Update Anorthil?
Posted: Thu Dec 10, 2015 12:16 am
Anorthil have become a rather dated class compared to the other celestial class. There's been a lot of talk about reworking their resources but nothing has come of it so I'm going to suggest a less ambitious update.
First, remove the obsolete Sunlight category in favor of the new Sun category (at 1.3). Second, add Radiance as a locked tree (at 1.3). Third, revise the Eclipse tree to account for the way Sun would interact with the Corona engine.
Sun's Vengeance appears to give 2/3 as much crit rate as Blood Red Moon. Sun Ray cast off of Sun's Vengeance provides a free cast as frequently as every 5 turns that can trigger Corona and reduces the action cost of keeping positive energy up. Suncloak boosts casting speed and cuts cooldowns, but the Anorthil doesn't appear to have enough non-instant cast spells to really leverage it.
Heavy investment in the Radiance tree would produce a constant flow of free crits, but the opportunity cost is one of two trees of instant cast spells that can be used to nova Corona I don't expect it to be a problem. It does include a non-sustain with a positive positive energy cost, which could be used to extend Darkest Light, but since it also generates light radius that can't be turned off it makes extending Darkest Light completely pointless as well.
The main issue would be finding something to replace Blood Red Moon since Sun's Vengeance is doing its old job. I don't actually have an idea to suggest yet.
Alternately, Sun could be added at 1.0 and Eclipse reduced to 1.0 and the reduction in the power of Corona would probably balance out with the more frequent crits in the midgame, though the Corona engine would be weaker in the end.
First, remove the obsolete Sunlight category in favor of the new Sun category (at 1.3). Second, add Radiance as a locked tree (at 1.3). Third, revise the Eclipse tree to account for the way Sun would interact with the Corona engine.
Sun's Vengeance appears to give 2/3 as much crit rate as Blood Red Moon. Sun Ray cast off of Sun's Vengeance provides a free cast as frequently as every 5 turns that can trigger Corona and reduces the action cost of keeping positive energy up. Suncloak boosts casting speed and cuts cooldowns, but the Anorthil doesn't appear to have enough non-instant cast spells to really leverage it.
Heavy investment in the Radiance tree would produce a constant flow of free crits, but the opportunity cost is one of two trees of instant cast spells that can be used to nova Corona I don't expect it to be a problem. It does include a non-sustain with a positive positive energy cost, which could be used to extend Darkest Light, but since it also generates light radius that can't be turned off it makes extending Darkest Light completely pointless as well.
The main issue would be finding something to replace Blood Red Moon since Sun's Vengeance is doing its old job. I don't actually have an idea to suggest yet.
Alternately, Sun could be added at 1.0 and Eclipse reduced to 1.0 and the reduction in the power of Corona would probably balance out with the more frequent crits in the midgame, though the Corona engine would be weaker in the end.