Flicker Strike
"Flicker strike support"
Bow rework was amazing, allowing interactions across multiples gems. Now, do it for melee. Flicker-Slam ? Flicker-AnyStrikeSkill ? Everything should work except movement/Channeling. |
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can it please get a lower mana cost? with just a basic amount of attack speed and 6linked, it's too hard to sustain the mana cost
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Alternate quality of flicker strike +20% teleport range is buggy pls fix its actually my favorite skills thanks :)
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" You can manage it if your hits can't be evaded, and you if have some mana leech and mana reduction gear. Last edited by Sintactical#0765 on Nov 11, 2021, 2:40:21 PM
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I've just seen that Flicker's loss of track was fixed, but what about desync?
For past 3 years that I was playing Flicker - it had a desync problem, where visually on your screen you see your character positioned in one place (possibly attacking), but as soon as you release the Flicker button, you will be moved to an actual place of your being (possibly not attacking and just standing still taking hits from mobs). This is what happens when I play through lockstep and with predictive I cannot play Flicker AT ALL! I instantly "burn" all my mana and my character tries to attack, meanwhile somehow not actually attacking anything (feels like character starts to have 0% accuracy and cannot hit anybody). Last edited by Krevs#1717 on Jul 22, 2021, 12:59:17 AM
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I've returned to Flicker Strike as my main skill. I enjoy it so much more than other skills that I'm learning to put up with the cooldown issue with bosses.
I'm SSF and still haven't got a Farrul's Fur, but I'm not sure I would switch to it even if I did. I like my current Craiceann's Carapace. At present I'm mitigating the lack of frenzy charges against bosses by swapping Melee Splash for Second Wind. (Yes, that gives you an extra use of Flicker, and it makes a difference.) Even though my boss damage isn't as high as I'd like, I'm at least able to keep attacking most of the time. I'm also using a 36%-quality Poacher's Mark (from a level 3 Enhance) with CWDT to give me an extra 9% chance to get a frenzy charge on hit against bosses. Whenever I manage to find an Awakened Multistrike, I'm hoping to ditch Second Wind in favour of increased damage. Last edited by Sintactical#0765 on Nov 25, 2021, 8:38:52 PM
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not sure if this was mentioned before, this is regarding animation cancelling.
i really love that animation cancelling made melee strike builds more flexible and we can somewhat dance around enemies. however for flicker (and i imagine vigilant strike - cant confirm on this) has a problem when the skill is "cancelled" before hitting any enemies. the issue is when flicker is cancelled prematurely, the cooldown occurs, and this can be detract a huge lot from our experience. i have a few suggestions on this: 1. make flicker ONLY cancelable after hitting one enemy. 2. if flicker is cancelled BEFORE hitting at least one enemy, then it does not go into cooldown/consume charges. 3. maybe have a similar "shift click" functionality which disables canceling. [Removed by Support]
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Can we get unarmed flicker strike please or at least a reason for not being allowed?
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I finally got my Farrul's Fur and was able to switch from a Terminus Est to a Paradoxica and Aegis Aurora. It allowed me to discover that with a Farrul's Fur you need at least 6 frenzy charges to not run out while single-target bossing. (At first, I'd thought it was a lack of mana that was causing me to sometimes not attack. But I soon confirmed that wasn't the problem; it wasn't a lack of mana but a lack of frenzy charges that was causing the intermittent problem.)
This also means that unless you have 7 or more frenzy charges, no flicker strike character should ever take Disciple of the Slaughter. While it scales various things with frenzy charges, it also means you have one less charge that can be used to remove the cooldown. Plus, you won't be able to take advantage of the scaling unless you're right at the start of your frenzy-charge reset. Path of Building might indicate you have a higher DPS with Disciple of the Slaughter, but it falsely assumes you'll be at your maximum all the time. In reality, when I removed the Disciple of the Slaughter tree and spent my points on unconditional DPS, my game play improved and my in-game damage increased. Last edited by Sintactical#0765 on Feb 12, 2022, 4:01:06 PM
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Please change this to a support gem. It should have already happened with the strike skill rework.
IGN : Reamus
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