After some extensive testing:
It appears that the Elementalist’s Aspect is not triggered by skill casts from enchantments.
While this could be intended and due to the wording that the spells either
launched, falling, spawning, forming or conjuring I still would not expect the Searing Heat Paragon node, that says cast, to work with the Meteor enchantment.
This is easily seen by the icon appearing.
Further it seems like the Elemental Dominance passive also works with enchantments.
This however is hard to confirm given the variance in damage for each skill cast (even with Firewall despite the tooltip showing fixed damage…).
If one were to test this, the “Trembling Mass, Endless Parasite” mob would be good to test this.
I tested the Aspect with Chain Lightning, Frozen Orb, Ice Shards, Meteor and Ball Lightning.
Obviously one has to stay above 100 Mana at all times and it is best to reduce crit chance as much as possible, except for the aspect.
For Frozen Orb it can be easily tested with cooldown skills.
For Ice Shards Frost Nova is best.
Meteor and Ball Lightning can be tested with Basic skills, however it is easier to test for Ball Lightning with a skill affected by the aspect itself (procs more often).
For Chain Lightning just take the aspect of the unbroken tether.
so elementalist’s aspect doesnt work, but elemental dominance does? Can blizzard fix this to make them both work, then? The wording on many skills is inconsistent, as to what constitutes a ‘cast’, or just remove the cast requirement altogether so sorc actually has some synergy. For example, unstable currents says that it ‘casts’ spells, but none of the spells it cast benefit from any of your ‘cast’ aspects or enchantments. Wizard’s ball lightning also says ‘cast of ball lightning’, yet it works with the ball lightning enchantment.
Please just remove this restriction altogether if you cannot make the word ‘cast’ consistent, it would allow for more sorcerer build options, and make the game more intuitive.
Either remove the word ‘cast’ from everything, like so:
- If any enemy is hit 4 times by a cast of ball lightning → If an enemy is hit 4 times by a ball lightning
- After hitting close enemies enemies 50 times with ball lightning, your next cast of it stuns enemies for 1 second → After hitting close enemies enemies 50 times with ball lightning, your next one stuns enemies for 1 second
Or make everything use the word ‘cast’, for special conditions / triggers
- Chain lightning form automatically after spending 100 mana → Chain lightning casts automatically after spending 100 mana
- Whenever you cast a non-basic skill, you have a 30% chance to launch a frozen orb at a nearby enemy → Whenever you cast a non-basic skill, you have a 30% chance to cast a frozen orb at a nearby enemy.
And so on, for every skill, passive, legendary, unique
please fix the wording and mechanics to match.
I certainly agree with what you said.
Patch 1.1.1 just released.
I could not find anything in the patch notes regarding this, but the Searing Heat Paragon node is “fixed”. It does not proc with Meteor or Fireball procs from enchantments.
Regarding Elemental Dominance, it still seems to be working with enchantment procs despite it also saying cast.
A sample size of 20 for either (0 skill points and 3 skill points in it) is not great enough to definitly say this, but testing this just takes too much time.
Elementalist’s Aspect still does not work with enchantment procs.
I definitly agree that everything should be made clear with either not using cast or using it instead of throwing in other words. At least put some tooltip or be consistent with it.
Unfortunately taking the synergies away from the enchantments does not make them any better and if they are not affected by all of the other “cast aspects”/bonuses/whatever.
Enchantments should at least be useful in some other way to enable more diverse builds.
If this is intended I do not see a point in locking the sorc into situational damage buffs instead of e.g. letting enchantments profit from regular aspects (elementalist’s).
Maybe nerf the situational damage and buff synergies.
It is sad to see that builds almost force you to play a certain style/build very specific as in you probably have to take all of the defensive spells for pushing nightmare dungeons.
Being forced into certain builds is/was obviously a big problem with sets in D3 and it was meant to be a non-issue in D4 but hey…
…ranting about the current state of the game/sorc class itself and its enchantments (well certainly not just that:) is a thing for another thread and people have already given good feedback on it.
yea I would prefer if they just removed the ‘cast’ requirement, and the skill effects can proc from any condition (aspect, enchantment, passive, etc). Would give sorc a lot more synergy