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Alright, basically this is my random assortment of suggestions for a sorcery pass, and it is open to other suggestions.
Self-buffs/passives
Mana Conduit Woo, offensive passive! This power would grant a significant buff to paranormal damage and roughly one third of the bonus to all damage. It would also grant high magic damage resistance, moderate paranormal damage resistance, and energy upon being hit with magic damage. The visual for this would be perhaps a subtle mix of all the aura effects, toned down considerably as to not be overbearing.
I suggest a zero point advantage on this passive that would grant all ranged attacks a runed particle trail, if this is even possible with the game engine.
Healing Infusion A support toggle form that would grant a small buff to healing strength, and in addition to that, a critical chance/severity buff to healing powers. This could have a two or three point advantage on it to cause your critical heals to grant a heal over time equal to a percentage of the heal's crit.
Runic Ward A defensive toggle form that would grant the user a buff called Reactive Warding upon taking damage. This would grant the user a small damage resistance buff, say 10/15/20%, maybe less, but it would grant a heal over time buff to the user, the heal strength based on your primary superstat. The heal over time component would last five seconds.
Three point advantage- Reflective warding: This would replace the heal over time component with a reflective damage buff that functions identically to the heal over time. It would place a damage over time on the attacker that would deal an amount of damage based on your primary superstat.
Attacks.
In addition to the attacks already in the sorcery set, I suggest a few more to make the set more viable as damage dealing. The names are placeholders, really.
Eldritch Barrage. 100ft maintain, .5 second ticks. Fires a swarm of eldritch energy at the target in quick bursts. Your basic maintain attack, has a small repel. The damage would ramp up over time. Think a multi-missle swarm version of eldritch blast for the graphic.
Eldritch Detonation. 100ft charge attack, 10ft area-of-affect. You charge up an unstable orb of eldritch energy and fire it at an enemy. High single target damage, moderate area of affect damage. The graphic for this could be a very small orb projectile that detonates into a large explosion of runes.
Eldritch Rain. 50ft maintained AoE, 10ft area-of-affect. You call down the very stars themselves, causing bolts of eldritch energy to assault any unfortunate enough to oppose you. The attack would be similar to conflagration and avalanche, and the visual would be a rain of small, long bolts and runes.
Hex of Suffering. The DoT portion of this power is rather lackluster, I suggest increasing the duration and changing the damage ticks from once per second to once per half second to accommodate the cooldown, as well as granting the power the challenging strikes advantage.
Three point advantage: Debilitation. Reduces the defense, damage reduction, and dodge chance of the target while the hex persists.
Buffs.
As they are, the healing powers in sorcery don’t really seem to need much help, but more variety is always nice.
Rune of protection. Your basic bubble power, but rather than a bubble, the target is surrounded by glowing runes. Grants damage absorption based on presence. Lasts ten seconds, any remaining protection is detonated, dealing double the shield’s remaining amount as magic damage to all nearby enemies.
Rune of power An active offense team-buff on a moderate cooldown, grants a 25% damage and healing boost to all teammates for roughly fifteen seconds, however it reduces the user's energy equilibrium for the duration. Aids the user in breaking out of holds.
Rune of healing. A single-target buff that grants a moderate heal-over-time to the target and any allies nearby. Think of it as a support version of Hex of Suffering.
Pets.
I suggest removing the circle-bound aspect of the rituals, making the unbound ritual advantage baseline for all sorcery pets. In addition, I suggest adding a few more summons.
Will-o-wisp. A non-controllable pet that grants a 50ft regeneration aura at rank 1, a buff to the user, increasing the effectiveness of heals and bubbles by a percentage at rank 2, along with decreased threat generation by the player. At rank 3, if an ally dies within the regeneration aura, the wisp will sacrifice itself to resurrect the ally, however this will cause will-o-wisp to not be able to be summoned for thirty seconds. The wisp is targetable and can be defeated, but it is incorporeal, and has decent damage resistance. Will-o-wisp has no active powers, and has no offense.
Orb of Power A non-controllable pet, summons a crystal orb, charged with arcane energy, that simply emanates power. At rank 1, the pet would grant the user a buff to max endurance and endurance recovery, and it would fire eldritch bolts at nearby enemies. At rank 2, it grants a minor endurance-over-time aura to allies within 50ft, and has access to eldritch bolt. At rank 3, it's endurance and endurance-over-time buff increase, and it gains pillar of poz. While it is a rather effective pet, it is rather fragile, and therefore is easily defeated.
Tome of Dark Secrets A non-controllable pet, summons a floating leather-bound tome that contains terrible secrets. At rank 1, the pet grants the user a damage buff and increases threat generated by the player, and instills fear on nearby enemies, reducing their damage. At rank 2, the damage buff increases, and the tome has the ability to fire toxic bolts of hellfire. At rank 3, the damage buff further increases, and the tome gains a bit of damage resistance added to itself and the buff granted to the user.
