by Uranato » Tue Mar 05, 2019 8:52 am
Wait a sec, are you talking about Splash? I was talking about his first skill, which raises three water geysers from the ground (sort of). It only activates in melee, I think.
For Splash, it's supposed to be a melee skill, otherwise it would make him kinda OP (think about those poor flying hordes. Splash is somewhat similar to Alric's flurry or Eridan's TwinBlades (albeit a littls different, as it's weaker and instead deals are danage), in that it is a quick-recharging melee skill which has to be used multiple times for effectiveness.
Jun'Pai already has devastatingly powerful skills, so they would've put Splash usefulness to minimum to prevent him from being overpowered. One of his best skills, as I've already said, is the Naga Gaze. Permanently destroying the magic of a whole group comes really in handy, and it synergizes with his Courage Banner skill, plus the new DD towers.
Think of this situation - There is an oncoming horde of Anurian Wardens and Crystal Demolishers, supported by a group of Channelers and Infusers and a Chaser horde to jump in at the critical moment. This kind of formation will break through even a tough DK-SM-BF defense, which usually works against everything else (even your Blazin' Gem won't work THAT well here - the magicians soak up their hits). This seemingly unstolpable attack can be broken by nothinv but 3 or 4 DDs + Jun'Pai. What you have to do is, first silence the magicians, rendering them useless, then plant a Banner right in the middle of the Redspines. the DDs' combined magical & physical damage will wreck through most of them, while Jun'Pai's tsunamis take out the Chaser horde.