Chain Lightning/Lightning Spear sorc feedback

I had initially hoped to test my current build from Live, update it for the new skill and paragon changes, try adding the new seasonal powers, try swapping out some gear/stats to further optimize it, and maybe even try out some other builds I was interested in, like Ball Lightning.

However, a couple aspects of how the PTR works caused me to only accomplish the first two objectives:

  • Seasonal characters become eternal characters when copied to the PTR. If we were able to able to use our current seasonal characters to test the new seasonal content, I would have had 300 paragon levels and very optimized gear to test with. As it was, I had to choose between testing with paragon levels and gear or testing with seasonal powers.
  • Random gear is not sufficient for testing endgame builds. I already made another post about this, but suffice it to say that I spent most of my available testing time trying and failing to obtain the gear I needed to test my build. Ultimately, I fell back on testing on eternal because the gear was more impactful to testing than the seasonal powers.

This planner has both my current gear and build from Live, as well as the updated equipment, skill tree, and paragon setup I used on the PTR (the PTR changes to the skills, etc. are obviously not reflected, only the point allocation): https://maxroll.gg/d4/planner/r72x6021

Here is a summary of the changes I made to account for the elimination of burning effects as an option, as well as other skill and aspect changes:

  1. Moved Splintering Energy to offhand and Storm Swell to amulet since Splintering Energy no longer benefits from the 150% aspect value
  2. Swapped Burning Instinct and Enchantment Master paragon boards for Static Surge and Ceaseless Conduit
  3. Swapped Flamefeeder glyph for Invocation
  4. Removed 3 points from Devouring Blaze, 4 points from Teleport, and 4 points from Unstable Currents; Added 2 points to Inner Flames, 3 points to Icy Touch, 4 points to Lightning Spear, 1 point to Summoned Lightning Spear, and 1 point to Invoked Familiar
  5. Rerolled +3 Devouring Blaze to +3 Inner Flames on amulet

