Celstial Conduit is kind of lacking at the moment. Please consider giving it a similar treatment as Concussor Beam and extend the range to 100 ft. For now at least, getting it to chain with Illumination would still generally take being within 50 ft to apply. So this update shouldn't make it overpowered and should goose it to be a bit more attractive as a power choice.
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My super cool CC build and how to use it.
I haven't messed with it much over the past 2 years, so not really up on it.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
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."
100' chaining power that's both a heal and a damage power. Sure, if it did pitiful damage and healing then that all would be balanced, but that's not the case. Compare it to another aoe healing power, Arcane Vitality. That power is 50 range, can have its aoe heals swallowed up by nearer targets than what you want it to hit, and is not also a damage power. Compare it to 100 range damage maintains - those can't be made to chain over a large area, and aren't also heals.
Celestial Conduit is currently a strong power, so strong that it has to be balanced out by requiring Illumination just to get its chaining.
One thing you could consider is a 2 pt Advantage that makes Celestial Conduit's range 100', but removes its ability to chain when hitting targets holding the Illumination buff/debuff.
My super cool CC build and how to use it.
Iirc, there are some 100' powers that can apply Illumination to an enemy target. Nothing 100' applies Illumination to "friendly" at the moment, I think. However, the colored comment would be fine by me.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
Indeed. This is Rebuke's niche, and Celestial Conduit shouldn't have it.
My super cool CC build and how to use it.
-Rebuke +Iniquity
Rebuke will never live up to these other abilities, but not because its charged (although that's part of it, as the delay can mean death for the person being healed. What really holds it back is the fact that it's a T0 power, and T0 powers aren't allowed to be good for anything besides applying utility buffs/debuffs.
Since it's stuck as a T0, those reason will have to come in the form of advantages. Here's some that might make it worth a damn:
Epic Stronghold
Block timing explained
Ha ha! Clunk clunk!
That would actually put it beyond Arcane Vitality, since you can't dps with AV. The illumination requirement is very deliberate, because it makes it so that if you want an aoe dps and an aoe heal, you have to use two power slots. Your suggestion brings us back to the issue of Conduit being "Two Powers one Slot". When it's a mid-range single target dps that does aoe-level damage, and a mid-range single target heal that heals about as much as AV, it's fairly balanced since those are each effectively half of a power in effectiveness. Once you slap on aoe to both of those, you've now got an aoe dps power and an aoe heal for one power slot, which is a fairly obvious no-no.
Also as someone who actually uses the combo, it doesn't feel clunky to me. Hitting one power then another power isn't really an unusual action to take in this game. Clunk clunk!
This however would be great. If the power has one thing that actually feels clunky, it's this. Having to switch targets to work around this is something no other power has to deal with. Plz fix!
My super cool CC build and how to use it.
The problem with this "logic" is that you have to take 2 powers to make it behave as intended (aoe healing) when it should be able to do at least something decently on its own. There are better single target numbers available from iniquity/warmth/empathic healing and better single target damage from even T0 blasts.
You could actually apply the Lifedrain philosophy (primary focus is healing, but it can sort of deal some damage as well) to Celestial Conduit's design to create a fairly balanced power. Maybe the chaining could happen regardless of buff/debuff for 50% as much as the primary target, with Illumination/Illuminated on the primary target increasing the aoe effect on secondary targets to 100%, just like with Lifedrain and its relatives.
"Intended" for Celestial Conduit has always been "chains on targets who have Illumination on them". That wasn't something new that was added when they changed it, that has always been the case.
It can do something decently on its own, two things in fact. It just can't do either of them great. Arcane Vitality is a great heal. Celestial Conduit on its own is a good heal, and a good dps power.
But it already deals more damage and heals more than Lifedrain, so I'd rather not nerf it by trying to make it more like lifedrain.
Sounds interesting. Which part of the power would you nerf to justify this adjustment?
My super cool CC build and how to use it.
- Celestial Conduit
- Illumination
vs
- Arcane Vitality
- Shadow Embrace
Both are the same thing overall--aoe healing and aoe dimensional damage in 2 power slots, right? Actually...no. The second is quite a bit more effective because all you have to do is point and shoot, without first making sure some silly buff/debuff is active. It also affects 1 more target (5 max vs primary + up to 3 chains) and Shadow Embrace applies a useful secondary debuff (Fear)
Contrary to what you are trying to (falsely) imply, Celestial Conduit is not good damage all by itself. It deals the same damage as a tier 1 aoe cone breath attack, but as single target. Here's some dps values from a level 40, formless/passiveless/gearless charcter:
- Rebuke (T0) 650 / (1.83 + 0.67) = 260
- Conduit (T1) 116 / 0.5 = 232
"Good dps power" indeed. What are you killing with it, purple gang henchmen in westside?
None is really necessary (aside from maybe a cost bump, which it could use regardless) because:
1) Its core function remains an aoe healing power, and technically, Arcane Vitality is still superior because it requires no stupid garbage buffs or debuffs in order to function at full capacity. What I proposed simply allows it to perform its primary function in partial capacity in exchange for allowing it to deal mediocre damage if the user wants.
2) Unlike Lifedrain, you cannot heal and deal damage with it at the same time. It's one or the other based on what you target.
3) Dealing "tier 1 aoe cone breath damage" to the primary target, and only 50% of that to secondary targets, is still pretty subpar. If you want to deal real damage, you should be looking elsewhere.
It's not a weaker secondary effect. It's a second primary effect. The toon I use Celestial Conduit on uses it more often as a dps power than a heal, due to the nature of the game it's being used in.
My super cool CC build and how to use it.
It's a support toon, so it greatly benefits from having a dps and a heal power for 1 power point. You might not think that's worthwhile, but you also don't have a series of videos showcasing how much you can do with powers that people don't think are "optimal" o3o
My super cool CC build and how to use it.