Also if compare to Concussor Beam, plasma beam deals 10% more damage. And it's AoE attack. Previously concussor beam was taken, because it's Toggle, and therefore allows usage of attacks like Chest Beam, but what's the point of taking Concussor now? While graphically it looks way more appealing. Thus l suggest Plasma Beam be non-PA Maintain by default (like Energy Wave), & 2 pt adv to convert it to Hand Slot Toggle.
I dunno, is the aiming on Plasma Beam still garbage?
aiming is, hold mouse button, move mouse to swing to the side.
Posted this in the wrong place apparently so here goes:
First of all let me say thank you. Awesome stuff. Here are a few things I'd like to address that might help:
1. BUG: Illuminate doesn't always function as a curse and it does not chain Conduit at all. 2. BUG: Rebuke is missing "Challenge!". While it has Breakthrough after the taunt changes like all blasts do. 3. Enchanter is underperforming: it offers less overall benefits than Shadow Form and Seraphim, including damage bonus apparently. Could it get a 5/10/15% chance as per rank to apply random Curse and Enchantment when the caster deals the appropriate damage types? 4. Eldritch Bolt still has a chance to Root the target instead of applying Hexed, and completely missing the "apply hexed on every hit" 2pt advantage that every other energy builder does with the respective effect stack in other ability trees. It would also be nice if it could apply an enchantment as well for additional advantage points spent the way other energy builders offer similar utilities. 5. Skarn's bane is the only way to apply Hexed currently, and its cost is way too high for its current tier, while it does not necessarily apply Hexed even after the very long and energy-consuming sequence. 6. Spellcaster only works off of Intelligence while Concentration works with EGO or INT and Compassion with REC or PRE. Could it work off of INT or REC as well? 7. Could Conjuring feed off of both Curses and Enchantments? This way it could be a great EU for Healers who use Illuminate as well. 8. The healing on Sorcery powers seems to scale very badly. I have tested them with a PRE-based character and the value barely budged.
1 - Interesting...I suspect it will only count as a Curse vs enemies? Not allies (would be weird), so if it is not actually counting towards Conjuring EU when the assumed correct conditions are fulfilled then there's definitely a problem. Also not chaining Conduit...good catch, ty.
2 - Another good catch.
3 - Enchanter, myself and others suggested some stuff for it. It feels a little bare atm for a passive...
4 - Eldritch Bolt is an energy builder...it should not have a way to apply a strong damage resistance debuff every hit, either through advantages or innately.
5 - Hex of Suffering can also (or should also) apply Hexed debuff.
6 - I was thinking that Spellcaster could scale off EGO or INT, INT or PRE, or INT and REC would be good, something to make it a bit less like Enrage.
7 - I think I mentioned this too. I think the problem is that there is not a LIST of stuff which counts as Curses, as of right now, players have to read through power descriptions thoroughly to check if something counts or not...would be nice if Developers released the list of effects which should count as what, so we as players can accurately feed back if something is not working.
8 - I think that may be because they are mostly "AoE" heals, so the values will be lower because they benefit multiple allies? Equally though, it could be very poor scaling.
Thanks for the reply! Nice to have a conversation in here. Let's keep it brief though, so that the devs don't have to dig through a lot.
1. No, it legit didn't work as a Curse for the EU and the Form. It might have been fixed. It doesn't chain Conduit though. 2. Yep. I use this on my main. 3. Indeed it is. 4. Look at all the energy builders that are affiliated with buff/debuff powersets, Raven. Fire Builder applies Clinging Flames, Ice can Chill, Infernal Poisons, Darkness applies Fear. If not Hexed then whatever else but it -should- work along these guidelines, especially since Sorcery is dependent on both Buff and Debuff. 5. Noted. Thanks. I still think there needs to be more versatility and that skarn needs more attention with its cost vs effect ratio. 6. Whatever works with Spellcaster, should be as streamlined and useful as it can, being the rare case of a new form entirely. 7. Also the streamlining thing. If a powerset is dependent on two circumstances, it should be prominent. In this case meaning that both enchantment and curse are a cardinal circumstance for Sorcery. This means that it would make perfect sense for the EU to take both into consideration, ensuring that the 3s interval is enforced regardless of which one it proc'd off of. 8. I trust Kaiserin's math. All I'm suggesting is that TO ME, the values seem to scale badly.
