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Thread: 3 targets? Really?

  1. #1
    Champion
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    Default 3 targets? Really?

    I'm just baffled by this decision. Unless sab can do to 3 targets what a cabalist/typhoon/stormcaller can do to 7+, this change makes 0 sense. And even if it can hit like 70-80k a piece for those 3 targets, it's still cutting sab's usefulness in half.

    There are like, what, 2 raid encounters in all of NT that have 2-3 essential targets for the duration of the fight? At least the old sab was good for fights with large amounts of ads, like Matron or Lady justice, or literally any trash pack in the game. Even if it does the same dps on those fights, only being able to hit 3 targets at a time is a huge detriment, and the same can be said for trash (not that killing trash mobs evenly isn't as important, but i digress).

    And sure, there's BD i guess, but BD's sustained isn't up there with old sab (Or so I've been told anyway, my rogue's an alt so I've never felt the need to have multiple aoe specs), and it's melee. I guess it's cool if rogues just don't have ranged 5-7+ target aoe anymore? And before anyone says "tactician" just no.

  2. #2
    King of Slackers
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    You could have tested new sabo on PTS for the last 4 weeks, just saying.

    Sabo livestream was July 22...

    https://www.twitch.tv/trionworlds/v/...46?t=03h29m10s
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  3. #3
    Plane Walker
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    you can toggle a buff to hit 5 additional targets

  4. #4
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    Quote Originally Posted by Gurgi of Prydain View Post
    you can toggle a buff to hit 5 additional targets
    Ah, nevermind then. That information would have been useful in the patch notes for those of us that don't have time for things like the PTS/livestreams and won't be able to get on until the evening, but not a big deal I guess.

  5. #5
    Ascendant VirusDancer's Avatar
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    Quote Originally Posted by Boxsmith View Post
    Ah, nevermind then. That information would have been useful in the patch notes for those of us that don't have time for things like the PTS/livestreams and won't be able to get on until the evening, but not a big deal I guess.
    Yeah, an everything that changed sort of thing - instead of it being a Scooby Doo Mystery to figure it out.

    edit: I started to try to type out the changes, but it's almost everything - folks will just have to look themselves...meh.
    Last edited by VirusDancer; 08-24-2016 at 09:42 AM.
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  6. #6
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    The patch note was pretty unclear. I think it's supposed to be read as a "3-target OR full AoE spec".

  7. #7
    RIFT Guide Writer huangchingho's Avatar
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    3 targets? Really?-ads.png


    Yea, but might gonna reroll tactman, since it does similar damage to the previous Sab

    http://forums.riftgame.com/game-disc...ml#post5239497
    Last edited by huangchingho; 08-24-2016 at 09:58 AM.

  8. #8
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    Quote Originally Posted by forbiddenlake View Post
    The patch note was pretty unclear. I think it's supposed to be read as a "3-target OR full AoE spec".
    It's up to 3 or it's up to 8 (toggled +5 on the 3). There's no ST.

    Can't believe they got rid of Traps and Mines...

    ...and Choking, Adhesive, the CC's gone.

    It's got a TAoE Stun at 30pts and a TAoE pull of up to 8 targets at 40pts.

    Meh...it's like they gave it the Primalist Derp Treatment.
    Last edited by VirusDancer; 08-24-2016 at 10:39 AM.
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  9. #9
    Fia
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    Quote Originally Posted by VirusDancer View Post
    It's up to 3 or it's up to 8 (toggled +5 on the 3). There's no ST.

    Can't believe they got rid of Traps and Mines...

    ...and Choking, Adhesive, the CC's gone.

    It's got a TAoE Stun at 30pts and a TAoE pull of up to 8 targets at 40pts.

    Meh...it's like they gave it the Primalist Derp Treatment.
    Hmm, a pure AOE soul should have some CCs imo, Cab also has them, unless Trion is planning on removing those, too.
    Last edited by Fia; 08-24-2016 at 10:42 AM.
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  10. #10
    Ascendant VirusDancer's Avatar
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    I posted this in the other thread.

    Quote Originally Posted by VirusDancer View Post
    Going up the tree from left to right.

    Tier 1
    ***Nimble Fingers 0/5: Increases your Dexterity by 2%.
    ***Increased Explosive Power 0/5: Increases the damage of your Sticky Bombs by 3%.

    Tier 2
    ***Battle Multitasking 0/5: You generate a Charge in combat every 10 seconds.
    ***Burst of Light 0/3: Your Flashbbang deals 3% increased damage.

    Tier 3
    ***Combat Wounds 0/5: Increases the damage of Sticky Bombs by 2%.
    ***Fragmentation Clusters 0/2: Detonating Fragmentation Sticky Bomb applies Fragmentation Clusters to you. Fragmentation Clusters increases the damage of Satchel Charge by 10%.
    ***Volitility 0/1: Your Detonate now deals 100% of your AP in damage.

    Tier 4
    ***Combat Arming 0/5: The cooldown of your Time Bomb is reduced by 2 seconds.
    ***Sabotage Run 01: Self Utility. 15 Energy. Instant - No Global Cooldown. Cooldown: 1 minute, 30 seconds. Applies Stealth. Increases movement speed by 10%. Lasts 4s.
    ***Long Fuse 0/2: Your Time Bomb now deals 150% damage at full charge.

