Hundred Blades + Splinter Weapon + Whirlwind Attack = ?
Absolute Destiny
Capped Hundred Blades earlier today.
Guildwiki says it works well with Whirlwind Attack, so I thought why not take it further with Splinter Weapon?
Does this combination actually increase the damage done, or does it just fizzle due to the limited number of actual attacks Splinter Weapon stays active during?
Guildwiki says it works well with Whirlwind Attack, so I thought why not take it further with Splinter Weapon?
Does this combination actually increase the damage done, or does it just fizzle due to the limited number of actual attacks Splinter Weapon stays active during?
Marty Silverblade
If you've got enough adjacent targets, you will trigger all uses of Splinter in one go. It's quite a lot of damage. There isn't any epic synergy added like there is with HB/WA/MoP but it definitely fits in well.
NerfHerder
Im assuming your a Warrior. Adding Splinter Weapon to your bar can get extremely demanding on energy. Not to mention most of your points should already be in Swordsmanship and probably Strength, and the time spent casting splinter decreases you DPS. However, adding it to your Hero for PvE is well worth the investment. I use this on all my melee professions, micro SoH, and let the hero do the rest. Using a N/Rt healer/Discord with 10-11 in channeling just for splinter weapon also works. Or, have a friend bring splinter for you, everyone has a Rt nowadays.
Luminarus
= Win!
But to be honest, its not as big a win as MoP. I like to have a MoP hero with splinter so I get both worlds, but it doesnt add as much as mop does.
But to be honest, its not as big a win as MoP. I like to have a MoP hero with splinter so I get both worlds, but it doesnt add as much as mop does.
Coast
meh, splinter sucks( the old splinter was cool!)
I Hate Chips
Imo Splinter Weapon is not that good, it only adds a few damage if the foes arent well balled-up together. Get MoP
Xenomortis
Run Hundred Blades.
Take a Rit hero with Splinter Weapon.
Take a Nec hero with Mark of Pain, Rigor and an enchantment removal.
Stick Strength of Honor and Prot Spirit in there somewhere.
Win PvE.
Take a Rit hero with Splinter Weapon.
Take a Nec hero with Mark of Pain, Rigor and an enchantment removal.
Stick Strength of Honor and Prot Spirit in there somewhere.
Win PvE.
Desert Rose
Whirlwind Attack attacks every adjacent target once. Hundred Blades deals damage to your target and every adjacent foe to your target for every attack you make. So if you use Whirlwind Attack against i.e. 2 foes both are hit by a separate attack and therefor Hundred Blades will be triggered two times.
Splinter Weapon will only trigger on the attacks of Whirlwind Attack, not on the damage of Hundred Blades because the damage of that skill is not an attack, but an AoE.
In general it's not recommendable to bring Splinter Weapon on a physical itself because of its time, energy, skill slot and attribute points investment, but on a support caster. In special cases, like a Tank'n'Spank team build with Mark of Pain, it might be useful to bring Splinter Weapon to trigger MoP (Splinter Weapon deals armor-ignoring physical damage and therefor triggers skills like MoP).
Splinter Weapon will only trigger on the attacks of Whirlwind Attack, not on the damage of Hundred Blades because the damage of that skill is not an attack, but an AoE.
In general it's not recommendable to bring Splinter Weapon on a physical itself because of its time, energy, skill slot and attribute points investment, but on a support caster. In special cases, like a Tank'n'Spank team build with Mark of Pain, it might be useful to bring Splinter Weapon to trigger MoP (Splinter Weapon deals armor-ignoring physical damage and therefor triggers skills like MoP).
loopysnoopy
I tend to use this build on my war 100b,whirlwind,sun and moon,Savage Slash, then FGJ then sum ting else u need ie SY
hero wise no neco team 1heal monk 1prot monk and either SoS Rit with splinter and mop or necro with mop ss and splinter i prefare the SoS counterpart as of easy dmg to move on with .
hero wise no neco team 1heal monk 1prot monk and either SoS Rit with splinter and mop or necro with mop ss and splinter i prefare the SoS counterpart as of easy dmg to move on with .
afya
Quote:
Whirlwind Attack attacks every adjacent target once. Hundred Blades deals damage to your target and every adjacent foe to your target for every attack you make. So if you use Whirlwind Attack against i.e. 2 foes both are hit by a separate attack and therefor Hundred Blades will be triggered two times.
