Symbols of Hope - Divine Flare Feedback

So, I played around with the new Symbols of Hope for a few hours last night and came to the conclusion that the devs really didn’t know how to approach the Divine Flare playstyle from Sigils of Hope and converting it to the new Passive use Symbols of Hope.

To preface this, Divine Flare is a node that activates a nova dealing heavy fire damage based on the number of symbols consumed, heavily reduces the cooldown of Symbols of Hope and removes its active damage reduction buff

So where’s the problem? Firstly, the drastically reduced cooldown of 80% (3.6 seconds) means that the active is ready far sooner than you’d have 3 symbols back without investment into the “symbol aquisition rate” node, but even capped that node still has a 50/50 chance of giving you the 3 sigils back by the time the cooldown is up to recast Divine Flare. It has a 10% chance on kill (or hitting a rare/boss) to give you a single symbol back, but in practice that’s incredibly rare. This means that if I want to use it on Cooldown, I cannot get 4+ symbols as I’ll never have more than 3 at a time when casting and will often only have 2. This brings me to the mana cost, even if I was fine with eating the chance for 2 by speccing into “you always get one symbol back” the mana cost just isn’t realistically sustainable and the only node for Symbols of Hope that affects the mana cost also improves the duration of active effects, which divine flare removes! There’s also no way to passively activate Symbols of Hope except Orian’s Sun Seal, which requires you to drop below your Endurance Threshold. This leads me to the assumption that Symbols of Hope, and Divine Flare by proxy. is meant to be an entirely passive ability that happens to work as an “oh crap!” button.

Here’s the issue, Directly activating Symbols gives you a 40% per symbol (120% with 3) to recast! but only if it hits a rare or a boss!!! That’s worthless! Why waste my points activating it directly if it’s only doing anything special against a rare or a boss? And if you spec into buffing Divine Flare for those moments you drop below your Endurance Threshold, then good luck buffing it’s passive abilities because it takes 9 (11 if you want to max the symbol acquisition rate) of the 20 base specialization points, and that’s not including the 4 points for the chance to recast on direct use or the 4 points for the ailment cleanse and chance to blind nodes (which would be 17/20 (19/20 with the maxed acquisition rate). Leaving you with 11 maximum spare points to spend on buffing it’s passive abilities.

More importantly, Divine Flare is STRONG, so it really incentivizes using it yourself, but as I said, the fact that it just doesn’t synergize with anything else in the node tree makes it feel awkward.

By way of Comparison, the equivalent playstyle with Sigils of Hope used the chance on kill to acquire a symbol with the fact that Divine Flare was activated automatically when you gained a symbol while you already had one and that it chained against even regular enemies (like Abyssal Echoes) for a mana cost, creating these really satisfying chain explosions periodically as you fought enemies. Symbols of Hope’s Divine Flare playstyle could, in my humble opinion, benefit from a second look with the thought of what the devs really want the node to be.

Is it there to passively punish enemies when using Orian’s Sun Seal? Then why lower it’s cooldown to 3.6s?

Is it there to be a powerful but rarely used nuke? Again, why lower it’s cooldown?

Is it meant to be a spammable active? Then why does it cost so much mana and not receive symbols fast enough?

Is it meant for bossing? Then why buff it’s aoe so drastically?

Is it meant for clearing packs of enemies? Then why does it only chain on rares and bosses?

It feels like it’s trying to do everything and suffering for it. I propose the following options: replace the “10% chance on kill or hitting a boss/rare to gain a symbol” with an “x% chance on kill or hitting a boss/rare to cast Symbols of Hope” and/or make the “chance to chain for free on boss/rare hit per symbol consumed” to “chance to chain on hit per symbol consumed for a portion of the mana cost” while keeping it a “when directly cast” effect.

This creates two distinct playstles of a strong but mana heavy active crowd clear ability or a passive buff that also periodically deals AoE damage

Edit:
Alternatively, I’d be happy with a rework of Orian’s Sun Seal to cast Symbols automatically every 5-10 seconds and/or letting Judgement’s Symbol of Sacrifice activate Symbols of Hope instead of just consuming the symbols. But preferrably, just adjust the nodes mentioned above, even if it requires nerfing the divine flared damage a bit (it’s REALLY Strong)

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Agreed. I tried messing around with it a while ago. Admittedly I didn’t put a huge amount of effort into gearing/optimizing, but I did have a full set of idols with the symbol gain speed plus the rings and yeah it just isn’t fast enough. Maybe with perfect rolls? Idk. It just didn’t seem like it did enough for the investment it was going to take to make it even functional, so I stopped.

