Playtesters needed! (1.3 Chronomancers)
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Re: Playtesters needed! (1.3 Chronomancers)
I find Singularity Arrow very hard to use now that it can damage the player - if I'm switching between Blade Threading and Bow Threading skills, that means I'm actually firing my bow from point-blank range a lot of the time. Between the radius, the way the arrow explodes on hitting a monster, and the fact that you have to hit a monster to get the weapon damage, it's actually rather rare to be in a situation where you can safely fire a Singularity Arrow and not waste much of the talent's power, and I don't want to burn a Dimensional Step just to set it up.
Spellpower can get pretty ridiculous for a Paradox Mage if you unlock Stasis and take Spacetime Stability - between the paradox bonus and Fateweaving, I've hit 81 chronomancy spellpower at level 25 before going East. The math works out so that if you've taken Spacetime Stability, you benefit more from WIL than MAG if your effective spellpower before paradox is 60 or more. It takes +4 raw spellpower == 4 MAG to hit 61, but 1.66% bonus == 10 more paradox == 5 effective WIL == 3.33 WIL + Spacetime Stability to get the same failure rate at a paradox level that makes your chronomancy spellpower 61.
The two parts of Static History fight each other - the paradox reduction is obviously useful for casting all your expensive doomspells as fast as possible, but if I put enemies into stasis with Stop, I can't hit them. I could potentially wait and cast Stop as the last spell before Static History runs out and use the stasis to catch a breather, but with Time Dilation and Haste I'm casting a varying number of spells in the span of one "real" turn and don't know when the "1 turn left" on my Static History will actually tick over and expire the buff.
Spellpower can get pretty ridiculous for a Paradox Mage if you unlock Stasis and take Spacetime Stability - between the paradox bonus and Fateweaving, I've hit 81 chronomancy spellpower at level 25 before going East. The math works out so that if you've taken Spacetime Stability, you benefit more from WIL than MAG if your effective spellpower before paradox is 60 or more. It takes +4 raw spellpower == 4 MAG to hit 61, but 1.66% bonus == 10 more paradox == 5 effective WIL == 3.33 WIL + Spacetime Stability to get the same failure rate at a paradox level that makes your chronomancy spellpower 61.
The two parts of Static History fight each other - the paradox reduction is obviously useful for casting all your expensive doomspells as fast as possible, but if I put enemies into stasis with Stop, I can't hit them. I could potentially wait and cast Stop as the last spell before Static History runs out and use the stasis to catch a breather, but with Time Dilation and Haste I'm casting a varying number of spells in the span of one "real" turn and don't know when the "1 turn left" on my Static History will actually tick over and expire the buff.
Re: Playtesters needed! (1.3 Chronomancers)
Also, you left a reference to the randomWarpEffect() function in the implementation of Fold Warp under Weapon Manifold, causing a LUA error when it triggers. Delete line 111.
Re: Playtesters needed! (1.3 Chronomancers)
Yeah, making singularity arrow hit the player was a bit reactionary. I do want it to hit the hounds and escorts though. I'll turn selffire off on it. *edit decided just to hand wave it, since all other arrows are phased*
As far as Static History I see what you're saying. Are people using the Time Prison component? It was something someone suggested on IRC but I know in my conversations with Razakai when he mentioned Stop he raved about the stun and never mentioned Time Prison. If the Time Prison feels like a hinderance rather than a benefit I'm fine with removing it.
I'll look into the spellpower scaling as well. Thanks for all the feedback

As far as Static History I see what you're saying. Are people using the Time Prison component? It was something someone suggested on IRC but I know in my conversations with Razakai when he mentioned Stop he raved about the stun and never mentioned Time Prison. If the Time Prison feels like a hinderance rather than a benefit I'm fine with removing it.
I'll look into the spellpower scaling as well. Thanks for all the feedback

Oh thanksThasero wrote:Also, you left a reference to the randomWarpEffect() function in the implementation of Fold Warp under Weapon Manifold, causing a LUA error when it triggers. Delete line 111.

