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I like the way Malediction functions but if there are more issues like that I'll have to alter it and revert the minor change to the Devourer.
Thanks for that.
In Crystal Edit the icon link is empty on all skills, not just modded ones. Not sure when that happened but I hope it doesn't cause issues.
That's strange, the blast options is set to strict and on a fixed interval. Either way, I went with your suggestion.
What does Cleanse do to the Devourer? I can't remember. Does it trivialize the fight? If so, does the Devourer behave the same way when you use any debuff on it?
Probably fixable by setting the blast variants to clear the status themselves after use.
I noticed the two types of Eldritch Blast (and was really hoping I could use the elemental ones in the Labyrinth), was just suggesting a shortening because of the text overflow. It would necessitate an edit to the description of Eldritch Expert to preserve clarity, though, and it's all pretty minor anyway.
The icons seem to still be working on my end, but I don't know if you mean in Crystal Edit or in Crystal Project proper. In-game shot: https://i.imgur.com/Udxug8m.jpeg
But there are two types of Eldritch blasts, one for generic damage and one for elemental.
Thank you! Overhead slash was to create synergy with other classes and weapons that are constantly adding a debuff or two per turn.
I wanted other classes to at least make use of the passive, might be worth getting just for a boost or if it turns out you don't like the class at least the passive isn't class specific.
For similar text overrun reasons, I'd suggest also changing Eldritch Blast[Elements] to just Elemental Blast, which would also match the subcommand name.
Main reason I came by was for mechanics input, now that I've used the class more. Overall, pretty good! I've had some trouble getting good results from Overhead Slash, but I think that just comes down to my team comp being a bit more damage-oriented rather than debuffs. The rest of the kit has worked quite well for me despite that, though.
I am a bit confused about some of the choices of abilities for Amplify though. It looks like it's broadly finisher-type, but then you have Barbed Cap? Was wondering why that is.
Glad you liked the Runeblade.
I'll give this one a shot next run, I liked the Runeblade.