#Heretic Identity Patch Discussion
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Haha, I'm just trying to add ideas since flasks aren't going anywhere.
Doesn't seem like there is much else we can do beyond this to change the patch, as previously stated by others.
Usurper, which was just added, does feel overly strong at first blush
Maybe it can only borrow pre-buff stat values instead? That way the innate boosts from Bastille, etc. aren't completely turned against the target beyond their control.
Maybe
This is a joke: Just add a % of taming the follower and you have the perfect Beo silver bullet though
Well, that should probably be part of the Banishment flask (call it Subjugation or something) so that it has a greater niche.
yeah, I feel like someone had tossed that out there before. In any case, yeah. I also like that idea.
Right now, it just feels strangely targeted to a class that already suffers in PvP. Someone mentioned the raid bosses before though, so that will still help in those cases for lower tiers.
yup, fully agree
I feel it is very niche for us as users, and feels-bad for the recipient
If I were to replace it with something else from your list, I would grab inversion and never look back
that is a PvP silver bullet that is way more applicable and then everybody gets to hate us
Huge thanks for making some flasks not consume a turn! š
This really helps in defeating strong opponentsāit works great! šŖ
To be honest, I don't like all the other flaks. Others are not at all profitable to use to waste charges.
Talk to some Gilga right now and I donāt think thereāll be an agreement on who has the dex issue š
look, classes are going to be different. There are going to be dex classes, there are going to be safe classes, and there are going to be big number risky classes - there just isnt much point to having classes if fundamentals like dex are going to be levelled across them. Embracing the differences and choosing the archetype that appeals to us is what classes in RPGs is all about
That particular one Sigil Stormflask is not a guaranteed extra turn.
Itās actually very hard to come up with abilities for vials, especially making sure theyāre all useful š„¹
Why not give players the option to choose the spell and buffs themselves? š
Weāre great wizards whoāve learned so many spells and buffs, so why not prepare and fill the vial with that spell before the battle? š«š
Weird, it seems to have always worked for me.
Gilga has been using a skill with a 5% miss chance, ofc they're going to feel like they have a dex issue now with that being removed.
Heretic is being called a glass cannon yet we can't land a hit which means death and are still being outperformed damage wise by ss and RS while we're supposed to be hitting harder. No point in being a glass cannon if we're going to die before we can even buff up when these other classes don't need to, to achieve the same thing. If we're going to be labeled and treated as a glass cannon with no survivability, why the hell are we hitting less than any other class turn 1?
You get the extra turn if you have a full flask
Which content are you referring to? At aggregate, heretic isnāt really in a place where it dies before buffing. Im guessing these sentiments are just PvP?
Oh hey dads here
Not speaking for Wrecked, but "dying before buffing" is the first, usually biggest, obstacle to completing non-themed dungeons. I will trust the numbers in the aggregate, so I will qualify that as "with anguish".
But in my opinion, this is addressed very well by blood loss flask
I would suggest we not use anguish as a baseline. Itās not representative of the majority of experiences, and is going to change drastically
Sounds good.
(other classes are also dying plenty before buffing when anguished :))
Finding it hard to phrase this, but I think we might be the wrong focus group to opine on the non anguish experience.
I think everyone here has the current anguish system top of mind
Iām of the mindset that any class having difficulty with high anguish doesnt need adjustment. Those that are not having difficulty are the issue
I can get behind that, but it implies that tuning certain options down is in order
Or changing anguish š
Ha! TouchƩ
I think dismissing heretic's struggle with current anguish is not productive
Heretic struggles with anguish for a variety of reasons that Wrecked described
And these apply to pvp as well.
- Not enough survivability to buff before dying
- Not as much damage as the other classes
What are we supposed to do in pvp?
These are symptoms of the core issue - Heretic has no defensive prowess and our offensive prowess can be done better and more quickly by other classes
Our "glass cannon" niche isn't ours at all
Hoping Odie has good things planned for Ang 2.0 in terms of classes being fair just because it would suck for heretic to get a rework before a big game change and things to become ehhhh rough again should I say? Same for RS, Gilga, and Poor Summoner Hydrus (lost but not forgotten)
The glass cannon niche is nice but defensively is rough even at higher ALs for a base mark endgame Ang. Now with possible maluses and such in 2.0 how much more rough would it get?
Heretics die more. We have less survivability than the other classes and it feels like we keep on saying this and being dismissed
Brand new (old) Heretic identity: die fast, hit medium
Guys give him a second to respond lol
whispers ship it
it will be a little disappointing that I won't find flask specific gear useful, if it is in the mix to come. But perhaps gear making Efficacious stronger hmmm
Might as well, about as far as they are going with the identity update haha
Deity still waiting on good Apex gear, don't hold your breath unless it's with ang2.0 lol
Our job isn't to wait on Odie to respond to everything, it's to give feedback. I'm not gonna stop giving feedback just to wait
Ok bro
The damage must be increased unequivocally. Now the Heretic in the arena can do something only with two-handed weapons, good clothes and critical
I feel like efficacious can be the signature ability Heretic needs. Buff the immunity damage, increase damage on resists as well, and I love the idea of increased accuracy on elemental spells
I think a big part of why Heretic dies more is because we are the only classline that has basically no access to gear high on Defense. 0 access to warrior gear and only Corvus gets thief gear... our defense stat is null and physical damage is everywhere
On the other hand, our partial identity of elemental damage runs into resistances and immunities everywhere. Magic is resisted in a way that defense is not and that feels bad
I wouldnāt call it dismissal - itās just not worth anyoneās time to put it the extra days/weeks to balance something around something that is then going to go
That's fair, but the undelying issues are still a problem IMO
I'd love to address those
Just an idea from a non heretic player. Would it be more interesting to have flasks act more like Apex and take up skill slots in exchange for more play being put into efficacious to increase the elemental identity?
I will say this... the heretic is not played now, not because of the protection, not because of Ward in the arena. and this normal for this class. You need to assemble the right build and everything is not so bad)
Aside from them feeling more like Apex if that's done, the flask spells do not cost Mana (unless you're using one that intentionally reduces Mana) which is... congruent with our Iconoclast bonus.
Unless the flasks as spells are reduced to 0 Mana cost, it's preferable that they remain their own thing. Also, there would have to be something in place to prevent other classes from using them (better).
fixed flask choices also promotes identity throughout the classline. And we are here for identity š
Surely the solution is Heretics getting Physical resist 
Part of class, like how Realm gets Dark/Holy immune
but due to the absolutely large amount of Physical things, I think an immunity would be too much
Not likely that different flasks get introduced later?
I could see gear that subs out flasks for other ones š
much like gear that gives followers abilities, and us abilities
the door is not shut on these being our only and final flasks
I believe that
Flask spell addition gear would be awesome event gear
The idea with the flasks is cool. need to think about useful skills, their effects
I feel like this would make them actually threatening in pvp as well as increase survivability like people are asking.
Maybe a little too scary though lol
#1331673547210358794 message
Those aside, others have already made suggestions for flasks somewhere in the discussion. Admittedly, mine don't directly address a current issue. Not in the way most would want, at least.
As of now, our most useful flasks are probably the accuracy assist (Mana/Blood Ray) and free Iconoclast boost (Bloodloss).
Does anyone else have ideas there?
inb4 T10 Arisen Fey Trevelyan this April, emphasis on mages and flask gear
Preach!
Can we get a stronger efficacious Odie
and when will it be possible to test beta on Aethric?)
Damn itā¦I need to find an ornate arisen morrigan scroll :(.
I don't think there will be a beta for us. We are probably getting the update when it goes live
Here to hope that any adjustment or buff patch would not take as long as it did in the past.
Here's some of my opinion on some flasks
-
Repetition flask: You take at least 2 turns to charge up a flask so you can cast a 3 turns spell in 1 turn in best scenario, this is the worst trade ever.
Solution to fix: i haven't have a solution for it yet -
Manaseep flask: Burn your MP each turn, from the result of my test, it burn 5% of your max MP each turn, you can recast it to turn it off.
What's the point of this? To blueline? If you want to reduce your MP, Bloodloss is faster
To manage your MP at low and can keep using spells? I don't see an option for that. If you regen MP >= your loss MP each turn then it's for nothing
If your regen is less than the MP burn x%, at some point we will run out of MP, a mage class without MP
. Oh, we can turn it off, right? And then we sit at blueline and has x% MP regen which somehow = your MP need to cast your spamming spell => best scenario. Then why not just use bloodloss and go to blueline in 1 turn? and have the same setup with x% regen and your spamming spell?
Solution to fix: make it burn % of your current MP instead, that way, at some point, we can just cast spell without have to turn off manaseep and maintaining our blueline -
elemental stormflask: You spend a flask charge and cause your opponents a random basic debuff, this take 1 turn. This is just a filler flask, right? because i don't see how we want to spend 1 turn and 1 flask to cause a random basic debuff, we can't even choose the debuff we want to cause
Solution to fix: Increase the number of debuffs or make this 0 turn cast
(Limit text characters so i'll send another msg for other flasks)
-
Sigil stormflask: You can cause up to 4 sigil to opponents, can take extra turn. Best to combo with AVga in horde mode or AVla to deal huge damage, consume 3/4 sigils except aquila after that
Take 1-2 turns for an AOE clear? We already can do that in 1 turn
Deal huge damage with AVla? Maybe but Ultima does it better with correct build and don't need consume flask
For player who don't have access to Ultima, this seem like a good choice for raiding but if we counting the number of turns to charge flask to do this, this doesn't seem like a good deal anymore since you can only benefit from it once, after cast AVla, the sigil get consumed and you back to almost 0
Solution: Maybe keep the sigil? They're already has fade chance, you probably can only case 1 AVla with 4 sigil more and maybe 2 more with 3 sigils, not many sigil can last 4 turns -
Bloodloss flask: Reduce your MP by 70%, take 0 turn, I don't have problem with how it work, I know there're many way we can start combat with blueline but a new way that don't have to switch weapon/class is nice, it's alright. It's just the name make it really confusing, at first i thought it deal dmg to your self to redline or smth => suggest to change the name.
Next is the accessibility, how is heretic Ara, a class that need to burn MP don't have access to it, even in the Ara passive we can see "spell cost more mana" text, why this class doesn't have access to a mana burn spell?
Suggest: Make it a mana flask
For 1) remember that you can bank flasks in dungeons/towers, so the economy would not be the aforementioned. You can 5x repetition if needed
-
blood loss is not every turn and cannot have sustain built around it. Thereās been some cool things shared from the beta with it
-
introduced at t3. Utility may not extend to t10, so could be replaced - remember, this is a mage classline patch so we will want to consider all tiers
Agreed re: 5
- blood loss is not every turn and cannot have sustain built around it. Thereās been some cool things shared from the beta with it
Sry, i think u misunderstand about my opinion about the manaseep math part
If you already have a way to sustain built with manaseep, then you'll have a sustain built with bloodloss, bloodloss will help you blueline faster <- this is the main point
Yes, but blood loss needs a full flask
So uses beyond the first wonāt be convenient
Sry, i still don't understand, is it: Use manaseep with non full flask is better than bloodloss with non full flask?
