Well, there's also not many cone AoE heals in the game either (basically just two- one from an adv on the only heal that takes health from you to heal, and can't be used on self). And if you want a cone AoE heal that can also be used to heal yourself, then yeah AV is the only pick then. I can understand the argument that the old VL wasn't being used often, but I think that's also stemming from its charged nature and its 10-ft sphere being kinda pithy in comparison to the coverage that an AoE cone can get.
That coulda been improved upon while still introducing a new cd-based ally heal but *shrug* oh well. I just hope we have more spammable ally heals coming down the pipeline.
BUG: Banish's Visual FX and Power Duration show as active when you damage an enemy being held by the power, even if the enemy has broken free.
Example: I held a DEMON Villain in the Powerhouse with Banish. Stabbed it once and the power fx and duration were still active on the enemy, but the enemy had actually broken free and started using its lifedrain move. ("Your soul is mine!")
I I can understand the argument that the old VL wasn't being used often, but I think that's also stemming from its charged nature and its 10-ft sphere being kinda pithy in comparison to the coverage that an AoE cone can get.
So... make it scale off stacks of Ensorcelled , PRE, and the time charged. For a reasonable level 40, that would be.... 250 (tap)-500 (full charge) healing x each stack of Ensorcelled consumed. Assuming you've got all eight stacks to begin with, that makes..
first tap - 8 x 250 = 2000 HP healed (all stacks of Ensorcelled consumed) second tap = 1 to 3 x 250 = 250-750 HP healed
first full charge = 8 x 500 = 4000 HP (all stacks of Ensorcelled consumed) second full charge = 1 to 3 x 500 = 1500 HP healed
10-15 second cooldown feels right for that... so then you've got a viable AoE heal, which only works in conjunction with other Sorcery powers, needs powering up through participation, declines in power when spammed, and actually gives people a reason to rank up their Form.
New dps test for sorcery (dex/int/ego). The dex spec is fixed now, and I am using a r9 sorcery +damage mod. The damage per tick on hex of suffering seems to be taking a huge hit.
The timing on Hex status is really tight with just Hex of Suffering now. You can't use it after 2 or 3 full maintains, but need to break off a maintain to apply it again. And this also tends to run into the bug where status effects fall off when they are applied just as the previous stacks fall off. Adding in Eldritch Blast makes timing easier, but doesn't do anything positive for dps.
All in all I think soulbeam could do with a few percent higher damage (3% or so) and a 100 feet resistance debuff.
All in all I think soulbeam could do with a few percent higher damage (3% or so) and a 100 feet resistance debuff.
Well isn't that what Eldritch Blast is for? It's like Infernal - the debuff itself is applied with a short-range power, but can be maintained with a long range power.
WIth Invocation of Storm Calling being changed to magic damage and a similar power being added to the Electricity framework, I'm not sure anyone would choose the New Advantage: Electrify - Chance to apply Negative Ions for the Sorcery power. Less synergy.
Suggestion: Change Commander specs to work on sigils (rapid response lowers their charge time by 0.5seconds in stead of 1, but none of the others applie).
I'm not planning to take Skarns for my sorcery build. I'd rather just tap for my damage debuff and gtfo.
Instant debuff vs maintain2debuff is a huge difference in utility.
For me at least, in these times of "staying in short-range longer = staying in range of those sick one shots longer"
Sure their is that, but the DoT on Hex of Suffering is in the 60-90s range in damage... while Skarne can do more, depends what you're going for, some reason Skarne's Bane even with full maintain doesn't always apply Hexed Debuffed.
I'd like to make a suggestion, can you do something with Circle of Ebon Wrath, it's Heal debuff/Damage Ratio is not worth using with Diminishing Returns, it should do significantly more damage, something like Rank 1 - 25%, Rank 2 - 33%, Rank 3 - 50%, Multiplicative damage for example..
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
I'm not planning to take Skarns for my sorcery build. I'd rather just tap for my damage debuff and gtfo.
Instant debuff vs maintain2debuff is a huge difference in utility.
For me at least, in these times of "staying in short-range longer = staying in range of those sick one shots longer"
To be 100% honest? I have always wanted Hex of Suffering to do a lot more than it does.
Enemies don't always cluster together for the "full damage potential" of the power to be realized. The "Hexed" debuff it now gives should not be taken away, but it either needs an increase in damage output or innate rooting or something...something which makes it a little more useful/attractive than its current version.
I still maintain that Bane should not be taken away from "Skarn's Bane"...I don't think there are too many powers which actually utilize the Bane set of random debuffs...would be nice if Skarn's could keep that aspect and have "Hexed" debuff as an advantage for those who want it.
The tooltip on Pillar of Poz and Expulse indicates that the Healing Rune ticks every 0.5 seconds. In practice, it only ticks every 1 second.