    Tier 5
    ***Scattered Flurry 0/5: Your Scatter Sticky Bomb deals an additional 5% of initial explosion damage over 2 seconds.
    ***Final Countdown 0/1: Buff. 15 Energy. Instant - No Global Cooldown. Cooldown: 1 minute. Your damage is increased by 3% for 15 seconds. This bonus increases every second to a maximum of 30% at 10 seconds.
    ***Sonic Bomb 0/3: Your Time Bomb deals 3% more damage.

    Tier 6
    ***Violent Explosions 0/5: The damage penalty of your Grand Explosions is reduced by 2%.

    Tier 7
    ***Bombs Away! 0/1: Your Detonate now grants a Combo Point.
    ***Exit Strategy 0/5: Your Explosive Exit has a 2 second shorter cooldown.

    Tier 8
    ***Chemical Imbalance 0/1: Cloud Maker's damage bonus from Chemical Mixture is doubled.
    ***Mass Destruction 0/5: Increases the damage of area of effect attacks by 4%.

    Tier 9
    ***Last Ditch Effort 0/1: Damage. 12 Energy. Instant. Cooldown: 1 minute. Apply all your Stick Bomb effects to the target. Will consume up to 15 Charges if they are available.

    Going through the bottom based on points spent.

    @0 - Flashbang: Damage. 7 Energy. Instant. Range: 30m. Deals X to Y damage to 3 enemies. Awards 1 Combo Point.
    @2 - Satchel Charge: Damage/Finisher. 4 Energy. Instant. Range: 30m. Deals damage to 3 enemies. Deals increased damage grants a Charge for every Combo Point spent.
    @4 - Fragmentation Sticky Bomb: Damage. 7 Energy. Instant. Range: 30m. Applies Fragmentation Sticky Bomb to the target for up to 10 seconds. Deals X to Y damage when applied. When detonated this bomb explodes, dealing A to B damage to the target and up to 3 nearby targets. Deals increased damage for every Sticky Bomb effect on the target. Costs 3 Charges. Grants 1 Combo Point.
    @4 - Detonate: Damage. 10 Energy. Instant. Range: 30m. Detonate any Sticky Bomb effect on the target. Can only be cast while your target has a Sticky Bomb attached.
    @4 - Charges: Passive. Charges are used to cast Sticky Bombs. Charges generate rapidly out of combat. Charges are generated by Satchel Charge.
    @8 - Time Bomb: Damage. 7 Energy. Instant. Range: 30m. Cooldown: 20 seconds. Deals X to Y damage to up to 3 enemies. Every 2 seconds this ability is off cooldown, Time Bomb Catalyst becomes more effective. Time Bomb Catalyst increases the amount of damage dealt by Time Bomb as well as the number of Combo Points granted. Maxes out at 125% more damage and 5 Combo Points.
    @16 - Scatter Sticky Bomb: Damage. 7 Energy. Instant. Range: 30m. Applies Scatter Sticky Bomb to the target for up to 10 seconds. Deals X to Y damage when applied. When detonated this bomb explodes, deal A to B damage to the target and up to 3 nearby targets. Explodes once for every Sticky Bomb effect on the target. Costs 5 Charges. Grants 1 Combo Point.
    @22 - Grand Explosion: Self Buff. 10 Energy. Toggled. Cooldown: 1 second. Your Saboteur Explosives strike 5 additional targets. Your damage is reduced by 20% while this effect is active.
    @26 - Explosive Exit: Self Utility. 3 Energy. Instant. Cooldown: 40 seconds. Set off a detonation around you, dealing X to Y to 3 targets around you and flinging yourself backwards.
    @30 - Stun Grenade: Control. 10 Energy. Instant. Range: 30m. Cooldown: 30 seconds. Stun up to 8 near your target for 4s.
    @34 - Cloud Maker: Damage. 7 Energy. Instant. Range: 30m. Deals X to Y damage to up to 3 targets. Casting Flashbang or Satchel Charge grants from 1 to 3 stacks of Chemical Mixture. The closer to 10 stacks you are, the more damage this ability deals. Consumes all stacks of Chemical Mixture.
    @40 - Imposion Engine: AE Utility. 10 Energy. Instant. Range: 30m. Cooldown: 30 seconds. 12 enemies within 20m are pulled to the target. May be cast on allies.
    @44 - Annihilation Sticky Bomb: Damage. 3 Energy. Instant. Range: 30m. Applies Annihilation Sticky Bomb to the target for up to 10 seconds. Deals X to Y damage when applied. When detonated this bomb explodes, dealing A to B damage to the target and up to 3 nearby targets. Leaves a patch of fire on the ground for 4 seconds. Foes take Z fire damage each second while inside this patch. Costs 7 Charges. Grants 1 Combo Point.
    @50 - Battle Chemist: Buff. 24 Energy. Instant - No Global Cooldown. Cooldown: 30 seconds. Sets you to 10 stacks of Chemical Mixture.
    @61 - Bottomless Bandolier: Buff. 10 Energy. Instant - No Global Cooldown. Cooldown: 1 minute, 30 seconds. Your Sticky Bombs don't consume Charges while you are affected by Bottomless Bandolier. Lasts 20s.
    Kincayd (1)* - Omeki (1) - Comma (2) - Bugeisha (2) - Malphesiel (3)
    (1) Carrion -> (2) Threesprings -> (3) Deepwood
    *formerly Plague@Carrion
    DEFIANT

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