Also: Something that was kind of disappointing in this whole process: I kind of liked the idea of making it auto proc with sun seals, but the problem is, it only procs if you get DAMAGED bellow endurance threshold. So effects that consume health like Smite don’t work. There are only a handful of ways to self damage as a sentinel and they’re not really strong enough to proc it reliably.

But yeah. This is one of those cases where I have no idea if they even tested this. Why add a whole damage branch to the tree if it’s not going to really do anything?

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It’s super disappointing. Sun Seals are definitely designed for the “panic button” spec where you enhance it’s ability to keep you alive with a burst of ward and damage reduction, but it doesn’t heal you unless you take Divine Flare or Unwavering Faith, so is Divine Flare actually just a burst healing node that does insane amounts of damage for some reason? Lol. It really doesn’t feel like the Divine Flare side of the tree had any thought put into it, but the rest of the tree is so dull that it doesn’t make sense to even use it without Divine Flare. It’s just a more clunky Holy Aura.

Holy Aura buffs you, and then doubles those buffs on activation. You can give it damage with Flare Burst, or remove the passive effects while it’s on CD to super buff the active effects

Symbols of hope gives +3 Fire Bow/Melee/Throwing and +3 Fire Spell damage and 20% more health regen per symbol (+9 and +60% at max base), but activating it removes those buffs to give 100 Ward and 5% DR per symbol (300 Ward and 15% DR at max base). You can buff the passive effects with increased damage per symbol, add more flat fire damage, crit chance, add ignite/electrify, and mana regen (and convert to Void), but these buffs are removed as soon as you activate the skill. So you can choose to buff the active portion with more ward and making the damage reduction (and healing effectiveness if you grab it) last longer and making it heal you. Both passive and active effects are based on # of symbols which can be increased to 5.

So given that Sun Seal only activates when you drop below your endurance threshold… just build it for passive effects and max symbols, ignore the CD and symbol acquire rate and make it heal you with Unwavering Faith. Meaning that a direct use playstyle is the only effective way to use Divine Flare, but even that is inconsistent as I described in the OP.

Is it for bossing or clearing? Why can’t we use it on CD and always have at least 3 symbols when it’s activated? It’s frustrating that, just like pre-rework Tempest Strike, the old Divine Flare playstyle made so much more sense than post-rework.

Hopefully we get a new unique designed specifically for Divine Flare or it gets a second look at some point. As it stands I’m using it because it’s insanely strong, not because I find it fun to use. I’d rather use a Fire Converted Abyssal Echoes, but it’s damage is absolutely pitiful and that’s a post for another time.

Quoting from another thread:

Personally I’d go with the old version of Soliloquy but have damage/etc scaling based on how many symbols you would have had but for Soliloquy. That way you can scale damage/etc by going for the 2 max symbols nodes.

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That’s a great suggestion as we already see this interaction in Rogue’s Keen Throw for Shuriken

I like the idea symbols of hope exploding, but i couldn’t get it to work to my satisfaction in this cycle or before that. Its damage is not there for me and it’s too slow still as main damage source.
And i still want it to work. Maybe in next cycle…

The damage definitely isn’t low in my experience, but I’m also still in the leveling process, so it could fall off hard later. It definitely feels disjointed from the rest of the skill though, like it’s stuck in the transition period between Sigils and Symbols or something. The old Sigils Divine Flare was perfect as auxilliary damage that would pop up while fighting enemies similar to Flame Burst from Holy Aura, just an occassional proc of a damage burst, but was clunky to proc manually. The current Symbols Divine Flare can’t be procced passively (at least not reliably), and is clunkier than before to proc manually. I just really don’t understand the thought process behind this branch of the skill tree. What does EHG want it to be? @EHG_Justin, can we get a blog post for Symbols of Hope like we did for Heartseeker? Or at least a blurb in this thread lol <3