Observations

  1. Changes to Conjuration Mastery were not sufficiently offset by damage increases elsewhere. For damage, my build uses a combination of Lightning Spear, which still benefits from and requires Primordial Binding (formerly Conjuration Mastery); Chain Lightning with Axial Conduit, which no longer benefits from Primordial Binding; and Frostburn, which no longer benefits from Primordial Binding. With no changes to the build, I went from clearing a tier 99 Pit on Live to failing miserably to clear a tier 90 Pit on the PTR. After making the changes listed above, I was able to clear a tier 95 Pit.
    It’s hard to tell exactly where the damage is missing, but two of my three damage sources lost a big multiplier and the overall result is that the build does less damage, even while still utilizing Primordial Binding and Lightning Spear.
  2. Breaking the reliance on Conjuration Mastery for damage did not account for other losses from removing Conjuration Mastery from a build. One of the more glaring problems I ran into when attempting to test on a seasonal character rather than my existing character was that his mana regeneration was abysmal. Conjuration Mastery currently grants a huge amount of mana regeneration. In my case, I still need to take Primordial Binding because I’m using Lightning Spear, and even with 4 ranks in it, I was not able to continuously cast Chain Lightning without running out of mana.
    This was the main reason I abandoned my seasonal character to test on my eternal character. With 11 ranks in Primordial Binding, he was able to keep 8 or more bolts of chain lightning going at once. My seasonal character constantly ran out of mana around 2. I think my eternal character might have also lost some mana regen, just not to such a glaring degree, but it’s hard to tell. (It would be nice if we could pin stats from our character sheet and have them show up on a sidebar so we could monitor them while we’re in combat. Seeing only the base values isn’t very useful, and you can’t effectively stay in combat with half the screen blocked by the character window. It could even snapshot the max recent value next to the current one if you wanted to get fancy.)
    I was not able to test a pure Chain Lightning build (or any other builds for that matter), but this seems like it might be a severe issue for builds that drop this skill because they no longer benefit from the damage bonus. Most builds use Tal Rasha’s Iridescent Loop and Ring of Starless Skies. In order to include a resource aspect to (partially) make up for this loss, either one of those rings would need to be dropped, resulting in further damage loss, or a resource aspect would need to be imprinted on the amulet, resulting in further damage loss. Maybe this isn’t as much of an issue for builds that aren’t as mana-hungry as Chain Lightning.
    You also lose a significant movement speed bonus.
  3. The reduced stack limit and increased value per stack for Primordial Binding is a good change. It’s nice that it caps at 10 stacks now so it ramps faster and it’s easier to maintain the max bonus. It seems like the overall bonus values at max stacks are lower, however, not just for the damage which was ostensibly offset elsewhere, but also for the mana regeneration and movement speed which as far as I can tell no attempt was made to offset. I’m not sure how much of an effect this reduction actually had since it was a lot harder to keep this capped previously.
  4. There are no remaining Critical Strike Damage multipliers for Lightning. Devouring Blaze was the only CSD multiplier available, and now it’s gone too. Why are these effects restricted to Pyromancy when so much of the Shock skill tree is about critical strikes, and Splintering Energy is both triggered by critical strikes and scales on CSD?
  5. The rank 5 bonus for Unstable Currents is not worth the skill points. I previously had 5 points in Unstable Currents just because it lowered the cooldown and I didn’t really have anything else important to put them in. I actually took them out in my PTR build because I needed every point I could get to try to make up for losing Devouring Blaze. The 3-second stun every 10 seconds is not useful when there are already so many sources of stun available.
    Maybe at rank 5, modifiers to Ultimate damage could instead apply to skills cast while Unstable Currents is active. That could at least make those damage modifiers that don’t do anything useful for something. I don’t know if there are enough of those to make that useful either, I just know it sucks seeing things with ultimate damage when your ultimate does no damage. This might be better as baseline functionality if practically nothing interacts with it anyway.
    Maybe instead it could scale Critical Strike Damage for shock skills. It could give you a stacking CSD multiplier for each charge of crackling energy. That would make sense thematically, make up for losing Devouring Blaze, and give some incentive to take Supreme Unstable Currents to keep that buff maxed out. It could even be doubled at max crackling energy, to further incentivize keeping it full, although that might just be overcomplicating it since you’d already want to keep it full. This would give it a nice overload feel.
  6. The passive skill changes were a shadow nerf to Shroud of False Death. Builds that were taking advantage of burning effects and Conjuration Mastery lost the benefits from the free rank of: Primordial Binding, Devouring Blaze (frost and lightning), Warmth, and Fiery Surge. In exchange we got: Icy Touch (fire and lightning) and Inner Flame (frost and lightning). We lost: stacking damage, stacking mana regen, stacking move speed, a CSD multiplier, stacking (per enemy) life regen, and more mana regen. We gained: a bit of damage and a bit of damage, and only lightning gained both since the others already benefited from one each.
  7. Swapping out the two paragon boards put me below the armor cap. I previously had enough armor to hit the cap on Torment 4 with just the three grand skulls in my jewelry and one armor affix on 12/12 masterworked boots. With the seasonal gems instead of skulls, I’ll lose even more armor. I didn’t have enough time or the proper resources to min-max this, but I imagine I’ll have to give up even more offensive stats and/or use Raheir or consumables to make up the difference unless I want to run around under the armor cap. (I don’t.)
  8. I’m feeling pretty starved for skill points. Having to put six points into hastily rebranded fire and frost passives feels worse than having to put three into Devouring Blaze, and it isn’t even a comparable replacement. I didn’t really want to take points out of Teleport or Unstable Currents, and that barely gave me enough to fill out the updated passives and Lightning Spear (which now needs 5 points because of the changes to Splintering Energy). I was hoping to try Convulsions and Shocking Impact, but I’d have to take those instead of the damage passives or else give up defenses, and I’m already feeling squishier than before.

All told, with the added powers of the witch, I might be as powerful as I was last season without the witch powers.