Iām just saying manaseep should be better for longer battles/dungeons. No need to charge flasks and burn turns blood lossing after pots. Both spells should have their situations
For Heretic and Horvus, at least.
Manaseep has its uses for sure
im not sure if this has been suggested but how about a flask that can increase the effectiveness of effacious? (that isnt just a sigil)
the sigil is useful in like raids for charging but well in hordes it doesnt get much use
I would suggest, at least, that turning Manaseep off should take 0 turns
What if instead of just losing the mana from bloodloss, or manaseep, it went to a 2nd mana pool.
We can still spend that mana while maintaining our blue line. This would make having low mana less annoying and also lets us use less mana potions.
Alternately, mana lost to those flasks could charge a mana shield based on the amount of mana consumed. (Not ward)
Turning off manaseep also consumes battery, could this be changed?
I would feel more comfortable if manaseep had an effect of recovering 5% lost mana, instead of consuming my mana... I've been doing some desperation dungeons and when I still need to use something like Ara Vesta to deal with immune enemies or whatever
At least it would save an amity slot in some cases š
Did you test this out? It should cost 0
Also as someone that uses 5% missing mana recovery for QC Ultima endless, I would dig a tool like this that I can only really use an amity for (without sacrificing crit or orn gain) - or something like the effect halving all mana costs
Anguish even though I see below you suggest not using it as a baseline. That is the baseline we have with it being what we have access to. I can run a 50 anguish horde dungeon almost as effectively on a 10 al g.ursa in beta as I can on a 154 AL heretic. There's no point in even wasting time buffing on gilga once you're 50+ al. Hell, at 10 AL on g.ursa with no manual buffing and only DC from Phoenix which is falling off all the time I'm consistently making it to floor 18 - 22. I'm dying slightly less on heretic, it only requires 15x the amount of AL with more buffing and not even having much use of flasks outside of manaseep in the beginning. T.all ^^^ and t.mag ^^^ are up to hit a whopping 30k more than I'm hitting on g.ursa with t.all^^^ and 144 ALs less.
If the other classes are to be considered the problem because they clear anguish too easy then this balance should have focused heavily on nerfing the other classes rather than giving heretics a lackluster identity/rework where they still seem substantially worse than every other class out there. Maybe heretics will be better suited for anguish 2.0, but we don't have that yet. Didn't really need help in raids which is the only place you'll see our glass cannon identity shine (maybe endless too). Survivability and dex issues were pretty much ignored outside of getting a flask for a stronger bolt spell
For 1) remember that you can bank flasks in dungeons/towers, so the economy would not be the aforementioned. You can 5x repetition if needed
Even in that case, noone would use a multi turns spell in tower, then the result will be we spending 1 turn to case a 1 turn spell and cost us 1 flask
About casting 5 times Ultima 2 in a row, where's the benefit? You already spend 10 turns to charge 5 flasks (with best charge rate possible) so you can cast 5 Ultima 2 - 15 turns in 5 turns now?
this sound like a good fix for manaseep
Idk why some people think manaseep can somehow has usecase that's better than bloodloss. I think they're overrated this, kinda like repetition flask. They're both sound good until you really try them
currently turn off manaseep cost 1 blood flask in beta
Ectoplasm supposedly gives resistance to physics. But I've never used it...
It does but it also puts you to sleep and you can't use gear to prevent the effect.
It would be ideal to rework manna seep like this: Make it burn 80% of mana at once, and enable 5% regeneration per turn (+ extra turn). And also give this flax to the entire class with the iconoclast passive
You can activate or deactivate it with 0 cost if your bloodflask = 0 charge, but if you have any flask with charge it will be consumed both on activation and deactivation.
I did some dungeons after my comment and took the opportunity to reconfirm that it was being spent
I was hoping an effect like this would come from a rework of the passive "The Heretic"... I even posted here (#1331673547210358794 message) an idea about what a more comfortable way for the reworked passive to interact with Iconoclast would be, which is kind of similar to this mana regeneration one.
I've read some comments and questions about the charges that each spell provides, so:
The only non-elemental skills that charge the flasks are the ones we get in HAra and HCorvus and they charge something close to 12.2% like almost all the others:
Flasks on Heretic B/A:
- Chakram = ~12%
- Vesta 3 = ~12%
- Ultima = ~16%
- Omnimancy (2 elements) = ~18% if it doesn't hit weakness
- Omnimancy (2 elements) = ~31% if it hits weakness
- Supernatural Disaster = ~12%
- Omnimancy (4 elements) = ~18% if it doesn't hit weakness
- Omnimancy (4 elements) = ~31% if it hits weakness
Flasks on Heretic C (30% more charge):
- Chakram = ~16%
- Vesta 3 = ~16%
- Ultima = ~20%
- Omnimancy (2 elements) = ~24% if not hitting weakness
- Omnimancy (2 elements) = ~40% if hitting weakness
- Supernatural Disaster = ~16%
- Omnimancy (4 elements) = ~24% if not hitting weakness
- Omnimancy (4 elements) = ~40% if hitting weakness
All values can be doubled with scrolls
Resistance and immunity do not change the charges, in fact you don't even need to hit the target for the charges to happen.
what's Supernatural Disaster?
Using omnimancy (2 and 4 elements) 2x would be a charge of 80%, but the counter shows as 81% which suggests that it is charging more than an exact %.
Wow, lol, this was a post I made for my compatriots, so I just put it in the translator to save time, in the game we use "Fey" (Fey Cataclysm, Fey Fulmination...)
I just summarized the 4 for "Supernatural Disasters"
Please do remember we are doing a identity patch here - we want identity and tools to deal and in battle fun for the whole classline. Thatās the goal with our identity patch
If the data shows long term that heretic, at aggregate, is performing the worst, then we can pursue conversation about buffs, nerfs, etc. itās hard to make any decision based on on anguish50 content right now
An important thing to consider for repetition flask:
You're not "spending" 2 turns charging up a flask - you're dealing damage while a flask is being charged. The 2 turns aren't being wasted, unless you're using super low damage spells to charge your flask up.
Additionally, you can use tools such as Ward Flask Infusion, which drains your ward to fill up to 2 flasks - which then makes it 1 turn to charge 2 flasks, which can be used to cast a 3 turn spell in 1 turn 2 times, which saves you 4 turns
With all due respect, how 'long term' do the players had to wait for such changes.
From my experience and perhaps a few had expressed here, heretic is already performing below par compared to many classes in high anguish and pvp content.
Do you believe the game should get to the state where all classes dont have difficulty in some content?
No, and could you kindly answer my main concern.
Thank you
My answer depended on whether we had consensus. Weāll want live data to determine whether identity solved some of the things we set out to solve here - thatāll take a few millions battles
For PvP defense/high anguish, Iām not going to set a timeline expectation. Anguish has been covered above and we do agree that all heretic doesnt need to be a good performer in every piece of content
Base Beo, base RS, base Heretic, and GS Hydrus are a bit tied for PvP defense. In a world where classes needed to perform in a normalized sense across content, Iād say theyād all need to be prioritized, but Iām not necessarily āthereā in a game design sense. You know?
So are we saying heretic will never be on par for high ang ?
To repeat the above: anguish is changing, so classes should not be adjusted to deal with current anguish
So it will be on par in the end?
Anguish 2.0 does not have the same difficulty adjustment, all classes should have more difficulty with it
I canāt help it, Iām a mystical wizard
On par at aggregate, yes. Heretic will continue to be a better anguish raider while Gilga may be better at anguish dungeons. But they should even out
All classes should have content tradeoffs imo
Ok cool. Ty
Itāll also depend on whether your build can deal with the anguish choices youāve made, but thatās another jar of pickles
the ward infusion flask make thing interesting, charge flask is one of my main concern tho, i come a bit late for test so i didn't read all the changes and no one mention ward infusion until now
(so weird since this spell sound quite strong)
On the other note, i still feel repetition flask is kinda overrated, in normal condition (not build about +flask charge rate), if you use strong spells, you can gain 1 flask every 4-7 turns (normally 7 since there's no good omnimancy spell), to benefit the most you usually want to build up max number of flask (3/5), and then follow by a 3 turns cast. That make the use of repetition very slow, the ward infusion does help but make this very very risky
Yeah. Choose wisely
Thanks for the reply.
I don't have the beta items to make a good mage build, so the ultima damage numbers you're about to see are pitiful
That being said, here's casting repetition flask 4 times, with only having spent 3 turns earning flasks (wardflask infusion, manaflask infusion, wardflask infusion)
With a scroll (which I also don't have) I'm pretty sure that would've been 5 casts, too - since repetition flask casts of ultima also charge flasks
For a high level high ascension well geared heretic, the raid would've been dead well before all the flasks were spent.
For lower power level heretics, they'd be able to make full use of filling and spending flasks for power spikes
Adding to this - a full collection of 5 flasks with a scroll on Corvus gives you 7 casts!
If a person is strong enough to unlock corvus I am sure the raid isn't surviving 8 ultimas / fey unstables lol
Since I was testing as an al0 with beta gear, I can co fidently say I was able to defeat raids I would not habe been able to otherwise
Agreed
But there's value there IMHO
Because even someone with Corvus will eventually want to participate in Arisen Waygates
Killing raids like A.Morri is also not neccessarily trivial, even with a moderatr amt. of ALs. Speaking from my own experience
Fair, it has plenty of AW Potential
Been discussing in the OL server today RE: Heretic raiding's current state and how it will be improved by flasks (Abyss, I dont know to find you here). Consider the following video for perspective
dang, sorry I lost it
Abyss is not in this server.
Gear: Cele with Prom Hands and Kaladanda with Achlys souls, Nag belts for blights to stick a bit longer, 2 40% crit amities
Follower: Lotan
Buffs: MM+Wyvern Speed + Zerk 1 + DC + T.Mag+++ (from Merlin's brew)
ALs: 76
Damage: ~19M
Now think about how the build is impacted by flasks:
- Wear Aaru Robe instead of Fey Surtr's Cuirass
- Use Mightiest Mimic instead of Lotan
- Wear Carl's Rings instead of Nag belts
- Use Fallen Sky Shoes instead of Windtamer Shoes
We get:
- Better mag and defenses due to not needing a t5 follower to act reliably and apply a debuff
- No need to spend an event-only consumable
- No RNG involved with when the blight will be applied
- If debuffs stick, guaranteed follow-up Ultima II cast following turn for the kill
We pay:
- Need to cast Omniblast a few times to fill 1 or 2 flasks. Maybe 3 because AMorri casts dispel frequently
The kicker - my fellow tester did something similar but at AL0, dealing ~9m damage.
