Harbinger of stars coc lightning meteor

Hey every mage and devs,

I would create this topic to speak about solution for harbinger of stars.
The belt got nerf and no longer proc multiple instance of meteor when proc, due to the meteor skill tree changes require to be selfcast, so all nodes from meteor skill tree who refer to more meteor doesn’t proc anymore with the belt.

I understand the fact where devs are limiting procs rate to the game, but damn that was so funn to see a rain of meteor in your screen.

So i would ask to a roll back to the ancient version maybe with an inner cooldown and/or a new passive node for sorc who can trigger spells on crit or maybe a way to use black hole with meteor (actualy meteors from black hole are not self cast so it’s doesn’t work to proc a rain of meteor).

If a dev can explain to me/us the nerf i don’t understand the point where you nerf one of the only way to be competitive with sorcerer mastery in endgame, in result theyre is not that much sorc and the rare one are playing brand of deception so i just ask for more fun and cool option gameplay.

ty,
best regards :wink:

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Those are all Runemasters.

The change to the skill (not the belt) was likely to promote active skill usage rather than going balls to the walls with procs, while still allowing procs.

I’ll be following this thread as I’m trying for ways to make this nerfed build work. I know that not class skills are made equal but damn, Sorcerer’s Class Specialization skill itself didn’t even make it to D tier in Maxroll.

With the Reforged System, I was able to improve (while using Plain Vilatria Staff + Helm) 400k to 660k (tooltip DPS or 2 million per lightning bolt) per meteor using Reforged Vilatria Staff (with Dragon Staff Base + Plain Vilatria Helm) with Harbinger of The Star. However, the build massively suffers from survivability. I was lucky enough (if HoS proc-ed) to get to 300 corruption but still could not defeat Aberroth. At some point, stun-locking bosses won’t be an option since you’ll either be 1 hit… or you get 1 hit before you even approach the enemies.

The build is mired by multiple problems:
1.) Requiring High Crit (ideally 100% which could be achievable via a non-Vilatria build with Dragorath’s Dagger + Off-Hand Skull / Grasp of the Blood Mage albeit, at the cost of AS)
2.) Requiring High AS (which staff-users suffer since AS affixes or only found in Gloves and Non-staff/wand weapons, staff has slow base AS)
3.) Enough CDR for 100% Enchant Weapon uptime
4.) Ward on Mana Spent not affected by CoC (which makes the build even more squishier)
5.) Making Mana Strike Ranged is not the solution as you need to be close to have more crits via Enchant Weapon’s Zap, Fire/Lightning Aura, and other close-ranged spell effects.

Using the Dragorath Dagger build, the 660k went down to 70k with the upside of 100% Crit, and 2 Melee AS into almost 3 Melee AS (a 100% increased AS jump). But the damage has become a fraction of a fraction resulting in unreliable stuns (since you’ll be using normal fire meteor).

I don’t know what the devs intention with Harbinger of Stars as the proc rate has become unreliable. If the core mechanic of the item is unreliable and no one is using it, then it may be time to go back to the drawing board.

Suggestions:
1.) Internal Proc Pity bar : I don’t know if this has ever been coined like this before but basically, just like how Gacha Pulls has now a “pity bar” which fills up if you don’t get your 5 star character. If the Harbinger of Stars doesn’t proc, it fills up an internal bar that will eventually guarantee a Proc. The reason why I don’t agree with an internal cooldown is because having an Internal Cooldown with Proc Builds are counterintuitive/oxymoron. Another approach for here would be to guarantee a proc if your mana strike regains enough mana for a cast while being full on mana
2.) More Attack Speed sources for this build, maybe on the Harbinger of Stars or Vilatria’s Set.
3.) Rework the number of affixes of the Reforged items. Increasing it from 2 to 3 might feel overpowered, but I would argue that Set Item Affixes such as “Meteor Base Damage Converted to Lightning” should not even be counted in the first place as "it is what makes the item work as it’s supposed to be". In the case of Reforged Vilatria’s Storm Crown, the +1 Lightning Skills was removed which I think is the most important affix (but not as unique of an effect as Meteor Base Damage Converted to Lightning) of that set piece. If increasing the Reforged Set Item affixes from 2 to 3 is overpowered, then a possible work-around would be to put the missing (but Crucial) item affixes into the set effect to avoid the potential problem of a player using multiple pieces of different Reforged Set Items (thus avoiding to defeat the purpose of using Set Items together). Increasing it to 3 Reforged affixes doesn’t need to be across the board, it could also be only for specific reforged set items.
4.) Rework the patch 1.2 band-aid fixes of this build namely:
a.] Increasing Meteor’s Added damage is applied at 900 to 950% effectiveness. We Started at what? 600? then 800? then 900? then 950? even if you go 1500%, the build is still unviable.
b.] There were also noticeable buffs on both the Vilatria Crown and Staff, but still failed to make this build viable.
5.) Rework the affix “1% less Damage Taken for each Meteor you have cast recently (up to 18)”. If this is to make the build tanky, then, it is counterintuitive. The affix requires you to be tanky enough first, to become tankier. It might be better to have a unique affix that makes Ward on Mana Spent via Cast on Crit.
6.) Rework the affix (9 to 12) Mana gained on Potion Use for each Meteor you have cast recently. CoC Meteor Builds typically only work via Mana Strike, so we don’t have real mana problems. The only time we have a mana problem is if the Meteor is proc-ing enough, but it’s not. A lot of times my mana is full is because of the poor proc-rate.
7.) Rework Meteor Shrapnel nodes? I tried it, but didn’t make any significant difference.
8.) Re-adjust/Re-work Mana Strike Transfusion and Ward Strike nodes
9.) Maybe… I should just get gud?

Thanks

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You might want to showcase your survivability setup.

Use the available nodes like Calculated Destruction and/or Defender of Welryn. Combined with Meteor’s base crit node this allows capping crit with a staff quite easily.

Also this topic specifically mentions lightning meteor, so non-staff setup isn’t an option.

I’m pretty sure it was used a lot in the last two seasons + it could delete Abby in 14 seconds.

Was that before a bunch of nodes were changed to only work with direct casts rather than procs?

TBH its a bigger nerf to selfcast than proc.

The belt was a huge QoL for selfcast meteor mainly for its increased fall speed and DR as well as the +1 skill level(as the skill is extremely skillpoint intensive). The autoproc was nice but not too great(since it doesn’t count for mana spent gained as ward or the Sorc recoup).

Now, Harbinger of Stars will proc only a single meteor while taking the entire mana cost of the skill(which increases with the multi meteor nodes) making it consume a large amount of mana not worth the output. Selfcast meteor needs the multi meteor nodes for clear and can’t skip it.

However, proc meteor with something like glacier can skip the additional meteor nodes as Glacier will handle clear and use the extra points from skipping multi-meteor into more damage/crit.

IMO the nerf makes no sense and they hopefully revert it like the Bhuldar’s and Eye of Reen nerfs.

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That’s not been reverted, the proc still has a cooldown but it’s twice ever 5s rather than once every 4(ish, I think).

Yes. AFAIK the change to “direct cast only” for multiple meteors came with season 2.