Flicker Strike

My idea for this is to keep the screen still and limit the character to the screen until button is released. This would help with risk and motion sickness.
Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707
Budget Magicfind and/or Hardcore Flame Totem
http://www.pathofexile.com/forum/view-thread/1211543
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percept707 wrote:
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Mark_GGG wrote:
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Dispater wrote:
Using FS as a main attack was a fun and unique way to play and build your character. I hope that cooldown-less FS will make a return in some form :P
The cooldown can be bypassed with frenzy charges. With a little effort a player can barely ever be restricted by the cooldown.


Since the last admin response was 4 years ago I know this won't get any feedback but here goes anyways.

Having a cooldown on the ability is imo no longer needed. If you don't use another frenzy charge generator besides blood rage you cannot maintain consistently UNLESS you use a Terminus or a Oro's Sacrifice. This is imo a pointless barrier and adds a non needed challenge when designing your flicker build.

I've played a lot of flicker lately. I've done both Oro's and Terminus, as well as dual wield swords and daggers, thanks to The Green Nightmare.

The problem is that if you decide to go Terminus you can do all content except for bosses, with just Flicker. You can also use cwdt-blade vortex but it's not 100% uptime on all bosses.

With Oro's you CAN have 100% uptime because you can use Resolute Tech and always hit, to always apply a burn AND you can get 3 frenzy charges from 1 multistrike. This makes Oro's the best and without a doubt most consistent build to play. Completely towers over all else.

Then you have dual wield, which I personally love and think is the best build path, but without a doubt the most expensive AND the most inconsistent. With blood rage and green nightmare I never run out of charges while clearing. On bosses I have to use Frenzy in order to be able to get frenzy charges, so I can continue to flicker. There are plenty of times where I have died because I was using frenzy and got hit hard, followed by more hits that I couldn't leech through. This almost never ever happens with Terminus and 100% does not happen with Oro's.

So you take this ridiculous requirement to design a build and compare it to say Sunder, or Cyclone, or hell even Frost Blades and realize they can pump out not only more damage, but the damage is never going to stop due to some requirement built into their skill and you start to realize the only players that play Flicker Strike are those that love how the skill functions, even with it's blatant yet obscure drawbacks.

I know you guys need to make money and are pumping out new content and fixing bugs, but a lot of the old skill gems need some facelifts. Screw the concept of "that's what makes it unique." It makes the skill harder to use and unappealing.

Some other points:

-With multistrike allow me to focus down my main target with all 3 hits. No more jumping around until the selected target is dead. It's silly and adds to the ridiculous amounts of chaos and inconsistencies with the skill. Boss fights are a great example. I want to kill the boss, not its adds. If I wanted to kill the adds I could just target the ground and ride the lightning.
-Desync obviously. You guys have done an amazing job improving it but desync is still very noticable with flicker.
-Make it so if your cursor is out of LOS of your enemy, you will still flicker to a enemy near you. It's so frustrating stopping right behind a box and selecting an enemy that breaks the los to you on the otherside and getting rekt.

If you read this, thank you for reading. I'll check back every year to see if this post has gotten a response.

Patch 3.0


So an update 1 year later and not only have there been no mechanical changes but flicker strike got nerfed with the removal of frenzy charges on necks and the swap to frenzy charges going onto gloves, instead of boots.

Not only that but it's now been 5 years since an admin has provided a update for flicker strike.
Hello, i have a suggestion to make flicker Strike playable in Delve.

Flicker Strike should focus on the nearest target of the slider.

Feelings ?

Thx
I would like to see some form of passive Frenzy generation for on hit/crit effects to bring Flicker Strike up a tier. There are a few very good flicker builds that can clear most all content but I feel the like current flicker meta is somewhat busted. You either go Terminus built in and lose a heap of damage mods that could be utilized from a rare weapon or you do the golden rule route and are stuck using half of your gear/gem slots just to make the bleed reflect trigger.

Flicker Strike has far too many requirements to make the skill work. The general setup requires the frenzy generation + melee splash + multistrike + very high DPS weapon.

