HII
It's a qt class, that feels too OP to play. Spell crit seems to be a big deal. On insane, it was a cakewalk. Between scaling of minions' stats and a cunning-based summon count, going all-in maxing each summon made game a breeze.
To do for me: try more of a spellcaster route, maybe it wont be THAT huge of a powerball.
Needs a lot of polish and balancing. Critting on summons especially.
PS. with how much sp. crit increases minions' stats, meteor not having sp.crit is only for those who want to disregard the summoning aspect alltogether. js.
edit: 650+ acc on manaworms from meteor. 70 sp/ap of my 5/5 summon at hero level 5. 40 sp from a passive before lvl 10? a gazylion of saves-dwarf would fit nice.
The 60% global slow is wayy too OP. Meteor summons sometimes go over the summon limit count.
1st and 3rd meteor skills need better descriptions, 4th seems unbaked.
I've been gearing for tankiness, using wand with aoe shield+track to always start fights with meteor rain+summons active. Slow+pin if they melee, nuke.
Lovin the icon work and overall style, just uhh balance
Astromancer Class
Moderator: Moderator
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- Cornac
- Posts: 40
- Joined: Wed Nov 03, 2021 1:35 pm
Re: Astromancer Class
Hello, I really like the mod you made, I translated it into Chinese, thanks
This translation only talents and birth data.
I also put them on google driver:
This translation only talents and birth data.
I also put them on google driver:
Code: Select all
https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing