#2025 H2 Heretic Discussion
1766 messages Ā· Page 2 of 2 (latest)
Ah. There
SSās nerf feels inadequate from the perspective of still behind a huge wall of ward and reasonable defense and dealing as much or more than an all in glass cannon magic scythe
Make SS Gilga only, easy 
Id love to discuss deeper but since im an iOS user, I canāt test myself. From what Iāve gathered the m1 nerf will be noticeable.
Just wanna note that SS is also the only option for 2/3 gilga classes. Other classes got nerfed too, Iāll have to wait for testing
Thereās people that say so. And thereās people that say it wonāt be. In any case, it will still be enough to one shot most classes on a massive wall of defense. And only ranger spec needed
So is blood ray currently.
But only for 1
No yeah, I just find it pretty funny because everything would be a lot more balanced if only Gilga could use SS
Iām going to push on this. It is the āonly optionā that reliably one shots another ward based build.
Heretic and GS and Realm have woefully inadequate defensive options and a GS4 or Horizontal Slash should more than kill them - especially if tailored for the attack instead of just SS
After the SS rework, Hybrid DMG seems to be the deeper concern. Iāll have to wait how it turns out
Yeah. People want to disguise it as problems being addressed. But itās still there. We just want more fixes before giving up on blood ray
Exactly. Why arenāt people more focused on this? Miss chance? Luke Iāve said, parapet is 25 chance and SC is 50.
Someone smarter than me, when you have 25% and 50%, what actual % is it for either to proc?
Higher chance on lower hp value
Parapet stacking is quite good
Ah nvmnd misunderstood
Thought amity stacking
max chance for 95%/100% amity is 20% at most
But ymir/yel cuirass give 25%
Ok, let's bring the painful talks. Could we allow bloodray be blocked by pets?
No
For us.
Let's hash that out, why
62.5% to have it not be a one shot. I donāt think itās broken.
That is for classes with second chance and that have a parapet effect, yes
Other no SC classes will have more problems. But thatās every no second chance class
By this point, itās mostly everyone. Balancing the skill for that reason is silly. For the people that donāt have SC or parapet
I mean, it's not just "that reason". It's the fact that bloodray reinforces the turn 1 meta in a very unhealthy way, similarly to how ss has reinforced it.
Every class without second chance is at a massive disadvantage
Reason is, I think the investment is good enough. Itās an āexpensiveā build with slots. That can only try once.
They all do. BeoH is a walking one shot. Thatās not a heretic problem. Giving that up means we go back to where we were for 2 years. One shot meta wonāt change without a big over haul.
Thatās exactly what I proposed
Until it does, I think 62.5% chance is good enough
Not in PvE
F fallen Beos
I would agree with this. Except deity makes it so difficult to be ok with. Thatās on the PvP side. PvE is a whole other problem that will blow up
Gear choices man.
Spiked shield has been the main offender because it couldn't miss and dealt high damage and had high pen (and is tanky so everyone must run high damage).
Bloodray can't miss and deals high damage and has high pen and can't be blocked by pets.
V4 or whatever beos would use would deal high damage and have high pen. Less of an offendor
i would even say, second chance should be looked at, sometimes it feels like 3 4 chances instead of just second
but that is a different topic
It was just an example. The thing with beo is the hybrid. Same with deity, but add high stats.
They can use any skill
The problem is out of all those classes, only one canāt defend. And the other 2 that canāt are in the gutter
Yeah but those aren't really the issue we are discussing. It's not just the fact that bloodray can deal a million damage turn 1 with a god-tier amity or high ALs, it's that it has all of those other factors as well. Something has to give
Out of all the factors bloodray has going for it, pet block is what I'm least attached to. I could see manaray becoming the anti-petblock version and bloodray being the crit nuke version
Again. I donāt understand why it HAS to give. 62.5 and no pet block in exchange for being full glass cannon with no second chance or SF
Seems extremely fair.
Just get the offensive classes on par
62.5 only applies to half the classes, and is lower than what any other class deals with on offense
Perfect. They get to defend. Not everyone will run H.Corvus. Realm should get buffed and so should Gas hydrus. The insane ward of Gilga, stats of deity and Jord of beo, should be countered by the other classes
62.5 is pretty high. Like really really high.
What % of attacks should a AL 60 heretic be expected to win against me, a 170AL Gilga? As in, what number do you think would be fair and make sense to try to balance the game around
Because, right now, that number is around 80% if the heretic is running manaflask build
Because second chance doesnāt matter when youāre left at 0 ward
Trick question. What build you running? Max your HP, use your boosts.
Another question for you: did you take the settlements back?
150k hp. Can make it to 170k but the end result is the same.
I could care less about my settlements, my main concern is war defense
Yeah it does - hit them with anything and poof goes the Heretic. SS3 might be the only thing that Gilgas can use against other ward builds but a GS4, Horizontal Slash III or really most t10 attacks will easily dish out the 20-50k needed to kill a Heretic, the average Realm, and almost certainly a GS
Bone mammoth says hi. Now the heretic is at 0 flask charge and naked
Bone mammoth only acts after I act and is unreliable act rate wise. So I still wouldnāt be able to clap back
Until the following turn, sitting behind 100% ward absorb and 50% ward against an unarmed stick
Then use literally anything else and watch the 0 def Heretic with 22k HP die
The heretic I tested with has 40k hp+, so would still need to hit 80k, which those skills canāt hit unless Iām running BoF (which kinda lowers survivability in and of itself)
Higher than 50%. Because punching up was supposed to be part of why PvP is what it is - is this not the case anymore?
But in asking about those. You said 80%. I assume itās settlements. Because in war, 62.5 is decent. But in areas itās the repetition aspect. If you lost those in settlements, did you take them back? Cause Iām pretty sure that on the right build, losses arenāt that bad.
World be aboutā¦40% of the total settlements hit.
In wars, 50%+ means I might as well not invest in my PvP build. Whatās the point if Iām supposed to lose more than half the fights?
Idk. At that AL difference I donāt think 40k is a problem. Thatās about my hp
I canāt test right now because Iām waiting to be attacked in a war, but I donāt think my gilga can hit for 80k with Gs4 or HS3 (unless I max crit, but then Iām not running a SS build to start with š )
Thatās a different problem. Thatās your expectation. In reality itās not a bad %. Should we decide a spell gets nerfed or not just so high ALs can continue stomping everyone? Itās not 100% they win. Itās at most 38. If build right
That just gets us the old AL discussion, which the community has voted on more than once. I get people disagree with it, but the devs need to guide themselves by what the community voted for
Kind of. Itās close. But I donāt think itās the same. Cause 38% seems too high for a high AL to lose to. Like it should be 100% win rate.
Thatās what it is. Just high ALs losing? Please donāt do this to me lol
Iām just trying to re-contextualize the situation and try to understand your PoV
My personal opinion, losing 1 out of every 3 fights against someone 100AL+ lower than me definitely feels excessive. But thatās from the perspective of someone who plays with the #1 goal of losing as little war fights as possible.
Iām not bothered when I lose to people with smart builds that catch me off guard, or to players that have grinded hard for a strong setup.
But the idea that anyone can GF a set of gear and instantly get a big multiplier to a turn 1 skill and one shot me just because of that doesnāt feel right. Especially when my only alternative in that scenario is running parapet and praying
Then please do. Itās not just that heretic. Weāve all have had problems against these builds. On PvP. This is our out. If itās gonna be taken, it needs to be replaced. Iām no slouch. And Iām telling you itās crazy difficult. Whenās the last time other heretics fought and won against you?
But this is my personal perspective, and far from being the only issue with bloodray
I agree with that sentiment. Heretic needs something else PvP wise. Whether thatās higher defenses, other defensive tools, or alternative offensive skills. The current solution is just too overpowering and leaves no room for counterplay.
That creates a scenario where no one is having fun. Other classes get mad because they canāt do anything to increase their chances, and heretics fall in the āSS pitā of being forced to build towards one singular skill
For what it's worth, it's still a risky build. I often don't use it in kd wars if the opponent has second chance and I think I can try something else
And as was mentioned it's nil on defense so it's not just one build and have nothing else to do
It's a specific build for specific classes or instances, but the high damage makes it apply to a lot more situations than it should IMO
Bah. Yāall had fun for 2 years. Suffer a bit.
If you agree then please state it like that. āBlood ray is too much, but heretics need a way to punch through the ward and defensesā. That would help. Just donāt talk about being advocates if weāre not gonna try to fix the issue. Thatās the reason why weāre getting loud. You just have to believe it. We really have no other choices. We will continue to be loud until everyone understands that we need another choice. I just wish realms got as loud instead of vanishing into nothingness
āBah. Yāall had fun for 2 years. Suffer a bit.ā
This is the kind of argument I canāt agree with and that honestly leaves a sour taste in my mouth in this conversation.
SS users are actively trying to get the skill changed, and have been for a while. The fact that NF hasnāt been able to nail that isnāt on the players
Regarding the second part, I said that exactly 2min ago ^
Lol. Iām tired.
By the way - if the solution ends up being removing its turn 1 use, please at least let it be usable at 75% instead of 100% charge.
Can we remake the poll as multiple choice like this btw? @open dagger
How would you prefer Bloodray to be balanced in PvP? Select your top two choices only.
A) Prevent turn 1 usage
B) Reduce Flask Power Effectiveness
C) Reduce overall damage and penetration
D) Remove 100% Accuracy
E) Allow it to be blocked by pets
if you can find three other people that are happy with it, yeah. i'm not looking to remake polls daily 
I think there are people that prefer to see it stay the same for nowā¦like damn. iPhone users canāt even test. Whatās the rush
F) Leave alone until SS is balanced?
