Im_MegaDeath wrote: »I dont understand the Kena change. kinda seems like you didnt want to give easy access to weapon and spell dmg for the heavy attack meta in coming so you just changed it without thought.
With as many resources coming in now with this LA change plus base recovery why would I need 20% reduce cost on skills plus who is willingly going to accept -520 weapon and spell dmg for it???? Change it back leave the set the same and see how it plays out in public access. This change wasnt needed even if it made HA super powerful its not like my 25-30k HA isnt already powerful enough lol
RIP Another Monster helm
Once apon a time monster helms were powerful and unique now they are barely usable and dont add much to any build Q_Q sad sad times
People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
That means you can have your horn ready in 48 seconds.
With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
With this perfect uptime you can use a horn every 38 seconds.
Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.
universal_wrath wrote: »People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
That means you can have your horn ready in 48 seconds.
With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
With this perfect uptime you can use a horn every 38 seconds.
Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.
You need to be hit long enough for blood spawn to proc, you can say it is a passive activation where you don't control it. Kena is active that you turn on almost wheneveryou need it. While it might be trye that bloodspawn that bettrr ulti regen, milag kena doesn't only effect ultimates, it also effect dodge roll, block, sprints and other active skills. Bloodspawn might be good on a tank since tanks will recieve most if not all dmg. On the other hand, new molag kena will be good on healer/support builds because they don't get alot thus not activating blood spawn enough, also, in some instances were sustain is issue, kena is a good option.


Let me know how that works out for ya when you get zerged down by a herd of overload spamming sorcs
universal_wrath wrote: »People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
That means you can have your horn ready in 48 seconds.
With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
With this perfect uptime you can use a horn every 38 seconds.
Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.
You need to be hit long enough for blood spawn to proc, you can say it is a passive activation where you don't control it. Kena is active that you turn on almost wheneveryou need it. While it might be trye that bloodspawn that bettrr ulti regen, milag kena doesn't only effect ultimates, it also effect dodge roll, block, sprints and other active skills. Bloodspawn might be good on a tank since tanks will recieve most if not all dmg. On the other hand, new molag kena will be good on healer/support builds because they don't get alot thus not activating blood spawn enough, also, in some instances were sustain is issue, kena is a good option.
this is simply wrong and please refrain from talking about things you haven't tested.
Molag Kena has absolutely no effect on blocking, dodging or bash in terms of cost reduction
it takes 2 minutes to test those things, do so in the future before posting false information here.
universal_wrath wrote: »universal_wrath wrote: »People saying they'll use it over bloodspawn to get a better ultimate uptime should invest 5 seconds for the math and then realize that bloodspawn is way better for spamming ults, even expensive ones.
With Kena you'll reduce the cost of Warhorn to 200, your ult regen will be 4.166/s from Light attacks, class based ult gain and minor heroism.
That means you can have your horn ready in 48 seconds.
With bloodspawn you'll get up to 2.3 ult/s which means we're looking at a ult regen of 6.5 ult/s.
With this perfect uptime you can use a horn every 38 seconds.
Even if we only get a proc of Bloodspawn every 14 seconds we'd still even out with Kena in terms of Horn uptime.
You need to be hit long enough for blood spawn to proc, you can say it is a passive activation where you don't control it. Kena is active that you turn on almost wheneveryou need it. While it might be trye that bloodspawn that bettrr ulti regen, milag kena doesn't only effect ultimates, it also effect dodge roll, block, sprints and other active skills. Bloodspawn might be good on a tank since tanks will recieve most if not all dmg. On the other hand, new molag kena will be good on healer/support builds because they don't get alot thus not activating blood spawn enough, also, in some instances were sustain is issue, kena is a good option.
this is simply wrong and please refrain from talking about things you haven't tested.
Molag Kena has absolutely no effect on blocking, dodging or bash in terms of cost reduction
it takes 2 minutes to test those things, do so in the future before posting false information here.
The discription of the set says it effect of abilities with no exculsion. It say reduce cost of abilities by 20% while active, is that a typo? It is about same thing with new moon with cost increase. Sorry for reading and believing what the set say. I guess I have to check if slimecrew is giving minor beresk or not, I mean it say it does, but what you know, maybe it applies minor vunerability on you instead.
Im_MegaDeath wrote: »I dont understand the Kena change. kinda seems like you didnt want to give easy access to weapon and spell dmg for the heavy attack meta in coming so you just changed it without thought.
With as many resources coming in now with this LA change plus base recovery why would I need 20% reduce cost on skills plus who is willingly going to accept -520 weapon and spell dmg for it???? Change it back leave the set the same and see how it plays out in public access. This change wasnt needed even if it made HA super powerful its not like my 25-30k HA isnt already powerful enough lol
RIP Another Monster helm
Once apon a time monster helms were powerful and unique now they are barely usable and dont add much to any build Q_Q sad sad times
VaxtinTheWolf wrote: »So it seems that the change to this set was to make it pair nicely with being a Vampire. They can easily boost their weapon/spell damage with an active ability with the deficit that one of their passives could be increasing non-vampire abilities by a large amount. However, while using this set they could also nullify that cost increase and still have a net damage gain while using it! It all makes sense now, does it not?