0player wrote:
Hm, I think I kept all of the signature spells more or less intact. Why is that not Anorithil?
The Darkest Light requires two turns of setup to be useful => not very reactive, also requires you to be close to enemies to make use of damage, but invis was presumably for running away? False Light in the Moonlight tree provides a taunt, which is often an adequate alternative that doesn't harm your damage output.
Pure Light-based Anorithils, while interesting, are a pretty different concept.
Itemization is not a problem, dual darkness/light is heavily supported by egos and artifacts on practically every slot except rings, and you can have 2 rings.
Chants & Hymns doctornull promised to make a post about at some point, the idea is they're instant cast without cooldown, all learned with the first talent in the tree, the rest scales different aspects of the, and they switch off if you overflow on energy.
I've read through your ideas, and they sound very interesting, but unreasonably powerful to me. They almost guarantee a damage output without investing into any other tree.
True and wrong At same time. Sunlight is not so bad though it looks same.
sunbeams- ice shards, earthern missiles, and new CM from edge spatial shards. And too random.
Searing light is a bit weaker version of itself(though not bad per se but it's only problem enemies move away from field anyway.). Though damage may be amped.
Sun Burn Removes one more spell to get more light energy.
Sun's furry not only different but also too random.
Moonlit beam works
Constelation different, but works Hope it is beam speed. There is problem with jumping projectiles.(if they don't hit they diappear)
starfall hope it has some AoE or it is one more random hit or miss(not saying it comes turn too late.)
Star rain looks like weaker version of moonlite hymn, maybe make it target enemies?
E.t.C. I see you are editing though So I would wait with farther feedback. If you just make it work then ok. Just keep in mind +% damage is not problem. Damage pen is. And Light+dark is always weaker then just light or just dark. 5% light and dark against 10% of dark.
Darkest Light is not run away tool, although it is only use for it till you reach level 3 at least. It is more of sustain tool. You drop circles (0 turn 20 pos 30 neg). Then either hide or shadow blast. If you have time to shadow blast it is 20 more. with turn 20 110 max energies it is at somewhere near 0 positive and 60 negative.(10 turns without twilight burst or totality at level one, 60 tuns at lvl 5, which means you may cast spells). Oh and already dropped shadow blast is unaffected by invisibility, same goes for dot's.
The only bad thing you have to keep your darkness gauge full. So later it is not really run away tool, but sustain tool. Just see FreegamingTanaka's channel how it works. The video she clears room of death in vor's armory.
Most precious skills are short range anyway.
As for mine, idea you could leave at least detailed feedback, and I could find what you don't like conceptually. Numbers may change, same for some OP concept may go. And I don't like last ability myself so I keep it as placeholder, though 9 turns to setup for max damage to die yourself is not really short and yo teleport it with you

.
It also quite encourages usage of twilight, and eclipse categories, as for Starfury well star fall is too good stun to pass. And twilight sure hey free positive you need.
For long range you still have shadow blast, and moonlight beam sniping to do.(So it is not really forbidding if you want to play hybrid you can.
P.s. I try to explain that current Anrithil is quite fun and powerfull, and instead of reworking it it is wise to solve it's shorts and maybe make few skills more accessible. (darkest light 3/3/2/2/1 negative drain? )