Itās what Iāve been saying. Weāve been waiting for years. I donāt think that anything will be fixed post patch. I donāt want to go back to the spot we were in.
I just think weāre getting to voting without even having a chance to test anything. It would be good to have a chance to test everything at AL 0
I'll give it a try I guess once I get a mirror
I havenāt seen any screen shots of blood ray in beta
I asked for the mirror. But now Iām. It even sure if I want to.
Alright let's not doompost when we're getting some nice toys to play with š I am excited about mana feather and hopeful that bloodray will be usable in pvp after "adjustments"
Manaseep, mana feather, flasks of corvus in endless are sweet upgrades. If we can get crit poise to only apply to debuffs even better
I'm excited about the Mana Feather for endless ngl
I also look forward to FoC for endless
More Bloodflask charging
Might even be worth adding those Beguiled Shoes back in
See how fast I can charge em
Manaseep + Mana Feather + Flasks is a good combination; I can keep my mana low while cycling Flasks + Gale Seal 3.
Select your top two choices only: How would you prefer Bloodray to be balanced in PvP?
A) Prevent turn 1 usage
B) Reduce Flask Power Effectiveness
C) Reduce base damage and penetration
D) Allow it to miss
E) Allow it to be blocked by pets
F) Wait until the next patch to adjust
Vote on if this sounds like a good poll
And say what you'd prefer if not
Iād rather see the poll without the last option. Pretty much everyone admits the skill is problematic. Delaying it just moves the SS complaints to bloodray. I know heretics want to have a period of dominance, but perpetuating the problem isnāt the answer here
Less about having a period of dominance, more about allowing the meta to adjust to ss changes and seeing what happens then. I don't expect that option will gain many votes anyway, but it would be a helpful data point to gather IMO
Even the spiked shield poll had an option to leave as is
Heretics that do want it to stay as is for now can still select their second top choice
Technically the leave as is in that poll was only polling one additional nerf, and already included the ones in this beta patch by default
But sure, letās poll it, thatās the important part
Should we ask for voting on up to two or three options?
Iād say 2, 3 will probably muddy it up too much
Can we have the "allow it to miss" part be changed to "give it 5% fixed miss chance"?
I would vote on that, even if it is bundled with allow pets to block it
as in, works the same way as SS
We just voted to remove that from SS, doesnāt make much sense to vote to include that in another skill thatās already seen as problematic imo
What's the accuracy you'd want to see on it then
Just be a regular skill
Making it 95% instead of 100% doesnāt solve much, one piece of gear or one amity bonus already pushes it to the max
I know you feel like that poll was enough, but it wasn't.
Not everyone was there to see it and it is now buried under a lot of messages. It is now closed. There's no guarantee the devs are taking that one into account.
It has to be an official poll
Community sentiment is pretty clear on it. Would be counterproductive to poll the exact opposite idea. Official poll or not, weāre gathering community sentiment here, thatās what matters
Got it. Thanks for keeping me honest. And I am sorry I didn't see that before saying it wasn't official.
Oh, hadnāt even noticed that
I'm not really sure this is reasonable
Delving now into the "feelings" territory, I fear that it will be much easier a decision for the studio to nerf Bloodray than it is to remove fixed miss chance from SS.
By sheer numbers, one decision will anger more people than the other.
Whatās the suggestion then?
I can see a scenario where SS is left as is right now, and Bloodray gets nerfed in whichever one of the ways stated here.
Heretic doesn't usually get a "let's see what happens" adjustment period
Thereās no way that happens imo. Even the gilgas are asking for SS nerfs
Well, the poll is left open-ended for a reason
SS already has gotten... I don't even know how many. At least 3?
"Allow it to miss"
I definitely would not wanna word that as "Remove all fixed accuracy"
Allow me to clarify. When I say "as is right now", I mean with the changes currently in the Beta
I still donāt think thatāll happen. Not many people still defend FMC on SS
I've gone out into the weeds with that comment anyhow.
What I do know for sure is that it is far easier to nerf Heretic than it is to nerf SS
Far fewer people will be upset
By at least one or two orders of magnitude
Well, probably just one
Seen the other way - a lot more people will be happy if Bloodray is nerfed than people will be angry if fixed miss chance is removed from SS
But that is because we are underrepresented
I'm against this solution. This would ruin its best pve applications
What would be your top choices Zach
Could be a PvP only change. Iāve proposed that to not interfere with PvE effectiveness
Full flask charge is my personal choice of the proposed changes to it
Iām not opposed to that one. Need to really ponder everything thatās been said to figure out which one Iād really rather see
Making it a turn 2 skill just kinda makes it nearly irrelevant in pvp IMO
Does it really? Drop a piece of gear to pump ward up, hit a buff or WoO turn 1, while still having parapet/pet block/dodge chance to increase survivability. If one of those works, you nuke them turn 2. Seems pretty in line with the high risk/high reward mantra of glass cannon classes like heretic and RS
The flask is already charged on turn 1 though
No it's not
50%
50% has been shown to be more than enough one shot damage by everyone testing it š
You need to use an elemental spell, it can miss and still charges
The fix is not "arbitrarily lock it out on turn 1", it's "require a full charge"
I could have worded better. You need to attack turn 1
Or at least 75% IMO, no reason to require 100%
Nevermind, youāre right. I was mixing it up with the solution I proposed of disabling flasks turn 1
I did make that part of my suggested poll a little more vague because it's the intent that matters
Whatever accuracy change is proposed, I think itād make sense to poll it as a PvP only change, since that seems to be an important component of the skill in PvE
I'd say making it not turn 1 is the easiest solution that won't mess with future gear and cause more complaints. If it's disabled turn 1, or full flask required, I think I'd prefer disabled so it's more usable turn 2
Yeah, I would also prefer disabled turn 1 pvp instead of a full charge required - but it's still a nearly impossible skill to use effectively at that point
It completely removes the advantage of a glass cannon build - hitting them first
So now you must build defensively (which heretic sucks at) and lose the cannon
I'd have to test my builds against new SS and other builds (waiting for beta character) before I can say how bad it is
Would the turn 1 disable only apply to BoF?
Bloodray is the way it is because of how much we lamented having the frame of the glass cannon without any of its alleged destructive power
And this is still correct
Take that away, leave us using only skills, and everything we can do, a deity does better
Now BeoH too
As a challenge, please try to come up with one build in which turn 1 bloodray is not usable, and tell me how this Heretic did something Deity and Beo can't one-up
pet block? Parapet? Second chance? Dex? raw stats?
we have NONE of that
We would have turn 1 Ara's edge to get into Mana Feather range
If SS continues to have fixed miss chance, then we have nothing at all
It is easy to forget how abyssmal Hera's raw stats are
So I'd like to remind you of it here
If mana feather works like mystic feather, it would still allow you to dodge SS
Ara's edge sucks for pvp defense
Well, this is a given because Bloodray sucks even more XD
So aras edge into the flask seems like a pretty good plan actually. Paired with pet protect, parapet etc
For offense?
Yes
It's useless for defense, it spams it way too often. Drains all your mana for no dmg
We can't really ara's edge very effectively at anything "low" AL
It's not bad, but it looks terrible in comparison to guaranteed turn 1 OHKO from SS
Turn 2, our enemy probably already used WoO as well
Bloodray isnāt really an issue on defense anyway, doesnāt the AI not use it unless the flask is full anyway?
So now that 700k damage we are all so upset about is not enough to defeat a moderate AL person with a SS build
Which is why SS needs the change to accuracy as well
Pair that with mana feather and suddenly that SS is having a hard time hitting you
Correct. Corvus as a whole is just bad for defense really
Ara's Edge also doesn't charge flasks
if we assume mana feather does work as mystic feather and we know we'll have 20% of our mana left, how much evasion is that?
Tangentially related. I want to both know how good the strat will be (which, again, I think it will be good to amazing in the right context) and how likely it is we make it to turn 3
in case of parapet, pet protect, second chance, etc
Because we also only get 1 ara's edge BTW hahaha
And mana does get consumed on a parapet proc (crazy right? I think so, but I disgress)
If we are using parapet, we have a 20% compounded with mana feather's dodge chance, and a small amount of pet protect (up to 8).
In exchange we've lost 40% of blood ray's damage.
We also cannot simultaneously have a large mana pool and the ability to crit AND deal good damage with blood ray
So ara's edge damage will not be 0 but it is not going to be substantial enough for us to assume we can kill most enemies
- Ara's edge M1 is low. Not sure exactly what the number is but it is not hard to 0 it out
So, a few scenarios come to mind:
- We are facing a spiked shield user with second chance. We have x% chance of getting through protect, miss, second chance, parapet. X is likely low.
- We are facing a user of any other OHKO skill. Probably same as the above with lower damage threshold for us to beat but same chances to get through.
- We are facing someone who uses WoO and has a good (think 100k or so) ward pool. We lose every time.
In that sense, mission accomplished! Bloodray has definite counterplay.
But the above are all things everyone is kind of already doing by default?
Nothing new was done to counter bloodray. We are just now losing against the most common PvP strategies
Something I think that's left out of the convo is that even if SS miss is adjusted, if you can sit behind huge ward + regen, you have tons of attempts before you die. Also, Corv is losing SF which allows defensive play + crowd control
Blood ray wasnāt even part of the patch.