Circles
All circles need to gain the "tap to move to location" feature that the radiant circle is gaining.
I also think it would add some kind of interesting option for circles to have advantages that would extend the range of the circle an amount to grant teammates/pets a fraction of the circle's buff.
Edit- Edited some stuff, mang!
Self-buffs/passives
Mana Conduit Woo, offensive passive! This power would grant a significant buff to paranormal damage and roughly one third of the bonus to all damage. It would also grant high magic damage resistance, moderate paranormal damage resistance, and energy upon being hit with magic damage. The visual for this would be perhaps a subtle mix of all the aura effects, toned down considerably as to not be overbearing.
I suggest a zero point advantage on this passive that would grant all ranged attacks a runed particle trail, if this is even possible with the game engine.
Healing Infusion A support toggle form that would grant a small buff to healing strength, and in addition to that, a critical chance/severity buff to healing powers. This could have a two or three point advantage on it to cause your critical heals to grant a heal over time equal to a percentage of the heal's crit.
Runic Ward A defensive toggle form that would grant the user a buff called Reactive Warding upon taking damage. This would grant the user a small damage resistance buff, say 10/15/20%, maybe less, but it would grant a heal over time buff to the user, the heal strength based on your primary superstat. The heal over time component would last five seconds.
Three point advantage- Reflective warding: This would replace the heal over time component with a reflective damage buff that functions identically to the heal over time. It would place a damage over time on the attacker that would deal an amount of damage based on your primary superstat.
Attacks.
In addition to the attacks already in the sorcery set, I suggest a few more to make the set more viable as damage dealing. The names are placeholders, really.
Eldritch Barrage. 100ft maintain, .5 second ticks. Fires a swarm of eldritch energy at the target in quick bursts. Your basic maintain attack, has a small repel. The damage would ramp up over time. Think a multi-missle swarm version of eldritch blast for the graphic.
Eldritch Detonation. 100ft charge attack, 10ft area-of-affect. You charge up an unstable orb of eldritch energy and fire it at an enemy. High single target damage, moderate area of affect damage. The graphic for this could be a very small orb projectile that detonates into a large explosion of runes.
Eldritch Rain. 50ft maintained AoE, 10ft area-of-affect. You call down the very stars themselves, causing bolts of eldritch energy to assault any unfortunate enough to oppose you. The attack would be similar to conflagration and avalanche, and the visual would be a rain of small, long bolts and runes.
Hex of Suffering. The DoT portion of this power is rather lackluster, I suggest increasing the duration and changing the damage ticks from once per second to once per half second to accommodate the cooldown, as well as granting the power the challenging strikes advantage.
Three point advantage: Debilitation. Reduces the defense, damage reduction, and dodge chance of the target while the hex persists.
Buffs.
As they are, the healing powers in sorcery don’t really seem to need much help, but more variety is always nice.
Rune of protection. Your basic bubble power, but rather than a bubble, the target is surrounded by glowing runes. Grants damage absorption based on presence. Lasts ten seconds, any remaining protection is detonated, dealing double the shield’s remaining amount as magic damage to all nearby enemies.
Rune of power An active offense team-buff on a moderate cooldown, grants a 25% damage and healing boost to all teammates for roughly fifteen seconds, however it reduces the user's energy equilibrium for the duration. Aids the user in breaking out of holds.
Rune of healing. A single-target buff that grants a moderate heal-over-time to the target and any allies nearby. Think of it as a support version of Hex of Suffering.
Pets.
I suggest removing the circle-bound aspect of the rituals, making the unbound ritual advantage baseline for all sorcery pets. In addition, I suggest adding a few more summons.
Will-o-wisp. A non-controllable pet that grants a 50ft regeneration aura at rank 1, a buff to the user, increasing the effectiveness of heals and bubbles by a percentage at rank 2, along with decreased threat generation by the player. At rank 3, if an ally dies within the regeneration aura, the wisp will sacrifice itself to resurrect the ally, however this will cause will-o-wisp to not be able to be summoned for thirty seconds. The wisp is targetable and can be defeated, but it is incorporeal, and has decent damage resistance. Will-o-wisp has no active powers, and has no offense.
Orb of Power A non-controllable pet, summons a crystal orb, charged with arcane energy, that simply emanates power. At rank 1, the pet would grant the user a buff to max endurance and endurance recovery, and it would fire eldritch bolts at nearby enemies. At rank 2, it grants a minor endurance-over-time aura to allies within 50ft, and has access to eldritch bolt. At rank 3, it's endurance and endurance-over-time buff increase, and it gains pillar of poz. While it is a rather effective pet, it is rather fragile, and therefore is easily defeated.
