![]() It doesn't actually give you more stamina, it increases your stamina regen instead. The stamina one that was reported bugged actually does work, but it doesn't work as written. I tried it at every threshold, and it doesn't do anything at all. I tried the attack speed rite, doesn't do anything. It's also a lot easier to survive this way as well. You get more effective DPS out of having more effective health and being able to tank and spank. The damage rite at the lowest threshold to me doesn't really seem to do enough to warrant being at 10% max health. The more armor doesn't really seem to do all that much (And the fact that you're using it with blood sacrifice makes it pointless, as you have less effective health anyways). I'm also using mostly blue gems to get some breathing room back. The attack speed modifiers might be bugged according to some user reports but I never tried that one out. (read: reduce my blood pressure) While doing more damage isn't really necessary I really like that by playing a Morkon you can change the "normal power buildup" - or use inferior but better looking weapons. The "more damage" rite alone would be enough - I only took the "more armor" to tone down the intensity a bit. I'd prefer the "good morkon" faction but that'd lock me out of the armor So far I dabbled only into "more damage" / "more armor" - and besides that I like the armor. I mostly used the very high risk thresholds (10 % - 25%) and it is totally worth it. Originally posted by zpc:Playing as a pure Morkon is intense and thus a welcome change. ![]() Thoughts? I know not a lot of people join the Morkons (Based on the achievement), but I am curious as to what those that have joined think about them and perhaps they can share something I may have missed. Morkons seem like more of the same unfortunately, but with better numbers. With that being said though, the other factions get things like new magical skills and new magical weapons with completely different movesets and what have you. This, coupled with the active skills (More damage and less damage taken) + top tier Morkon armor + Large Blue Gem, and you've got yourself a proper tank of oblivion. Sacrifice no blood and have something like: I found that it is better to play to the Morkons strength, which is to be a tank. You could try to super perfect things, but in doing so you will ultimately end up reducing your overall damage output. However, I found in my casual city slaughtering tests that it really isn't the most efficient way to play a Morkon. What about, "Don't take damage and don't make mistakes?" ![]() It also defeats the purpose of using the skill to reduce incoming damage by 50% given that a one shot is a one shot. The rites get stronger if you place them on lower health thresholds (10% being the strongest, 90% being the weakest), but it's really not worth it to limit your health to 10% because then any one mistake means you're dead (At least in Ultra difficulty). There's the whole rites being activated at certain health thresholds and even the whole blood sacrifice thing, but it doesn't really seem all that worth it to do the blood sacrifice (Limit max hp to certain percentage thresholds to enable rites permanently). Granted, skills like the attack speed Morkon rite is flat out broken (Doesn't work), so that could have been something that would have spiced things up. And the thing is, most of their skills don't really do anything that change the flow of combat in new and exciting ways. ![]() On top of that, a lot of their skills are passive. They have the least amount of faction skills out of 3 main factions. Don't get me wrong, they can be pretty powerful (Although I still have to try out the other factions for a proper comparison), but they're kind of bland. ![]()
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