We have been mentioning it less, yes. It has been mentioned though that we "accepted" during the class rework we are glass cannons and so it is "understood" we are going to have to go through extreme lengths to win on defense
And it's available on 1/18th of all endgame classes
But that is why MW has been saying they are tired of conceding to reasonable arguments when we see time and again that the reasonable thing is pushed back against in other places, and then compromises are made
We aren't being offered such compromises
When we aren't being told "Bloodray has to be nerfed, period", we are bieng told "Bloodray has to be nerfed, and so do these other things, including SS"
But we are being asked to trust that if Bloodray is "fixed", Spiked Shield will be as well
Trust on that promise has wore so thin it is basically transparent
In no small part because we already can see the changes in beta and know for a fact SS still has enough fire power to one-shot most people. Even in non-gilga classes.
Yup. Waiting wonāt kill anyone. And will let Odie make more informed decisions. Cause blood ray is NEEDED. A glass cannon that can actually hit hard. And itās still very very new. Implemented for a reason.
Just let the Meta settle. Then we can go from there
Deal with the old issues first. Both ss3 and hybrid have been out of control for a long time in the PvP world. GS isnāt even in the picture. And realm is dead.
Do y'all like this poll, and do you think we should ask the poll to be remade
I said earlier I donāt wanna vote until iOS beta comes out. Why would I wanna vote on something I canāt see or test? All I know is that blood ray is not part of the patch.
I like that the option to not change is given. Even if, as you say, it is unlikely to be voted on by many people and is thus mostly symbolic.
I understand why you are leaving things open ended but I think that is to our detriment. The specifics will likely be defined by majority's voice. We cannot ever be the majority. If we don't at least try to sway the direction in which this boat is going, it will go against us.
For the identity patch we started voting early. And people were already talking about how things needed to be fixed. In fact, iirc, by the time iOS beta dropped, there had already been changes
Nah the specifics will be left up to the studio, as it always is. The polls aren't even guarantees of anything
You are right. Defined was overly constraining and straight up not true.
But I think it is fair to say it will be influenced by the voice of the majority.
patch notes for Heretic are pinned in this thread, btw
Thanks. And yeah theyāre just what I thought theyād be.
Yeah. People need to chill and be patient.
Itās not like BM that affected several points of gameplay. BR is literally only PvP offense. And itās not even that oppressive. Itās just really strong.
Lol. This thread is the second one with most messages after the general one. And the topic isnāt even related to the patch
I'll say this on a personal side, and not as a proponent of ORN or anything:
I've noticed that a lot of beta discussion in prior and current betas just revolves around "well if we're addressing [buffing/nerfing] this, then we should be addressing this other thing too" - as a result, there ends up being extensive discussion of that second thing that ends up being "abstract", or not really anchored in any patch notes in beta so far, and not as much discussion about the stuff that the beta's all about.
There's probably less messages about the beta itself than about Blood-ray here, which is awesome news about the beta changes! (less people worried about it, we know the pain points of it already) But to an ORN member or a NF member trying to parse through everything in each thread, it makes things muddied and hard to progress with solutions that are appropriate to the topics at hand, which should be the stuff in the H2 notes. Better to get those polished and out the door first, imho. Stack all the proposed additions NF gives with all the additional pain points players point out and it's essentially adding to the "to do" rather than knocking it out.
Don't get me wrong - I know Blood-ray needs adjusted. I know that it needs special attention so as to not become the new Spiked Shield, but we should differentiate discussion between problematic things and discussion between current beta things. We've identified that there's a problem, and highlighted possible solutions, but since there's no current beta change to work off of, I see a lot more disparate solutions, and a lot more... arguments rather than discussions. Compare that to the stuff currently being tested, and I'd say just about everyone's in agreement. We can't get much further in this Blood-ray discussion without NF really starting the ball with a beta change.
Odie mentioned in the devlog about trying to get some portions of the beta out sooner than the rest, the ones that are fully accepted and agreed upon, and Heretic's additions are a prime topic. Have we looked into using Mana Feather a ton? Any builds that enable it real well stand out? I saw some Ara's Edge discussion, that's awesome. Are the numbers on it good, or do we feel like we're dodging way too much? Too little? We've effectively increased our survivability at low mana significantly since we're dodging >50% of any nukes that come our way. What about working with Crit Poise and statuses in tandem? We talked about how they're anti-synergistic, but how bad is it in practice?
Still no mirror
Ara's Edge is essentially unusable by Heretic. D.ara uses it better as they have more mana/hp/ward to fulfill its requirement while still being functional
Ara's Edge acales with ALs and is too weak at lower AL
Addressing the non bloodray items first:
- I have been testing Mana Feather and overall ability to survive as HCorv. Specifically in Mel29 horde dungeons across the board. It got worse for dungeon floor 1. It is better once buffed (best case scenario floor 2, but not a given). This is before considering steadfast.
Why Mel29? I am AL 81 in my mirror from the last beta, so that is the level at which I get to make shackle level
Might be a bit higher, I forget
Because difficult floor 1 is an edge case that can potentially be worked around, I think this is overall a positive change
if you're not moving, I might suggest starting a chunk and swapping to one of the other Heretics for setup, but that comes at the cost of swapping obviously
I've said it elsewhere before I am sure, but probably not here: if I currently don't have to do that and now I do, the existence of a solution does not negate the fact that it got worse
that is totally fair
- Now, about Steadfast: it can ruin a run of any dungeon. There's basically no way to recover. We are talking a lot about freeze, stun, etc. We are probably not talking enough about random distortion, swordplays, mute, etc. ruining your entire dungeon run
Again, it can be worked around, but it is very taxing to have to patch these many holes
For the moment I am retesting baguette with positive status duration extending amity and gorgon eyes on weapon (I am using an AV4 setup with macha pillar and a scroll)
It can work. As I said though, very taxing build-wise. The hit is felt very strongly when all of your accessory slots and also your head slot are called for.
Ara's Edge is usable past a certain AL for world farming and for PvP to a lesser extent. Ara's Edge centric build would be what I would begin using if we lose Bloodray.
(also someone somewhere asked about Mana Feather, it functions exactly like Mystic Feather but if you subbed out the HP bar for Mana, numbers and all)
I don't think most people would be able to follow in my steps though. Very, very high quality, rare gear dependency.
Thanks for confirming. Yes. The context was that Bordoadas was pointing out to me that SS doesn't ignore dodge chance due to mystic feather.
Flask of corvus - is nice. One shadowed element strike against a weak opponent charges almost 2.5 of my flasks (haven't looked at actual %s, sorry). Might be good to avoid having to use pet act in flask raiding builds. I would still much rather have steadfast.
I wanted to confirm too, accuracy doesn't affect MF right?
Additional context - using an AMorri Scroll
I'd have to confirm with our rogue-flavored friends about that MF fact
All that aside - Konq, I hear you and I understand the feedback does need to be collated.
From the perspective of us mortals though, if we don't speak up here about how this is at least perceived as unfair by us (myself and whoever agrees with me, not saying everyone here), then the majority rule will just crush us to the ground
I'd be hard to convince me that the arguments don't need to happen
I'm sorry this makes your already very difficult job harder
Changes cannot be discussed in a vacuum. This is why the comparisons are made.
Is any given option presented fair? Well, what are other optiosn and how would bloodray compare against them afterwards?
In this game, you can't answer the former without knowing the latter
I think this summary of beta changes still holds true, not much has really changed in that regard
yeah that's what I've garnered
We could add Ara's Edge feedback as we test
I totally understand the idea of comparing old things to new things to get a better idea, that part is fine, but it's when discussing how old things are balanced dominates discussion is where things get a little counter-productive
I think you mean that it is not productive to bring up how things have been done in the past, and how that might influence future outcomes. Is that correct?
Not a trick question, I promise
I don't mean that exactly, but could be part of it
if we're not giving the new stuff enough care and are only focusing on trying to address other issues, then it's harder to give those changes a green light or a red light
Really trying to understand here. Is it a better rewording that you would like a change to go to beta that more people think could end up being ok?
As in, make change in beta now, test, give feedback
in simple phrasing, we have beta changes live right now, test those and give feedback - we already have done that to a degree (and made ORN feedback for it!)
Blood-ray is unrelated to those beta changes as it stands
Ok, it is fair. There was nearly no feedback here before today when the wasp's nest was shaken. I had mine and just hadn't told anyone (or mostly anyone, I chat a lot more in OL)
But I disagree with it not bieng part of the beta
It was made part of the beta the second that poll went up
Is it not expected for the options in the polls to be discussed here?
I mean, we've seen with Blood-ray that it takes a bit more messing with to realize how overpowered something is - best to figure that out with additions in beta before it becomes a regular production issue, like Blood-ray has
If not, then where?
That's a bit of a circular thing - it was discussed here, then became a poll, then continued to be discussed here
Those polls and things like them are perfect for #1084643200725164062
sorry I don't follow
I think what should be considered as āpart of the patchā is whatās in the notes.
