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PowersNeuro Electric Pulse
- Updated tooltip.
- Updated fx.
- Fixed a bug where this power was double dipping its scaling off of Recovery.
- This power is now considered to be a Rune, and will not stack with other Rune abilities.
- This power was using incorrect values to calculate its cost. Power cost has gone up slightly.
- Removed the power decay effect on this power.
- The power gain on this ability will now only affect players (since power gain doesn't do anything for non-players).
Holy Water
- Heavenly Mana advantage: Fixed a bug where this power was double dipping its scaling off of Recovery.
- Increased base energy amount slightly.
- The power gain on this ability will now only affect players.
Compassion
- Made some changes to how this power triggers its effects. This does not change any of the power's trigger conditions or requirements, but may help with the power not applying the form stack when it should.
Circles
- Reduced the charge time on Circle of Primal Dominion, Glory and Ebon Wrath.
Dark Transfusion/Power Conversion
- Fixed a bug where these powers were removing all buffs.
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Comments
Kaiserin shared this on the Discord channel. Looks like we're getting our mouth!
So I know it was bugged or changed, but this power already wasn't that good on it's own, however it provided enough for me to regain some energy to use FC constantly, on a dex prim build (since they have no cost discount) because I had trouble even with 200 rec, 200 end. and a EU.
I believe it gave like 12 energy twice a sec, or 1.25 sec, not sure as the tooltip doesn't state but definitely more constant in live, not great but helps, now on PTS it's pretty much useless gives 8 energy with the same build, and less constantly, and it makes the power not worth getting, please do consider buffing or reverting this.
So I know it was bugged or changed, but this power already wasn't that good on it's own, however it provided enough for me to regain some energy to use FC constantly, on a dex prim build (since they have no cost discount) because I had trouble even with 200 rec, 200 end. and a EU.
I believe it gave like 12 energy twice a sec, or 1.25 sec, not sure as the tooltip in live doesn't state but definitely more constant in live, not great but helps, now on PTS it's pretty much useless gives 8 energy with the same build, and less constantly, and it makes the power not worth getting, please do consider buffing or reverting this, so that it's actually viable for people who need energy over time for heavy hitters like FC and such. 8 energy a sec doesn't exactly help anyone. this is rank 3 btw.
Fair enough but again even on top of a decent EU and investment in energy stats that also scale said EU, it's not enough to help at all, would you consider giving it a 2-3 point advantage to work only on you, not drain foes, and boost it's energy gain some?
also same argument from earlier, 8-9 energy a sec doesn't help anyone.
Nice to see it was optimized a bit. However, it doesn't feel like it does a whole lot now, and as a rune I assume it'll compete with Healing Runes for placement/power ticks. This sounds detrimental to a group where Healing Runes are present.
Throw some of these spaghetti noodles at the wall, see what sticks. Any amount or combination of these.
1. Forego using the Rune tag entirely on this power.
2. Allow the field to reduce power costs while active.
3. When initially used, the power could shave a few seconds off of active cooldowns for affected allies.
Just the change that was needed, I'd say. Being able to quickly bring up a circle makes them that much more maneuverable when on-the-go. Doesn't feel as slow or wasteful when moving from location to location, progressing in content. Bonus, it feels rather nice to have multiple circles on hand just to swap them out reactively in a fight. Going from CoAP during the attack to CoPD when sudden pressure is directed at the user and then back when aggro is cleared is a very big deal.
Now, I'm not too sure what "healing effects are reduced by 120%" means when it comes to the calculations for CoEW, but when I see that "muh brain" immediately does it the scary way, as if all current healing I do is the 100% and it's subtracting the whole thing with that 120%. So, instead of healing I'd keep thinking that 20% of all healing I attempt will actually be me doing damage instead. I know that's not actually the case but... yeah, not a friendly thing to think about. Would look into reevaluating the 120% to whatever is more accurate in an additive sense.
And I will always be @DZPlayer122.
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Epic Stronghold
Block timing explained
I second this.
This is asking for the power to do way too much. The Rune effect of this power is intended to be on par with Healing Rune abilities, and will only provide a small amount of direct energy gain in the same way Healing Runes provide a small amount of healing.
Eldritch Blast's Chant Advantage
This advantage isn't refreshing the duration of the Hexed debuff on the target.
Since it'll make the power basically useless.
In the vein of even exchange, I have to wonder if instead of making it a rune, other adjustments to the power to keep the strength were made such as upping the cost more or lowering the damage.
Also, civilians still treat circles like enemies and run away from them.
-Sterga
Epic Stronghold
Block timing explained
Really? Is it no longer a click CD that provides energy in an aoe?
My super cool CC build and how to use it.
Fair enough, I suppose. The amount of energy gained per second is quite comparable to what an EU provides as is, and that's shared among people standing inside of it. I still don't like the sound of it cutting into an active healing rune though. If I could make that choice, I'd always prefer to be inside of the healing rune over the now energy rune. (( PA-users salty about CoAP should consider finding a buddy using NEP for that sweet sweet energy. ))
Of course, it's a bit hard to solo-test how the two interact in that situation when the user can only have one rune out period. I assume that is part of the plan though, to not allow stacking between a healing rune and Neuroelectric Pulse.
And I will always be @DZPlayer122.
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What is it meant for then?
I agree this is a pretty significant change, considering "healing rune" is a really common power choice these days. I don't really understand why it shouldn't be permitted to stack since it provides a different resource from all the others and is unique, but ok, at least let people who have it in their build have a respec.
Circle of Arcane Power cancels Dragon Rush. I'm unsure whether this is intended.
SUGGESTION
Reduce Neuroelectric Pulse's cooldown to 10 seconds, in-line with other rune powers like Pillar of Poz, Moonstruck, and Soul Vortex.
Lower its energy cost, so it provides more benefit to the user. Currently, it likely takes several ticks just to recoup the activation cost.
https://i.imgur.com/MGkPE58.mp4
Leaving selfishness (I suppose) aside, I understand Neuro not being meant to be a major energy income, but it really wasn't that much (unless someone was spamming Recovery, of all stats to spam, to get the scaling high up, I suppose?) energy anyway.
Personally I feel that it should give a quite good amount of energy considering its cost, cooldown, limited range and that the power is *basically* for people who want more energy or help their allies with energy, if it isn't good at doing that, then it'll only be picked for theme builds or niche ones (which is fine if that's intended).
It seems to me it probably is intended since they explicitly said COAP will cancel energy returns from unlocks, although it would be good to have it clarified.