Hello everyone,
I wanted to leave my feedback on the Spellblade and the Ward mechanics used on the Spellblade.
Ward:
I think the Ward is an interesting mechanic, but not very well suited for the Spellblade currently.
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Requires huge investment in talent points and equipment compared to leech.
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Spellblade generate Ward almost exclusively with Hits. So, Ward scale exclusively with Attack Speed, forcing you to focus / scale the attack speed.
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The Ward is especially strong against single enemies and bosses because you can accumulate enough to take almost any charged hit. The problem is in Echoes of the Monoliths. If you don’t have enough Ward Retantion you often find yourself engaging groups of monsters with 1-1.5k of Ward which is often dangerous unless you use Flame Ward at every single pull. Also if you find yourself fighting enemies whose abilities need to be avoided, when you manage to engage them again you find yourself with extremely low Ward due to the continuous degen.
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Without the help of the Idols, whether you hit 1 enemy or 100 enemies, the Ward generated is always the same. Making it more dangerous to fight groups of enemies. With leech, this does not happen because if you hit 10 enemies you leech a % of the damage done to each monster.
Spellblade:
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I found the 0-cost skill dps extremely disappointing. Rive (Void) far exceeds Mana Strike and Firebrand in dps while still costing 0 mana. 4-5 times more dps (Rive easily reaches 100k dps)
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Elemental Burst (Talent) / Fire Aura (Talent) / Mana Arc (Mana Strike) / Ice Spike (Shatter Stike) have some usefulness initially but they lose it quickly. Their DPS not scales enough. At Monoliths, if not before, it is already no longer worth using them and it is better to invest the points elsewhere. Furthermore, these effects do not trigger on-hit effects, making them worthless.
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Fire Aura is an interesting mechanic, but as I said above it’s not worth it at the moment. It should be completely revised. Requires a minimum of 21 talent points, specific equipment and Surge but the dps is still low.
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Elemental Burst besides problems mentioned above has another one. Many times the effect do not hit anything because Flame Reave, Firebrand and Shatter Strike have a greater range / area than Elemental Burst so unless enemies are very near to you, they are not affected. If the Burst happened on the enemy, it would have a better usefulness and reliability.
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If Ice Spikes were homing they might be useful. Unless you teleport in the midst of groups of enemies (risking death) they are not of much use
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Whiteout (Shatter Strike): Recasts do not trigger on hit effects. This thing has devalued it a lot personally. I have not used it since I discovered this thing.
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The Void Knight with only 14 points get 36 Void Melee Damage (12 of which also for the Spells). Spellblade must spend 26 talent points to get 34 Elemental Melee Damage (24 Fire / Cold / Light + 10 of 1 Element + some other bonus that is not worth 12 talent points invested)
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Using Melee Attack of different elements could be interesting but now the skills at 0 cost are not good and element special effect do not synergize with the others except Ignite → Frostbite
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Frostbite / Ignite require a big investment in equipment to work and still bring with them problems not to be underestimated:
(mechanics that require a lot of attack speed to be able to apply as many debuffs as possible)
** Flamereave used to apply Ignite devours your mana and to get the bonus on damage over time you are forced to spend 4 points in Dancing Flame, which kills your range, which forces you to use a 0-mana cost to quickly reach the fourth hit
** Shatter Strike you do not have enough points to increase skill area effect if you want to apply as many stacks as possible to reach a good dps
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Enchant Weapon: I would completely remove the ability, as it is a simple buff. Give a better ability at Spellblade. The bonuses from Enchant Weapon I would distribute on talents. When I activate Enchant Weapon, I reach the constant dps of the other classes. (Ex: Void Knight with perma bubble + devuoring orb or sigil / perma lich form)
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The talents to increase the dps of Firebrand must be completely revised in my opinion. Triple Strike = + 10 mana to only increase the aoe (no shotgun effect)? Madness honestly…
Build I have played:
My first build:
Spellblade Ligthning Hard Hitter (Ward)
Very strong against bosses, but during the Echoes in the Monoliths it was “problematic”.
Incineration (Firebrand) + Illuminttaing Fire (Firebrand) + Blade Weaver → 4 Hit (3 Firebrand + 1 Flamereave) → All enemies in my screen dead → Few Ward generated → one shot risk
Engaging each pull without a ward was as risky as pulling half the map, activating the CDs and killing everything in four attacks (rarely anything survives)
Stopped playing due to random one shot (if I was distracted for a second) and due to the “Enemies have a chance to dodge” modifier that made the build unreliable
My second build:
Spellblade Ignite (Life)
Ignite applied by Mana Strike / Firebrand did too few damage, good damage if applied by Flamereave
Stopped playing fast due to how quickly I was burning mana and having to reach fourth Flamereave hit to get decent AoE
My third build:
Spellblade Cold (Ward)
Build that works well in Echos and Monoliths, not good in the arena. The dps is not very high.
Thanks to the attack speed of Shatter Strike and that, it does not kill enemies in one shot; you can generate enough Ward to be able to move from one group of monsters to another safely.
My fourth build:
Spellblade Frostbite (Ward)
95-100k Frostbite tic on dummy. Good damage and survival.
Stopped playing due to Shatter Strike’s poor range, when enemies were too sparse it was a nightmare.
My fifth build:
Spellblade Cold (Life)
Best build I have done.
With only 1 craft on gloves and 5 talent points in Cold Leech, I no longer needed to invest heavily in Ward.
This build is better than the 3rd in all respects:
- more armor
- block chance
- 60-70% more dps with just 1 sword
- no 15% more damage because two sword
- less damage from nearby enemies, leech
- more mana to use before you need mana strike,
- a little bit of dodge
(if you find 75% void res from the blessing you can raise your health further because you have enough crit for mana strike from idols.)
I’ve played more builds, but these are the main ones.
I hope I have written well enough. English is not my native language so I may have made several mistakes