I build my meteor sorcerer to have 1300+ mana and all the crit multi possible including all the crit multi from the skill tree itself. In the end I have 20k crits on a skill that has a huge opportunity cost (costs 100+ mana, long cast time, enemies can move out of it) and im struggling to do T4 julra for an item upgrade.
An erasing strike void knight came in and instakilled t4 julra before she could even phase. He said he doing around 900k crits. He is wearing mostly 1LP crafted gear (same as me).
After this I feel defeated and realize I am completely wasting my time and should just reroll.
Why am I playing sorc if my skill does 1/100th other classesâs skill damage lol? Its just a complete waste of time and joke. What is this crappy balance?
Not only I have to build specifically and play well to manage my huge mana costs to do 1/100thâs other peopleâs skills damage. On top of that he is 100x as tanky as me, while I try to micromange these crappy damage dealt to mana gearing while still being completely squishy and my ward retention is nothing since these previous patch changes.
The ward retention changes were a huge mistake too, it should have been reduced to 3% first, not straight to 2%.
I was looking at some guyâs sorc build on youtube who had 220 int and 260% cast speed, and he can barely maintain a 6k ward pool. Iâm looking at that, and its like, thatâs such a waste of time I donât even want to bother to try make ward work either. Even with his extreme gearing it still sucks.
Why am I wasting my time? When can we have proper balance and buffs to underplayed skills?
State of balance is literally trash atm.
I guess I go plan my void knight reroll now. Or stop bothering to log in. 50/50 on which of these I do. Just going to abandon my sorc, completely inferior class that canât even do 1/100th of other peopleâs damage
Having kind of the same issue with Upheaval on Primalist.I love how the skill feels and am trying desperately to make a cold melee only not relying on companions and idiotic totems but overall the kit is just nowhere near what an erasing strike / dive bomb / judgement can do even with mediocre gear.
For starters, you have to put your skill points into the nodes that say âmore damageâ. If you donât do that, then it should be obvious why your meteor deals no damage.
If you donât know how to improve your build yourself, make a topic in the Mage section, read a guide, watch a video, or hop on discord and ask people in the Mage chat.
Nope, heâs pretty much paper just as you are. The only difference is that he leeches a ton of Health back, so if something doesnât oneshot him, he heals back. You can do that too if you fix your damage.
The erasing strike void knight that deleted your julra can, at most, have slightly over 5000 HP, so this random Sorc youtuber is still ahead.
My build is crappy? I have every more damage skill point available and I have T7 crit multiplier everywhere. There is no possible way to make meteor deal comparable damage to erasing strike. Youâre wrong
And my build isnât crappy. I have literally played runemaster/sorc to 800+ waves in arena on multiple setups. If anything my build would be optimized in the top 1% of all sorc players and still does 1/100thâs an erasing strike vkâs damage
Nope, wrong again, sorc canât do that, because even if sorc does build 4k-5k lifepool (while gimping its mana, damage and everything else) sorc has very little armour or DR, so it still gets oneshot, whereas sentinels have much more armour and DR and would survive
Wrong again, the sorc has 6k ward with low armour, low DR and near zero recovery when he gets hit. Whereas any sentinel with 5k life will have high armour, many sources of DR, and leech ticking for 10â's of thousands of hp per second if not more.
Sentinel gets hit? DR soaks most of the damage, Leeches back to full immediately
Sorc gets hit? Very low DR so it takes huge damage to health and probably mana too (if using damage taken to mana), ward has very little if no recovery, and the sorc is crippled because he loses most of his mana pool.
Youâre literally wrong on every point and have no clue what youâre talking about / have never played to high arena, so you donât know what youâre talking about, at all.
The balance between the two archeotypes is so skewed to the point that sentinel actually almost gets all its resistances capped just from passives (whereas sorc needs to use equipment slots or blessings to fill them in) leaving sentinel with more mod slots to build more character power. On top of that, sentinel skills have a million things built in for free in its skills like free slow application, free frailty application etc, whereas sorc needs to use mod slots or blessings to get those things as well.
The balance is so completely skewed its not even close.
Sorcerer has one competitive build this patch, the one where it floats around channeling focus because people figured out that building 900% shock chance translates into 4500% more damage on brand of deception (more if you count the other tech). And even with 4500% more damage to even the scales, that build deals 1/10th the DPS that erasing strike does, while being far less durable.
So literally even taking advantage of a +4500% more damage multiplier is not enough to even the scale and show some semblance of class balance
Top 1% sorc players. 20k crits. Thanks, that was a good laugh.
Except when he doesnât Patch 1.0 - before Sorcerer buffs. No Ward.