Well the only reason bloodray is too powerful now (in pvp) is this little patch note
- Blood-ray doesn't relate to this beta
- We discussed it in this beta thread regardless
- We created a poll in the ORN Polls thread, which was probably a bad thing, the first item on the list still applies
- We discussed it more in here as a result of the poll
Thank you. That clears it up. To that I would say "harm's done, now it is part of the beta" if for no other reason than we know it's coming
Bloodray was raised as a concern during discussion of Flasks of Corvus being underwhelming fwiw
Yeah, it was - mostly as a result of a suggested change to FoC 
that's funny. Flasks of Corvus only matters WRT Bloodray from turn 2 and onwards
No balance patch notes affect Blood-ray, so imo it is not part of this round of beta testing unless NF make changes
A constructive #1084643200725164062 thread about Blood-ray where results are polled is a perfect recipe for something an ORN can make into feedback in #1122705721281220628
so the TLDR is blame @open dagger for making the poll 
I think we can all agree on that, yes
perfect, shame on him
nah Yoshi was the last sanity check, it's his fault
In fairness Bordoadas was pushing for the poll too
What about additional QoL for manaseep, currently when using potion mana don't regenerate from manaseep and it's annoying
I wouldn't hate it, but I'd be lying if I said I'd even noticed that was the case. I'd personally label it as low priority
There are changes coming to manaseep. Dungeons can be reentered and it wonāt be lost
I guess manaseep counts as a status effect, and status effects don't proc on item usage
From the devblog:
Heretic improvements: The beta included a few popular changes suggested by the community, including a new Mana Feather passive to Heretic Corvus, Manaseep dungeoning QoL, and some more access to Flask charging methods.
I don't see any new flask charging methods other than 'flask of corvus' passive
Unless..
Nope ok I had an inkling of hope that Odie had snuck in a new Ward Flask Infusion spell
Can we get confirmation from Odie/ORN team on what "more access to flask charging" is supposed to be?
It's probably just flasks of corvus I guess
The 's' at the end of 'method' makes me curious too
I'm looking forward to testing changes properly once mirror is out. Just waiting till then
My guess is that it's just Flasks of Corvus but worded weirdly since there's a lot of stuff happening right now
If I can I'd like to add another topic here - bloodray pve builds are somewhat viable for raiding but still suffer from inefficent charging since there's tension between flask power and flask charge gear (the best mix being arms of mnemosyne which are worse for bloodray than flukes of oceanus).
Ward Flask Infusion is a very cool spell and I'd love to see a new version of it that consumes half ward and gives only 1 flask
There's also tension with celestial augments in anguish since celestial weapons don't scale with anguish
Can't seem to enter towers in the beta client, neither on the mirror nor sandbox character. Anyone experience this?
Same's happening in Aethric beta
And for some reason Aethric beta can't enter monumental guild either
Damn I stop reading the comments on 11/14.
All I see is.
-
Billionaire are pissed because they are taxed and that their property is being taken 30% awayļ¼which they can take back easily.
-
Billionaires realize they need a different approach to stay a billionaire.
-
The poor grinders been hoping the government to provide systematic improvement and they given one for a chance to do it without scaling and required specific condition that only happens once or twice a year.
-
Statistics shown that billionaire it's not tax enough even after a few systematic changes. And billionaires are still complaining about the grinders taking their passive income rates of not losing.
As a person who seen how powerful ward SS is, and even until now it's still an issue, this new specific class lock/gear lock flask is very refreshing.
.
I still vote for not changing anything to the bloodray.
Bloodray is celestial class passive. It's supposed to be OP.
SS is a skill not tied to class.
I learn from MOBA game that if a skill is OP, just let it sink for awhile. Let ppl enjoy it, let the meta shift.
If the meta shifted to more than 50%, ya then it's an issue.
Odie should have the stats for PVP win rates and skill used. He should know.
Even though I believe I will ultimately agree with most-all your points, It probably will help to remove the allegory and talk plainly.
I will also add it is not necessary to ad hominem your way through your otherwise perfectly good arguments
I will add to my previous HCorv feedback that 'Flasks of Corvus' really is not adding anything to the class as best as I can tell.
I understand that Mana Feather is a significant improvement in Hera when compared to mystic feather, but only in a relative sense. Mystic Feather is also synergestic with Resurgence and Realmshifter is far, far, far from OP due to it.
If steadfast is off the table due to Gilga identity requirements then I'd like to see a different passive in addition to FoC
How much flask charge would be needed across gear to be able to spam Omniflask?
I know it wouldn't be as strong persay without the Power gear but if you ran Beguiled Y set + Morri Scroll, how much charge is that in addition to/without Flasks of Corvus?
I am wondering what if flask of corvus is changed from +% flask charge to +% bloodflask regen per turn
Like it gives a small amount of Bloodflask charge per turn regardless of what you do?
yes
That's kind of cool. I'm not sure if necessary or where I'd use but it is definitely kind of cool
Yeah, it's cool but i can't see much use for it if it's bloodflask only
Tbh, the charging doesn't make much difference to me when I can use Ward infusion flask to charge up all my flask.
I am actually interested in having Manaray remove or move to red flask from Hcorvus and increase red flask to 4.
Then Hcorvus becomes a class that focus on red flask, while Hara is blue flask focus.
Red mage and blue mage.
maybe enough for 1 full blood ray when you finish buffing?
Flask regeneration? I think charging is more to the original theme though.
Heh make it like old mana siphon but for flasks "sometimes using a flask may not consume the [whole?] charge
Or I know there was a rework request where you had one chance of a filled bloodflask emptying to give a second chance but only once per combat
And with mana feather, that won't be as breakable
You could also theoretically "flasks may occasionally consume mana to deal extra damage" but that only applies to two of them so kinda not fitting or thematic
Celestial class passives are not supposed to be OP, and I'm not sure what use waiting has when we know it's OP
Agreed. The purpose here is not to increase power.
My argument is that removing SF lowers HCorv power, and I think it is not warranted.
So I am looking for ways to get back to parity.
Steadfast definitely needed to be remove from mage classes, defensive skill.
Mana feather, yes! A good improvement and related to the mage theme.
Flask of Corvus, maybe, charge flask when you kill enemies or cri proc?
Steadfast is only removed from HCorvus because it is adjacent to Thief class line
You could not do charge on Crit or Corvus would never lose a flask
Everyone say it's OP, I just don't think it is, compare to SS. Generally everyone thought that it is OP.
And I'm not trying to buff it up anymore.
I think the skill is good as it is. Ya maybe nerf it in PvP if you want. Just don't change the skill as it is.
Yeah the only changes proposed by heretics are to the pvp side of the skill
Oh only Corvus. Damn it I thought all mage class. My mistake.
Maybe a chance to full charge a flask. Just like critical poise.
Doesn't have to be charge per proc.
I saw some wanted the can't be Dodge or block or protect removed.
That's why I assume other part of the skill will be change.
Yeah I don't agree with that proposed change
I was onboard with this until steadfast got removed. The ledger doesn't add up with this anymore.
It does mean lowering HCorv's overall power budget, even if it is only in PvP. And I don't agree this is the case, HCorv performs much worse in towers and Horde dungeons because of losing steadfast.
And I am confident in saying adding FoC in exchange for SF doesn't help the class in most content. I can only see it having an impact in Endless, and raiding to a lesser extent.
Before it is assumed it is not the case - yes this is based on testing
At this point, just in PvP, I'd rather see the skill lose the can't miss or go to turn 2/full flask. Can't Miss is the less detrimental to being able to have a fighting chance in PvP š®āšØ
My old potato is fighting me when I try to run beta - have you tested how Ara's Edge turn one does to get dodge chance online? I know the damage is pathetic compared to hybrids
I haven't requested my mirror to be updated, so admittedly I haven't tested those interactions.
From live experience - Hera Ara can be used to great effect to defeat enemies of lower level. It has a much harder time with enemies on par, and does ~nothing against higher level enemies focused on res
With Ara's Edge
HCorv is a much worse user
It is a one-shot on all 3 however. And I am lucky to be trying it at AL91. Lower AL people will not be able to use it for anything other than its utility in getting you a ~50% chance to dodge.
One-shot : you win or you are out of options
Yeah that has been the same conclusion I've come to on live - I'd only consider using it on Corvus to turn on Mana Feather
I don't feel like its low penetration was designed for Heretic hahaha
Offensively and as is almost always the case, Deity and BeoH do it better
Like, waaaaaaay better
DAra especially
Hybrid scaling do be like that
I know Flasks of Corvus isn't the best thing in the world but I do think freeing up the scroll slot while still allowing faster charging is okay. The question is how good/does it need to be a higher charge rate overall?
With Beguiled gear and no scroll, can it charge a bloodflask turn one with a tri-element or hitting a weakness?
Though the other options I saw people suggesting could be neat or again just something else entirely
(Flask go poof second chance? xD)
Not to spam, but I don't want my doom and gloom to be misconstrued. Not asking for buffs.
The point here is that FoC doesn't "pay" for the loss of steadfast. If we will loose SF then something other than or in addition to FoC needs to be added.
Listen, maybe. But what other class judges thier passives by the availability of event gear?
And turn 2 really, really doesn't matter
Furthering... Arisen Morrigan gear should interact with our passive somehow
In PvP
In high mel horde dungeons turn 1 is WoO, turn 2-x are defensive buffs (and no, you are not wearing darkrift robe in mel 24); by the time you are done buffing, you have time to charge flasks.
Charging flasks faster also doesn't make a horde run go faster
Towers? Turn 2 only matters if you are in trouble and to prepare for future encounters. Nice, but I prefer not getting stun-locked.
Hcorvus sucks in all the other aspect. I wanted to carry my guild mate using Hcorvus, failed miserable in horde dungeon and raid party.
I just change back to Hara
And I understand adding power is not currently part of the scope.
Again, only asking to get the class to where it currently is.
Or to not modify it.
I mean Heretic, RS, and GS need some help to catch up to SS3/Hybrid classes somewhere but I don't think that is the intent of this beta
Yes, that is what I mean
I don't think reducing the performance of HCorv is intended either. My testing currently points to that being the end result.
