Flasholotl
Retinazer
- Feb 16, 2024
- #1
I was playing through classic mode Terraria multiplayer on stream as a summoner and was kind of surprised when I realised that yes, the power glove applies to whips, increasing the whip size, increasing attack speed, and allowing for auto swing, and one of it's upgrades, the berserker glove, is still relevant to summoners and whips, but its other upgrade, the mechanical glove, does everything that the prior upgrade does but removes the whip compatibility.
why is this? I have no idea, it uses an avenger emblem for its' crafting recipe but limits its usefulness to only melee, I was hoping to be able to use the mechanical glove's upgrade the fire glove so I could get fire damage on all of my future whips but it holds true to the original magma stone in its crafting recipie and only applies the fire to melee attacks, not whips.
I just feel like for an item with a crafting tree that has compatibility with both melee and whips it shouldn't be limited as soon as you add an avenger emblem of all things, after all, it increases all damage by 12% but gets reverted back to a worse warrior emblem as soon as it gets added to a power glove to cut down the amount of accessory slots that you might need for that spare shark tooth necklace or something, it gets nerfed.
J Bame
Terrarian
- Feb 16, 2024
- #2
titan glove doesnt work on whips
Honestly even if mechanical glove was 12% whip damage, whip speed, 10% whip size and whip fire damage it wouldn't even be that strong, whips dont have that much DPS compared to your summons, hell this may not even be better than Berserker Glove in some cases
Flasholotl
Retinazer
- Feb 16, 2024
- #3
J Bame said:
titan glove doesnt work on whips
Honestly even if mechanical glove was 12% whip damage, whip speed, 10% whip size and whip fire damage it wouldn't even be that strong, whips dont have that much DPS compared to your summons, hell this may not even be better than Berserker Glove in some cases
omg wll um,
1. I honestly didn't even know titan glove did nothing for whips
2. In my eyes the Mechanical glove kinda serves as the corrupt equivalent to the berserkers' glove, if you were like me and spent most of your time with a normal power glove because no matter how hard you tried you couldn't make a freaking artificial crimson that would allow a crimson mimic to spawn you would have no option in your corruption world but to craft a mech glove but, oh, oh yeah you're a summoner, see ya bud, literally no change
OtherGeneric_User
Terrarian
- Feb 16, 2024
- #4
Flasholotl said:
omg wll um,
1. I honestly didn't even know titan glove did nothing for whips
2. In my eyes the Mechanical glove kinda serves as the corrupt equivalent to the berserkers' glove, if you were like me and spent most of your time with a normal power glove because no matter how hard you tried you couldn't make a freaking artificial crimson that would allow a crimson mimic to spawn you would have no option in your corruption world but to craft a mech glove but, oh, oh yeah you're a summoner, see ya bud, literally no change
Although to be a direct counterpart to the berserker's glove it would be better to create a new glove than if it were designed for summoning that is made with corruption items.
Flasholotl
Retinazer
- Feb 16, 2024
- #5
OtherGeneric_User said:
Although to be a direct counterpart to the berserker's glove it would be better to create a new glove than if it were designed for summoning that is made with corruption items.
I wasn't saying it was a direct one I'm saying it's the best we have, so an actual counterpart would be another good suggestion
Big Sammich
Duke Fishron
- Feb 16, 2024
- #6
I agree that these items should apply their bonuses to whips.
chewythebigblackdog
Terrarian
- Feb 16, 2024
- #7
Using berserker's glove on summoner builds has fallen off a lot since 1.4.4, when the autofire setting was introduced (which gives autoswing to whips without needing feral claws). Ever since that addition, I haven't bothered with using a feral claws tinker on summoner in hardmode, mainly because you don't get much out of it. In early to mid pre-hardmode, feral claws are decent enough since you don't have a lot of other options, but as you get better options there isn't much of a reason to use them. Adding a 12% whip damage boost to the fire guantlet wouldn't change that.
Stellar Mastodon 267
Terrarian
- Feb 16, 2024
- #8
As towers have said, the addition of auto swing plus how weak whips normally are means this won’t be a meaningful addition even if it makes sense.
RandomDuckNerd
Skeletron
- Feb 19, 2024
- #9
I don't want to have to grind for gloves on top of enduring the average summoner experience (still my favorite class)
TurboClide
Terrarian
- Feb 19, 2024
- #10
RandomDuckNerd said:
I don't want to have to grind for gloves on top of enduring the average summoner experience (still my favorite class)
Nobody makes you do it. You can use other accessories.
Flint🪓
The Axe
- Feb 19, 2024
- #11
chewythebigblackdog said:
Using berserker's glove on summoner builds has fallen off a lot since 1.4.4, when the autofire setting was introduced (which gives autoswing to whips without needing feral claws). Ever since that addition, I haven't bothered with using a feral claws tinker on summoner in hardmode, mainly because you don't get much out of it. In early to mid pre-hardmode, feral claws are decent enough since you don't have a lot of other options, but as you get better options there isn't much of a reason to use them. Adding a 12% whip damage boost to the fire guantlet wouldn't change that.
No it hasn’t? It may not be useful now that autoswing option exists and 12% whip speed barely does something, but it gives 8 defense, 8 defense is not something you can ignore. It is mandatory? Nah. Has it fallen off? Neither. In a nutshell remains as a good accesory.
chewythebigblackdog
Terrarian
- Feb 20, 2024
- #12
By it falling off, I was mainly referring to using it for summoner setups. If you wanted to go for a tank summoner with something like valhalla knight, it would be a solid pick, especially if pairing it with other high defence accessories like shields and other flesh knuckle tinkers. As far as defensive accessories go, I'd much rather have worm scarf and/or brain of confusion, charm of myths, star veil, frozen shield, or celestial shell over a pure 8 defence on summoner, since most summon builds are on the squishier side. It's a pretty solid item for tank melee setups though, since those already have high defence.
You must log in or register to reply here.