Your example was erasing strike void knight, right? Feel free to demonstrate how does void knight cap his resistances just from passives.
So âfree frailty applicationâ, okay thatâs one affix slot.
Sentinel cannot apply Chill, thatâs also one affix slot.
Slow application is available to both classes. Frost Claw, Arcane Ascendance for example.
So in total we have 1 affix slot cost on each side. Sounds balanced
Ah, the one competitive SORCERER build uses an ailment thatâs only available to RUNEMASTERS.
Yeah I think we all know you have no clue what youâre talking about
From the table, sorcerer gets a total of 184% resistances from passives (its even lower for runemaster or spellblade)
Void knight gets a total of 361% resistances from passives
More resistances covered from passives = more mod slots used for character power instead of covering resistances
Wrong again I guess.
So you linked some outdated year old sorc video where he tanks T4 julra slam with flame ward up and barely survives while taking 2 minutes to kill it, cool, Void knight can do that while not needing to use a guard skill and probably doesnât even take any damage, also instakills the boss instead of taking 2 minutes, donât know what that video proves other than proving my point
The rest of your post wasnât even worth replying to.
Current balance changing tempo â2-3 times a yearâ along with big update doesnât leave much hope.
I understand why they donât want to nerf mid-season, a lot of players are too personal with their broken meta builds. We let them enjoy easy mode.
But not changing some values for a weak skills/masteries with small fix-patches, like 10->12 for a random nodes just feels bad. Probably gatekeeping for hyping season starts, or whatever. You canât balance if you do it very seldom along with big gameplay changes.
So I just excepted that this game will always be with hilariously broken balance and I am trying to enjoy it for other good qualities which it has enough of. But I would definitely love it much more if it would have more striving for balance, not even a good balance which is hard, just some small changes every few weeks or so. Now we are stuck for several months until the next meaningful balance changes.
And thatâs a good thing. They need time to find the broken skills and the under preforming skills so that they can do proper adjustments in the next cycle. There will always be a âbetterâ skill, and people will find them and use them⌠because thatâs what some people enjoy doing.
That doesnât mean they canât adjust skills to try to balance them out, but with the interactions between skills, gear, and passives, thatâs alot of different variables to account for.
So they donât make changes outside of emergency ones except for at set times (season start)⌠gives them time to fix issues and create more content, and it give players a chance to play a different spec. Even crappy specs can do most of the content⌠will you be crushing 1K corruption in a week? No⌠but are you having fun? Thatâs up to you⌠but if you donât enjoy what youâre playing, you can always play another toon, respec, or just take a break.
What do you mean they need time to find the underperforming skills?
Last time I checked upheaval had a 0.01% playrate for the past 4 years and it didnât get any meaningful changes, not even once
Other skills with non existent playrate for multiple years which recieved zero tweaks: Glacier (post crit multi change), Volcanic orb (since forever), earthquake (post EQ mace nerf), cinder strike, acid flask, meteor,
Im not asking for major reworks or time consuming overhauls. Iâm just asking that between 3-4month major content patches, they review the 10 last played skills in the game and maybe adjust their base damage, effectiveness or value of more multipliers in their skill trees somewhat. Eventually if this was done regularly enough we might arrive at some semblance of balance one day
The point is that the sentinel gets most of its passives covered from passives without trying, whereas mage does not. Yes they are viable builds, most of the sentinel passives that give resistances also give health, strength or other useful stats that you would almost always take in almost any sentinel build.
No. No it cannot.
Can you tell me what the video was about, since it flew over my head? Was the build about standing there agonizingly for 2 minutes while doing 10k damage per tick?
Unforunately no, you wouldnât almost always take them.
For example, Holy Icon is almost never taken on a Void Knight. Some VK builds even skip the Defiance node. Same with the Battle Hardened node in Forge Guard tree, again most VKs donât take that one.
The passive points you spend in resistance nodes are an opportunity cost, and as shown by Void Knight builds, they are often not worth taking over something else in the VK tree.
Finally, think about what benefits Mages do get for their passive points. Hints: Spell Crit, Ward per Second, Spell Damage, and so on⌠Yâknow, the things where Sentinel needs to spend affix slots to have them.
I already posted a video from the youtuber Bigdaddy, so letâs post another one of his
You said Sorc gets oneshot, so Iâve shown you that Sorc doesnât get oneshot, even when tanking T4 Julraâs Catastrophic Implosion.
The actual hit of the explosion only took away 1/4 of his health and 1/4 of his mana, so he still had plenty of survivability for other things. Youâll have to ask him why he didnât cleanse away the DoT and almost died tanking it - my guess is it was on purpose
Since then, that build has been BUFFED. You now have nodes in the sorcerer tree, and you can equip Seed of Ekki helmet, so you can have both Damage to Mana before Health setup and also have Ward.