And I personally blame the removal of Steadfast
Flasks of Corvus the more flasks you have filled, the less likely you are to be afflicted with a status effect xD (also please not actually)
I can math the charge out however you want, what do you want equipped
Bc 30% charge is obviously less than a scroll
Full Beguiled Gear + FoC -> if it can't charge a Bloodflask in 1 go, that would be less useful
And I mean Robe, Hood, Legs
Devil's advocate, trying to be forward looking: if Deity Celestials do get SF removed and HCorv doesn't, would HCorv become the new Deity-like menace that hits hard and is too dodgy?
I think there are some key differences:
- No second chance. This one is BIG.
- Much lower raw stats. Funnily and notably, including Mag.
- No access to Warrior gear requires sacrifices to using ward defensively.
- Innability to use SS without making one's entire build about it just to end up with bottom-of-the-barrel performance anyway.
Yes, with 3x BAY gear plus 30% FoC it charges 56% of a flask
So BoF Guild Corvus likes that. Interesting
But I'm not sure where else
Well, Endless
Raiding??
The... meme build BoF?
With 1x BAX 2x BAY it's a hair above 50%
The one that doesn't use flasks, you mean?
Haha oops I meant the Guild š let me fix that
We're talking about using a trielemental spell, right?
Yes
Is there a point of charge where Flasks of Corvus becomes useful in lieu of a Scroll without becoming OP if paired with gear and scroll??? (is there even a point it becomes OP?)
I'm not sure what flask charge would classify as OP
IMO a better question: what is the absolute worst thing a Hera can do if they go infinite with flasks?
You cannot go infinite with rays, so that's out
Use Omniflask I guess
Well, unlike some other magic class we don't have multi hit flask
And Omniflask already imposes a charge penalty
So yeah, basically omniflask and bloodray
Infinite max Iconoclast Ultima II Repetition Flask
What's the penalty?
Ok... and then?
Rep flask doesn't charge IIRC, or am I wrong
Like, in raids?
I am not sure
Last I checked it did if using an element but maybe that is changed???
Rep flask charge flask as long as the spell it repeats charges it.
Ok yeah just tested
Thing with thinking: "oh, it would be OP if I could cast Ultima II every turn" is that, no, really you want to OHKO (and other classes can for longer than Hera), and if you cannot OHKO you will eventually need to reapply t.buffs and such
It only sounds OP. In practice, the deity and Beo both already gave you two laps defeating their raids
I also want to add, since omniflask is basically unviable on ara, dmg break is basically not an option outside of anguish bonuses
Because you spent upwards of 7 turns just setting up
Not basically. Factually.
Here, heretics are talking about charging flask not to make it OP.
I CAN'T. lol. I feel puny while thinking there's two class, one hit everything.
I agree with celestials arenāt supposed to be OP. The point of waiting though, is to watch where the meta ends up and then correct. Why? So we donāt land where we were before. Since ward and defenses wonāt be addressed this patch, we still need to maintain the offensive power of that āswashā build. So thatās why weād wait.
Ok I math'd it out - if FoC was 60% flask charge, a full flask charge build (1h celestial, full bay gear, 100% scroll) would recover 100% flask charge on Ultima
Ultima doesn't charge extra on weakness
FoC lost some of its old appeal because of the gear added that increases the charge rate. Maybe FoC can add enough to sub out 2 pieces of BAY gear?
BaY adds 12 each IIRC
But even if it was double the current value, i don't think it's worth losing steadfast given how anti synergistic status effects are with crit poise and all
Unless odie change it to only affect positive buffs and negative buff on enemy.
I think if crit poise only affected positive buffs and FoC got some juice as the poll suggested, the trade would be acceptable
I'd still rather keep steadfast but it's less of a big deal
I really encourage you all to think not about how fast your flask charges, but about what you'll do with that charge
Well yeah, we established the most useful thing to do with the flask charge is repeat ultima 2. Which isn't that big of a deal
I use it for sigil flask.
And end it with Manaray flask if it keeps missing.
Wait Hcorvus have other use for flask besides blood ray?
Which can be done with base heretic. I didn't have celestial class until level 250. I didn't think celestial was that important tbh, I just want the weapon.
Lots of the flasks are useful on all the classes, particularly in anguish/shackled
Corvus uses inflection to tank raids (and dungeons if you're setting up buffs), bloodloss is always useful if you need to blueline, manaseep will be useful for endless after the qol fix (and can be nice in raids)
Repetition flask is actually really awesome in raids because it ignores other flasks and ignores ward flask infusion
That means you can use it to recast DB2 or DC throughout the fight for example
I don't use inflection at all.
I don't use blood loss too, cause blue line is way too easy after all the buff.
Ya manaseep is the only one besides rep flask. I don't use rep flask now cause I am focusing on sigil flask, nothing much to repeat for Hara but I do use it as a base heretic.
Then when I try Hcorvus, yup only good at PVP after the gear for flask power came.
If I'm gonna use rep flask on Hcorvus, why not I just do it on Hara or base heretic with elemental sigil.
Also, critical poise helps with DC staying longer. I'm thinking, what does flask help Hcorvus besides manaseep and blood ray.
Unless there's a critical/physical base sigil flask.
Nerf blood ray, HCorvus is kinda like base heretic or worst.
Repetition flask to low mana Ultima and keep Crit poise up is just fine for raids
You can also rep flask DB if you get nuked after putting ward up
I mean I can do that with base heretic with rep flask.
Same for DB2.
The difference between base Heretic and Hcorvus is bloodray for flask. Ignoring the other passive skills.
Isn't celestial class should be better than base heretic? Even for flask?
Even Hara have better flask ability than base heretic, that's why I choose Hara for my first celestial class rather than Hcorvus due to the flask.
Nerf Bloodray, Hcorvus is not much different than a base heretic in terms of flask or worst.
Flask raiding is very likely the best option in anguish
And again, celestials are not supposed to be better than base - they are supposed to be better at different things
Just to be clear, this is a really nice use case for repetition flask
Add in some flask power and you get to fill all flasks in one turn and then refill your ward in one turn. And you can use any number of flasks in between, repetition flask will remember DB2
Better at different thing but still better right?
HCorvus are better at what again if blood ray is nerf?
Base heretic have
1 better passive + 3.
HCorvus got 2 + one gonna removed
Isn't that the same with base heretic? The only difference is one is Omni flask, another is blood ray.
Better at different things does not mean better in general.
A bloodray nerf would be for pvp only, bloodray is actually an awesome raiding and endless tool and will remain that way
Hcorvus lost a 25% sigil boost, lost life siphon,lost second chance, and soon Steadfast.
I hope it stay that way as we wish.
But as a celestial class, it should be better generally even if it's minor. I don't see it at Hcorvus.
Yes, and corvus has thief gear, mana feather, crit poise
Bloodray is also a very strong tool. Here is an old example of shackled raiding speedrun
We have asked for a little bit extra power to corvus to make up for steadfast loss, that's a big part of this discussion
Flasks of corvus with some extra juice would be nice for endless but it's debatable if it's enough
Isn't the blood ray PVP discussion is in too?
SF is one of them.
Bloodray in pvp is overtuned, that is another big part of the discussion
Losing steadfast is a power loss but it's not the end of the world
I'd like to see critical poise only apply to positive buffs
meanwhile the deity chat lmfao
They'll just end up getting more nerfs in the end IMO
What's up with the deity chat?
#1437510305252114573 message they couldn't agree so hard that they got the steadfast removal undone
Damn there's more deity players.
Heretic forever.
That means it stay here too?
You folks okay in here?
We steered the conversation back on topic, I think
now that mirrors were granted, how are things looking?
Personally speaking, not great. I mostly tested anguished raids on corvus to see how mana feathers were looking, as well as the loss of steadfast.
As far as i could tell mf are not really that relevant in that kind of content, the amount of dodges was very underwhelming to me. The loss of sf on the other hand is a huge nerf, i basically could't go in without immunity gear (which lowers our already low dmg due to anguish maluses) or popping a looot of consumables per run (and if we use the best one, panacea, it kills both our blueline and mf). This nerf is also anti-synergistic with crit poise, mind you.
The addition of flask of corvus is also non influential to the current raiding method of recharging flask with wfi.
So yeah, future's looking grim, but who could've guessed it.
That's one of the reasons i was very interested in akai's omniflask build, those changes do not help the class in the slightest in a content in which we're already one of the worst class
-# I am Akai BTW :p
If you can, it'd be nice to try Gorgon eyes on a Zagreus' Bident
maybe reconfigure anguish maluses to avoid status protection reduction
I was also using baguette as an alternative to immune gear. That along with us benefitting from charging spells could be the type of adaptation corvus needs
I am saying Zagreus bident because we can take advantage of FoC + Scroll to reduce reliance on DB pets
not disagreeing with you in any case. Just curious about exploring options we do still have
If you go with scroll + FoC, don't forget Shadowed <element>strike exists
I don't have any bident unfortunately, but i've tried switching bull's eyes with gorgon's and the change was fine, but the dmg and defences were so much lower than using dioscuri mead+2h power kind of build. Plus gorgon's are basically not an option with celestial staff for flukes/mnemoise hands
Plus, manual recharging lowers our dmg output a lot. With a morri scroll shadowed strike gives back a flask and a half. Taking 4 turns to do just that while we're not tanky enough to take any meaningful dmg is not the best experience for me
I'd admit that i have yet to test the baguette as an alternative, i own only one
But again, we're already talking about a build that requires only event gear basically
One flask and a half is enough to keep alternating between bloodflask and the charging strike. It might increase overall damage output,a ctually
Yes. At least this hasn't changed though. It does as well right now
Yeah, but you also have to consider it requires 20% more base crit than a flask only build. 10 adorn slots can be a lot depending on gear
Oh, because of the difference in slots between Zagreus and Yelm?