4 - Whilst this is true, in a majority of cases, those debuffs aren't too strong, but do definitely compliment the set. I think if Eldritch Bolts had a chance to apply "Mystified" or "Illumination" via advantage, that would help it to tie in more like other sets do.
5 - Oh I agree, I think there first needs to be a well defined list which we as players can draw information from with this new update in relation to Curses and Enchantments as many players are getting confused because information has not been delivered in a very clear way (yet) when it comes to the Sorcery changes. Skarn's (IMO) should have kept it's Bane effect innate or the damage should have been continued to be allowed to ramp up. Or it could even benefit from "Cursed" targets or "Enchanted" casters. Unfortunately, it seems to have been mostly sidelined to almost push players to use the newer abilities.
6 - Again, I agree. Unfortunately, I don't think it will change, because there are forms out there which are single stat scaling forms, they are within the norm for a form power (Enrage, AoTB & various MA Forms), but don't directly match up for more "general" form powers which have dual stat scaling, which I think is possibly intended? So Sorcery's main "stat" if you will, would be going back to the old suggested "Intelligence". This is further enforced by the EU scaling and the new form scaling. (I really want to like Spellcaster, but at present it seems a little too restrictive or niche, but that feeling will probably go away once things are made clearer)
7 - Agreed, would be nice if Conjuring was made better so it wouldn't necessarily force you to use or fight in a certain way. Taking Enchantments into consideration would be a great way to open it up more and within acceptable ranges of what to expect from a Sorcery specific EU.
8 - Mhm, I know that personally I'll be spending a lot of time poking Sorcery powers (and staring at how pretty some of these powers are!) for a while before even thinking about venturing into the new content.
There are reports of the new Skarn's Bane not triggering Concentration? Anyone confirm?
Also, there seems no reason to take Spellcaster over Concentration. Spellcaster uses one stat and tricky mechanics for the same effect as Concentration, which gives a choice of stats and super easy mechanics.
There are reports of the new Skarn's Bane not triggering Concentration? Anyone confirm?
Also, there seems no reason to take Spellcaster over Concentration. Spellcaster uses one stat and tricky mechanics for the same effect as Concentration, which gives a choice of stats and super easy mechanics.
Not sure about Skarn's Bane...as I haven't tested it since the update. The power has become very unattractive for some reason. It's quite sad actually, so I doubt many people will be using it much. Both its damage and utility functions have been pretty much stripped. The final Hexed application seems only "good" for mobs, but then again, not many mobs last long enough (and of course HoS can just pop Hexed on a target and you can get on with everything else).
Spellcaster...yeah, as I said, I really want to like it but at present it and the energy unlock aren't massively accessible, which is a bit of a problem IMO. I would hope that Spellcaster would be the first form power possibly to scale on INT or EGO/PRE/REC, to cater to the "three main" play styles which could draw on it. But it will likely remain the same as it is...or be made to scale like Conjuring (INT or REC).
I suspect Concentration is going to get a revision, and downgrade, with a Tech/Gadgets framework pass.
Urgh, I hope not. That would really be a nod towards limiting how freeform works in a game that thrives on the whole "Freeform" deal...and would be a very telling nod as to what will happen in future.
I really hope that if Spellcaster form cannot be adjusted to work better/be more attractive, it is just left alone instead of messing around with even more builds.
A revision/downgrade to Concentration, which restricts it unnecessarily would defeat the purpose of its creation (but that's not uncommon of late actually, so you could be correct).
