November 05, 2013, 16:54:38 |
It punishes you in a sense that there are high level mobs with TONS of earth resist. If you were dual elements, you get to choose whichever element the mob has the lowest resist on, giving you a higher dmg per turn total.
In the Ecaflip forum, I talked about going water/earth. I tested MANY different builds with sylargh/kraken before the patch. I did not like the synergy between the two. Something lacks, for me, I like seeing big numbers across the board, so that build was not for me. Also, the heals in water spells do not compensate for the dmg loss from being mono. The heals is too low, mind as well go full water for better heals.
I'm yet to try fire/water, as I speculate the same result. Lower fire dmg, for mini water heals and occasionally providing allies crits. (keep in mind, you give as much crit from fleahopper being lv 10 or lv 115, per say, the amount is fixed and doesn't change.)
It's INSANELY good. Combining the two is godly. First, you do not gamble dmg, your dmg will always be constant or more. You do not suffer from lack of dmg. The synergy is there.
Personally, I love earth, and I wouldn't change it for nothing. But PvE wise, dmg loss per turn is game changing, specially more now than before since dungeons are getting harder.
As Earth, if you have All-in leveled, you always have that chance that it will not proc the second time. Now, what if you change that spell with D-Six? D-Six never risks losing dmg, instead, it only gives more dmg. If D-six's die lands on a 6, the dmg is doubled unless blocked by the mob.
What if you like Battle? Still risking 33% to heal the target. In this game 33% feels more like 50% on abilities. and a 33% drop from a mob feels like 5%. Anyways, replace that with Craps, or Die Alright. Die Alright is an amazing AoE spell on crits. Super handy to have.
If you have a lot of crit on your gear, 45%+ or more
, go for Dice Roulette, or keep All-in.
The other Earth spells are very much viable as they don't gamble dmg, and their base dmg is high.
Fire/Earth does benefit from all the passives/actives a mono Earth player would have, except for Black Bow Meow.
: Amazing for fire/earth, gives an additional 50% dmg
: Benefits both Elements, and gives bonus dmg to Earth spells. God Cards also provide an increase of Base dmg toward HoT, and other bonuses to Earth spells.
: Procs on all spells, and increases dmg output
: This is the cream cheese to your bagel. Provides crits, and increases Fire Dmg. Think about a 50% winning streak, and a backstab crit with Die Alright (that AoE though) with potential of WS being higher.
: Optional, but still good.
The rest is up to you and your gameplay.
Hope I explained it well