Not real happy with how this prodigy is working out. It seems to target me more then anything else so at the very least it need to be turned into a sustain instead of a passive. An instantaneous sustain would probably work best (preferably with a small cooldown).
If I had to pick how it should work I would put it as an instantaneous sustain with a listed 15 turn cooldown. So you could pick exactly when you wanted to use the ability. As it is I am sorry I took it, should have stuck with super power or arcane might.
Meteor prodigy feedback.
Moderator: Moderator
Re: Meteor prodigy feedback.
This suggests that maybe you choose it on an unsuitable class.skein wrote: should have stuck with super power or arcane might.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Meteor prodigy feedback.
It impacting the user at all is a bug.
However, it shouldn't be doing damage, just stunning you.
I honestly feel like, once that's fixed, it's a pretty good skill that attaches a lot of bonus versatility to your first strike, be it short or long range.
I do agree that, if Superpower is an option for you at all, that you might just have picked the wrong class for it, though. If both Superpower and Arcane Might were options...you're probably Arcane Blade, at which point yes, you made a fairly poor choice right now, with that bug. Arcane Blade has plenty of good options and I wouldn't rate the space rocks too highly for them even if they weren't bugged at all though.
However, it shouldn't be doing damage, just stunning you.
I honestly feel like, once that's fixed, it's a pretty good skill that attaches a lot of bonus versatility to your first strike, be it short or long range.
I do agree that, if Superpower is an option for you at all, that you might just have picked the wrong class for it, though. If both Superpower and Arcane Might were options...you're probably Arcane Blade, at which point yes, you made a fairly poor choice right now, with that bug. Arcane Blade has plenty of good options and I wouldn't rate the space rocks too highly for them even if they weren't bugged at all though.
Re: Meteor prodigy feedback.
I am playing an adventurer. All of those are weird to begin with. BUT I am playing it as a alchemist/mindslayer.
If you are actually curious this is my current set up
Cunning / Shadow magic 1-1-5-5
Spell / Wildfire 1-1-1-5
Spell / Temporal 1-1-1-5
Spell / Explosive admixtures 5-1-5-0
Cursed / Gloom 1-1-1-5
Psionic / Projection 1-1-2-0
Psionic / Psi-fighting 1-1-1-0
bone shield 1-1-1-1
Technique / Combat training 5-2-2
Spell / Stone alchemy 5-5-1-3
Spell / Staff combat 2-5-0-0
Wild gift / Call of the wild 1-1-1-0
Wild Gift / Harmony 1-3-0-0
Psionic / Finer-energy 1-5-1-1
So my main forms of attack are channel staff, alchemist bombs, and shadowstep. Alchemist bombs and shadowstep manage to hit me with stun a really large percentage of the time(the whole point of the weird wildfire/harmony build is to stack haste from hitting myself with my own bombs). It does not actually do the 500 extra points of damage to me but the 4 round stun on someone who stacks haste is a pita. Fixing that would fix it yes but is not as good as just making it a sustain with an instant on/off switch.
Note that since I have stone alchemy qualifying for ANY prodigy is close to trivial. Vestements of the conclave, a ruby-diamond voratun neck, and another randart stat hat means I can actually go above 60 on every stat at the same time if I really wanted to. Qualifying is rarely the problem. The hardest qualify was the first one to get crafty hands, had to use 38 points of dex equipment to get that one
With finer energy manipulation channel staff with a good staff is fairly impressive, especially after double bumping that element type from using the dual staves. My normal channel is around 600 damage, adding a 30% will modifier or 50% magic modifier would certainly not hurt.
I can see exactly the same problem with almost any build that hits itself with aoe damage (so archmage, alchemist, arcane blade, and shadowblade are right out). This begs the question of who exactly do you think this prodigy was made for?
If you are actually curious this is my current set up
Cunning / Shadow magic 1-1-5-5
Spell / Wildfire 1-1-1-5
Spell / Temporal 1-1-1-5
Spell / Explosive admixtures 5-1-5-0
Cursed / Gloom 1-1-1-5
Psionic / Projection 1-1-2-0
Psionic / Psi-fighting 1-1-1-0
bone shield 1-1-1-1
Technique / Combat training 5-2-2
Spell / Stone alchemy 5-5-1-3
Spell / Staff combat 2-5-0-0
Wild gift / Call of the wild 1-1-1-0
Wild Gift / Harmony 1-3-0-0
Psionic / Finer-energy 1-5-1-1
So my main forms of attack are channel staff, alchemist bombs, and shadowstep. Alchemist bombs and shadowstep manage to hit me with stun a really large percentage of the time(the whole point of the weird wildfire/harmony build is to stack haste from hitting myself with my own bombs). It does not actually do the 500 extra points of damage to me but the 4 round stun on someone who stacks haste is a pita. Fixing that would fix it yes but is not as good as just making it a sustain with an instant on/off switch.
Note that since I have stone alchemy qualifying for ANY prodigy is close to trivial. Vestements of the conclave, a ruby-diamond voratun neck, and another randart stat hat means I can actually go above 60 on every stat at the same time if I really wanted to. Qualifying is rarely the problem. The hardest qualify was the first one to get crafty hands, had to use 38 points of dex equipment to get that one

With finer energy manipulation channel staff with a good staff is fairly impressive, especially after double bumping that element type from using the dual staves. My normal channel is around 600 damage, adding a 30% will modifier or 50% magic modifier would certainly not hurt.
I can see exactly the same problem with almost any build that hits itself with aoe damage (so archmage, alchemist, arcane blade, and shadowblade are right out). This begs the question of who exactly do you think this prodigy was made for?
Re: Meteor prodigy feedback.
Well, just about anyone using mind or spell talents, once the talent's fixed. The self stun is a bug. It's not intended behavior. The prodigy is not supposed to hit the player in any way.
Once that's corrected, it's a notable chunk of extra damage and an AoE stun effect, which is pretty impressive for just about anyone that can make use of it.
Once that's corrected, it's a notable chunk of extra damage and an AoE stun effect, which is pretty impressive for just about anyone that can make use of it.