They need 4 flasks instead of 2 or 3, but it is doable
Isn't this inherent imbalance the essence of class-to-class identity?
What I'm trying to say here is... I'm not going to be upset if I perform slightly worse in certain content than the other classes. I like being a glass cannon and I accept the shortcomings that come with it
So long as I cam still engage in said content competently
Yup, Iām of the opinion that all classes should be able to have at least minimal success in all content, then good success in some of those areas vs other classes. This is the motivation behind our CCS metric, which looks at classes average across all major content types (granted, anguish does create exceptions).
I absolutely agree that every content should be playable with every class, but each should stand out in a certain pve content and have more difficulties in another one. only the pvp content should be balanced in my opinion, so you have a lot of build diversity in pvp and at least for me that's the most fun. (in any case I love your game Odie, but a bit more the Aethric version ;-))
Regarding the heretic update I can say that as a realmshifter player I definitely want to try out the class when it goes live, I find the changes extremely interesting and exciting.
Sort of related - any chance Gradlon's Archistaff could get a proper 2h AoE move? š¤
Thatās the only 2h i have. Unfortunate that the skill isnāt good
Holy AoE with a ward turn would be neat. Especially since there's no real holy stuff to really build for
Celestial Arrow would like a word with you. But more holy would be cool
What that's skill? Never heard of it 
More Holy would be cool if there weren't so many enemies immu-....
!!!
Celestial Arrow will be viable now! Haha
Could be interesting to make Celestial Arrow an omnimancy type spell with Dark/Holy or Holy/Dark/Arcane/Dragon.
Oh, and give Towerfall to Hera Corvus or GSH since the Valhallans are done with it.
what's the change for it?
We ignore immunities with Efficacious.
ignore? like fully ignore or 75% reduce or 37.5% reduce (coz it's just half holy)?
Ignore as in deal damage even if the target is immune. Celestial Arrow is pure Holy, unless something changed.
i remember it was holy + fire 
It has the same icon as most of the Fire spells, for some reason, but it's only Holy
I really agree with the sentiment that all classes should have some parity in pvp content. It's fine for classes to have roles/strengths/weaknesses in pve content, but the core of any direct 1v1 fight against another player is that there must be an inherently level playing field.
When a class is noticeably worse than others in that direct 1v1, it becomes a suboptimal choice in a way that isn't fun for a majority of people
And it doesn't just impact you, the player - it impacts your kingdom during kingdom wars
Today's update:
* New Flask: Inflection Flask - instantly grants T.Def and T.Res (duration dependant on Flask charge, replaces Mana-surge on endgame classes)```
- and mana surge flask was removed from Base Heretic
š¦
I can't remember what stood in place of Inflection Flask for Hera Ara
Now I really need AI to learn these lol
Maybe nothing? Maybe me not remembering means it doesn't matter to me anyway
I find it odd that Inflection Flask was not added to Hera Corvus
Ugh. I wonāt be able to rest until tomorrow. š© Iāll read yāall thoughts for now
Especially considering that Mana Ray Flask is, arguably, redundant
I personally do resent losing Mana Surge in base
only when you have a bloodflask charged, at least
did you find surge useful? i feel like i've only read negative stuff about it in endgame
Well, that's good ole' human inability for real convergence hahaha
Yes, but I won't pretend my opinion aligns with the majority
the lower tier one, elemental storm
ah, gotcha. Thank you.
we can likely poll
I do think mana surge wasnāt that useful the later in the end game you are
For the sake of having a more productive conversation - the combo that I liked was as follows. In towers specifically:
- Turn 1 Bloodloss Flask
- Turn 1+ Mana Surge Flask
- Turn 2 Defeat leftover mobs
The negative feedback I saw is that mana surge flask had relatively low M1, and I do believe that is true
Hmm. I never tried that. Why did you go mana surge instead of a 2 handed or Vesta 4?
That combo didnāt even cross my mind
Because I was using a scroll to charge the flasks faster
Ahh got ya
at AL0 it was a consistent way to deal ~15k damage with beta gear. Not bad gear mind you - an Arisen Macha Pillar (not fey)
It's not an overwhelming loss. AV4 is likely closer to optimal in most scenarios
It added some nice versatility and was scroll friendly is the best I have to say about it
ĀÆ_(ć)_/ĀÆ
the one that gave "rot" , "paralyze" etc
ah true, lol i flew over that lol
the added efficacious mean that while casting like ultima / fey catastrophes, you get less damage taken?
so what happens is that now when you cast a multi-hit spell, efficacious reduces the total damage to 25%, basically EDIT: not at all what the change is about
- Efficacious now additionally reduces damage taken when casting multi-turn spells
it says multi-turn tho
yes
I am at work so I can't do the math. I believe this means the damage of multi-hit skills was normalized because it used to be higher EDIT: Still very wrong about the change
oh i see the passive says "Spell Casting Damage: -40%" that means that when we use like Fey Cataclysm for 2 Turns we will receive 40% less damage?
that's nice š®
I haven't tested enough. It should be tested
ok i tested in cactus, and i don't have gear,
I was receiving from 1,1k - 1.6k from arrowstorm vs cactus
when i was casting fey cataclysm, i was receiving a maximum of 800-850, and minimums of 600 or something ,
this make fey catastrophes and ultima not being 2T interesting if you want to go full crit, maybe if in the future there's some 2T spells added that are like AoE with high damage, Or if Fey Catas get buffed after the patch to be 2-Turned, the passive will be nice, i don't see the use in Hordes atm tho, but it's a interesting addition for Raids i think, I leave that to the Number Experts
9 turns and my T.Def went away (might've been luck)
I'll check what's the minimum i can get
Now that I understand, I think efficacious has a lot of PvP potential
won't help vs. turn 1 kills, but what does
Interesting efficacious change, still situational but more is more
That's not
or just in general TBH
You have it backwards
entirely possible hahahaha
7 turns and T.Res fade
6 Turns and T.Res faded
6 Turns and both faded
7 Turns and T.Def faded
5 turns and T.Res Faded
4 turns and T.Res Faded
so it seems that 4 was the least one i was able to get
I am reading as "when you are charging a spell, you take 40% less damage". Is that incorrect?
That's correct
yes
yes, so it would help with raid ults
Maybe I misundertood you then, sorry. Sounded like you thought we would take less damage from multi turn attacks
i mean, if something hits you for 100k, it will hit you for 60k :x
No problem!
i didn't thought about that!
i think they meant if you're caught by an ult while casting
Good to have clarified it fully though
Yeah this seems like what they meant
can confirm
if we cast a multi turn against a capped kingdomraid, will we receive 5,999,999-ish :v?
simple but wonderful 10/10 This will help with survivability
And corvus get some defense
Is there a specific niche this change is targeting? Because raiding wasn't our problem before
you might die less to morri :v
A.Morri
It helps if we are casting non-QC ultima or fey spells or anything of course
like divine bastion
let's also remember to try and put ourselves in the shoes of newer players
Raiding just isn't something we need help with though
although wonder if that is included in "spells"
mmm i dunno, on waygates, sometimes the only thing that kills us due to our class, is the ultimate abilities
or even in normal raids, you survive fine against the normal skills but the ultimates deals just right above your hp+ward bars
Being a little better at raiding surely wasn't the purpose
unless you are AL 150 xD
ok, you might win against a CS skill that deals 50-80k damage because now you'll receive 30-52k :x
in pvp (although i don't really care about pvp :x)
fair. Maybe. It still helps with using multi-turn spells in PvP or even against harder opponents where you need M1 (berserk mobs in anguish anyone?)
or endless, even
What multiturn spell are you casting
dunno... ultima, or w.e comes to your mind xD
divine bastion if you want :v
this should/can be seen as a survivability tool across the content board. Inflection should allow some t1-3 survivability, while Efficacious can happen in anywhere DB/Ultima, feys are used
Yeah I can see db being cool with this
Strikes of ursa viable before gta6
Inflection doesn't give an extra turn though
would it be better if it didn't apply first turn, but rather "a turn after casted"? probably not because you kinda want that "shield" when you see the "enemy is casting...."
Seems a little weak for a turn
My mind is spinning at the possibilities here. I've never really thought about using multi-turns. Very interesting
And since HCorvus doesn't have Efficacious it doesn't have anything to conflict with Crit Poise which is also cool
Taking a turn to get Barrier 2 that costs a flask does not seem worthwhile
this grants more survivability in the buffing phase on anguish
you don't have a full flask on t1
And since the damage is reduced it doesn't overtune Parry or similar abilities
I look forward to trying this out
Finally Celestial Arrow has some potential use here
Celestial Arrow getting more and more potential š
good m1 and now this damage reduction:)
yeh
Sorry I don't understand... is Inflection flask supposed to give a turn with a full flask?
They are more multi turn spells that can crit?
ultima 2 :v
Im mixing 100 verbal times but whatever
long forgotten child :v
would inflection be too broken if it actually gave ++ instead of + tho?
I believe the implication is that, as of right now, all the flasks that give an extra turn do so only when a full flask is consumed. So even if it did give an extra turn it wouldn't change anything in the context of turn 1 setup
Sure but what we have now is "temporary Barrier 2 for the cost of a flask"
I don't see the usefulness in that
Per Odie's answer to your question above for the ability's niche, the primary objective is to improve turn 1 survival rates
Why would I cast Barrier 2 turn 1
but you'll be using an extra turn if you use it to attack or something
I agree but, just to be devil's advocate, what do you currently cast turn 1? Probably an offensive spell, right? To reduce number of enemies. That is what I do.
Whe the enemy count gets lower, that's when I start setting up but I sometimes need a little boost
in hordes yes, in raids pure buffs for some turns
I can see myself using it TBH
would it help in pvp? i don't really look for long-battles tbh
Why would you use up a flask to cast a spell that you already have access to
Bloodloss into Inflection, then offensive buffs
it's not either or for me. it's all of it.
I don't have a spell that gives me both t.def and t.res in one turn
I will test it. I can see the argument both ways.
But you have barrier 2, which is the same effect. You can stack the temp buffs on top of it of course, but in what content is that useful
would it work with sigils? like Sigil -> inflection -> Vesta (i don't think the sigils should fade)
the feedback this addresses is that of folk dying during the buffing phases. you're just not going to need it in content where offensive t1 is the priority
What I'm trying to understand is how it would be useful to use inflection instead of casting barrier 2 if inflection takes a full turn
I do think that is a fair question
There is a long list of buff spells I would cast before using inflection
maybe making it ++ but less guaranteed turn could be better ???
although that's basically golem, which would fall in the same mentality i guess š¤·
i see it's uses for long battles instead of T1 but that's me
If it was ++ at least it might be worth it to stack them
Golems plus inflection++ would give a significant increase compared to just inflection+
++ is an option if they don't stack well enough to get you through the phases. the guarateed duration was what was meant to be the niche over other options (+ no mana cost)
I agree with no mana cost as a benefit comes into play later than turn 1.
i don't think it's directly comparable as partial flasks give use
is each 25% a turn for inflection?