Yeah, the most promising build is using 2h power for a reason too
But i think we're getting in the theory crafting realm, a little out of scope
All i wanted to say is that i'm really not a fan of those changes
There's basically no good shackled build for tougher raids. Mana feather is a fine defensive ability to have in raids, but it's not a substitute for defensive stats + steadfast
Either we go efficient and unsafe using ward flask infusion (works against easier raids) or we go more turtly and slow with charge rate
Heretic is extremely unsuited for Ara's Edge. This is unshackled gameplay from @mortal stump, AL 102
The damage just isn't there. D.ara makes use of it much better with automatic mag buffs and much larger mana pool
Here are my stats for endless when trying to readorn/regear to make use of manaseep. Unfortunately I have too much mana to make use of 5% missing mana unless I use something like arisen fey feet or FSS
Would be nice if we could modulate manaseep a bit but there are options to make it work
We need mana shield lol
Like spiked shield for mana? That's Ara's edge
Oh which class is it from?
I'm thinking like Ward but it uses Mana instead.
Watch this @keen meteor
It comes from Darkrift Robe
It consumes 80% mana to deal damage and scales with mana consumed and mag stat, just like spiked shield. But it's much worse
Ok that's bad. I just saw it.
I assume there's nothing to support that spell currently?
Some classes can use it pretty well
D.ara uses it much better, beo does too
It's also quadratic scaling, because it increases much more through ALs
Heretic can't blueline with it and nothing gives us temp buffs or keeps them since it doesn't crit. It doesn't charge flasks either
We don't scale our mag stat like beo can and we have less mana than deity
It just goes against what heretic are.
Sort of yeah, because it consumes 80% of current mana
80%current mana.... It's a better version of mana burn. But is just not for heretic.
Very high AL heretics maybe
I don't doubt they exist, but I don't know of any higher AL than those in this thread, many of which have tested Ara's Edge and did not have success.
Yeah, it wasn't great at 153 al either
Magic Scythe: zeroād
It's on a lot of places in the background
Odie I'm really curious to know if a Ward Flask Infusion 1 spell creation is on the table. It would really help flask raiding
I saw the nerf on status.
If critical poise affects negative status of opponents, I don't mind it though lol.
This is shackled gameplay against great anguish using a pretty high resistance flask power build (over 8k iirc). My defense is only around 3k and chakram destroys me even harder
Thoughts on heretic anguished raiding builds:
There are a few strategies but very few show promise for deeper anguish. This is corroborated by players at higher levels that have tried some of these builds. Flask Power seems to be the most promising; either Bloodray or Omniflask.
Flask charge rate strategies have a few flaws, primarily that refilling multiple flasks requires gear commitment and turn commitment. The only bridge between flask power and charge rate are oceanus/mnemosyne arms, which require celestial weapons that don't scale in anguish and would not have any crit chance.
For bloodray the best charging option would by nyx shadowedstrikes, but getting up to 75% crit chance without any crit from the celestial weapon is extremely taxing even without any crit maluses.
For Omniflask we look at Omniblast/a, but without repetition flask recasting DC and without pet act adornments we are left without a reliable source of buffs.
.
I needed 9 ashen pinions and a bracer to get up to 75% in this build, which has barely enough charge rate to get 1 flask per turn (counting flasks of corvus)
Having to use celestial weapons in anguish is detrimental in various ways. No scaling, not enough adornment slots for follower act rate, no anguish crucible bonus.
The flask charge augments are DoA for anguish unless we get some targeted tweaks.
Solutions:
- Add more gear that bridges flask power and charge rate.
- Add a spell that converts one manaflask into a bloodflask and vice versa. This will allow charge rate builds to tailor which flasks they are charging, possibly helpful to both flask power builds.
- Add a ward flask infusion 1 spell, converting half of current ward into up to 100% flask charge. This would allow flask power builds to recharge in a much safer way and alleviate pressure on the follower act rate required.
So basically, current FoC is just gonna be a slight Endless boon and not much else
Other possible solution (proposed by Akai):
- Replace manaray on Corvus with a flask that helps these builds. An easy effect is giving T.crit+, maybe T.mag+; the flask could give an extra turn depending on how strong the main effects are
Feels like we need to change to 4 bloodflask as I mention before.
4 manaflask for HAra. (Blue mage)
4 bloodflask for Hcorvus. (Red mage)
Starting charge,
Higher manaflask for HAra.
Higher bloodflask for Hcorvus.
Replace mana ray which is redundant to blood ray. A flask ability that supplement the thief class side of Hcorvus.
Could be a status effect/buff or a critical base spell.
Or even a spell that have chance that full charge a flask based on critical proc.
If we don't also get a legally distinct FF Red Mage sprite pack, I'll riot
Red Mage: What Heretic Corvus could have been, heh
Red Magic: āBasic Attacks after casting spells will consume a small amount of mana to deal additional damage and effects based on the kind of spell used.ā
Mana Weapons: āWhen wielding weapons of the Thief Class Line, gain magic equal to the attack of the weapon instead.ā
Doublecasting: āSpells cast while holding a sword or dagger have a small chance to doublecastā
Though my experience with Red Mages is purely from the tactics games so 
Mana Weapons sounds awesome. It would also be broken AF
but yeah, double casting is red mage's claim to fame in FF
Sorry to have deviated the conversation away from the topic at hand, however. @wise crow but it very well, so just adding to the voice that it would be much easier to find an even trade in FoC if there was good reason to want to use blue flasks as part of a regular turn-by-turn rotation. The spot where Manaray is seems like the perfect place for it.
Damage + carrier effect would be good (get a t.buff, debuff the enemy somehow, increase damage of a spell next turn somehow, etc.). Just utility/buffing + extra turn could be good (larger amount of, or harder to access temporary buffs)
I have a suggestion about that, since we're already losing status protection what about a "cleanse" like flask that works similar the titan replica spell does, while giving an extra turn? I believe something similar has been already suggested here in this thread
Does not solve the core issue but it would make statuses more manageable
I think such a flask would be really awesome but off-brand
I know, i does not help in any way but would be cool
If it helps to throw ideas out:
- Spell storing flask to swap between spells selected for repetition flask
- Buffing flask that gives some of (not all) gives t.mag++, t.mag+, t.all+, t.crit+, t.crit++
- Flask that gives you alignment of an element after you cast a spell of that element, effectively rewarding casting spells of the same element multiple times.
- Cleanse flask with some buffs tacked to it, or that gives a free turn
- Flask that "reflects" debuffs back to the opponent (by which I mean removes them from caster, applies them to enemy
Erdr1ck's ideas are pretty cool also. I particularly like the one that augments basic attacks.
I was thinking the other day we have the "class identity" of being the best at using the "Reflect" spells and those have been gathering dust in the corner (as far as I know) due to how niche they are.
Maybe Corvus can retool them into being something more generally applicable?
Love the mana weapons suggestion!! š
Mana Weapon is interesting.
Instead of gain magic, why not just use the stats for atk instead.
So the atk power becomes magic power.
So you can use all the thief atk weapon.
Gain magic will be a bit OP. Maybe can add status effects burning š„?
It's like your weapon are infuse with magic power.
The Arisen Masamune would rear it's ugly head 
220 base Att & Mag turn into 440 base Mag
Ya that's why a bit OP.
But if they can convert a atk based weapon into a magic weapon, that would be interesting.
Convert atk to mag stats if it is higher.
So we can maximize the swash potential of Bof š š š
Is the studio going to add any of the suggestions we made to Beta, by chance? As it stands the beta is an overall nerf to Corvus as FoC is almost nil in usefulness
Manafeather is overall positive but outweighed a bit by loss of steadfast
Since Corvus is partly a rogue, why not add Avidity 1? That way we could recover some of the turns we lose healing š
yes, more updates will come. this will be a long beta, so updates may not come that frequently
As a trade for Efficiacious? lol
After analyzing it, I don't think it's such a bad idea...
Effective 2:
- Elemental Weakness: +12
- Spellcasting Damage: -40%
- Elemental Immunity Damage: +25%
Corvus primarily receives spells with physical damage, so the first bonus isn't useful for his magic weapons. If it weren't for his 4 multi-[element] spells, it wouldn't be attractive to Corvus either.
Since most of his spells only last one turn, the second bonus isn't very interesting either. We have the Celestial Arrow, but what is its current usefulness? I didn't find any configuration for it on Google Sheets, which leads me to believe I'm not the only one who thinks "It's not a good option". And, in my opinion, casting spells that take several turns doesn't suit Corvus well.
And ultimately, who would continue attacking an immune enemy, wasting 75% of the damage, when they could use another element or a non-elemental ability to deal 100% damage? (For me, this is an advantage in Horde Dungeons, but Corvus isn't exactly a expert in dungeon either)
Sweet. This was why I didnāt want Efficacious in the rework (just for Corvus) š¬ but we had one big name (who has since quit) push very hard and in the end it was all that was offered iirc
But my comment yesterday was to emphasize that we're losing a lot of rounds because of the lack of SF, and that we need something to make up for those losses.
I'm not asking for an effective reformulation; I wasn't even the one who brought it to the table.
Just for Corvus, it is not a particularly useful Passive IMO
I like it a lot for Base and Ara
Personally, I think we should have an updated version of FoC, with better effects than the current one, so we would test it first.
Yes, it's certainly not the best passive ability for Corvus, but I would still support keeping it, even if only because it's part of his identity, and only changing it as a last resort.
FoC should be a priority so that it receives updates.
Charging a flask poorly saves a low-level scroll slot.