Yeah, Sorc overall needs a serious update, and it needs it pretty badly. Really donât have much else to say about it. It just kinda doesnât reward effort with much, feels like flushing time and energy down the toilet.
Which is not how you reach the optimal amount of damage on Meteor⌠your skill tree is plainly spoken a mess.
Youâve got a high mana using skill which really really easily empties out your pool and canât be cast hence. Even with 1300 mana youâre absolutely overextending yourself anyway with it, because of the high mana cost.
So instead of going into crit go into the more multipliers and combine it with Aftermath, that aline will sustain massive amounts of mana and hence allow you to cast them more reliably and produce more damage overall.
Next up⌠Strand of Souls is a great base item! But⌠not for Meteorite. Harbinger of stars is stronger defensively and offensively. First of all⌠another point in meteor, which is starved for points anyway. Then the fall speed to ensure it actually hits enemies and not something random. Up to 18% damage reduction and also mana regain from potions, which is huge for this type of build.
Also⌠why no helmet? What have they done to you to deserve not being worn?
Amulet: Mana Guide is really counterproductive, Focus is only supposed to be a mana regen method for this build⌠and you cut that in half.
Orianâs Eye, Nihilis or Omnis. Especially Omnis and Nihilis⌠more skill points for meteorite are primarily needed with this build.
Unstable Core is good⌠but why T4 mana? Is that a Nemesis craft? Otherwise⌠what a waste.
Focus on acquisition of a 1 LP one and slap T7 meteorite on it. Mana is actively less important then raising that up.
Fireball: Get rid of embers, thatâs a worthless death sentence, even with the extra projectiles afterwards. It actively makes the skill worse since it locks you in place and increases cast time, detrimental, in dire need of rework from EHG. Cast Speed is king instead. And piercing heat is really detrimental too, why increase mana cost when theyâre solely supposed to trigger meteorite for your damage?
With the changes to fireball you donât need that many points in it either, just enough to cast fast, cast cheap and trigger meteorites. Damage is relatively worthless. So Liathâs is also not that good.
Phantom Mire for extra damage, Swaddling of the Erased, Rule of Simoon or Ravenous Void are all actually better. Swaddling being the primary choice here, or Phantom Mire.
Focus with your idols on mana and mana regen, thatâs where youâre supposed to get it. Using Mana is your primary way of gaining Ward, so focus on your mana regenerating as much as possible, the flat spell damage is nice theoretically⌠but kinda sucks.
Aergonâs is nice⌠but for meteorite actually nothing goes above Vilatriaâs set. Thatâs where you damage comes from. 1 spell lightning damage per int, if you use that you can actually make sense of Liathâs since then you can go full lightning focus instead.
Why have âMental Catalysisâ when you donât have a off-hand? Wasted points. Can go into âSpell Slingerâ instead.
Why not use âArchmageâ? I mean⌠itâs 15 flat spell damage and a guaranteed 20% mana recover, massive since you also go into âMana Wellâ after all.
Why points in âElemental Affinityâ? Res cap? Go for flat reduction through shocking when you get the set.
Yes, it is extremely crappy actually.
Unless your Level 93 meteor mage isnât the char youâre playing on. Which means youâre playing your Beta meteor character which is even more of a mess
Nobody cares what you played. The one youâre arguing about is shit though. Just because youâre good with one build doesnât mean it automatically relates to all builds. And your meteor one is a mess.
True, which is why I find it baffling that youâre not investing more in it. Missing DR points on the passive tree. Wrong Belt loosing out on another 18% DR potentially, mana recovery which skyrockets your consumption and hence ward generation⌠itâs actually kinda baffling.
Void Knight is one of the strongest defensive classes in the game⌠the stackable DR is ridiculous, + armor. No mage can even come close comparatively. I gotta say youâve overextended there a bit.
Then I guess defense wise everything else just massively underperform?
High cadence of changes and hence the feedback from players has proven to be more functional then âdialing in and missing the mark anywayâ with large gaps in-between.
Not every change is immediately hitting the mark, most actually arenât for balance.
The aversion of mid-Cycle changes (same as GGG, but they got a vastly better decision basis for dialing in from tons of experience⌠PoE 1 mind you, not 2) is hurting EHG there. Yes, itâs not as well perceived but itâs a question between short-term and long-term gains and losses. The current is a short-term gain but a long-term loss strategy.
Look the readily available ones then in terms of defensive measures and compare.
Also check for available sources of DR.
I agree with a few things you posted⌠but there youâre missing the mark so far your shot has gone into orbit by now.