That's true but I still don't see a benefit in using it at the moment.
- Takes the same turn as casting golem's or barrier 2
- Duration is limited
- Does not help with Iconoclast
- Does not significantly increase defenses
- Costs a flask
Unlike with other effects, I think this argument can happen without much testing because we know what the effects do and can compare them with equivalent, permanent spells.
Would t.def/res+++ be out of the question? That is in fact something we don't have access to
The only upside I see is that it stacks with Barrier 2
i wouldn't use it instead of barrier, i would use it AFTER barrier
That would make inflection into DB a lot more appealing
Exactly
But before using inflection, you would at a minimum use:
- Ward of Ortanite
- Golem's Fortitude
- Barrier 2
You would also benefit a lot more from using the mana burn flask than inflection
Hi dad and brothers
ok let's do ++
OP, nerf please ||
||
That would make it more interesting for tanky builds and just generally being tanky in horde content
nice
No. Base and Ara
Better endless then?
yeah, I do think that is an application of it
that one I won't be able to test though
I forgot most base flaks but im feeling omnimamcy spells + scroll could be sick
For endless that is
Well, maybe
The current build requires sequencer
I don't think alternatives have been explored yet
Some scrolls proc multiple status effects. So heretic seems much tankier at endless
Chronomancer + scroll for endless?
What would you use for damage? We currently use Ultima
so we need Oceanus Lungs + Sequencer
Old build spells, Fey V?
not trying to give sass to anyone. Geniunely curious.
Some Arcane-based builds do exist, though they require ALs and good amities
Corrupt ultimate š„²
my first instinct is "elemental seals" with Apo X staff
New spell pls
Fey omnimancy spells?
Actually, Finesse Epee + Bulwark + Amity for 30% is probably good enough M1 and damage
the latter can probably be sacrificed for accessory effectiveness for farming vs. depth
Wow. I finally get to use they fey spells. Maaaaan Iām pumped
I enjoyed doing omnimancy endless back then. Good m1. HP regen and weak mobs to an element take extra damage
Floor 98 of an endless dungeon against a zerk fallen freyja.
Not sure if it is impressive or not, but figured I'd share
Floor 121 Immortal Lord 0'd out
Floor 133 Fallen Realm at 2/3 health 0d out. Interesting
still died to a random berserk mob due to a miss lol. I should have used mana ray. Still, pretty aimless attempt at endless with not-that-great gear (in my opinion), and made it to floor 178
And a lot of it was from knowing I could hit something when I accidentally procc'd mystic feather or was berserk, buff my defenses, or use Ultima without fearing the charge turn as much
I am not fully sold on inflection yet, but I believe it is useful
I am much more excited about the change to Efficacious
The gear in question
flasks were charging faster than I needed them so the scroll was probably overkill
an Arisen Shield would have been more useful
Spec was tamer to get AP to act consistently
Sooo... Do the Efficacious -40% damage work if 2 turn spel be cast in 1 turn? š
don't know. Probably not?
Doubt it
The efficacious change is neat but I don't know how many viable multi-turn spells we'll be using in content where we struggle. 40% reduced damage is great but we aren't really doing that anyway if we risk dying... it will probably be most helpful in non-QC Ultima builds
what I set out to test with this was "is using Ultima when I face a Fallen Bserker Mob a viable strategy?" I think I discovered the answer is sometimes, but probably not.
It can be good for early game
but it does extend the amount of time I don't have to worry about them
and with that I would expect my average endless depth for any given build should improve as well
You should run sequencer in endless if you're relying on Ultima, too risky not to
I'm sure, but that wasn't the point
of this experiment anyways
the idea was to see if, if forced to for some reason I needed to cast a multi-turn spell, would efficacious have a positive effect
or rather, a meaningful positive effect
sample size 2: yes, up to a certain point
Yup about 40% positive effect š
The above gear is better than your average fresh t10 or even fresh t11 player, but at AL0
I cannot remember how deep I was able to go in endless before I ascended, and I was already AL 15ish when I reached level 250
yeah. Adding "meaningful" to that sentence was necessary
Basically, if 60% of the damage the mob deals is still >my HP + remaining ward, then the 40% doesn't matter
Of course the answer with endless will always be that it stops being helpful at some point, so I just wanted to get a feel for how deep I can delve using "basic tools"
it will be...
eventually, yes of course
I also wasn't using any zerks. I probably should have been
and I don't have prom hands. I am sure prom hands would have been better here
etcetera. This is not an experiment on build-theory crafting
What other benchmarks of usefulness do you all think could be performed on the changes?
As I can tell, -40% damage with a long cast is good early game, or early t10. In raids. When you already have 2-3 turn spells, but not enough tools to effectively implement them...
In the late game you can shorten your turns or be more defensive, so it's not as useful anymore, although it can help.
But I don't see any real use outside of raids. 2 turns in PvP are two turns during which you can be killed twice. In normal dungeons it's not needed, in endles - it will only help on the initial floors, etc.
But if it works even if you reduced the cast time to 1 turn... š
Well, doesn't look like we will lean into the elementalist aspect anymore, and it doesn't look like we will change much regarding pvp - guess that's probably about all the changes we're getting
Elementalist, maybe, but I think most will be surprised at the effectiveness of 40% damage reduction in PvP - also freeing you to not just do a quickcast if you want to try it out
Using a Quickcast build helps fill your Ward pretty quick via DB or Mend Wall III/III. Then use Ward Flask Infusion to fill up. Or just start off with that.
If your follower and gear can give you the buffs you need while you're doing that, it might have some potential. Maybe.
Dad said he was gonna go out to buy some milk
Important question: will the "guaranteed turns" continue thru a floor change?
It count as steal/gain additional turn so i guess no?
I found that 4 turns was the minimum, so might as well try and see if you can get 1-3?
I'm going to guess no, since the Infusion effects reset each floor.
Any idea if this is intentional? I don't really need Bloodflasks once my Mana is low (using base Heretic here).
It has been mentioned, and I believe it was even reported as a bug
One that is definitely a bug is that you have no flasks when you exit a dungeon with a class, swap to heretic, then enter again
And I don't mean the flasks are 0 charge; the charge is fine. The flask UI is just gone
Fixes itself after clearing the floor
Yeah, the same happens with Apex currently.
No, seems not. I've had buffs go away on turn 2 and then turn 3 when advancing floors
Remove that flask button and put a 4 or 5 slot space for flask skills along with a button to increase the mana flask and decrease the blood flask, the opposite is also possible. After that, in the blood flask, every time you deal damage and/or recover HP, the blood flask goes up (the mana and blood flask skills can be used by both, but in the blood flask you use a little more than one flask)
sorry for the bad english
I want to bump this issue. The flask is much more situational if it cannot be reliably expected to last accross dungeon floors.
heh, i'm working on that and the infusions not sticking at this very moment
the infusions sticking around will also make them a whole lot more interesting. Good to know!
fixes are live now
What about flasks charging empty flasks before completing the existing charge on a different flask
Is that really intended?
that is consistent with the description of how flasks charge that is implied by flask infusions
flasks always charge from the left to the right
Why
ĀÆ_(ć)_/ĀÆ
Yeah hence my question
I'm just saying the descriptions are consistent
I'm reliably getting 4+ turns on a full flask and can confirm that infusions carry over between dungeon floors
so I am pretty sure the fix works!
What description implies this?
the infusion skills
quick note - the infusion skills also carry over from tower encounters to the next. I don't have a monument near me so I can't test but I imagine the same will be true there
yes, it should be
That will be something to keep track of. Personally I would consider it a bad move from a player to do this.
I am not opposed to there being "bad moves" to take, but a stumble that can severely reduce the usefulness of flasks in towers might be a tad too harsh.
If there is a way to separate those then it is my opinion that it would be a good idea to do so
other opinions here would be very welcome
clarifying my understanding. flasks should behave like apex in towers now between packs?
that has always been true
oh okay
what has changed now is that if you use, say, mana flask infusion, now all your flasks are blue and none of them red for the rest of the tower
interesting
I know this has already been brought up before but I can't see a reason for flask charge to behave like this other than it being annoying to recode
i don't know why it would need to be recoded lol
still on the todo
Great to hear!
Ooh, ditto for the case of using infusions - if I have half a bloodflask and half a manaflask and use infusion, I should probably have a full flask
Oh, I suppose I should ask - is there an increase in charge speed for Manaflasks & Bloodflasks vs. just Manaflasks or just Bloodflasks?
Might be a point to think of as capacity is less necessary than speed, Heretic Ara with 5 Manaflasks naturally would produce slower than Base/Corvus with Mana & Bloodflasks
not that i'm aware, % per charge is the same for Ara vs Base/Corvus the difference is that base and corvus have 3/2
The point that I think Konq is making is that when you have 2 types of flasks, you are charging them both at the same time
oh, so some of the "charge" gained goes to Blood and some to Mana specifically?
when you have 1, you are only charging 1 flask at any given time
I don't think so. At least it doesn't like it to me
For ease of discussion, say I gain 1 "charge" in a turn - if I have 5 mana flasks, I get 1 charge of manaflask, but with 3 mana/2 blood, I get... 0.6 Mana 0.4 Blood?
if I get 1 Mana 1 Blood, something is wrong
Bloodshade has done the most testing on charge rate other than Magnus, so I would defer to them
I also feel like it's a bit weird/counterintuitive as it currently stands. Why is the priority for filling from left to right? In this screenshot, flask number 1, which clearly has less charge compared to flask number 2, will be the one that fills first. Not prioritizing those closer to the edge makes it slower and less efficient.
It just shouldn't ever charge a flask other than the one that currently has some partial charge. You should never have two partially charged flasks of the same type; sounds like Odie will change that behavior at some point
Only charges manaflasks I guess
I don't know if I really understood after that, but...
If you have Corvus (has bloodflask and manaflask) and a scroll (2x more charge) when hitting a weakness with omniblast, you will receive a charge equivalent to 81% in the blue flask and 81% in the red fkask, a total of 162% charge.