Edit to add a couple more thoughts:

  1. Besides being redundant, part of the reason an aoe stun for Unstable Currents doesn’t work well is that builds that include it have it up 100% of the time. This means you’re just pressing it as soon as it’s available every 10 seconds, regardless of where you are or what’s happening. An aoe stun is generally something you would want to use intentionally. At best you could try to control your location when you were going to press it anyway, but there’s basically no control on the timing after your initial engagement.
  2. Between all the extra skill points that are needed and the conversion of generic damage modifiers into specific damage modifiers, it feels like hybrid builds are just being made worse when they were already generally worse than just juicing a single skill as high as possible. This is a pity. Running Chain Lightning and Lightning Spear was more fun than either one by itself, and they went well together.
    Maybe instead of just increasing conjuration damage, Primordial Binding could increase damage of an element based on the element of the conjuration. That way you couldn’t increase the damage of a fire build using Lightning Spear, but you could increase the damage of a lightning build. And you could still use it for the other elements, just not for as big of a bonus because there are fewer conjurations for fire and frost. (It might make sense to increase the max stacks to something like 15 in this case, as much as I like 10 for playability, so Lightning Spear could benefit more from having more active conjurations vs. Ice Blades or Hydra.)
    Or you could just slap a “Chain Lightning gains the Conjuration tag.” onto Axial Conduit. That would kind of make sense since it does make Chain Lightning stick around and do its own thing. That might go a little past synergy and into required territory again, though.
    Since the main issue being addressed is that people are using conjurations as a support skill just to trigger this bonus, maybe the damage bonus could scale off the rank of the conjuration skill somehow, so you’d only get a big benefit if you actually invested points into the conjurations as an actual part of your build. Like maybe the ranks in Primordial Binding scale the cap, but you only get 1% per rank of the conjuration up to that cap. That’s just an example; the numbers would probably need to be tweaked a bit to account for things like +all skills that could circumvent actually putting points into the skills. (Or it could just ignore bonus ranks, but I’m not sure how much I like that. That would definitely make it determinative, though.)
9 Likes

Is there any reason you can’t stop play the splintering energy build which most players already played it in S4? There are many builds can do more damage, Lurkin has made a Meteor build which crushing content. Nevertheless S7 meta for sorc will still be Firebolt.

Any build rely on conjuration mastery include lightning and frozen orb is not going to scale well for Pit pushing.

Unstable current is not good, I have removed it from my ball lightning build as I don’t have enough skill slot. This Ult is bad because Shakro is no longer a meta mythic, without the CDR from Shakro the ult is not available most of time. Remove it from skill bar you can make a better build.

Good stuff OP!

I got the impression that my CL in S7 will be a bit weaker with witch powers than my S6 was without. BL was much worse which surprised me as I expected the new focuses to be a bump. In S6 I have a 97 clear with BL and a 95 with CL. In PTR 90 was almost 2 min faster on CL than BL neither could get 91

Yeah, Splintering Energy aspect was added in S5, but Firebolt was meta in S4. honestly do you even put any thought at all into what you post here? do you even play sorc?

2 Likes

Nice summary. Many of these comments also apply to the BL, LS and FO builds. I did not play with the seasonal witch powers so I compared my Eternal builds directly with the PTR builds and found that the PTR versions were down about 30% damage initially. After much tweaking, I got them to about 20% of what their damage output is on Eternal.

It seems they were anxious to “fix” Conjuration Mastery and Devouring Blaze but did not take the time to think about the overall impact the changes were going to have on anyone that is not playing a fire build. Hopefully, they have enough time between now and S7 to give us some alternatives to at least match our present power on S6 and Eternal. That is not even mentioning the loss of the crits, mana gen and damage reduction that those skills triggered or affected in one way or another.

I hope the Devs give your post the attention it deserves.

2 Likes

Blockquote Is there any reason you can’t stop play the splintering energy build which most players already played it in S4?

  1. Because it is one of the most popular builds atm, so feedback on it is quite valuable imho.
  2. Because it is still better than BL at the moment and therefore the best option for Lightning still.