So in order to get a basic physical flicker to work you are already losing almost 100% more multipliers from gem slots just for the mechanics to even interact for smooth flickering on top of the gear slots needed to gain the charges continually.

The cost to enable this skill is just too high and overly complex.

Flicker either needs a built in melee splash or the removal of requiring frenzy charges to burst . . . or BOTH.
too hard to fight with immune phase boss. (Uber Elder, Twin core boss)

best way to die.
-not controll Miss-
With how many downsides this skill has, it could for certain use some love in next (or whatever it will be) expansion where melee skills will be addressed. I insist on necessity of giving to this skill a mechanical change as numerical won't solve its issues.

Let's break down what this skill does by noting its pros and cons.

Pros:
Very fast clear speed

Cons:
Literally everything else
Necessity of having single target skill, as it itself is quite lackluster at doing single target damage
Having to invest into Melee Slpash gem
Having very little control of your character
Having to stay in melee range in tough encounters while having little control of your character (it isn't fun but I can see it as part of gameplay, where you tradeoff your safety for your speed)
Not able to delve at all (and I mean it, and you know it)
Having to do special setups to use it skill beside having required weapon type
There's Concecrated Path and Charged Dash which do kinda the same job (especially Charged Dash) and do it much better and safer
Not all people able to play flicker strike due to how, uh, flickery? it is. (I'm not one of them, thankfully, and I am absolutely in love with this skill, having done quite a few of characters with it since I started playing in 1.3)

That's quite a big list of downsides if you ask me and I think some of them could be worked on. I suggest giving this skill some more damage effectivness, as well as mechanical change of how it uses Frenzy Charges. Tectonic Slam is a good example how charge-consuming could be implemented into usage of skill while not making it too bothersome for the player. Making Flicker Strike having same mechanic and getting rid of attack cooldown would make playing this skill much more pleasurable! Hoping to see the result of someone noticing my post :)
Cheers!
have about 10 attacks per second without frenzy charges atm in synthesis league.
clear speed seems great on anything but bosses,
damage toward bosses is way worse then compared to molten strike on same links / attacks per second.

synthesis teleport wall of despair as i have come to name it...
mobs inside this are targetable to this skill... please remove / fix :)

(youtube link to build i am basing my build from : https://www.youtube.com/watch?v=E_d1Iavatqw)

my tree is not exactly same but the gear is.

problem of this skill is to get this amazing clear speed a lot of attack speed is needed... which i don't mind... but at these speeds once you add on frenzy charge cooldown mechanic the game does not like attack speed... i have max 6 charges... sometimes i am attacking so fast the game shows me with over 15 charges... which is just a visual bug.... but still funny, as well on the other end if attacking with the skill at start it can show i have zero charges with a timer of the duration .... funny yet again.
if the skill didn't need as much attack speed to do the damage per second that it does the game might like the calculations of skill more but then people my not like the skill as much so caution on trying to fix that.

lack of control is the big factor on this skill... and if you were to be able to have phasing while using the skill / more dodge (or evasion) as most flicker strike builds go for either or both while using this skill would lend a helping hand in surviving without control of your character.
(prays for life buffs to equal ES builds) would help as well *wink *wink *nudge *nudge *to more life values

phase bosses are not extremely nice with this skill but that's probably has to do with surviving the non control of your character if you don't deal enough damage to a boss to effectively control a fight.
Does weapon range provide any benefit to flicket strike attack?
seems like it's absolute no benefit compare to other *single target* attacks like doubel strike and others similar - where you can clearly see increse of range of the telegraph , while flicker strike keeps swinging literally in point blank promixity regarless of weapon range.
Was testing with literally more than double weapon range invesments (default weapon was 13 and investing for +7 for total 20).
Trying to save skill gem, because after changing Slayer impact ascendancy ( which is no longer provide melee splash) - clearing packs without splash gem is a pain - because you literally hitting every single mob one by one..., unless they are very very close, then you can hit them both if you luckily flickerred from the right direction with is also random...
Last edited by Cran1um#3247 on Jun 12, 2019, 2:02:24 PM
I'm having crashes after landing a few hits from this skill. It's very frustrating.
Crashing like hell

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