If you use the same skill after a mana/blood infusion, instead of receiving +162% total charge, you will only receive 81%
yeah not my favorite move - Ara, with only 5 Manaflasks, would only get that 81%
Oh I think I understand now. Ward flask infusion charges left to right because it intends to charge manaflasks before bloodflasks
So this is actually wrong - sometimes you may have partially filed flasks of the same type, if you convert flasks between mana aand blood while having partial charges of both types
In those spots it should fill whatever flask has the most charge, not whatever is leftmost
I wonder if ward infusion should also split between mana and blood in that case
Instead of only filling leftmost
I understand this concern as well now. Classes with a mix of the two flasks get more flask charge per move by virtue of charging both at the same time
I assume H.Ara lost bloodflasks at some point? The ability description states they can fill bloodflasks, but the stat lists only manaflasks
Mana/blood infusion, visually it's just changing the colors of what's filling each flask with charge
So if it is not changed, we will have to deal with this on a day to day basis, I mean, with incomplete flasks
That is always how it was, going as far back as Alpha, just the flavor text is messy
Definitely hurts Ara to not be able to charge two flasks at once
I would simply say - keep the flask charge the same as base/corvus is, just simply double Ara's flask gain
š„
So if something charges 30% it will charge 30% manaflask + 30% bloodflask
So Ara will only charge "30%" because it only has manaflasks
Sorry just quick hoped in
Yeah. Ok that was what I had observed.
For the same reason, using blood or mana infusion slows down your charge acquisition
which is not my favorite choice
Infusion still converts the flasks or fills?
Manaflask and Bloodflask Infusion set all flasks to their respective type, Ward uses your ward bar to fill flasks
Ok so its still the same, i always thought it was intended to "fill the other one"
But seems conversion is the way
If you wanted to fill 5 manaflasks or 5 bloodflasks the fastest, you'd want to have both mana and bloodflasks to start and only convert after charging them
It's all very finicky tbh
Lots of minmaxing for not a huge payoff
Yeah, i actually stated that you lost your "advantage" over Ara due to the conversion not being reversible
I shared the info since i saw the infusions working like that, did i fail to share it as common knowledge D:?
Not sure but I really just think the easiest solution is to give Ara one bloodflask. If we really don't wanna do that, then infusions should also increase flask charge rate, and Ara should by default have increased charge rate
That'll trigger ara to be able to use blood infusion
And maaaaaybe have bloodloss or bloodray
I would sacrifice repetition for bloodray or bloodloss
What do you mean?
Ara can already use bloodflask infusion
Oh.
That's kinda... not great
Yeah ara doesn't have use for the infusions
Other than ward ofc
So yeah get rid of repetition , as an Future Ara to be, i want to use the vestas as much as i can
So i have more to look for Vestas than 2T+ spells
Although can be used with the new efficacious passive
Sooooo...
Get rid of repetition > give bloodloss or blood-ray... Or mana-seep , any of those are good imo
Aligned flask also look weird for ara as well. I want to be spamming ara spell not using element spell
True
Yeah, i tried this a while ago attempting to use manaseep on Hara š
I stood there like " i dont even know what i was expecting" xD
I kinda like the idea we can have a flask setup below the skill setup
it's much better than have a fixed set of flasks you can use, deity can setup their apex so please let us to that š
The most wonderful experience from this beta testing is slapping sigil on all enemy mob and following up by ara vestala.
Pure dopamine spike
Indeeeed seeing the 5 sigils up there Oof 10/10
Preposterous!
how often would you use Repetition as a Heretic Ara xD?
Well, I am using it as a crucial component of my raiding build to repeat Ultima II.
I am curious to know how others are doing so.
Not just Ultima II but if you're raiding with Ward up and you get nuked the turn after you divine bastion, you can immediately fix the ward. There are definite uses
for HAra? I would rather use Sigils -> Vestaga over and over
oh weird I don't actually look of Repetition flask as something to use with "Ward Regen"
still i see more potential in Sigil->Vesta for HAra
for corvus/Base, sure
Today's updates:
* Flask charging now prioritizes the fuller flasks```
Byebye Mana-surge tho :p
intended that bloodflask has no fill?
Seems so (y)
i think it's fair to lose mana-surge, I see more use in Sigil + Vestaga anyways (although it requires 2 ""taps"") and it also crits ,so it's basically our Blood-ray, the no fill for bloodflask I feel it's also a fair trade, 25% would be generous, and 50% would be probably too stronk against base and corvus, but what do you guys think?
and as always, bloodloss and manaseep look interesting, with bloodloss giving you the extra turn as well, you could try bloodloss + sigil + Vestaga/V4 and get more benefit that using spells to get your mana lower bit by bit. you can also go Manaseep, so while you're buffing you get stronk little by little and don't depend really in filling for bloodloss.
did ara also loose the alignment flask?
In Spanish, the translation to Manaseep flask is Frasco de ""Rezumado"" de mana. This word literally nobody uses it, the context of the spell is lost here in the translation.
It can be: Frasco de Fuga de Mana, or Frasco de Drenaje de Mana.
And, with blodflask is the same, but here the english version is misleading, because it says Blood, but no mentions to the mana loss.
In English it can be:
Mana Hemorrhage Flask
And Spanish:
Frasco de Hemorragia de mana.
Because, Bloodloss Flask sounds more related to losing blood rather than mana. It could make players think of a bleeding effect or something related to health instead of mana.
And since Blood Flasks are used to cast these flasks "Mana Hemorrhage Flask" fits perfectly because it keeps the blood related theme while clearly indicating a massive loss of mana.
Aaand the word Hemorrhage ties back to blood while also conveying a sudden and severe depletion ( in this case, of mana )
No fuera Frasco de Sangre?
Nunca he visto el juego en espaƱol.
Bloodsloss Flask = Frasco de Perdida de Sangre
Manaseep Flask: Frasco de Rezumado de Mana
Nunca habia oido la.palabra "Rezumado"
Pero tampoco "manaseep"
Eso es lo complicado
Mas que traduccion literal
Hacer que el significado sea el mismo
Para mi Frasco de Drenaje de Mana esta super en ese caso
Porque da a entender que se va drenando
Cierto
Sangriendo no funciona, porque es un adjetivo
Bloody
No significa lo mismo en este caso
Rezumado de mana pense en un pescado a la plancha no se porque
Frasco de Drenado de Sangre?
Es que no drenamos sangre drenamos mana
Pero eso es mas problema del nombre en ingles
Pero eso lo tiene que cambiar Odie el de inglƩs
Justo
Ahora cambio yo el de rezumado
Frasco de Pescado a la plancha
I was hoping it was a trade with base Heretic, but now none of the T10 mages have the Aligned Sigilflask.
@cedar skiff please bring back aligned sigil flask, i liked that very much und wanted to try different Strategies with it š„ŗ
ManaBurn flask :v
While we're on the subject of reworking, what do you think of changing the look of the heretic?
so far RS only been hyped, and it looks good, can't wait for Heretic/Hera (y)
Mostly agree, but Hemo = Blood in latin. Confusion is still there.
Perhaps "Fuga de mana" could do the trick?
"Fuga" for manaseep, "Drenado/Drenaje" for Bloodloss
Nah, loss is pƩrdida, so it's ok for now
And we already corrected the manaseep with drenaje
BTW: big fan of the spelunker's guild name in spanish. "EspeleologĆa" is so fancy and proper
Something along those lines, but obviously adapted to the game.
Cool stuff
I am more interested in a tankier build of heretic with more options now. Divine bastion giving damage reduction via efficacious, inflection flask giving solid stat bumps both help that idea
Our defense stat will never be enough since we have 0 access to warrior gear, which makes sense but is unfortunate in pvp when BoF is so prevalent
But there are more options now which is great
Agreed
I think Menja's gear covers Def rather well, and Golden Pinions exist, but it does mean giving up a lot of utility like Aaru Robe and still might not be enough, depending if it's live PvP or war/settlement defense.
Don't forget the now has ward Fey Banshee Gear. Also Ruggerio's Armor and Helmet are okay for defense
Thief gear is only very slightly less tanky than warrior gear anyhow. IMO
I'm chomping at the bit for this to drop but I would like to Aligned Flask to go to base for sure, and I certainly wouldn't mind it being returned to DAra if only for one more way to stack weaknesses on raids xD but by that token, Base will be plenty able to utilize that as well so...
Base having it feels like the pinnacle Omnimancy class.
Ara gets Sigils/AV go Boom
Corvus gets Crit Poise, Feather and thief gear
- Base heretic should get aligned flask
- Inflection should give a free turn instead of guranteed duration
- Heretic corvus should get inflection flask too.
I think we are okay then.
I'll push on the Inflection free turn one a bit - guaranteed duration keeps it up while you need it in long content/pvp situations. If it has a free turn, then you get it, use something else and it's liable to disappear immediately the following turn. Add to that - Blessed Shield into Gods of Aaru while wearing mostly Amorri Gear is actually a lot of defense for the first turn or two of combat. If your pet adds in t1 Def/Res or Barrier II or you berserk, that's a lot more defense than Heretic should probably get across a single turn/free turn combo
I wouldn't mind it on Corvus but I do think that might defeat the point via crit poise of tradeoffs between the classes
Of course just my opinion here
Fair enough, you have a valid point for guaranteed turns.
I think inflection will work really well for corvus especially with crit poise to extend t buff duration. This synergy is solely lacking in the heretic class, compared to the synergy seen in other class (such as diety's staying power and deity t buff amd high tenacity/resurgence for thief)
I do love the Inflection Flask though. Blessed Shield is one of my favorite pet moves in the game with the Steward Pegasus probably being my most used pet
I agree with Base getting aligned sigilflask, makes a massive amount of sense. For Corvus, we could replace Manaray with Inflection since it already has bloodray
Give Corvus a "Skeleton" flask that summons one of those skeletons that is slightly more likely to block for you xD (yes I'm kidding)
What if instead of align sigil it gets Align Blight :x?
Sounds like potential event gear >:D
Align sigil for base and take out which one?
Oh One more important thing, flask usage by AI in pvp defense!
I have no idea how odie plan for AI usage of flask, but i hope we can choose how flask can be used like deity do for apex.
Can base just get an extra flask option? that would be one more reason to pick it in lieu of the other two is just to have more flask options overall
Of the mana flask options that are still there, I would personally take out Inflection flask on base, then repetition flask if push comes to shove. I don't think I'd be willing to part with manaray flask at all.
Of course, I would very eagerly and willingly give up on Banishment Flask without a second thought.
I think from base I'd be most interested in losing Inflection for the sigils. But I also love the flavor of banishment flask
Yeah, agreed. I dont mind losing inflection for aligned flask
Then only ara has inflection?
How abt this?
Base heretic - gain alignment, lose inflection
Heretic corvus - gain inflection, lose mana ray
Corvus alrdy have blood ray, which is better than mana ray since it can crit
Hereās your daily calcium dad⦠no need to go to the store š„²
š„
Wouldnt more base heretics get more benefit from inflection tho?