Tome of Dark Secrets A non-controllable pet, summons a floating leather-bound tome that contains terrible secrets. At rank 1, the pet grants the user a damage buff and increases threat generated by the player, and instills fear on nearby enemies, reducing their damage. At rank 2, the damage buff increases, and the tome has the ability to fire toxic bolts of hellfire. At rank 3, the damage buff further increases, and the tome gains a bit of damage resistance added to itself and the buff granted to the user.
Circles
All circles need to gain the "tap to move to location" feature that the radiant circle is gaining.
I also think it would add some kind of interesting option for circles to have advantages that would extend the range of the circle an amount to grant teammates/pets a fraction of the circle's buff.
Edit- Edited some stuff, mang!
# 2
11-11-2011, 07:06 AM
While I agree that Arcane Clarity needs something new to actually make it a viable choice, I think the auras are fine just the way they are.
Circles, too. Changing them to be clickable, temporary offenses/defenses would be a horrible design option. Sorcery powers all either require you to stand still, or lock you down while they're being cast (arcane vitality, eldritch blast, binding of aratron, etc.) So by altering the circles and making them clickable buffs, it pulls a total 180 on what I assume the devs were going for when they made the whole sorcery tree. If anything, I think changing the circles that way would do nothing more than break the synergy in the power tree.
However I DO love the new power options you've suggested here, and I agree that Hex of Suffering needs a damage increase. While it is a somewhat effective power as is, from what I've seen in other power sets it doesn't really stack up to the damage other DoTs can put out.
Circles, too. Changing them to be clickable, temporary offenses/defenses would be a horrible design option. Sorcery powers all either require you to stand still, or lock you down while they're being cast (arcane vitality, eldritch blast, binding of aratron, etc.) So by altering the circles and making them clickable buffs, it pulls a total 180 on what I assume the devs were going for when they made the whole sorcery tree. If anything, I think changing the circles that way would do nothing more than break the synergy in the power tree.
However I DO love the new power options you've suggested here, and I agree that Hex of Suffering needs a damage increase. While it is a somewhat effective power as is, from what I've seen in other power sets it doesn't really stack up to the damage other DoTs can put out.
# 3
11-11-2011, 07:11 AM
I simply LOVE all your suggestions!
Abot the Aura Of Arcane Clarity...maybe give it some DMG reduction or an interesting thing to it.
Don't get me wrong, power count discount and shorter recharge time sounds great, but that's what SS Int is for, IMO.
Make it more appealing, add something that will make us want to get it.
Abot the Aura Of Arcane Clarity...maybe give it some DMG reduction or an interesting thing to it.
Don't get me wrong, power count discount and shorter recharge time sounds great, but that's what SS Int is for, IMO.
Make it more appealing, add something that will make us want to get it.
# 4
11-11-2011, 03:25 PM
I don't agree with Arcane Clarity being dispersed among the other passives, or the Circles becoming clickies. AoAC can have its own thing.. it just needs extra thinking lol but it would make sense if it were changed into an energy form. Still... it could just be reformed as a passive to have some extra UMPH. I also don't like the circles becoming clickies... because that maeans they can't be used with other clickies! But also I'd lose my nifty circle of the ground. I honestly like how that mechanic works, it's something different from what we see.
Everything else... yes, yes, a thousand yes. MAKE THIS SO!!! /athousandsigns
Everything else... yes, yes, a thousand yes. MAKE THIS SO!!! /athousandsigns
# 5
11-11-2011, 05:17 PM
gimmie either a floating tome or crystal ball pet that boosts my mana
# 6
11-11-2011, 06:47 PM
Quote:
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Originally Posted by Quincy-St-Moth
gimmie either a floating tome or crystal ball pet that boosts my mana
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# 7
11-11-2011, 06:51 PM
Awww but you took away your nifty aura suggestions. BRING THEM BAHK. Except for the one about Clarity....
# 8
11-11-2011, 07:04 PM
Quote:
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Originally Posted by Blu8
Awww but you took away your nifty aura suggestions. BRING THEM BAHK. Except for the one about Clarity....
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# 9
11-11-2011, 08:26 PM
Quote:
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Originally Posted by Vincyre
Tweaking them a bit before I repost them, so they make more sense.
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# 10
11-12-2011, 05:50 AM
My Sorcery toon is one of my strongest, I solo SL on elite easily. So I don't see the need for a pass.
I am not a PVP'er so I do not have any idea about Sorcery in PVP.
My SS are INT/REC and the build centers around Arcane Sigils and Primal Storm Sigils. My passive is Regen.
I am not a PVP'er so I do not have any idea about Sorcery in PVP.
My SS are INT/REC and the build centers around Arcane Sigils and Primal Storm Sigils. My passive is Regen.
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