I would expect a good number of new form powers to appear for each set if something like that happened though.
I suspect Concentration is going to get a revision, and downgrade, with a Tech/Gadgets framework pass.
Nah Concentration is fine, don't worry. Introduction of new forms will not invalidate or reduce the effectiveness of the old ones. Concentration is the standard to which other forms are measured.
Bug: Sigils of Destruction and Warlock's Blades are still referred to as Sigils of the Primal Storm and Pyromancer's Blades respectively in the power's description
Mentioned it in the release patch notes thread in news but I figure I better mention it in the proper bug thread:
Bug: Celestial Conduit no longer arcs despite the power description indicating it should still arc against illuminated targets
Pardon lack of color, been trying all sorts of HTML tags to get it working nothing seems to work. Even installed a viewer extension to unlock more options.
Skarnes bane is no longer processing Concentration
To add to this: BUG: Skarn's is not reliably applying Hex at the end of its maintain- though this appears to be more of a problem w/ rank 2 and rank 3 of the power.
The charge on expulse is really limiting it's usefulness, poz is just a better power atm. A 5 feet higher range would be a better compensation than a lower cooldown (almost pointless).
Bug: The healing rune from expulse heals far lower than what the tooltip says. Tooltip says 511, what I actually get is: Your Healing Rune gives 284 Health Points to you with Healing Rune.
Request (again :P): Give expulse a celestial themed rune.
Isn't the Expulse rune of a similar style to the radiant circle and radiant runes? I kinda like it, especially how it rotates.
I do agree that since Expulse is harder to use than Pillar of Poz, the rune could stand to heal a bit more. At least make the tooltip and actual healing match.
Isn't the Expulse rune of a similar style to the radiant circle and radiant runes? I kinda like it, especially how it rotates.
I do agree that since Expulse is harder to use than Pillar of Poz, the rune could stand to heal a bit more. At least make the tooltip and actual healing match.
BUG: According to the new description of Endbringer's Grasp, the Fear debuff is also considered a Curse for the purposes of use of Enchanter and/or Conjuring. So all the powers/device that apply Fear should have be tagged as Curses.
Post edited by criswolf09 on
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Isn't the Expulse rune of a similar style to the radiant circle and radiant runes? I kinda like it, especially how it rotates.
I do agree that since Expulse is harder to use than Pillar of Poz, the rune could stand to heal a bit more. At least make the tooltip and actual healing match.
I wonder if it's being reduced by your resists?
What resist is reducing my healing? I'm not following you.
Isn't the Expulse rune of a similar style to the radiant circle and radiant runes? I kinda like it, especially how it rotates.
I do agree that since Expulse is harder to use than Pillar of Poz, the rune could stand to heal a bit more. At least make the tooltip and actual healing match.
I wonder if it's being reduced by your resists?
What resist is reducing my healing? I'm not following you.
The one that's supposed to only reduce the damage you take. Obviously this would be a bug.
BUG: Bad Luck Adv on Eldritch Blast isn't properly knocking down targets that you Jinxed upon expiry (Tough Variants), also Binding Light doesn't 100% apply, I've had rare cases fulling charging on a target applies Jinx but not Illuminate. (Yes I've tested both Adv with a guy)
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."
It seem like enchantments and curses should also be present in the Darkness, Celestial, & Infernal power framework. Debilitating Poison is already an option for Condemn. Which leaves it the only non-sorcery power in the supernatural family that can trigger Conjuring.
Obviously this is something that would be done with careful consideration but would go a long way for Enchanter/Conjuring/Spellcaster builds.
Comments
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First of all let me say thank you. Awesome stuff.
Here are a few things I'd like to address that might help:
1. BUG: Illuminate doesn't always function as a curse and it does not chain Conduit at all.
2. BUG: Rebuke is missing "Challenge!". While it has Breakthrough after the taunt changes like all blasts do.
3. Enchanter is underperforming: it offers less overall benefits than Shadow Form and Seraphim, including damage bonus apparently. Could it get a 5/10/15% chance as per rank to apply random Curse and Enchantment when the caster deals the appropriate damage types?