Perhaps... just up for discussion
Honestly imo, inflection is not really useful in most content
It can work with corvus's crit poise for longer content like certain raid and endless, but i fail to see its usefulness otherwise
To me Inflection seems pointless, your going to get Defensive buffs but then you use up a turn which means the whole horde then go next, they'll either do damage to you or be 0 out, either way it would be more efficient just to kill them all
i'd like to have aligned sigilflask on ara back, i am not that interested in bloodflasks
I like Bloodloss a lot, so for me the additin of one bloodflask was pretty good.
I have used inflection a bunch to try to get a feel for where it fits. I think that giving it the potential for an additional turn would make it much more useful. As it stands, it feels like it will see much less use than the other options.
As for Aligned Sigilflask, I echo others' sentiment in that it would be right at home in Base Hera and it would give the class that distinct flavor it currently lacks IMO.
I understand reluctance to put Inflection in Corvus. It would be very powerful indeed
So perhaps we could have two options:
- It remains as a flask that costs a turn. It is given to Corvus.
- It is changed to give an additional turn. Guaranteed duration is reduced or removed and it stays in Ara.
We would then have 3 pretty differentiated flavors of Heretic:
- Base: elementalist jack of all trades. Defensiveness as we know it today, through Mana Rush, Omnimancy, and Life Siphon, improved by flasks through Bloodloss and efficacious.
- Ara: celestial magic focus with a secondary focus on defensive ability through inflection, Omnimancy, and Efficacious.
- Corvus: fast, low setup damage with a focus on crit. Much lower defensive ability that is evasion-based.
This is really solid.
You guys think it's worth trying to GF an Arisen Morrigan's scroll before the identity patch drops? +100% manaflask charge rate seems very good.
yeah why not?
Large cort investment is the only reason for my hesitation
What % is it?
Spend 135 materials and put it at level 10, it will already help a lot, until you are comfortable spending 2k for DF (if there is a chance of someone being comfortable with this expense of COrta lol)
20% on what?
If you have lightning alignment, I believe it increases lightning damage by 50% and decreases your earth resistance by 50%... The same goes for the other elements
Since the flask granted the opponent alignment equal to their faction, they received the elemental resistance debuff and a buff to elemental damage as well
are we sure that's what it's happening ? xD, my damage is going from 4k to 4.8k xD against the cactus (i'll be checking with fire in a sec)
40k
38k
36k
40k
41l
fire sigil applied
45k
46k
48k
47k
yeah 10-20% damage increase š¤·
I just tested it and it's up by 50%, or something very close to it.
There's a slight confusion here.
The elementa sigil increase damage 1.2 if I'm not mistaken.
Elemental Alignment does increase the corresponding element's damage by 1.5
I believe Bloodshade is talking about the former, and Makarov about the latter
I didn't even know it was going to be +100%, but I did already GF mine hahaha
I used the pet apollyon sigil for the test, it may be that the flask alignment has a different buff/debuff
Ah, Apollyon does not inflict an elemental sigil. It instead gives you elemental alignment
The flask applies to the enemy a sigil. Like the ones that Anubis casts
So yeah, you are both correct. Just talking about different things.
The flask grants alignment to the opponent, it shouldn't be any different š¤
"Alignment" is just a misnomer I suppose
I hadn't thought of it, but I guess it could be confusing
with Lotan
24k, 24k, 22k, -> blight, 36k, 28k, 26k
But no, the alignment sigilflask applies an elemental sigil to the opponent, which makes the opponent weak to that element.
elemental alignment (self), and elemental sigil (opponent) are different iirc
yes
actually, the name is pretty clear I think
It is called "Aligned Sigilflask"
I think the name communicates appropriately that it will apply a sigil, and that the sigil will be one you are aligned with (aka corresponding to your faction)
Makes sense to me.
yeah
i remember that sigils were "okay"-ish
the good ones where blights and alignment(self)
It is a lower multiplier but if we get to use it as part of our own toolkit without needing a specific follower I will absolutely take it
ofc , but i'm falling in the part of "Ara doesn't need it"
I would very much like to continue to have it, in fact
I don't think Ara doesn't need it, but we have 6 slots to work with (it seems this is set in stone at the moment)
with HAra you definitely want to be using your Ara spells not elemental ones
So it is a balancing act of what can we give up to get it.
oh, sorry I think we are on the same page actually
Yes I agree with this in part. Ara could certainly also use elemental spells, but having Base Heretic be better at it makes the 2 classes distinct, and I like that personally.
yes
176% : (
Oh, oof. That's a harder sell. Definitely falls within the realm of "fake ornate"
Yeah I just have no idea when I'm going to get another one tbh.
Maybe I'll make the final decision after the A. Morri event comes back this year in April (I think that's when it does)
Yep, I had misunderstood, actually the sigil that HAra had was that of Anubis and not that of Apollyon's Pupil... Therefore, I don't like that Heretic B has this flask either š¤
No Heretic classes have it, currently
to be clear
@hard bay , if it is easier to farm then the regular Morrigan Scroll is still pretty solid IMHO
full disclosure though: I godforged a Diabolus Robe because it was 200%. I am known to fall for the "shinies!" syndrome
I feel that haha.
Yep, we got it removed from HAra, and I saw that there are people in favor of adding this flask to the Heretic base, but now I'm against this addition,
My thinking is that the marks aren't that useful these days, and by adding this to the Heretic base, Anubis will be much less attractive.
well, agree to disagree I suppose.
Anubis' attractiveness has never been high, to put it very generously
i liked it on ara with it's build in dmg cap increase to increase dmg with elemental weakness ...
If anything, it seems that a good chunk of us would like to see it back in some way, shape or form
And it's good to know also that some prefer it the way it is
I don't think that this thread should be assumed to represent all of the community, but it is what we have: an apparent majority of users here preferring to get aligned stormflask back and/or some changes to Inflection Flask to make it more appealing
mmm i dunno i still don't see the potential of it, in comparison to the other flasks ofc, if it was blight, i could see it, 1.5x vs the 1.2x
In relation to aligned sigil flask: I am only arguing im favor of it being added to Base Hera.
Needless to say, mine is just one opinion
It is possible my impression of there being a majority in favor of that is inflated.
You tell me.
very true
Are sigils different than blights??
But, as mentioned above, it would be suuuuper cool to see event gear that changes Aligned Sigilflask to Aligned Blightflask or something along those lines.
things i could see potential in gear
- flask spells
- charge rate
- charge power
- shenanigans like "less flasks but more power/rate"
yeh
Both instances I dealt about 93k damage
Almost identical iconoclast
With the dark sigil, the phoenix even had DC
This is on live btw
try more than 1 time, remember there's the min-max values
Yeah but you're saying there's a 30% difference
try with a non iconoclast, like omnimancy
Oop hold on, I might have the answer
Yeah I figured out my issue - my dark damage was boosted by achlys souls
Crazy that sigils are just bad
so its 33-35k normal, 41-44k sigil, 51-67k blight
there might've been other things involved tho
ah yeah
so yep, 20% sigil, 50% blight and 50%+ boost to self-align it seems
so what do you think Konq? @dusk osprey feeling good about Heretic overall? does anyone else feels that something else should be changed? i feel we are in 90-95% done with the changes needed for the class, how does everyone else feels?
to be honest, I was feeling good about Heretic before these changes, but I dig 'em nonetheless - I haven't been as active in here lately because of work and other stuff
Feel free to @ me any time these changes happen so I can pin them, if they do continue
odie hasn't appeared as of today, so i'm not sure if there's going to be changes for today but i'll keep in mind š
Iām feeling better about it. Inflection was very needed. Some people donāt see the use, but they will eventually. Iād still love to see AI use them, but thatās about it. Other than that, itās pretty much time
I think it's great that the discussion has gotten to a point where we are using the building blocks of what is already there and reassembling them in our minds or slightly suggesting tweaks.
I believe most of us feel the update is ready to go. Put it out into the world and tweak it, up or down, based on a larger data set.
@tawdry solar was one that actually made the beta have big progress with his/her comments, what do you think now of the identity?
Sorry, event launch day š
I must offer nothing today
I haven't have a chance to test the new changes but i read them, we did get some good changes, add the reduce dmg when using multi turn spells for effecacious is nice, Hara getting blood flask is good too. I haven't check the Inflection Flask but i think it's a good replace for mana surge, we already have other AoE options
About balance the flasks and effecacious, this look like we've made some good improvements
About the shipment of the patch, i think we can wait a few more days for people to test the new changes. We waited years for the rework, we can wait few more days to make sure it's good
Oh true! February went so fast xD
Odie is probably busy prepare for his Valentine date, we won't get anything for tmr for sure XD
What is the critical chance of A.Trev's archstaff and swasong skills?
5%
New idea to flasks:
Beer ( mystical brew )
Heretic drinks this mysical brew, and gains INMUNITY to damage FOR 1 TURN . But, has a great chance to be aflicted by CONFUSION.
1 Beer ( Flask ) = 25% Chance of confusion
2 Beer = 40% Chance of confusion
3 Beer = 55% Chance of Confusion
4 Beer = 70% Chance of Confusion
Idea brought by this video i made months ago:
that's not a good idea
I see this like a final resource XD like, if you gonna get hit bi a big damage spell, you have the option to drink all yours flask to survive the attack, but youre aflicted with confusion and with 0 flasks afterwards
it should feature the Ballmer Peak, where the second beer actually makes you more capable (t.mag^)
If it was 100% chance of confusion always, it would still be too strong
Hey yall, i think read scroll ability is quite useless, what about removing it and adding an unique flask skill for scroll?
This might be a good final step before the patch goes live š
Yeah, I had that on my list but I was so happy with the added ward that I kinda' forgot hahaha
to be fair - shields mostly just have defend or bastion. I would say that either of those is more useful than read scroll, but most people use neither anyway (save for stalling "The Wall" amity strats)
by which I mean that it is common for us to use offhands for their stats and not focus that much on its offhand ability
Yeah as an Icono-class recovering mana might not be the play
That aside - yes, I would absolutely love them to have some sort of interesting ability. Read Scroll is not that.
make it Song of Magic!
I would so use that
and/or Sonata of Magic, but renamed to be less Bard-y
"Merlin's Chant" and "Merlin's Cast", maybe?
I like this idea because it is a way to give some incentive to using skills that don't see much use otherwise.
and saves on skill slots!
yeah, it's effectively +1 skill slot
(for a skill you might not have chosen yourself, but hey, a slot is a slot is a slot)
not that we're much struggling for them but hey a win's a win
- it's really modular. New skills only accessible through scrolls can be created later. Then scrolls might become coveted by other classes without making them more efficient for mages
Ponder instead of Read Scroll? (Although I would definitely prefer Song of Magic)
A skill that gives even faster charge rate for temporal turns
Overcharge or something
I think it should be elemental spell with a percentage of causing its elemental sigil
And it should only be in elemental scrolls
Most of those scrolls are low tier. As much as I'd like sigils from scrolls, I don't think sigils at ~T3 would be approved
In my opinion, we can make it aoe skill which provides a tool for early dungeoning.