Splinter Weapon will only trigger on the attacks of Whirlwind Attack, not on the damage of Hundred Blades because the damage of that skill is not an attack, but an AoE. In general it's not recommendable to bring Splinter Weapon on a physical itself because of its time, energy, skill slot and attribute points investment, but on a support caster. In special cases, like a Tank'n'Spank team build with Mark of Pain, it might be useful to bring Splinter Weapon to trigger MoP (Splinter Weapon deals armor-ignoring physical damage and therefor triggers skills like MoP). |
i was just wondering why no1 mention whirlwind, not 100b
TheodenKing
Quote:
...it only adds a few damage if the foes arent well balled-up together. Get MoP
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I carry a rit/mo hero with 16 Channeling and around 8 or 9 Smiting and the following skills: SoS, Bloodsong, Spirit Siphon, Ancestor's Rage, Splinter Weapon, Painful Bond (or Smite Hex depending on where I'm going), Strength of Honor (disable and micro this), and Flesh of My Flesh. Spirit Siphon allows the rit to have plenty of energy to keep SoO on you as well as to randomly put Splinter on you and other party members.
I usually also carry a nec hero with MoP, Barbs, Enfeebling Blood, Weaken Armor, Blood Bond, and whatever else you need for the area. He won't need a ton of points in Curses to make MoP effective. Note that the buff they gave to Blood Bond not long ago made it one of the most powerful (yet underappreciated) necro skills in the game for parties that are attacking foes.
TheodenKing
No, Splinter damage is "non-specified," and thus does not trigger MoP. Before you start debating this with me, I will tell you two things: 1) I have tested this extensively with Master of Damage, and 2) The game designers have been very consistent in not providing armor-ignoring physical attack skills. Physical attacks may have "armor penetration," but never armor-ignoring.
Xenomortis
Quote:
No, Splinter damage is "non-specified," and thus does not trigger MoP. Before you start debating this with me, I will tell you two things: 1) I have tested this extensively with Master of Damage, and 2) The game designers have been very consistent in not providing armor-ignoring physical attack skills. Physical attacks may have "armor penetration," but never armor-ignoring.
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Even doing the test you claim to have done proves you wrong.
Curses is set to 16 - Mark of Pain deals 42 damage.
Channeling is set to 9 - Splinter Weapon deals 32 damage.
Note that Splinter Weapon will never deal 42 damage (peaks at 41 for a Nec at 12 Channeling, hits for 44 at 13 Channeling) so you know the 42 is coming from Mark of Pain and the 32 from Splinter.
The centre "Practice Target" is hexed with Mark of Pain. The target "Adjacent to Foe" is attacked once whilst under Splinter Weapon.
The centre target is hit by Splinter for 32. The two targets adjacent to it are hit for 42 by Mark of Pain. The "Adjacent to Foe" target is also hit by the spear damage (but for some reason this appears to the far left).
Master of Damage is hexed with Mark of Pain (might just be able to see the hex ring). Target to his right (on the left of the picture) is attacked once whilst under Splinter Weapon. Notice the 32 on the Master and on the right target whilst both targets are hit for 42 by Mark of Pain.
My guess is that when you performed the test, you may have accidentally tried to attack a practice target when the Master of Damage changed to an ally, hence no effect. Either that, or you're outright lying.
Splinter Weapon does deal Physical Damage. It's also Armour Ignoring. I suspect that no damage type is inherently armour ignoring or armour sensitive. There are other anomalies (Ancestor's Rage and the Conjure buffs for example) as well as the variation between sources of Holy Damage.
Chthon
Short answer:
Pairing Splinter with Whirlwind (or anything else) will NOT increase Splinter's damage. It will always do 0...3 foes * 1...5 triggers * 5...53 damage, and you cannot change that no matter what else you do. Nor can you change it's DPS. Splinter's DPS will always be (0...3 foes * 1...5 triggers * 5...53 damage)/6 seconds.
Pairing Splinter with Whirlwind (or any other multi-hit attack) WILL cause Splinter's damage to get output all at once in a large spike. While spikes don't matter nearly as much in PvE as PvP, it could make a difference if the monsters have effective healing or pose such a big threat that killing one a few seconds sooner is a big deal for your defense. Plus, it just feels cool to unleash big spikes.
Pairing Splinter with Whirlwind (or anything else) will NOT increase Splinter's damage. It will always do 0...3 foes * 1...5 triggers * 5...53 damage, and you cannot change that no matter what else you do. Nor can you change it's DPS. Splinter's DPS will always be (0...3 foes * 1...5 triggers * 5...53 damage)/6 seconds.
Pairing Splinter with Whirlwind (or any other multi-hit attack) WILL cause Splinter's damage to get output all at once in a large spike. While spikes don't matter nearly as much in PvE as PvP, it could make a difference if the monsters have effective healing or pose such a big threat that killing one a few seconds sooner is a big deal for your defense. Plus, it just feels cool to unleash big spikes.
Skyy High
Whoa, splinter weapon counts as physical damage?
Learn something new every day...
Learn something new every day...