I hear you on FoC
But if it can be done, Iād love to see Efficacious removed from Corvus for something else more useful/less counteractive to the class.
It was requested by a player who wanted to use it to get Mystic Feather online easier. Some people pushed for other possibilities pointing out that it clashed with Crit Poise but in the end it was added.
Now with both mystic feather and steadfast gone and with Celestial Arrow being non-element, the main reasons arenāt there for Efficacious on Corvus anymore. If it were flavored for Corvus differently that would work too.
But something double or quickcast focused could go a long way. And Corvus is still shortchanged by gear compared to GUrsa/RDorado because it gets basically no use from Thief Weapons
Maybe I am the only one who feels this way but I see the Gilga thread still going full steam so I wouldnāt mind trying to get Corvus baked to perfection š - and yes that includes balancing Bloodray in PvP
Isn't double cast a theme for deity?
Maybe need something that Pierce immunity for status effect.
I personally think HCorvus should have a passive with one of these effects:
- Converts all Atk to Mag (in some fair proportion): allowing you to equip thief weapons, so using a dagger with Atk would increase Mag, using BoF would also increase Mag, as long as you had a weapon with Atk equipped.
- Converts all Mag to Atk: allowing HCorvus not to fall behind other classes in terms of Atk when using an identical build.
This is a comparison I made on the 17th, if I'm not mistaken.
It's in Portuguese, but I believe everyone can still identify the order of the statuses.
We mention that adding attack is OP.
Best is to use atk instead/in replace into the stats.
I like efficacious in general, it's like a bundle of QOL. Corvus uses it:
- In endless, very handy for bypassing immunities with overwhelming damage while speedrunning floors
- With Ultima (ele weakness), which pairs well with critical poise
- Some relevant multi-turn spells like DB or DC, a minor thing that plays a role in raids. This may also have additional impact alongside mana feather as you'd have two layers of protection while multi-turn casting - low mana and damage reduction with high hp
I also think efficacious is a pretty mage-y ability that makes sense to be on all the heretics, but it's definitely no deal-breaker. Would make my endless significantly less efficient though
Celestial arrow is actually a pretty good spell but it doesn't really ever make sense to use a 2-turn spell in order to take advantage of the damage reduction (besides raid ultimates). The damage reduction is just a way to be more resilient
I like efficacious too.
Yeah,, I just wish there are better multi turn spells for us to take advantage of efficacious
For one, I really wish our fey disaster spells get some help. Not only do they take 3 turns, nerfed in pvp (no thanks to spirit garm and not even a heretic fault), poor m1 and also hurt yourself by using it!
It was better when we could boost it with holy š but yeah I get it. Itās not bad but it definitely isnāt good either
Iād love it to be a Holy + Fire spell and then I can think of some flask charging/raids/build purposes
Heretic Corvus has lower attack than other classes because it lacks this conversion; the difference is too significant to ignore. If we had a passive that converted our Magic into Attack, why would it be overpowered? We would be using the same Attack-based abilities as other classes since we would be without Magic, and we would have an attack somewhat closer to other classes.
Heretic Corvus has half the attack of BeoH, but even adding Heretic's attack and magic doesn't surpass Hydrus.
Hmm
What if Flasks of Corvus did something like:
āafter using a flask, your next spell has an increased chance to doublecastā? Or some such?
Most of their spell are hybrid, which means it's taking the average of both.
Adding is different.
Beo
Atk 1000
Mag 1000
Hybrid 1000
Heretic
Atk 500
Mag 1000
If add into it is 1500.
I would be more satisfied if it were something closer to this:
- Low Mana Based Passive
-
- Condition: Automatically activates when mana drops below 30%.
-
- Effect: Grants +10% Double Cast while active.
- Alternating Permanent Stance
-
- Condition: Costs 1 or 2 Flasks to activate (does not disappear unless the player uses it, just like Manaseep)
-
- Effect: Grants +10% Double Cast while active.
The first option would be completely synergistic; we wouldn't even need to spend a turn and risk any T. Buffs disappearing.
But wouldn't that be just critical?
Hybrid is not the average
Ignore the numbers, they're just for illustration.
Hyrbid is (att+mag)/1.66
My mistake. 1.66
They get more damage that way
That's not exactly true, they aren't limited to just hybrid abilities, and as far as I remember, Hybrid doesn't use exactly 50% of each stat, but even if it did, it would still be the sum of 12616 Attack and 5478 Magic, dividing that by 2 is still more than the Attack of Heretic Corvus.
Comparing to adding.
Adding is more with the same atk and mag.
Also, beos don't make all their skills hybrid; are you talking about the ability Hybrid monster?
Most of their spells.
That's why I said there should be a conversion beforehand.
It doesn't have to be a 1:1 conversion.
We are here to evaluate good ideas; the numbers will be adjusted by the Studio if something is included.
Conversion.... Hmmmm...
Yep, it would be much stronger if it were just an addition, since I could use a build focused on Magic and with low Defense like:
Fallen Sky Shoes
Hereticās Robe
Arisen Aaru Hood
||But I also wouldn't mind if NF did it.
||
I think adding 50% of atk is good though.
But ya as u said it's definitely not full.
50% atk goes into the magic stat would be interesting.
Then Corvus can use a lot of thief atk weapon.
The reason for my comment is that: without SF, we're already encountering problems with turn economy; making it a one-time-use option would only worsen our current situation. Regarding turn economy, I'm spending more time using panacea or other healing than actually hitting the enemy. If I have to spend more turns before each attack, we'll sink even further.
I would prefer it to be more of a conversion, like each point of Mag becomes 0.9 attack points, or something like that... But that's the part about the numbers I prefer to leave to NF, so if it could be balanced around 0.5 then okay.
But here we have a common point that I believe we should pursue: Corvus, despite having access to rogue equipment, is behind because our base attack is low, so we should have something to overcome that, and for me, preferably without increasing hybrid capabilities, this would be a good solution.
I don't think converting to Atk fit the theme though. Because is still a mage class but atk convert to mag at a conversion is great.
It's like making the weapon magical.
What do you mean take advantage of efficacious? In what content would efficacious make a multi-turn move more desirable?
I personally never make use of effacious on corvus. Even the dmg reduction part I find useless for myself. I tried to make it work on the obvious use case, raid ults. But I've never found one that doesn't still 1shot me if it was going to before
Plus, every multi-turn move counteracts crit poise since you're not critting that turn
I don't think it's reasonable to ask for avidity on H.Corvus for the same reason that it's not reasonable to ask for efficacious or flasks on RSC. I know it's a bit different but avidity is the signature ability of RS
I would agree there. I'd certainly love avidity, but I agree is realms thing really
To avoid causing any wrong impression, I'll ping this message again.
Yup I think most of us agree that something else is needed to make up for steadfast loss
If FoC gets juiced up somehow that's at least something we gain, right now it's just too low impact
Id love to know if making crit poise not carry debuffs is something that might be considered
It was definitely on the ORN summary but we'll see
dmg reduction when casting multi turn spell
for raiding specifically
Well we have divine bastion 2 and we could use Ultima 2
Celestial arrow is fairly solid overall as a crit spell
I'm not sure what better spell we'd be looking for; efficacious doesn't make me want to use a multi-turn spell, it just makes us a little safer during them
So, now that the poll is closed, can we get back on the Bloodray topic? Over half of the people voted in favor of it requiring a full flask. IMO that seems like a fair compromise, since itās exactly what deity has to deal with apex wise as well
Damn I haven't even try playing blood ray build and it's gonna get nerf. Oh well.
I'm actually curious whether half of those who vote actually are those who are affected by it or ppl who play heretic as a main.
Poll was closed cause Odie shut that down. And you know it. No reason to waste typing power. Get a SC class
It needs to be looked at, but the focus of this patch wonāt be that. Sadly some people donāt understand that itās needed. Wish I saw this level of hysteria over other thingsā¦
Sorry, noob question, what's an SC class?
Second chance
Second Chance
The poll was closed because it hit the 7 day limit that all polls have, not because it wasnāt relevant. And that Odie comment was because that was the gilga thread, letās stop spreading misinformation with an out of context screenshot please. Theyāve repeatedly said this is a long beta and that more things can be looked at. I get people not wanting to see their shiny new toy nerfed, but the community has pretty consistently identified it as a pain point balance-wise
Pain point was ss3.
Also, I play a SC class, but Iām not really sure what that matters for. Iāve also argued in favor of nerfs to my classā main tool so letās stop the ad hominem attacks please
Yeah. Letās stop talking instead. No need to start this convo up again. Everyone knows where you stand. Blah blah.
The community who get affected by blood ray or heretic main who realize that , "hey, I can finally fight in PVP? "
Just curious, what's your main?
Not heretic. Donāt engage lol.
Not worth it. Heāll start up a storm here. Again. For the 100th time
Heās also like Al 500
Iām really curious, did I disrespect you at any point? Really donāt see why youāre making this personal when weāre just trying to talk balance
Gilgamesh
Hey, Iām all in favor of buffs that make heretic relevant in PvP, every class should have a fighting chance. Blood ray is just too good in what it provides given the damage + 100% hit chance + pet block bypass. Iām all in favor of heretic getting a compensatory change if it gets changed
Wait. Donāt get it twisted. Not personal. Ever. And least of all with you man. However we are at the extreme opposites in this topic. When numbers get ridiculous (ward), damage has to get ridiculous. FMC was never an issue. But heretics have been complaining for a while (years) now. We have been affected the most with this ridiculous meta and the poll was honest too. We see it is strong. But we need other stuff fixed first. The whole game does.