The tooltip for both powers shows that the Healing Rune is affected by healing bonuses. In practice, Expulse's rune does not scale with all healing bonuses (such as Compassion). Poz's rune does.
theres an advantage for eldritch blast which does,
hex of sufering
theres something else but i can't remember
Jinxed from Invocation of the Storm Calling.
Also a Bug that's been their since Skarnes Bane has been given Hexed Debuff, Applying a maintain doesn't always apply the Hexed Debuff symbol but still triggers The Conjuring Energy Unlock.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
I don't like single target paralyzes with a required charge at all. There is a reason no one is using those, it's because they just suck. So I don't understand at all why another one has been added (even if the vfx and animation are great).
If you want to charge a paralyze there are AoE options. And for single target there are at least 2 without the required charge and 1 without a cooldown and double the range.
Comments
That coulda been improved upon while still introducing a new cd-based ally heal but *shrug* oh well. I just hope we have more spammable ally heals coming down the pipeline.
- Be safe and have fun, champs - for science!
Example: I held a DEMON Villain in the Powerhouse with Banish. Stabbed it once and the power fx and duration were still active on the enemy, but the enemy had actually broken free and started using its lifedrain move. ("Your soul is mine!")
So... make it scale off stacks of Ensorcelled , PRE, and the time charged. For a reasonable level 40, that would be.... 250 (tap)-500 (full charge) healing x each stack of Ensorcelled consumed. Assuming you've got all eight stacks to begin with, that makes..
first tap - 8 x 250 = 2000 HP healed (all stacks of Ensorcelled consumed)
second tap = 1 to 3 x 250 = 250-750 HP healed
first full charge = 8 x 500 = 4000 HP (all stacks of Ensorcelled consumed)
second full charge = 1 to 3 x 500 = 1500 HP healed
10-15 second cooldown feels right for that... so then you've got a viable AoE heal, which only works in conjunction with other Sorcery powers, needs powering up through participation, declines in power when spammed, and actually gives people a reason to rank up their Form.
The dex spec is fixed now, and I am using a r9 sorcery +damage mod.
The damage per tick on hex of suffering seems to be taking a huge hit.
The timing on Hex status is really tight with just Hex of Suffering now. You can't use it after 2 or 3 full maintains, but need to break off a maintain to apply it again. And this also tends to run into the bug where status effects fall off when they are applied just as the previous stacks fall off. Adding in Eldritch Blast makes timing easier, but doesn't do anything positive for dps.
All in all I think soulbeam could do with a few percent higher damage (3% or so) and a 100 feet resistance debuff.
My super cool CC build and how to use it.
- Be safe and have fun, champs - for science!
Would it be "easier" to make Hex of Suffering into some sort of ONH power which:
"Deals additional Magic Damage to enemies and applies Hexed to affected targets."
Rank 2
Rank 3
Advantage: Rune of Lethargy - Hex of Suffering when used with an AoE attack will now root all affected targets.
--
If that is a very bad idea...reduce its cooldown or make into something worthy of its tier.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
I'm not planning to take Skarns for my sorcery build. I'd rather just tap for my damage debuff and gtfo.
Instant debuff vs maintain2debuff is a huge difference in utility.
For me at least, in these times of "staying in short-range longer = staying in range of those sick one shots longer"
My super cool CC build and how to use it.
I do love these changes overall though!
Change Commander specs to work on sigils (rapid response lowers their charge time by 0.5seconds in stead of 1, but none of the others applie).
My super cool CC build and how to use it.
I'd like to make a suggestion, can you do something with Circle of Ebon Wrath, it's Heal debuff/Damage Ratio is not worth using with Diminishing Returns, it should do significantly more damage, something like Rank 1 - 25%, Rank 2 - 33%, Rank 3 - 50%, Multiplicative damage for example..
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Enemies don't always cluster together for the "full damage potential" of the power to be realized. The "Hexed" debuff it now gives should not be taken away, but it either needs an increase in damage output or innate rooting or something...something which makes it a little more useful/attractive than its current version.
I still maintain that Bane should not be taken away from "Skarn's Bane"...I don't think there are too many powers which actually utilize the Bane set of random debuffs...would be nice if Skarn's could keep that aspect and have "Hexed" debuff as an advantage for those who want it.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
The tooltip on Pillar of Poz and Expulse indicates that the Healing Rune ticks every 0.5 seconds. In practice, it only ticks every 1 second.
The tooltip for both powers shows that the Healing Rune is affected by healing bonuses. In practice, Expulse's rune does not scale with all healing bonuses (such as Compassion). Poz's rune does.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
theres an advantage for eldritch blast which does,
hex of sufering
theres something else but i can't remember
Get the Forums Enhancement Extension!
Also a Bug that's been their since Skarnes Bane has been given Hexed Debuff, Applying a maintain doesn't always apply the Hexed Debuff symbol but still triggers The Conjuring Energy Unlock.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
If you want to charge a paralyze there are AoE options. And for single target there are at least 2 without the required charge and 1 without a cooldown and double the range.