The Meteor build of Lurkin looks fine, it is quite good for pushing and Bosses, I tried it myself on the PTR but even if we exchange Perdition with Shako, The delay of Meteor after cast makes it incredibly “clunky” in any “speed” type of content - e.g. Infernal Hordes, Undercity and Helltides.

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I think you can increase the farming speed of meteor by using fireball enchantment and increase the skill rank of fireballs as both same the same pyro category.

LS is popular, but after so many changes in S6 and S7 PTR. I doubt it will remain a popular choice. As splintering Energy is not part of any skill tree, is just a support aspect of Lightning spear. The dev will not want to make any changes to promote this aspect power to make it continue overshadow Lightning spear, which is main skill on the skill tree. The dev signal is very clear, either make build base on Lightning spear skill rank or make the old build for fun by sacrifice your damage.

Blizzard has change the passive of Hota which no longer buff Bash skill, they clearly don’t like this kind of wonky build.

I could stop playing with Splintering Energy, but I don’t want to. What does what other players are playing or when have to do with anything? Are you implying that we should only get two playable builds and that the non-meta builds should just be ignored and left unplayable? I don’t care about Meteor or Firebolt. I have no interest in playing either of those.

Not that you deserve an explanation, but I leveled using Chain Lightning, and was planning on switching to Lightning Spear, but I ended up halfway in between and it was really good for everything except Pit pushing so I just stuck with it and optimized it. It was good enough to do tier 99 and max my glyphs without getting carried, and it ended up very similar to the #13 sorc build here: https://helltides.com/pit

It seems like you’re saying we should just accept the state of the game and just use the few viable options we’re given. The whole point of giving them feedback is to try to improve our options. Why are you even here if you just want to accept what you’re given and copy/paste someone else’s meta build?

I have 100% uptime on Unstable Currents, and it’s where most of the Lightning Spears come from. Dropping it would make the build completely unplayable. I don’t know what you’re doing wrong, but Shako is definitely not a requirement.

You were able to drop it from your Ball Lightning build because you don’t need it to spawn conjurations anymore with no Conjuration Mastery damage scaling. That’s not the case for this build.

Edit to reply to another post since apparently you can’t reply twice in a row:

You need to put ranks in Lightning Spear and use the Splintering Energy aspect now. That was the whole point of the change to the aspect: that it would still add aoe to LS but you could scale it with everything else that applies to LS instead of it just being flat damage. If you just put points in LS and dropped the aspect, it would be trash. What are you talking about?

Overshadow Lightning Spear? It isn’t competing with Lightning Spear, it enhances Lightning Spear.

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No one stop you play this build, it is not going to do as much damage as in S6 as conjuration mastery is changed. Either you accept it or not will be no difference when S7 is live.

All builds are playable as long you can cast your spell, only one build can reach the highest level of pit. This is same for every class, not all skills are designed equally.

Of course you can give your feedback from improvement, but I don’t think it will get changed. Good luck for convincing the dev…

You are adding nothing useful to this conversation.

Again, why are you here if you just want to accept whatever you’re given? The whole point of providing feedback is to try to get them to change what we’re being given.

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You are posting in public forum, and you don’t expect others to disagree with you? I can see you are wasting your time here as your TLDR will not get read by the Dev when you start to show agitated, the dev will not bother read a toxic thread.

Good luck continue waste your time here :rofl:

You aren’t even disagreeing with me. The only comments you made about my feedback were that there’s no point providing feedback and that I should just play a different build. Hence why I told you that you weren’t adding anything useful to the conversation.

If I’m wasting my time, what are you doing?

Most people is wasting their time in this forum, it is nothing new.

My feedback is the change of Conjuration is a correct move, the dev has already provided their reason of the change. Nothing need to be adjusted. That’s it.

Continue to be angry, so this thread will get deleted and not getting any attention by dev.

bro… trying to have a rational conversation with this dude is a waste of time :wink:

2 Likes

At the point he is just trolling you, just give up ^^