Runic Invocation, Stride To Safety, and Prologue/Interlude

I’ve been playing some of Runemaster, loving it and the chaos of memorizing the different spell combinations, but there has been something that has irked me a little bit; namely, Stride To Safety.

I have found it to be a little bit buggy; some spells are very delayed if single cast, and Trinity of elements just sorta hovers in front of you, not orbiting around you, but that’s not what I wanted to talk about. Mostly, its that to get the two nodes after it, Prologue and Interlude, you have to pick it up.

Prologue and Interlude are a lot of fun; spamming lower tier invocations. Mix in some other bits of the tree, and all of a sudden you have a whole bunch of spells going off, an amount of fireworks that feels fantastic. The leap, however, does not feel as great, and it slows down the ability to cast spells, limiting ‘spell spamming’ with each hop.

Beyond this, it stands out a bit too; every mobility skill I can think of has a cooldown or specific usage of some kind, but the hop from Stride To Safety has none. I like the idea of the wizard levitating above the battlefield, possibly casting spells safely from afar, but the hop does not quite fit that feeling so far.

In my opinion, the skill tree should be reorganized slightly, such that Stride To Safety is not required to get to Prologue and Interlude. Perhaps have the previous skill, Unbridled rage, require more skill points to reach them, or maybe put the two next to Elemental Starfield, connecting it to Cosmic Mind; this node wants you to use 3 runes already, and Prologue/Interlude need 3 runes cast to be used, it thematically fits.

As for the Stride To Safety and Warmages Initiative, if they stayed up where they were, perhaps add another node allowing the player to levitate in the air for a few seconds? Maybe they can cast some spells or get a bonus, unable to move but gaining something? It could be more defences, or maybe a large radius to spells, or something as they have the ‘high ground’ over the battlefield.
Stride could also be moved down near the other cooldown related features, perhaps increasing how far you move but attaching a small cooldown to it, similar to Enigma.

Anyway, That’s all for my own thoughts; I really love runic invocation, just wanted to share my opinion on the spell spamming, and that I’d prefer to be able to perform all the invocations without being forced to move from Stride To Safety.

I believe that is actually the idea behind locking Proluge/Interlude. You cast multiple spells with some more damage but it has a longer cast animation(the hop).

Last Epoch has two different tags ‘Movement’ and the newly created ‘Traversal’. Movement is for skills that have minor movement but not fully used for dodging/mobility (eg: base Void cleave, warpath, Maul in werebear form, etc.).
Traversal is for skills like Teleport, Fury leap, Shift, transplant, surge, etc. these are the ones with cooldown, mobility and utility. Traversal skills always also have the movement tag but Traversal skills share cooldowns(eg: surge and teleport).

Stride IMO is not meant to make RI a traversal skill but purely to put some limitations on a triple cast. It also provides some synergy with the CD related nodes and runic energy ie. charging up a strong triple cast and having some extra protection when you do it. Also the movement tag allows it to get boosted by Vaion’s chariot. And you can use other Traversal skills (teleport/modified focus) with it.

1 Like

This makes sense; I can understand there being a longer cast animation to help keep the power in line for casting extra invocations. I, personally, would like an option to perhaps have the two ability reduce the cast speed of invoke, but give the option to choose the hop if they wish, rather then force players into the hop as a way to reduce casting speed.

As for traversal vs movement; I never noticed there was a difference between the two. You say its recent; I played a while ago, maybe it was not distinguished before. That makes sense then why it has no cooldown or anything.

I still wish there was an option, in some way, to choose them without the hop. Again, just having reduced cast speed built in perhaps. Then having hops as a way to gain and advantage during said reduced cast time.

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.