About late game build, we have non elemental scrolls which are more suitable for it
When does heretic forecast rework update to live server
i may sound like the same old song again, but i would like to have aligned sigilflask back in a way š„²
I am seeing a number of opinion expressing their flask preference for each sub class, and wonder if flask's restriction to their subclass can be removed.
That way we can play the way we wanted, players can play ara with alignment or inflection with any sub class etc
If apex can be used across all diety subclass i dont see why this will be an issue for us
Sounds good
it really does sound good
I requested that a few times and it doesn't look like it'll happen, unless I've misinterpreted this comment
#1331673547210358794 message
If so, thats disappointing
Not sure about how many times I mentioned it, but yeah, same.
I am ok with it, kinda'. Just as long as some flexibility is introduced down the line, as was implied earlier.
#1331673547210358794 message
I'll be honest. In my opinion, it would be better to "replace" the flasks with scrolls. Using spells from scrolls seems more logical and more in line with magicians than "spells in jars".
But I'm afraid it's too late for that.
I have had this thought in the back of my mind this whole time.
Do you mean like visually?
At least...
ĀÆ_(ć)_/ĀÆ
Magic potions are not less witchy/wizardy than scrolls IMHO
And I have always visualized my Hera as more of a witchy person; delving into the occult and forbidden arts.
From a graphic design/UIx perspective, it is probably easier to communicate your flask is filling up than a scroll charging up? IDK
Preparing spells on magic scrolls sounds more logical to me. With flasks, I constantly have the feeling that this is no longer a magician but an alchemist. In addition, the scrolls will look in the theme if in the future there will be off-hand scrolls with new skills.
It is even possible to explain why they need to be charged in battle - we wrote down the spells on a scroll and during the battle the elemental magic surrounding us imbues them with power
And if (suddenly, someday) they make it possible to choose spells, you will get a "grimoire" with scrolls...
Heretics are ex warlocks for apollyon. Warlock is like witch. Witch uses cauldron for potions and stuff
we are the bad or good guys?
Uh Iām not sure xd
Is this only for Heretics or all mages in the game? Because it's "mage identity", not only Heretics...
Specifically heretic
when people stop complaining about it 
When the bottles get replaced with scrolls.
Sharing this song feels relevant here - it's in good fun and heavily inspired by all of the rework threads.
Bruh even harry potter used potions more than scrolls
Well. if people want to play as Harry Potter (by the way, did he graduate from Hogwarts? Otherwise I stopped reading this fairy tale after the Order of the Phoenix) then the flag is in their hands... I just voiced the minimum that will make me think that what will happen to magicians after the patch will be a magician and not an alchemist-potion maker...
š¤·
Flask sound like something for Alchemist or something a witch doctor would cook
If we're at the point of going back and forth on whether it should be scrolls or flasks filling maybe it's ready to go live š lol
I still need to find my "the way"
I do agree with the others requests of flask restrictions being removed or at least tweaked in some way. Maybe it's not quite as effective on the base/sub class that it wasn't intended for? Idk
I see flasks as the identity itself as a whole not necessarily each sub class having it's own specific flask identity. A difference in stats and passives takes care of base/subclass identity imo
Launch this rework, I never asked you for anything kk it's good as it is.
Don't ping Odie directly
Why?
#server-rules 7
Ok
Yeah. Iām ready for this patch
Here, let's do this a more formal way
Prioritize your thoughts on the patch itself rather than your want for it to be in production, please!
As much as a lot of you want it in production, it makes no sense if we're just impatient and it still needs cooking
There is more that I personally want from the patch, but I don't know how much is too much to ask. We've already mentioned that we want new omnimancy-type spells, to me that's a big one for the identity patch
I think itās good as is. Except for the AI thing. š¤
Im late to the party but i need to know whats the diference between Mana ray and blood ray. They both seem like the same thing except one crits
I'd rather see the AI work with flasks before it gets shipped to live
Is the AI just going to use a random flask if it's full?
Could we maybe have some sort of defensive flask for corvus? For example starting 1 mana flask full and 1 mana flasks that allows us to cast a sort of ward or ortanite (or 65% dmg reduction)?
I dont see anything unique about corvus and what i would use it for
Crit poise, bloodray flask, are both strong differentiators
I was writing a whole thing, but it boils down to:
- The pvp AI needs some way to interact with flasks. It has been mentioned that the AI should use at least offensive flasks when able but I am yet to see it
- I really think allowing for some flask build flexibility would be great. I feel like there is no real need to drop flasks that were accessible along the class' path
Crit poise is cool. I think corvus would benefict of dodge chance based on mama loss, not HP
None of these thoughts are original. I am echoing what has been said above.
This would also open the door for better anguish farm. Burn mana to 0 -> 60% Dodge -> despair spam
AI should already be working with flasks, but the usage of each flask is quite situational (except for Rays)
If even the rays arenāt proccing, Iāll need to take a look
Only wisp heal on load out. Iāll try a ward build with only Vesta. But AI doesnāt even have the flasks counter
Ran a few mirror fights yesterday and didn't get a single flask proc from the ai. I can change up some things or try to run an alt fight using a different class all together to see if they proc, but if they're that situational and rarely ever get used by the ai it seems kind of useless. The fight will be done with
Will take another look after the holiday
Iāll be honest. I donāt think theyāre gonna help much, unless we can actually pick and choose them. And even then, they will never be a strategy. Just a help
Ideally the AI should only use them when itās guaranteed to help. ie: Rays for pen, banishment for vs many summons, etc
Canadian Presidentsā Day 
I understand the need to improve the AI but heretic is a Glasscanon, in a pvp he will die in the first turn on def, 1 out of every 100 battles it will be plausible to use the flasks, since heretic's damage will increase significantly after surviving with lastchance
So I think the changes have come and are useful and situational, but it won't change the heretic's game - he's still a Glasscanon, so defense isn't his focus, anywhere.
That's why I think the test is over and we'll only be able to see it in the game.
How would the AI know to use ray for penetration? Is it going to run calculations on what will do the most damage at any given time?
How would flask charge play into this? Would it just never use a flask if the charge isn't 100%? None of these options are great and it would be better for us to be able to control which flasks the AI is allowed to use
I'd literally rather disable all flasks than have all flasks enabled. There is very little chance the AI will be good enough to make that worthwhile
Given the current state of AI, i would rather have the one of the following option:
- let us choose which flask can be used in pvp
- disable all the flask as a whole
Disable flasks? On defense?
Maybe Iām misunderstanding, but what would be the point of that if AI doesnāt use them?
Flask are not very helpful in pvp.
And given the current state of the AI, i would not trust them to use the correct spell at the right time.
But thats another matter all together.
AI issues should be resolved now
AGI achieved
Ran a couple times on Corvus and when Feather activated, the AI was ignoring spells to use no-miss flasks
Neat! pssst @brisk salmon
Agree or Disagree? The Heretic Identity patch is in a good state.
14
47
4
Disagree
568940821005729823
sd
It lost in numbers by choice, but won in votes in favor of implementing rework.
21 vs 16 - not quite the margin i would like to see before launch
for the "Disagree" crowd - what is the #1 (quick) item that needs to happen to move to "Agree"?
I have to agree that I expected a better margin for the launch, but apparently they still think it needs something more.
for me it was the comeback of aligned sigilflask, but i am in no position to give a true opinion, cause overall i am just excited to try heretic on live
I voted for the release, but I think that bloodloss winning 1 turn would always be a great help for heretics in towers, and Anguish dungeon
Minimum for me - replace flasks visual on scrolls and/or make more flasks available at the start of a fight.
hmm..."replace flasks visual on scrolls" - could you help me understand this one?
seems like an aesthetic disagreement rather than a functional one
I don't like the idea of āāusing potions. It's like we've become alchemists instead of the mage identity. Scrolls are more in line with the idea of āāthe mage identity. My suggestion is to make scroll icons instead of flask icons.
I'll note that, but i don't think that'll be something we would delay launch for
Well, I was ready for this. I just expressed what most appeals to me about the update...
Looking at the names of those who voted disagree and contributed in the discussion, I've seen:
-Freedom to use any Flask/customize Flask loadout
-Mystic Feather being off of mana for Corvus
-Inflection Flask on Corvus
-Fey/t10 Omnimancy spells
-Give Alignment Sigil Flask to base Heretic
-Visual scrolls vs Flasks
-More flasks available at start of fight
As the posts from several of them
But I am not them so I can't speak for anyone else
nice one
you missed - more flasks available at the start of a fight.
For me the Disagree comes from mana surge being useless on corvus. Inflation suits much better. I feel like starting with 1 flask, casting inflation flak, getting another turn and attacking while having some way to survive a big punch is perfect
Which one??
Mana-Ray?
Yea mana ray
I wouldn't call it useless because it does decent damage and is a nice emergency button in endless and pvp (albeit you lose crit poise) but by that same token, having to re-inflection Flask on Corvus also makes you lose crit Poise if the Buffs go down š¤·āāļø
Not opposed to the swap since Corvus also has Bloodray, just don't personally think that's enough to delay er.
Im hoping heretic can still be changed after going live. In that case i think its ready for launch
I agree with most of those, i'd like to have more freedom on which-flasks-i'd-like-to use-where(especially for pvp defense. meaning ai). Corvus does not have second chance, meaning that we have to survive to activate mystic feathers, which wont happen if i get sent to the moon from a single SS. Alignment flask was niche but nice to finally be able to put lotan away, on the other hand banishment flask is too niche to even be considered useful, considering the actual state of summoner too. If pre t10 classes have issues with that is fine but there's no reason to use them once reached the endgame so i'd rather have something else.
I still think that the 2h rework has done more that this identity will ever do, keep in mind that i'm not really fond of the current iteration of flask as a whole.
Realmshifter has Mystic Feather already and can still PvP. HeraCorvus doesn't need to be the endless, tower, Horde, Other Realm and PvP master š
Per banishment, I understand the niche use but it's exactly the kind of Silver Bullet Heretic wants. And as the "master mage" class, snapping your fingers and dismissing your opponents' weak summons is awesome
I understand the freedom of flasks part... but at that point there is the Deity class with their customizeable Apex Arsenal, gear flexibility, and Staying Power to boot
Alignment I agree I'd like on Base. But I also don't think anything should really hold this back.
We've seen tweaks before post rework and gear added to shore up problems or weaknesses too.
But again, I'm just one me. I really want to be able to use all the Flasks, AVs, and Crit Poise in live. I also like the flask restrictions per class š they're a ton of fun on beta.
Rename Inflection Flask to "Blessed-Shield Booze" jk jk
Welp, there's a class that excels at all content without basically any drawbacks, i dont see why we can have some fun too just because last identity patch was too good.
