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Posted
1 hour ago, Chris24601 said:

Arcane Bolt is definitely a pick dependent on your AT and concept.

 

I know for my spellcaster themed gravity controller, arcane bolt outperforms Propel in just about every metric and adds a nice batch of energy damage to an otherwise smashing heavy set.

Actually, I find Arcane Bolt is VERY useful for Controllers, as it gets double damage on controlled enemies.  Controllers desperately lack damage from their OWN powers, so Arcane Bolt is a godsend.  I'm not sure if Enflame has the same effect, it's hard to tell with all the numbers flying by...

  • Like 1
Posted (edited)

I, for one, do NOT want the sorcery pool to be changed to be closer to the flight pool.  The added control and defense of hover are actually quite big advantages, and totally in line with that power pool, well, focusing so heavily on flying itself.  Mystic flight actually addresses one of the many issues with taking straight-up teleport, (though without being able to enhance the translocation component), which is fine IMHO.  While I agree with @Ultimo that arcane bolt is quite useful, I do wish is cast time was shortened.  I'd also like to see spirit ward made into a regular ally-only click power - I just don't think it is good enough to be a maintained toggle, (though the mechanic itself is novel)...

Edited by biostem
Posted

I'm still unclear on the problem.

 

Mystic Flight has the Translocation secondary power.  Flight has the Afterburner power.  Are they not otherwise identical?  Hover affects each one the same way, and is a second power choice in either case.... so I'm not sure what the issue is.

Posted (edited)
3 minutes ago, Ultimo said:

I'm not sure what the issue is

My interpretation is the OP wants a hover-like power within the sorcery pool, so they wouldn't have to dip into another power pool and/or didn't have to take some other "filler" power in the pool in order to get rune of protection, (and possibly also still have a LotG mule)...

Edited by biostem

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