in one hit I can spam flicker strike indefinitely. This has changed the ability so it now favors high dps builds with slow, hard hitting weapons that can one shot things instead of fast hitting lower damage weapons.

I like the idea that you need to build around it to use it effectively, however it would be nice if it was still possible to build a fast hitting spammable flicker strike character. Anything that increased the generation of frenzy charges or reduced the consumption of them would work.

Maybe a good idea would be to change the frenzy charge consumption of the ability so that you can only lose a frenzy charge from using flicker strike once every 0.5 seconds. This would make it so you only have to kill an enemy every half second to spam it.

How about a passive keystone: Every time you generate a frenzy charge you gain an additional frenzy charge. Then we'd only have to kill an enemy every two hits to spam it.

Or maybe a support gem: gain a frenzy charge every time you critically hit with the linked skill.
Last edited by Danos#3333 on Jul 24, 2012, 4:13:27 AM
(back for a while just to see that)

So you finally decided to Jaywilsoned FS ? it was to much fun that's right ?

cool down on it ? it was one of the skill which was truly original in it's design and a really fun one (for me)...
it was impossible to do Chaos run with it safely, and you'd just to lower the higher damage cap of it, but a CD ?

....
... nothing
I'm guessing Flicker builds will now revolve around the unique (tiger sword) Terminus Est for its "gain a frenzy charge on critical strike" mod.

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