- Tal’Rasha (Vicious, Offensive): For each unique element you deal damage with, you deal 7-12% increased damage for 3-10 seconds.
- Spellbreaking (Brutal, Defensive): After taking Elemental damage, gain 20-40% Resistance to that element for 5 seconds.
- Spite (Devious, Utility): When you are afflicted with a Crowd Control effect, there is a 20-40% chance that the same enemy and enemies around you are also afflicted with the same effect for 3 seconds.
- Omnipower (Wrathful, Super-World Tier IV): Core Skills that launch a projectile consume all of your Mana. For every 45-35 extra Mana consumed, you launch an additional projectile, and the damage is increased by 3.0-5.0%.
Wait, wtf is that? This has to be a joke. Even if the damage is great with certain builds to return mana quickly, this can’t be fun to play at all. If there is a build that can instantly restore all your mana regularly, this is actually powerful, though.
lol… Here’s my comments, even if nobody asked:
- Tal’Rasha (Vicious, Offensive): Can be okay, if it’s multiplicative. It goes against “Pure” element builds though, and I don’t like it.
- Spellbreaking (Brutal, Defensive): Lol, just lol. We cannot take damage. Getting more resistance (a broken stat) after being hit while we mostly cannot survive is laughable.
- Spite (Devious, Utility): Same thing again. We don’t want to get it. We cannot afford to.
- Omnipower (Wrathful, Super-World Tier IV): Could be fine for projectile skills. Useless for a lot of skills.
Gain a boost to a stat they know is not working properly??? OMG. Someone really hates sorcerers don’t they?
Problem with Tal’Rasha is also it’s very unimaginative. We already have a glyph that does EXACTLY the same thing.
This might be good if it’s additive and not reduced WT4. So if it added 40% resist to your character sheet to each element, that doesn’t sound bad. But the chances of that being the case is almost 0 lol.
Yeah that’s about my take (Tal-Rasha’s being the only one you’d take out of the top 3 maybe, the jump in strat with Raiment to apply lightning and fire might be undoable at later NMDs though since our survivability took a hefty nerf) except Omnipower will probably need a lot of testing to figure out what it would even be worth using with.
Yeah… Not sure I even want to try Sorcerer for Season 1.
I think this is Blizzards intended way to play Sorc. Build 1 element, enchant the other 2.
They tried to railroad us there with the glyph, now they’re doing it even harder with this malignant heart.
honestly, given the trajectory of sorcs this was the least surprising thing in today’s notes.
normally I’m all for being nice to devs and understanding they’re under a lot of pressure from management etc.
but honestly every member of the team involved in these changes should feel bad about the work they’ve done. they did bad work and these changes and new hearts are bad and they should genuinely feel bad about it. i do not feel bad at all writing this, they should feel bad reading this knowing they did a very, very bad job
I agree for Omnipower. It could be good with slower bigger hitting spells, if we can even call them that.
If you use it with Ice Shards, for example, and it only spawn another 1 projectile per 35-45 mana instead of 5, it’s just bad. If it repeat the spell, as long as it’s a projectile spell, it could be nice against bosses or elites or higher NM tiers, but maybe suboptimal at clearing lower level trash as you would waste your mana on something that is already dead.
It could work with Frozen Orb to delete entire room of enemies, as long you are not in the middle. Couple it with Umbral aspect and other Lucky Hit affix that restore mana, and you could have your entire mana back.
Maybe fireball as well, (enchant it to chill)
I know I will be laughing at their pure, unadulterated, no longer arguable maliciousness being on display for all to see.
we all know that’s exactly how it’s going to work rofl
Frozen Orb costs 40 mana to cast. Let’s just say you have worked this down to 30 though…
For the cost of the rest of your mana you get 1-2 more Frozen Orbs which you could have cast anyway with mana left over but now instead eat the rest of your mana and deal a whopping 3-5% more damage.
I guess I am not seeing how this is working. What is the gain here?
For spellbreaking, don’t we already have a built in passive skill in the skill tree that already does exactly that?
Yes, and I don’t think very highly of it, even with the new “buff”. For it to be even close to worth it, Resistances would have to be the first one in the calculation, not be halved as it currently is, or be uncapped, or whatever it is that is currently holding Resistance back. I never really tried increasing Resistance as I found it to be very underwhelming compared to Armor.
Depends if it is multiplicative bonus, and mana cost reduction effecting it, allowing you to squeeze more spells.
- Revenge (Brutal, Defensive-World Tier III): 10-20% of incoming damage is instead suppressed. When you use a Defensive, Subterfuge or a Macabre skill, all suppressed damage is amplified by 250% and explodes, dealing up to 1360-2040 Fire damage to Nearby enemies.
- Prudent Heart (Brutal, Defensive-World Tier III): You become Immune for 2.0-4.0 seconds after you lose more than 20% Life in a single hit. This effect can only occur once every 110 seconds.
The first one can grant 20% damage reduction from range, the second if you miraculously survive you become immune for few seconds.
Still going to try and play Sorc in season 1, and how far I can get.
I covered cost reduction in my previous post and the impact was negative. Without cost reduction it is even worse.
And I was considering the 3-5% multiplicative when criticizing it. Going from dealing 10,000 damage to 10,500 is pathetic. Additive it is even worse.
I was going to quit Sorc myself until I saw:
-
The Picana (Vicious, Offensive): Critical Strikes electrically charge the enemy for 0.75-2.50 seconds, causing lightning to arc between them and any other charged enemies dealing 68-136 Lightning damage.
-
The Barber (Wrathful, Super-World Tier III): Critical Strikes and all subsequent damage within 2.0-4.0 seconds is absorbed by your target. Then, the absorbed damage erupts onto surrounding enemies. Stored damage is increased by 10% per second.
I’ll give Lightning Sorc one good go before I move on as well.