New expansion Mystic Skills (Sage/Demon)

koryn7
koryn7 Posts: 48 Arc User
Hi all,

I know we don't have the official skill descriptions yet but based on the translations someone else has done in the forum, what are your opinions about being sage or demon? The expansion will not affect all skills, only some. How does this change the dynamic of sage vs. demon for us mystics, keeping in mind the skills that will NOT be merged? Will one culti benefit more than another?

----From the main thread on the glyph skill upgrades----

Mystic

Nature's Vengeance - chi gain increased to 15

Rune 1: additional [40%, 60%, 80%, 100%] weapon damage + [2420, 3630, 4840, 6050] damage
Rune 2: removes the 30% slow, but adds additional [60%, 90%, 120%, 150%] weapon damage + [2420, 3630, 4840, 6050] damage
Rune 3: slow effect increased to [50%, 60%, 70%, 80%] for 6 seconds
Rune 4: chi gain increased to [20, 25, 30, 35]
rune 5: ?? don't understand this rune. Changes NV to target allies, applies [20%, 30%, 40%, 50%] max hp shield, need actual translation for this

I guess the 5th rune changes mystic to a complete defensive character? Seems like a strong skill but I don't see too many willing to take it

Absorb Soul - chi gain increased to 20, crit chance increased to 3x, interrupts target when hit

Rune 1: additional damage to players equal to [10%, 15%, 20%, 25%] base magic damage
Rune 2: additional damage to monsters equal to [40%, 60%, 80%, 100%] base magic damage
Rune 3: channeling time reduced to [4.2, 3.8, 3.4, 3.0] seconds
Rune 4: dot attributes removes and changes to regular wood damage spell, dealing [140%, 160%, 180%, 200%] base magic damage + 2900 to players
Rune 5: changes to a charge skill, fully charged up to [40%, 60%, 80%, 100^] base magic damage depending on charge time

Storm Dance

Rune 1: additional [40%, 60%, 80%, 100%] weaopn damage
Rune 2: reduces max health of enemies by an additional [4%, 6%, 8%, 10%]
Rune 3: reduces channeling time by [.4, .6, .8, 1] seconds
Rune 4: chi gain increased to [25, 30, 35, 40]
Rune 5: [70%, 80%, 90%, 100%] chance to reduce the cast time of your next absorb soul by 50%

[Swirling Mist - demon/sage combined

Rune 1: additional [20%, 30%, 40%, 50%] weapon damage
Rune 2: removes delayed DoT component, but additional [60%, 90%, 120%, 150%] weapon damage
Rune 3: additional [60%, 90%, 120%, 150%] delayed DoT damage
Rune 4: raises DoT trigger to [70%, 80%, 90%, 100%] health (lol really, dead rune)
Rune 5: chance to reduce wood resist increased to [40%, 60%, 80%, 100%]

Gale Force - changed to 50% seal, 75% freeze chance

Rune 1: additional [20%, 30%, 40%, 50%] weapon damage
Rune 2: freeze chance increased to [85%, 90%, 95%, 100%]
Rune 3: seal chance increased to [60%, 65%, 70%, 75%]
Rune 4: restores [10, 15, 20, 25] chi after casting
Rune 5: changes to single target, range increased to 27m, cd increased to 12s but 100% chance to seal and immobilize the target for [1, 2, 3, 4] seconds

Break in the clouds - chi gain increased to 15, 25% chance to purify target

Rune 1: changes to offensive wood spell, dealing [140%, 160%, 180%, 200%] weapon damage + 6018 (turns into a decent DPS spell, but giving up our signature heal...probably not worth it over NV spam)
Rune 2: restores an additional [5, 10, 15, 20] chi to the target
Rune 3: removes heal component, increases chance to purify to [70%, 80%, 90%, 100%]
Rune 4: ??? can't translate this
Rune 5: cast range increased to [2, 3, 4, 5] meters

Comforting Mist - demon and safe versions combined

Rune 1: changes to target enemies, deals [160%, 240%, 320%, 400%] weapon damage plus 8897 in a 25m radius
Rune 2: restores [5, 10, 15, 20] additional chi
Rune 3: removes heal component, but increases chance to purify by [70%, 80%, 90%, 100%]
Rune 4: ??? again, can't translate this, any help?
Rune 5: reduces cooldown to [5, 4, 3, 2] seconds

Nature's Barrier - damage reduction increased to 90%

Rune 1: changes to deaden nerves effect that restores 100% health, duration [10, 20, 30, 40] seconds
Rune 2: changes to immunity to all movement restriction effects for [5, 10, 15, 20] seconds (I can see it being worth only if it affects paralyze)
Rune 3: allows to target allies, reduces all damage by [60%, 70%, 80%, 90%] for 8 seconds, but they cannot move
Rune 4: changes to target ally, deaden nerves effect for [4, 6, 8, 10] seconds
Rune 5: changes to some sort of imprisonment/cc effect for [15, 20, 25, 30] seconds

Thicket - sage + demon effects combined

Rune 1: changes weapon damage to 36x, some sort of forced targeting effect (?) for [2, 3, 4, 5] seconds
Rune 2: [40%, 60%, 80%, 100%] to prevent target from making selections for 10 seconds (?)
Rune 3: increases HF effect chance to [40%, 60%, 80%, 100%] by 30%
Rune 4: returns [40, 60, 80, 100] chi after casting
Rune 5: some sort of cc effect (?), on the target for [6, 9, 12, 15] seconds

Vital Herb

Rune 1: additional healing effect, plant is invincible, lasts [6, 9, 12, 15] seconds
Rune 2: changes plant to restore 20 chi/second, plant is invincible, lasts [6, 9, 12, 15] seconds
Rune 3: changes plant to purify all targets per second, plant is invincible, lasts [6, 9, 12, 15] seconds
Rune 4: changes plant to reduce channel times by 30%, and increase weapon damage by 200%, plant is invincible, lasts [6, 9, 12, 15] seconds
Rune 5: changes to make all allies untargetable, plant is invincible, lasts [3, 4, 5, 6] seconds
Post edited by dregenfox on November 2016

Comments

  • capnk
    capnk Posts: 486 Arc User
    Things that will not change:
    Sage will still be slightly tankier with self buff and sage spark
    Sage will do slightly higher damage per hit due to sage wood mastery
    Demon will have faster channeling with demon spark and rapid growth

    Things that will change:
    Both cultis getting chi from Nature's Vengeance means both will now be equal-ish at pve. Previously sage dominated pve due to being able to spark more frequently
    Sage can now generate chi faster out of combat than before with BitC change
    Demon now has purify effect on BitC
    Sage gets access to the better version of Gale Force and Thicket

    Both cultis are certainly better than before. There's no nerfs*, unless you really liked the slow effect on Sage Gale Force for some reason. I think Sage gained a bit more overall. But the fundamental reasons you played one or the other haven't changed. Sage still can't pull off the channeling combos demon does.

    *The percentages on Gale Force may be a nerf compared to demon Gale Force. We've never had listed percentages before, but my personal testing had it around 60% seal, 85% freeze.