Meteor - does it need fixing?

I levelled with Blizz and it was fun. Decided to give Meteor a go at level 85.

I like that you can cast it multiple times rather quickly, but the radius is tiny and it takes ages to fall from the sky. Perhap’s I’ll try Mage’s Meteor (30% faster) but I can’t imagine that’s worth trading the +75% dmg from DB.

I need an aspect that turns this into druids armageddon from d2. Even the current aspect that adds the smaller meteors doesn’t appeal much. Also the 20% radius increase from the glyph is a joke

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i play a meteor build it works well if combined with the fire ultimate. run round grab a large group of mobs, suck them all into one spot using the ultimate then meteor to death. elites can be a problem due to there higher health pools and cc imunity. however iv been able to make it through lvl 60+ nm dungeons without too much dificulty aslong as im carefull about the affixes. recomend a high crit rate build with mana regen and cc extention, meteors can drain your mana bar fast. also would avoid the (edit) volcanic nm affix the red pools on the floor can be hard to spot with fire everywhere lol.

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quick update i ran an experiment today thats made this even more deadly. i switched out my fireball enchant for lvl five frost bolt, dropped my firebolt to lvl 1 and equipped a pair of frostburn gauntlets also switched out my glyphboard for the second frost board i forget the name picked up bonus damage to chilled and damage reduction from chilled enemy’s (stacking with my damage reduction from burning). now im freazing enemys like an ice mage with fire and procing vuln. also taking massively reduced damage as the enemys are chilled and burning. its making higher nm dungeons way easier as i can now freeze even elites are much easier. :slight_smile:

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I think meteor’s issues are more evident because of the resource starvation Sorc already experiences. Running Inferno makes blasting things fairly easy, and the cost evasion is certainly why. If you get lots of cost reduction (boots, off-hand, amulet), you can throw loads of them, and with shattered stars, you can do quite a bit of damage - taking the immobilize also makes the shattered stars immobilize, making it harder to miss. You can also mitigate radius by taking the Adept glyph. However, like all other Sorc things, it’s lacking power to justify its cost (3 equipment traits, a glyph, and an aspect), especially since it has setup time unlike the core spam classes experience with Druid, Barb, and Rogue. My main gripe with Meteor is that it undermines the core skills, as they’re just Core skills 2: Electric Boogaloo.

Tldr; it’s less the fault of meteor, and more the fault of the rest of the class issues that meteor feels/performs poorly. That said, I’ve cleared a NM 80 using it, so it’s not to be completely ignored.

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I played metero early on. It was fun but super slow gameplay. I switched to ice shards from 85-100. I went back to metero last night and got a good setup going. My meteros are critting for 300k-1.6M from fist of fate. Its also a lot faster. The paragon points needed to optimize is really at 100, it made a huge difference.

I dont think you could push NM with any real speed but if you get the right gear setup and build your paragon right its fast and fun at 100.

Metero itself could use a base buff tho. I also want to say i have no mana issues at all.

I feel like Blizzard did this on purpose to push you to “discover” how good Rainment and Inferno are at covering those weaknesses.

Just another case of Sorc’s conditional/trade off design.

The meteorite aspect and 50% attack speed(cast speed?) Esu aspect is good! I just wish this was part of a glyph instead having to imprint in a gear

Meteor has probably the WORST spell effect of anything I’ve seen in the game.

You’ve got this giant rock that hits the ground like a bowling ball disappearing into wet concrete with no explosive impact visualization whatsoever. The radius is laughably small for both the spell’s damage and visual effect; a meteor hits the ground and leaves a tiny crater the exact size of the rock- hahaha. I actually laughed out loud when I first cast a meteor because it looks completely alpha and unfinished.

Are you running the meteor enchant too?

I wish we had cast/toggle skills, that would be fun.

Toggle meteors to auto cast, then use a generator, layer in a few proc effects with your enchantments.

I hate piano builds where you have to constantly click/push buttons over and over. Got sick of that after years of MMO’s.

Huh? Isn’t the whole point of these games to click and destroy? I wouldn’t want them auto-casting…! I’d like a bigger, quicker and more destructive meteor, please.

Without a pulling aspect for Meteor (something D3 had) it will be between difficult to not worth it to play with meteor due to its small size, the delay after casting and mobs mobility.

I hope they buff the meteor enchantment to proc more often tho.

I think like Blizz as a skill, the aspects should be merged. Need to give up too many aspect slots to boost both of these skills. One for 50% against healthy, one for metorite, a third paired with inferal for metorite boost.

Maybe skill for drop time by 30% could be like 45%. Nothing quite like casting while rogue or necro has already cleared the targeted mob before spell actually lands.

That’s fine dude, just a difference in utilization.

I like positional strategy, and since I run very high level skill games, the split second advantages you can gain from being able to move and not have to hit another button on my controller the better.

Why I like the refresh on attack modifier on boots for dodge mechanic. I can run the floor on mobs and do the whole Dodgeball schtick “Dodge, duck, dip, dive and dodge”.

I am playing meteor build with frost orb and fireball as enchantment and I can definitely tell that it is a bit lacklustre compared to others sorceress builds. It’s only around lvl 50-60 that you get decent gear stats to reduce Mana cost.

Even with serpent ultimate + passive unlimited fire mana, at one point during the fight, you ll be a sitting duck.

Let’s not start comparing spec dmg vs the other glass cannon rogue…. My brother is at the same lvl and lower gear and can ditch out 100k dmg whereas I…. 1k-9k…. Crits

Blizzard seriously needs to buff

  1. Meteor aoe area
  2. Slightly faster meteor fall
  3. Meteor Enchantment increase to at least 15-30% proc rather than 8%…. This is a big joke
  4. Aspect with any meteor with or without inferno needs more meteorites than just 2-4 small ones…. It doesn’t feel the aspect is good enough

We should demand those buffs.

Even with upcoming patch 1.1.1, it won’t be enough for fire sorceress.

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I hated when I saw that this was Lucky Hit, Up to 8% chance to proc. Frozen Orb is pretty much a 1/3 chance on any non basic skill cast for damage, chill, freeze, and vuln (No Blizzard, don’t go taking that away). I wanted to run it, kinda give some D2 Armageddon vibes to a build even if it wasn’t as strong as other enchant slots. Hell I would probably even use it at 8-10% non lucky hit. But I feel like where it’s at now, just kind of leaves it unusable as an enchant.

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The AoE is pitifully small, needs to be doubled and damage should also be boosted heavily to compensate for the cast delay.

Additionally there should be an aspect that makes the landing zone either heavily slow or immobilize mobs passing through it

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meteor has the same problem in every diablo game and they never learn.
aoe too small, damage too low, delay too big, cost too high. you can’t do all of this at once.

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Almost all fire skills are like this. FAR too weak for the tradeoff. Burning especially, since it cannot benefit from the extra crit multiplier(Burning Instinct is additive), AND either has to wait for ticks to happen or ramp up(like Incinerate), or some other tradeoff. Yet the damage values are pitifully low(and might even be doing much less than they should, need to test more) for said tradeoffs.