Celestial/Light… what's the big deal?
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Re: Celestial/Light… what's the big deal?
If you add the healing amount you get from Time Shield, it compares well with Barrier and doesn't require a crit.
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Re: Celestial/Light… what's the big deal?
Cctobias,
??
I understand all of that now. Did you not read anything in the thread? What I didn't know was that said abilities in the Light category could crit. That was the gap in my knowledge.
I appreciate your in-depth breakdown but it wasn't necessary as I can do the math, now that I understand the mechanism.
??
I understand all of that now. Did you not read anything in the thread? What I didn't know was that said abilities in the Light category could crit. That was the gap in my knowledge.
I appreciate your in-depth breakdown but it wasn't necessary as I can do the math, now that I understand the mechanism.
Re: Celestial/Light… what's the big deal?
If you think Providence is bad you probably haven't played on Insane. It's as not great on Normal and Nightmare but on Insane you can be hit with a ton of status effects in a very short amount of time which Providence definitely helps with. With Providence you can get rid of pesky 10 turn stuns, confusion, Stoning Poison (you can't know just how bad it is until you've experienced it). Precasting it also often saves you a use of a Wild Infusion.
In my opinion you're in it for Providence, maybe Barrier, and maybe Bathe in Light since the buff. The exception is Necromancer which benefits greatly from all four talents. I don't think any class except for Necromancer should take it anymore since Vile Life is probably better unless you really need Providence's status removal. I used to recommend it for Reavers as well but with the new gems it's probably worse than Stone Alchemy.
A long time ago, I beat Normal with 5/1/5/4 in Light as Necromancer. Healing Light and Barrier were critical to my survival since Necromancers used to have zero defense aside from Sacrifice (requires ridiculous setup and only good on high difficulties), Undeath Link (terrible), Vampiric Gift (unreliable), and minion body blocking (weak against AoE, bad in long fights). Providence was also essential since Liches can't use Wild Infusions and Necromancers have no status removal. With Animus, Necromancers now have a useful heal but they're still very lacking in defense. With Bathe in Light's massive buff it now should work very well with Necromancers since it protects your minion entourage.
In my opinion you're in it for Providence, maybe Barrier, and maybe Bathe in Light since the buff. The exception is Necromancer which benefits greatly from all four talents. I don't think any class except for Necromancer should take it anymore since Vile Life is probably better unless you really need Providence's status removal. I used to recommend it for Reavers as well but with the new gems it's probably worse than Stone Alchemy.
A long time ago, I beat Normal with 5/1/5/4 in Light as Necromancer. Healing Light and Barrier were critical to my survival since Necromancers used to have zero defense aside from Sacrifice (requires ridiculous setup and only good on high difficulties), Undeath Link (terrible), Vampiric Gift (unreliable), and minion body blocking (weak against AoE, bad in long fights). Providence was also essential since Liches can't use Wild Infusions and Necromancers have no status removal. With Animus, Necromancers now have a useful heal but they're still very lacking in defense. With Bathe in Light's massive buff it now should work very well with Necromancers since it protects your minion entourage.
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Re: Celestial/Light… what's the big deal?
As I've been recently entertaining Necromancer.
I would invest 1/5/5/5, just because of this particular situation, where you don't have a good damage shield.
Barrier:
1. Archmage for example has the heal = shield
2. Runes cap out and don't crit (resulting shield is bigger for barrier)
3. The long duration is relatively useful in this instance
Heal can crit and as you're rocking another heal that can crit (Consume Soul), you should be fine with just the one point.
Providence is used in the Necro rotation, which is much longer than the Archmages, so you need those extra turns (with Draconic Will) to manage the cds.
Bathe in Light is still ridiculous as its both a shield and shield regen spell.
But the reasoning is fairly circumstantial to justify going beyond the 1/5/0/0 (or perhaps it is only the case that Archmage can afford to do so).
It's worth considering Providence even more with the Draconic Will nerf on the horizon (can't be extended/reduced by Timeless) if the rotation doesn't permit a 5 turn window + 10 recovery period, therefore a 15 cd rotation (which Archmage will still be capable to do).
I would invest 1/5/5/5, just because of this particular situation, where you don't have a good damage shield.
Barrier:
1. Archmage for example has the heal = shield
2. Runes cap out and don't crit (resulting shield is bigger for barrier)
3. The long duration is relatively useful in this instance
Heal can crit and as you're rocking another heal that can crit (Consume Soul), you should be fine with just the one point.
Providence is used in the Necro rotation, which is much longer than the Archmages, so you need those extra turns (with Draconic Will) to manage the cds.
Bathe in Light is still ridiculous as its both a shield and shield regen spell.
But the reasoning is fairly circumstantial to justify going beyond the 1/5/0/0 (or perhaps it is only the case that Archmage can afford to do so).
It's worth considering Providence even more with the Draconic Will nerf on the horizon (can't be extended/reduced by Timeless) if the rotation doesn't permit a 5 turn window + 10 recovery period, therefore a 15 cd rotation (which Archmage will still be capable to do).
<shesh> cursed is fine
Re: Celestial/Light… what's the big deal?
While not exactly light category question, anyone know, if i remake anorithil with adventurer (adding all main trees and some bonus ones like aegis, blight and lethality for critmod, possible others), how much will it suffer from only 1.0 modifier on main trees instead of 1.3?
(i'm aiming at ID with infinite500 mod)
(i'm aiming at ID with infinite500 mod)
Re: Celestial/Light… what's the big deal?
Except in certain rare circumstances the difference is not that bad, although it can be noticeable. I would say the biggest thing with Adventurers is managing cat point not the 1.0 mastery. You either need a nice and compact set of skill lines, or need to be damn sure you are fine with 3 inscriptions. And if you do go with 3 inscriptions make sure you don't make your first 20 levels overly hard.Hommit wrote:While not exactly light category question, anyone know, if i remake anorithil with adventurer (adding all main trees and some bonus ones like aegis, blight and lethality for critmod, possible others), how much will it suffer from only 1.0 modifier on main trees instead of 1.3?
(i'm aiming at ID with infinite500 mod)
The real power of adventurers is syngery between skill lines. But if you need like 5 tier 4 talents to make yourself uber, but you suck until they are all online then the start may not make the uberness worthwile.
If I remember right Shadowstrike in the stealth line is like crit mult of 85% for a shadowblade, 75% for a adventuerer, and about 95% for an SB/rogue with an extra cat point spent.
As you can see the difference is like one modifier on one piece of equipment you can easily get a ring or armor piece with 10-20% crit mult.
If you made an EXACT clone you'd be like mmmmm 8% less? In general since the first point in just about anything is the largest contributor even a modest amount of synergy can make up for this.
And for stuff that scales with a stat or power this gets even closer. A tree like Light has things scaling on spell power so a 1.0 light is still quite good and is not even as stark as something like Shadowstrike which is purely talent based.