I would rather see the data that Odie have for PVP to decide.
Most of the games I play, the data speaks louder than community votes.
There is no suitable substitute at this moment. So letās see where the meta lands and go from there.
While I agree, the turn 1 Bloodray build is recent, since it was created by changes to gear. So thereās probably not enough data for them to be able to comment on. However, the repeated testing weāve done shows itās definitely an outlier
Literally coming here, to the only thread of people that have been relying on SC/parapet for years saying that that is too much. Yeah. It is. But we aināt getting anything to alleviate that.
Hey, and disagreeing is okay. I still think FMC created a lot of inequality in the game (hell, I HoCād away from realm because of it). But we can just agree to disagree on this point
Let's assume 10% ppl tested.
But 100% ppl who play the spells in live, only have less than 30-50% win rate.
That's a bad blood ray spell compare to other one shot meta with 80-90% win rate.
Trust me, I get that, that was the realm experience for years, and only Dorado slightly improved that. I think heretic needs new defensive tools to be competitive in PvP. Just giving it a bigger nuke isnāt really the solution imo
Just want people to not take it for granted. Iām dead serious when I say, we have no other options. That HAS to be the starting point. Until they release ultima from the purgatory itās at.
Lol. Thatās what Iām dealing with. Odie wanted the big nuke and not the defenses. I wouldāve preferred the defense. But thatās not here nor there
Noob question, what is FMC?
Btw is iOS testing out yet?
Fixed miss chance
Yes, been out for a few days now
Wait they lock the Gilgamesh threads while we trying to figure out what can we do with our subpar mag damage. ...
LOLLLL
Whereās the link? I havenāt seen it anywhere
Some over there a difficult. DIFFICULT
Nevermind, itās actually still not working. I got a notification on TestFlight saying the update was available, but it just doesnāt load up. Donāt think NF ever released a link, so it might just be available for previous testers that had it installed
That sucks. iOS is always a problem. Every time
Lol.... I didn't expect that. No wonder the votes are more than half on the poll.
Damn Meta ppl, u need Meta data to chill.
Yea, itās very unfortunate. My wife has been forced to accept that her Android is mine while this beta lasts š
U can't quit the ecosystem trap hahaha
Get one Android for backup! Isn't it cheaper to get one?
Mine is just $50.
@green swift just show us that SS have 99% win rate..... Damnnnnnnn
maybe one day when i visit your town as a heretic
Don't destroy my town, fellow comrade.
I don't think it's an out of context screenshot and tbh the only consistent thing about the bloodray discussion is that you've been pushing against it.
Don't misrepresent the situation as "heretics just don't want a nerf", I've been saying it needs a nerf the entire time; but it has been hashed and rehashed and there have been no changes yet. Why are you bringing this up again when the gilga thread got locked literally because it was causing pointless arguing
If everyone agrees it needs a nerf, then discussing what that nerf should be makes sense, no?
Not really sure what the gilga thread has to do with this, people can discuss different parts of the beta, no?
Is there a point in discussing something that's not a part of the beta in a beta thread?
I think you can open a discussion thread for that if you want
The nerf has been discussed more than enough times. You're just derailing threads bringing it up again
No, I don't agree it needs a nerf.
Yes, you can. But the first thing you came in was to inform that it's going for a nerf. It wasn't a discussion tbh.
That's why I was shocked. I thought it was confirmed
A potential nerf was being discussed from the beta start. Discussion paused because what that nerf should be was being polled, with the options that were offered during said discussion. I simply attempted to restart the conversation now that the poll was over and we had that extra piece of information
I've already posted a screenshot where Konq is saying it doesn't belong in this thread and that the poll was probably a mistake
Bloodray is literally in the ORN feedback thread, posted by Konq, as a medium priority
Donāt think itās that out of scope to discuss it
- Potential but not gonna happen in this beta.
- Discussion pause because it becomes heated by another fellow Gilga Chad.
- As the other fellow Gilga Chad mention, blood ray is a meme spells. It's useless.
While here we are trying to discuss on redesigning the removed abilities. Or the high priority issues.
It was brought up in this thread and added to that summary as a medium priority by us before it was polled. That's where it stands - it is a concern, it has been brought up, and possible solutions have been discussed.
But it's not part of the beta and until that changes, it sounds like it probably belongs in a non-beta discussion thread. We are all waiting to see if bloodray is addressed in this patch or not, but there's no changes at this time
We're trying to talk about more interesting things pertaining to our class
Damn I still can't get over gilga calling blood ray a meme spell...
I shouldn't say that never mind
Suffice to say, I think that's an incorrect assessment
Tbh thatās all true except for the part that says it can be countered
Unless theyāre counting SC/parapet as counters*
I would rather continue mostly ignoring these posts. Flubby has consistently provided negativity to threads
I just think is funny but true in a way.
Hence I don't want it to be nerf as I mention before.
The only way it's gonna get nerf is when the data in PVP shows a trend it's going meta.
Anyway, Mana weapons seems great.
But we still need defensive skill after SF is gone. Or should HCorvus go dangerously glass cannon?
Lol. H Corvus is class with the worst defense in the game. (Probably fighting for the spot with GS tbh)
I remember pushing for efficacious as well. Or at the very least for the removal of FoC
I am now caught up to speed. In my defense of efficacious I pointed out that turn 1 in high mel dungeons was a pain point for all Heretic classes, and that HCorv had the best way of dealing with it through Mystic Feather.
I can confidently say now that turn 1 setup is no longer as big of an issue with some options that were added, not least of which Mana Feather.
I would be sad to see efficacious go. I think it is comparable to a Gilga class not having CD, an RS class not having avidity, a deity class not having Apex, etc.
But given how we now have other options, I wouldn't be up in arms about it.
I liked the line of thinking in favor of "juicing up FoC".
I especially like the idea of making HCorv the double cast class. In a world without Gilga's CD I would have said doublecasts are too powerful to give them freely, but clearly that is not as much of a concern anymore.
It would have the addl. benefit of making amity effects that boost the effectiveness and likelihood of double casts more relevant.
I always thought double cast is a deity feature.
Do they have any double cast abilities? I honestly don't remember
But I don't believe they do
Yeah, they don't
Ahhh okkk
Because I always see deity using double cast. So I thought it was their theme.
what's the current tl;dr?
Besides the ORN summary? Well
Basically this, honestly nothing new other than us complaining going in circles on the same old issue
- Flasks of Corvus has been tested and found lacking in meaningful impact. Nice for endless, but non-impactful in raiding after testing for a few reasons
ok, great
Manual charging in raids fall short because the gear is restrictive and steers us away from flask power
well, i dont think it is FoC is even nice for endless
The best builds tend to rely on ward flask infusion
Today's patch (it's out right now)
- Reduced the status protection bonus of "Steadfast" from 40% to 35%
- Heretic Corvus: Removed Flasks of Corvus passive, added Steadfast
- Frenzy now provides a 2x dex bonus
- Gilgamesh: Replaced "Steadfast II" with "Steadfast III"
- To balance for the Bestial Bond Bonus changes, reduced some stat bonuses that Bestial Bonds may provide
- Deity: Added "Staying Power"```
SF3 š±
What is flasks of corvus
+30% flask charge
Any chances for blood flask change up to 4 and 1 Mana flask for HCorvus?
So we won't have a Double Cast passive/Flask as previously suggested? š
Not this patch I don't think
So, let's ask this - are we fully sated with the Heretic Corvus changes now in this patch? Here's a fully revised list:
- Removed Mystic Feather from Heretic Corvus
- Steadfast has been reduced in power from 40% to 35% Status Resistance
+ Added Mana Feather to Heretic Corvus, which functions like Mystic Feather but for Mana
+ Omni-flask no longer requires multiple turns
+ Manaseep will no longer fade when re-entering dungeons as a Manaflask-using class
To make it simple, I'll make a poll in #1437527716634296400, and it will be a binary yes or no. Feel free to discuss the details of your yes/nos here, but it'll just be "it's ready" or "it isn't"
If by fully sated you mean "is this good to go live", I think most people are happy. I think some people still want some more changes in general
Please show that in the poll š
Good to go, but there is still room for improvement
Id be interested if Phil's idea for a ward flask infusion I and II is a possibility. But overall, I have no complaints
Second the wish for WF lite / WF 1
Since we still have Manasurge as one of the potential replacement options for Manaray, I wanted to share here that we did some testing using High Druid and as much +manaflask power as can currently be obtained in the game. The flask was still being 0d out in important areas. Understanding that better results would be seen if we were using a T10 class instead of a T7 class, we still think that Manasurge would not be good enough to see use most of the time
As such, I believe we no longer feel that is a good replacement
Putting emphasis in that, based on testing that has been made (thanks to Abyss, Goody Phil, and others that helped with this), we currently understand that +Manaflask power boosts M1
Manasflask that boost m1?
Manaflask power gear multiplies your flask's M1, meaning it multiplies your mag before taking into account enemy resistance
So anything that says power means it multiple your M1. Got it.
For flask spells only of course
Oh? Two handed power doesn't?
2h power multiplies your mag and attack stats directly, you see it on the stats page. Flask power multiplies the m1 of your flask spells.
Just curious, while defending , will the AI uses flask ability?
Some. Depends on the flask
Manaray and bloodray are typically only used when fully charged, or if the opponent is at low hp or has mystic feather or something. I think.
No way to test it?
I mean you can try but bot AI is not exact science. The bot definitely does not use flasks often
yes, they can use mana ray when a mana flask is full
they have a chance to use mana ray when a mana flask is full, regardless if the opponent is low hp or using msytic feather