4. Eldritch Bolt still has a chance to Root the target instead of applying Hexed, and completely missing the "apply hexed on every hit" 2pt advantage that every other energy builder does with the respective effect stack in other ability trees. It would also be nice if it could apply an enchantment as well for additional advantage points spent the way other energy builders offer similar utilities.
5. Skarn's bane is the only way to apply Hexed currently, and its cost is way too high for its current tier, while it does not necessarily apply Hexed even after the very long and energy-consuming sequence.
6. Spellcaster only works off of Intelligence while Concentration works with EGO or INT and Compassion with REC or PRE. Could it work off of INT or REC as well?
7. Could Conjuring feed off of both Curses and Enchantments? This way it could be a great EU for Healers who use Illuminate as well.
8. The healing on Sorcery powers seems to scale very badly. I have tested them with a PRE-based character and the value barely budged.
1 - Interesting...I suspect it will only count as a Curse vs enemies? Not allies (would be weird), so if it is not actually counting towards Conjuring EU when the assumed correct conditions are fulfilled then there's definitely a problem. Also not chaining Conduit...good catch, ty.
2 - Another good catch.
3 - Enchanter, myself and others suggested some stuff for it. It feels a little bare atm for a passive...
4 - Eldritch Bolt is an energy builder...it should not have a way to apply a strong damage resistance debuff every hit, either through advantages or innately.
5 - Hex of Suffering can also (or should also) apply Hexed debuff.
6 - I was thinking that Spellcaster could scale off EGO or INT, INT or PRE, or INT and REC would be good, something to make it a bit less like Enrage.
7 - I think I mentioned this too. I think the problem is that there is not a LIST of stuff which counts as Curses, as of right now, players have to read through power descriptions thoroughly to check if something counts or not...would be nice if Developers released the list of effects which should count as what, so we as players can accurately feed back if something is not working.
8 - I think that may be because they are mostly "AoE" heals, so the values will be lower because they benefit multiple allies? Equally though, it could be very poor scaling.
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1. No, it legit didn't work as a Curse for the EU and the Form. It might have been fixed. It doesn't chain Conduit though.
2. Yep. I use this on my main.
3. Indeed it is.
4. Look at all the energy builders that are affiliated with buff/debuff powersets, Raven. Fire Builder applies Clinging Flames, Ice can Chill, Infernal Poisons, Darkness applies Fear. If not Hexed then whatever else but it -should- work along these guidelines, especially since Sorcery is dependent on both Buff and Debuff.
5. Noted. Thanks. I still think there needs to be more versatility and that skarn needs more attention with its cost vs effect ratio.
6. Whatever works with Spellcaster, should be as streamlined and useful as it can, being the rare case of a new form entirely.
7. Also the streamlining thing. If a powerset is dependent on two circumstances, it should be prominent. In this case meaning that both enchantment and curse are a cardinal circumstance for Sorcery. This means that it would make perfect sense for the EU to take both into consideration, ensuring that the 3s interval is enforced regardless of which one it proc'd off of.
8. I trust Kaiserin's math. All I'm suggesting is that TO ME, the values seem to scale badly.
1 - Hopefully this will be fixed ASAP.
4 - Whilst this is true, in a majority of cases, those debuffs aren't too strong, but do definitely compliment the set. I think if Eldritch Bolts had a chance to apply "Mystified" or "Illumination" via advantage, that would help it to tie in more like other sets do.
5 - Oh I agree, I think there first needs to be a well defined list which we as players can draw information from with this new update in relation to Curses and Enchantments as many players are getting confused because information has not been delivered in a very clear way (yet) when it comes to the Sorcery changes. Skarn's (IMO) should have kept it's Bane effect innate or the damage should have been continued to be allowed to ramp up. Or it could even benefit from "Cursed" targets or "Enchanted" casters. Unfortunately, it seems to have been mostly sidelined to almost push players to use the newer abilities.
