PureRage-DoD wrote:
Opinions or ideas?
First thought I got when I read all:
If that skill is a substitute for firewall, that skill would be located on the "fire skill" tree.
If we asume all actual sorc-skills are related to his tech-tree ( xcept energy shield which is not exactly light based imo
), I think your new skill should have at least a little fire-based stat, if not, it would be as unrelated as adding Blessed Hammer to "offensive auras" on a paladin.
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Appart of that:
I asume it will be a buffing skill like enchant or battle orders, with a timer, etc, right?
Maybe chanter sorcs will abuse that skill. They chant theirselves and[ insert name of the new skill here ] , they go on melee ,and they do their whole fire dmg on AoE ( huge ).
Also, if being a timer skill, its just about casting E.Shield before that new skill ( I dont know any source of dmg or curse able to remove e. shield appart of blowing mana to 0 in a single hit ), so sorc could be an overwhelming tank with the greatest regen mana ( nice warmth due to +x to fire skills which also would bonus the new skill ) , which means a good extra mana shield ( you wont use skills anyway , so its ok if ur mana blows up ), with a cool life buf with the skill itself ( even more if you are wearing "war armor" with inc stamina oskill 4 example ), and AoE dmg.
I see that completely outta and OP. Moreover, I find that building way boring. That sorc only buff urself, and go rush the enemy with almost no tactical , cause hes not even able to teleport away when buffed ( no skills at all ... ). At least barbs can leap away and dins can assist with auras at his disposal. I feel it lame.
Maybe I'm wrong and I dont state ur real point of view of the skill
My personal fixes:
#1: remove or change that 5% life per lvl. at lvl 20 is 100% ( double ) hp, at lvl 40 is 200% ( triple ) hp, proly more than a din or an average-equipped druid even with hoto ( ok, not that, but almost ).. should be calculated. you can both chant your a1 merc and tank with no issues... thats not fair IMO
If its really necessary to mark a difference between "standard sorc " hp from "melee sorc" hp... fine.
Adding 1% life per lvl would do a significant difference anyways. ( 40% at lvl 40 ).
#2 melee area dmg... well, its 2 yards, not much in the game.
But I thought about doing that AoE fire based dmg, but your physical boost from the single main strike is untouched, so you do both phys dmg from wpn, and extra fire dmg to surrounding. That fire dmg on AoE could be synergyed by enchant. ( % add at your disposal, I'm not a balancing master :
). I feel more reasonable at that way, even being a melee skill, its yet fire based.
#3 -> reducing a lil bit the AR, since enchant gives you AR boost already.
#4: For the god sake, let the sorc cast at least teleport , please .
Other chars can do it with oskills... why not the former char with the skill itself ?
#5: Adding "staff mastery" such as bone armor from necro is like a "wand mastery" or psn strike being "dagger mastery".
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SUMMARY:
Name - Scorching hug / Fire Hug
Description:
Active: Only allows the use of melee, teleport, and buff/debuff skills.
Passive: Improves Staff fighting skill
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10% ar per level
50% FHR
-physical damage boosted by 10%, +5% extra lvl
-Fire Hug ( Aoe effect damage ) based on physical damage ( only procs. when striking enemy ) (2 yards)
-Staff mastery -> added damage: 60% / added attak: 30 / CS chance: 5% ( lvl 1 )
10 second global skill cooldown
Scorching hug / Fire Hug gets bonuses from:Enchant : x% fire hug damage ( percentage addedalso based on phys dmg ) per level.
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