the attack speed or hit nerf was neccesary, not cause it was too good. The Problem is it created these lagspikes in the code. Sorc is a class that suffers a lot from this. It makes certain interactions unplayable. For example if u used shard + shards enchant in combination with conjuration spam casting frostnovas. It would shoot so many shards at once. that i expereinced up to 10 sec lag.
Also certain fw builds can experience it too.
And that is a major problem with the class, since these spikes if ur not running super tanky, almost always spelled death for your char, and just for being creative with your builds.
that said if we only have easy content and everything dies left and right and nearly no hp sponges, then this problem istn as pressing. But the moment they do aoz like content, sorc suffers the most imo.
on Topic:
the patchnotes were a joke. The conjuration buff was miniscule, and only really impacts one specific build the LS spam one. And even here its maybe a 5% buff to the overall dmg this does.
And the new aspect for ib is nice in theory, but it only really benefits other vul applying spells, since the nature of ib is trash, it is single target and has no real coverage if you have more then a few mobs. and even the enchant is capped at 3 Ibs. I wonder why they not at least give it a smal aoe. So what this means is, ignore the first part, just use it for the generic dmg increase to vul dmg.
So beside the new Meteor Unique and the new general uniques its not really anything to be excited about. Just some minor buffs that dont mean much.
Especially stuff like the iceheart buff. Its absolutely meaningless, since the effect is still not reliable and the stats on the item suck.
Im more then a bit disapointed by the lack of creativity here. It seems sorc was just an afterthought, and they didnt had enough time left, to make changes like with the other classes.
No fixes to underperforming spells like incinerate, FO, CL etc.
Can you elaborate here? Maybe we need a new thread for this but the way i interpret in 1:1 scenario: enemy is vulnerable more often for longer periods of time and gets 25 multiplicative damage. So its much better than other additive aspects like Conceited or the one that does 30% additive damage to vulnerable enemies.
Im aligned with you that its unfortunate the use case for IB is single target, making it less useful for mob situations, but very good for PVP and bosses
IB is a single target spell that has a chance to apply vul, its not guranteed.
second the AI is terrible when facing multiple enemies, it tries to chase with a slow movement speed.
Conceited isnt additive its multiplicative too. but yes the vul multiplier is good, if your vul coverage is good. Which it isnt with ib alone, except for bosses and very low density. Thats why i said it benefits other spells more that have a better vul coverage.
True in PvP this is fine, if its a 1v1 situation. but even here it has its flaws, a very fast char can make it that you wont get hit as often, which might translate to a very poor vul uptime, probably why they buffed duration. The new LS with vul serves you much better, but even this suffers from high density if ur not teching into more LS. Which made me think Adam Jackson is trolling, since he only provides this half baked solutions.
Instead of longer duration they should have changed IB to hit in a small aoe.
Im probably reading it wrong here which is likely the case but conceited says “deal 25% increased damage”. So in other, words [current damage * 0.25] Plus [current damage].
The new aspect is multiplicativ: “You gain 15–25%[x] Vulnerable Damage”. So [current damage * 1.25] multiply [current damage].
Deal 25%[x] increased damage while you have a Barrier active.
thats what conceited is.
so it just depends, is your vul uptime on everything better or your barrier uptime.
Many will use both, but that is the question if u only have 1 slot left.
You’re right. I was looking at a stale website with aspect pic that was showing it was additive. When I checked in-game description, it reflected multiplicative damage.
But another point here: conceited is just your regular damage. The new aspect is for vulnerable damage. So if your regular damage is X% and your vulnerable damage is Y%, wouldnt you be doing more with the latter?
Could also be a situation (depending on where post nerf damage) settles down you just do a quick glove swap to get the new IB aspect before the boss room or world boss just for single target ease. No different than past builds (including other classes) that might have used Fists of Fate for bossing.
Doesn’t matter if it’s “25%[x]” then it will always be applied as another multiplicative layer on top of your overall damage if the conditions are met. The important part to consider is “barrier uptime” vs. “vuln uptime”. Also, in terms of potential numbers Storm Swell beats both as it is a “30%” damage boost but it’s also the most demanding.
Yep. It’s always nice in paper but until we can try it in actual gameplay, it’s all theory. This reminds me of the Conjuration buffs in S2. It really looks nice in paper but in practice, it’s just okay.
The problem is often in practice it’s less than what we expected. I wish it’s the other way around.
I had been playing this for about 2 weeks now. Last Epoch is nice. Graphics aren’t as good as D4 but probably better than the aging graphics of PoE1. One thing I like about LE is there seems to be more freedom and build variety. But that’s campaign. The same thing is true for D4 campaign (both are easy).
Pure Conjuration will forever be trash until hydra is re-worked. Even with 2 of them, its eats up a spot on your bar where its not a CD, costs mana and then just sits there until your two hydras disappear, doing only nominal damage anyhow
Appreciate your reply. Let me clarify my question. Is there a difference between vulnerable damage vs regular damage. For example, lets say you have two options in PVP:
1.) conceited at 25[x] damage with a barrier, and your barrier uptime is 4 seconds.
2.) Shredded blades with 25[x] VULNERABLE damage while enemy is vulnerable. And your vulnerable uptime is 4 seconds.
Is the net damage the same or is the second more damage because they list it as vulnerable?
The damage boost you get from the aspects would be the same with both of them, the “to vulnerable enemies” / “while you have a barrier” are just their related conditions. Ofc. if vuln is only applied to “2.)” and not to “1.)” then “2.)” would do more damage but that’s because vuln is a damage increase in and of itself and not because of anything related to the aspects.
Pure Conjuration is not trash. It’s definitely viable in S2 against NM 100 and AoZ T1 (before the AoZ nerf). But it’s not as good as S1 (also not as fun as S1). Making it work for S2 is quite a challenge early on because of our preconceive expectation from S1 and the S2 patch notes (buffs to DoT and Conjuration).
S1 is still the best moment for Hydra. Kinda funny how folks were downplaying S1 Hydra because of the NM scaling but with S2 Ball Lightning mostly everyone are ok with it because it’s fun.
And another funny moment is we’re getting buffs to Conjuration again in S3. I’m gonna put my expectations really low this time so I won’t be disappointed (just like my big disappointment at the onset of S2).
I remember reading a post from pvp players (likely on the pvp section) where a few of the damage buckets do Not* apply to players in PvP. I do remember reading from the super pkers that any chance you can go pure dmg% you should it will always apply that as a full number to another player.
If you search on these forums or Reddit for how damage works in PvP will answer it in more detail.
The more I think about it, the more I’m convinced we’ll be very happy this season overall. Starless will fill in the gap (and make us long to wear more rings instead of have more enchantment slots)…which by the way, that would even us out against the barbs. Barbs get 4 weapons, fine, let sorcs have 4 rings or something.
But conjurations, metoer, blizzard, BL…I think will ALL be playable on an acceptable level due to the current updated Starless.
I found Ice blades the most lacking out of all conjurations. While hydra doesn’t do much damage, it can apply burning for devouring blaze so we can drop firebolt enchant, and lightning spear is good at CC mobs and has good enough coverage.
Ice blades feels like a slog by comparison as they attack a single target with very slow attack speed. At the very least, ice blades should cleave and had guaranteed vulnerable on lucky hit or something. Unfortunately if you’re not running a cold build Ice Blades is the only real option to get Tal Rasha’s ring buff which make sorcerers stuck into running this awful skill.