6 - Again, I agree. Unfortunately, I don't think it will change, because there are forms out there which are single stat scaling forms, they are within the norm for a form power (Enrage, AoTB & various MA Forms), but don't directly match up for more "general" form powers which have dual stat scaling, which I think is possibly intended? So Sorcery's main "stat" if you will, would be going back to the old suggested "Intelligence". This is further enforced by the EU scaling and the new form scaling. (I really want to like Spellcaster, but at present it seems a little too restrictive or niche, but that feeling will probably go away once things are made clearer)
7 - Agreed, would be nice if Conjuring was made better so it wouldn't necessarily force you to use or fight in a certain way. Taking Enchantments into consideration would be a great way to open it up more and within acceptable ranges of what to expect from a Sorcery specific EU.
8 - Mhm, I know that personally I'll be spending a lot of time poking Sorcery powers (and staring at how pretty some of these powers are!) for a while before even thinking about venturing into the new content.
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!
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Anyone confirm?
Also, there seems no reason to take Spellcaster over Concentration. Spellcaster uses one stat and tricky mechanics for the same effect as Concentration, which gives a choice of stats and super easy mechanics.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Spellcaster...yeah, as I said, I really want to like it but at present it and the energy unlock aren't massively accessible, which is a bit of a problem IMO. I would hope that Spellcaster would be the first form power possibly to scale on INT or EGO/PRE/REC, to cater to the "three main" play styles which could draw on it. But it will likely remain the same as it is...or be made to scale like Conjuring (INT or REC).
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
__________________________
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I really hope that if Spellcaster form cannot be adjusted to work better/be more attractive, it is just left alone instead of messing around with even more builds.
A revision/downgrade to Concentration, which restricts it unnecessarily would defeat the purpose of its creation (but that's not uncommon of late actually, so you could be correct).
I would expect a good number of new form powers to appear for each set if something like that happened though.
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
__________________________
Introduction of new forms will not invalidate or reduce the effectiveness of the old ones.
Concentration is the standard to which other forms are measured.
Bug:The Familiar from the new Sorcerer Heirloom set does not persist between area changes
Bug: The Familiar from the new Sorcerer Heirloom set does not appear to be applying +20% to listed damage or resistance values
Bug: Celestial Conduit no longer arcs despite the power description indicating it should still arc against illuminated targets
Pardon lack of color, been trying all sorts of HTML tags to get it working nothing seems to work. Even installed a viewer extension to unlock more options.
Skarnes bane is no longer processing Concentration
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- Be safe and have fun, champs - for science!
Bug:
The healing rune from expulse heals far lower than what the tooltip says.
Tooltip says 511, what I actually get is:
Your Healing Rune gives 284 Health Points to you with Healing Rune.
Request (again :P):
Give expulse a celestial themed rune.
I do agree that since Expulse is harder to use than Pillar of Poz, the rune could stand to heal a bit more. At least make the tooltip and actual healing match.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
BUG: Since all magic powers have been merged into one powerset some say Arcane Sorcery instead of Sorcery.
BUG: Arcane Vitality doesn't display the right visual effect when casting it on yourself at Rank 3.
Suggestion: Add a different Icon to the stacks of the Ensorcelled buff please
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My characters
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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My characters
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."
It seem like enchantments and curses should also be present in the Darkness, Celestial, & Infernal power framework. Debilitating Poison is already an option for Condemn. Which leaves it the only non-sorcery power in the supernatural family that can trigger Conjuring.
Obviously this is something that would be done with careful consideration but would go a long way for Enchanter/Conjuring/Spellcaster builds.
If not: Bug: Conjuring scales with END.
[at]riviania Member since Aug 2009
My super cool CC build and how to use it.