I dont agree on the silver bulled part, is a silver bullet that is never needed really that useful? Love the concept but not the implementation, at least give it some beast taming to give beo some love too
. But again, i still wouldn't use it ever, it's easier to just hit the summoner/raid/boss.
You're right on this, currently deity is just a better choice on all fronts ever after all those changes, maybe it will change with cs/ranger patch.
To be frank, the more we look at other classes, more inclined we are to lose identity - to be more like that other class.
This is an identity patch, after all. not a balance patch. If we keep our thoughts focused on the class at hand, we will have a better result
Have you played Heretic on the beta? It is quite fun. Corvus becomes an Endless monster that can also keep Buffs up for towers or hordes paired with AVs or even a swansong
Ara makes big ol fireworks with AVs and Sigils
And Base will be a solid PvP contender with a decent Flask options for an all rounder.
Like they all feel like they have builds and things to try and work with and each one feels pretty well defined as its own flavor of the same class.
I tested some, but didnt really have the time to do a deep dive. I'm not really impressed with flask, i dont think i'll ever use most of them cuz they are too slow(except bloodloss, which isnt even necessary in all contents) or underwhelming. The passive are fine too, love crit poise, efficacious and finally the mana cost reduction is gone.
We still won't be able to do well in what we lacked in, but i guess i just need more als.
I'll just stop here, i'm not really contributing to the discussion with my thoughts.
Have you been doing endless the way you did with Dara? Temp buffs and buff duration?
I ignore the Buff duration and put more pet act and magic on when running it on the beta. Rotating Gullinkambi, the Titan I cant think of the name of, and Themis/Phoenix whenever an important Buff fell off
t.Dex 3 from Gullinkambi
t.Def/Res 1, 2 and 3 from the titan (and some ward recovery)
DC from Themis/Phoenix
But I'd usually go a good ways before one of those fell off. I also used Discouri Mead for t.Crit 2
I didnt mirror on beta so now i cant wait to try endless corvus. Bring the update!
Blood is typically associated with Health in video games.
Can we please either rename Bloodloss Flask to something mana related, or make it drain HP too?
HP drain would synergize with Mystic Feather.
it was HP + Mana, but become Mana only as the HP part wasn't jiving
How likely is it the update droping by the weekend?
Monday launch?
Today launch? š hahaha
Friday would be awsome
Friday launches are not typically seen, as we'll be out for the weekend right after
Yeah. I want it now š©
Would today work or even tomorrow so there are still a couple of days you guys can tweak things if needed?
š¬š¬š¬
we've got enough on for this week unfortunately
Monday is fine
(and i'd want to give the community sufficient notice)
(and 'we' need to give aligned sigilflask a t10 comeback? šš¤£ [sorry])
I can't seem to get past the identity argument against flask selection because it would introduce a level of customization that the other classes do not have with their defining abilities.
I don't believe it's merely the same as equipping skills & spells either since the flasks have somewhat specific or situational uses that others don't have an answer for (or don't need an answer for, rather). There's also so much room for new flasks as previously mentioned and it's all contained in this ability. Our ability.
But otherwise... Let the drinking begin!
I'm still not seeing the AI select flasks all that often. Mirror fights with av2/chakram and I see mana ray flask get used at most twice during extensive fights but usually just once. Was able to fill the field using summon dead and never once had the banishment flask cast
You know what. This actually convinces me pretty thoroughly. I think you have a great point: flasks are not the same as skills.
I will test AI in a moment as that was my other, bigger, hold-uo.
If the AI triggers flasks in certain situations frequently then I would change my vote from disagree to agree.
@urban delta has it right. The AI was smart enough to catch me using mystic feather and went for Bloodray
Seems like Mana and Blood ray flasks are likely to be used after the AI misses. This is pretty much what I would do if I was fighting only knowing the outcome of my actions (and not knowing the opponent), so for me this makes a lot of sense.
I see flasks closer to passives - they are somewhat playstyle defining and help promote differences between classes/celestials.
and, as passives are not customizable, neither are flasks
I see it that way now, too.
My only concern (what would push my now-agree vote to strongly agree) is that I don't see as clearly now how/if gear could interact with the passive.
I lack imagination, maybe XD.
Anyways, I understand that any plans that may or may not exist cannot be shared now on that note, so minor/low priority concern
Would it be too much to ask for some equipment change with our identity flavour?
The god's items are updated with diety flavour along their identity release. Same goes for some non event items along gilga's colleteral dmg release
I think we'll have to wait on future events for more than the updated scrolls.
A little extra on the Heretic Robe would be appreciated, though š
My AM scrolls is ready at lv10 :))
scrolls were a pretty massive gear change, for sure
Merlin gear is a good candidate
On release, Apex had the god class weapons as well as the fallen T8 class gear for Apex
I think scrolls in themselves are a relatively equal amount, especially since they're spread across tiers vs. Apex all being T8-T10 by nature of god classes
The door is/will be opened for more later down the line imo (Merlin, Trevelyan, Aaru etc.) like there was with Hippogriff
I feel almost like itās asking too muchā¦oh but how much Iād love that that robe wouldnāt be so punishing.
It is going to mostly be downside now, too
Since its accelerates bluelining is not as necessary anymore
A small boost to efficacious would make it very interesting
As a wardless piece that increases efficacious' DR and/or damage done to immume foes
As I've already said, I just miss the fact that some vials like "bloodloss, sigils" and others always receive an additional turn regardless of the charge, since they already have a chance of failure, this would be very useful and interesting, in addition to some skills like Ultima that I think could exist in the mage class, I miss a skill that really belongs to the Heretic, since the ones we all use are deity, seals, ultima, etc. It will be a lot of fun when mages have their own skill that is useful, like the celestial Arrow, which is a good idea, but the whole omnimancy part was abandoned in the T9 line.
The heretic line in t10 has not received skill support for omnimancy, I would find it interesting to have a Fey celestial fire, mixing sacred and fire, fey dark Thunder... Which are things that are the face of the Heretic but don't exist today
I don't think anyone would be against Heretics Robe to not be so punishing since we're losing The Heretic passive
Heretic's Robe gets tons of use already, why buff it? š¤
Approximately zero people used scroll offhands so it makes sense to give them some love.
Maybe I'm using (or not) it wrong, I agree with scrolls getting a buff is much deserved. I just figured with the removal of The Heretic passive, it would be nice to not get punished as badly for using the robe, but then again, Despair and Brilliant Lights II are AOE now
mana cost aside, it's still probably the best offensive torso slot piece in the game
Heretic robe punishes? The increased mana cost is great in a ton of content
It's all upside for iconoclast. I still don't use it often because it has no ward and extremely few slots
The extra offensive power of heretic robe is often not worth losing all those adorn slots and extra survivability
In my opinion, its offensive power is what draws the most attention, so much so that the aaru hood, a Full Mag item, is used in dgs. I think it's very fair and I love the increased mana cost passive
But if there were more slots with Lyncus bristle ornaments, it would be a very interesting item for pvp and PvE.
I guess I'm still thinking of it in the sense of having to avoid running out of mana while using mages dance instead of one of the AOE staffs
Dance of the Mages, for me, has always been more interesting because it spends more mana, because heretics with high AL, their mana is absurd. I already have 7k mana with 45 AL, I can't even clear it using items that consume more mana.
My dream is still a 40% Crit Amity with 50% mana consumption.
Any tips for a T8 mage (Nekkro)? I am not necessarily a fan of this flask idea, but I do like my Mage and want to come back to this class. I have some decent gear, but I know my weapons are kinda garbage. I have not been super active in the community outside of my kingdom, but if anyone is willing to help I can send my loadout.
#1024037520402558986 #šāgeneral
do you think there will be minor changes till the launch on monday or will it be the state as it is now on the beta?
You know what? I stand corrected. Not punishing. I just really like the speed of mana consumption with it. Consuming the whole mana bar in 4-5 turns
I do disagree that it has tons of uses. It is only a nuke chest piece
It literally doesnāt do anything else. Things go big boom boom
not tons of use s, tons of use.
It has a thing (giant +mag, no defenses), and when people need that thing, they use it.
It's also used outside of heretic commonly when they also need that thing.
to whit: gilgaxe doesn't have CD effects, realmspikes doesn't have avidity chance, beocharm doesn't have BB effects, and essences don't have apex effects.
||and maybe some day we'll get a fallen grand summoner that will drop a thing, and hopefully that thing will also not have a theoretical GS-only effect booster||
Robe doesnāt have flasks effects. But yeah. That was an empty complaint on my end.
But is robe better than bulwark for ultima?
Depends on your mag stat. Is +~1k magic more than 20%? If so yes, if not no.
Bulwark is (much) more defensive at any rate, which is more of the reason why it's used. Still good Ultima damage and not paper defenses.
Also: theoretically there exist other spells than Ultima. Or so I've been told, I haven't seen it personally.
Yeah, there's also Viperseal III!
Considering how hard it would be to obtain the items again, and the fact that the class, even though it's better and more fun now, is still far from standing out compared to the others, I think it's unlikely anyone would come back. Only those who play for fun and genuinely like the class would.
Only those who play for fun and genuinely like the class would
The identity reworks are for exactly this reason.
If some players are just optimizing and minmaxing their farming then, well, HoC exists for them nowadays.
Identity reworks are (hopefully) an opportunity for true class lovers to enjoy playing the class they love much more.
Regarding the poll, hopefully it can be compared against the previous run of the poll to see if there's a difference after recent changes.
Only those who play for fun and genuinely like the class would.
I don't think people play for fun would comeback, for me flask is just not fun at all, it's overcomplicated with minimum relate to mage. I would rather have a passive that relate to elemental which mage is famous for, no need to be strong but some how enough make us use element spells or something
I probably won't HoC heretic to another class for now but i also won't use it more often than current
I have only been playing for 1.5 years but I started tier 10 as Heretic because I really enjoy mages in RPGs & I like glass cannons. I was really disappointed in both celestial classes when I unlocked them because neither really had unique game play. In the end with the Diety update I found Ara met my mage needs (and was frankly, a better caster). Both celestial deity classes have unique game play opportunities & normal deity is good too. With heart of change discounted in the store I have already switched over to Heretic because I am very excited about this update.
I started on Deity at t10 and have been stubbornly glued to it most of my Orna career but this update looks right up my alley so I have hopped over already. š
-suggest make celes arrow omni spell (:
Hi I am person who comes back for fun. Theme, impact, and Fun are a huge part of why alot of people play games. I think, regardless of the game, that communities often forget that the loudest portion of the player base is more often than not the minority of players
People can have fun playing games?
Nah impossible, everything is a spreadsheet if you try hard enough
Yes, i agree that people play games to have fun, i mean heretic now just isn't fun hence, people would not not comeback to heretic