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The life regeneration is quite meager, the scent is very useful and the resilient likewise is nice, alongside with the AoE, however you already get extremes level of fire vulnerability (50% is not a joke) and you really have no synergies with other classes otherwise.
No protection beyond saves, no damage, no movement options, no shrugging off debuffs... the life regeneration is really not gonna cut it, there's so many enemies that use fire damage you'll just get one shot eventually.
I'd vastly reduce both the fire vulnerability and the experience penalty, on harder difficulties is not really an option to play it otherwise.
Does that mean it works with the DLC campaigns?
I really appreciate you coming back to check in. ^^
The last talent seem to have a bit too high damage for the radius and effect it has.. though I'm not sure what value would be alright since it only scales on the size.
Hi, i am happy you liked the mod so far.
I wanted to make the regeneration/fire vulnerability of the first skill matter from the first point you spend on it, regardless of the class you choose. I first considered making it a heal mod, but a heal mod needs a source of heal to become useful in the first place and might pump up other heal effects waaay to much - balancing a skill in such a complex game is a pain in the ass.
I agree with you, the third skill went a little over the top. I'll do some reworking on it, thanks for your ideas btw. :)
I'll unlock Trolls for Embers of Rage as well - totally forgot about that.
At first, I thought it was something like track+burning star, which I assumed from the name of the talent without taking a close look at it, and thought the speed boost was just for the move speed.
After using it, I realized it didn't have the track effect, but that's not the main thing; it's the speed boost.
The speed boost is applied on global spped, like blinding speed and grace of the eternals, which is fine, but the thing is that it scales too much.
20%->47%->67% by talent level 3, and grace of the eternals which scales better than blinding speed caps at 47.x%.
It even lasts longer than the other two; hence, op.
I think adding track effect during the duration and making the speed increase restricted to movement speed would make it less op and fit the name&description of the talent better.
Haven't gone through it much to see how much the vulnerability and regen scales to, but wouldn't heal mod (could start with something small like 5-10%) give it more stability and make troll have better synergy with other heal/regen effects?
Also, would troll become available for Embers addon?