Re: Playtesters needed! (1.3 Chronomancers)
weapon folding doesnt add APR anymore? aww... say it do, thoguh.
Re: Playtesters needed! (1.3 Chronomancers)
This is a tough one. Stop and Time Shield are what makes the tree stand out, with Stability being a useful added bonus, but Static History isn't something I ever really used. On paper it sounded great, but in practice I'd generally open with Stop to disable a crowd and then start chaining nukes. By the time Stop would be off cooldown Static History would have expired, so the paradox bonus/time prison effect tend to work against eachother. However, I'm not sure I'd like Static History to be a purely paradox management tool, a lockdown effect in Stasis is very thematic. There's probably a way to make an impressive, synergistic control effect for the capstone but I'm drawing a blank at the moment.edge2054 wrote: As far as Static History I see what you're saying. Are people using the Time Prison component? It was something someone suggested on IRC but I know in my conversations with Razakai when he mentioned Stop he raved about the stun and never mentioned Time Prison. If the Time Prison feels like a hinderance rather than a benefit I'm fine with removing it.
Re: Playtesters needed! (1.3 Chronomancers)
So I found Static History unexciting as well with my PM. A couple of thoughts if you are focused on increasing the CC power of Stop with it, is that is could make Stop slow debuff targets rather than remove them from time, or maybe increase the radius of Stop or improve the cooldown. Overall I found it to be a pretty lackluster since Twist Fate and the rapid recovery when you rest already provide excellent paradox management for PMs.Razakai wrote:This is a tough one. Stop and Time Shield are what makes the tree stand out, with Stability being a useful added bonus, but Static History isn't something I ever really used. On paper it sounded great, but in practice I'd generally open with Stop to disable a crowd and then start chaining nukes. By the time Stop would be off cooldown Static History would have expired, so the paradox bonus/time prison effect tend to work against eachother. However, I'm not sure I'd like Static History to be a purely paradox management tool, a lockdown effect in Stasis is very thematic. There's probably a way to make an impressive, synergistic control effect for the capstone but I'm drawing a blank at the moment.edge2054 wrote: As far as Static History I see what you're saying. Are people using the Time Prison component? It was something someone suggested on IRC but I know in my conversations with Razakai when he mentioned Stop he raved about the stun and never mentioned Time Prison. If the Time Prison feels like a hinderance rather than a benefit I'm fine with removing it.
Re: Playtesters needed! (1.3 Chronomancers)
Yeah, Spacetime Stability on it's own is pretty fantastic for paradox management as mentioned above, so you could possibly retool Static History to be a pure control effect. Might differentiate Stasis and Flux further as the 'control' tree vs the 'paradox' tree. A heavy short duration slow could be good, but might step on Gravity's toes a bit. I'm sure Edge might have some ideas for unique time themed control debuffs though.mailius wrote: So I found Static History unexciting as well with my PM. A couple of thoughts if you are focused on increasing the CC power of Stop with it, is that is could make Stop slow debuff targets rather than remove them from time, or maybe increase the radius of Stop or improve the cooldown. Overall I found it to be a pretty lackluster since Twist Fate and the rapid recovery when you rest already provide excellent paradox management for PMs.
Re: Playtesters needed! (1.3 Chronomancers)
Stasis and Flux should have some overlap. They're both resource management trees but approach the resource differently.
One thought is to drop the time prison and swap stability and static history. Stability shines later anyway when you have more willpower. It would also make the parallels in flux/stasis more obvious.
One thought is to drop the time prison and swap stability and static history. Stability shines later anyway when you have more willpower. It would also make the parallels in flux/stasis more obvious.
Re: Playtesters needed! (1.3 Chronomancers)
is why cornac only paraducks mage?
Re: Playtesters needed! (1.3 Chronomancers)
cornac master race
On a more serious note though. Yeah, PMs give a lot of love to Cornac via energy and other nice level 1 unlockable trees. But someone on IRC was running a yeek to stack speed and got far with it on nightmare. Shalore would probably still be a lot of fun with timeless buffs (webs of fate, haste, seal fate) even if the cooldown reduction stacking has been nerfed.
So I think there's still a lot of room for people to play with it. And hey, at least it's not Shalore or get out right?
On a more serious note though. Yeah, PMs give a lot of love to Cornac via energy and other nice level 1 unlockable trees. But someone on IRC was running a yeek to stack speed and got far with it on nightmare. Shalore would probably still be a lot of fun with timeless buffs (webs of fate, haste, seal fate) even if the cooldown reduction stacking has been nerfed.
So I think there's still a lot of room for people to play with it. And hey, at least it's not Shalore or get out right?
Re: Playtesters needed! (1.3 Chronomancers)
Paradox Mage is the only non-antimagic class I play anything other than Shalore on, so I'd say it's a good thing. But this char I'm unlocking 4 trees which is highly unusual, so Cornac has a big advantage there. Even on my 3-tree Gravity build Cornac was still nice for the bonus inscription, but Shalore was probably better overall.
Re: Playtesters needed! (1.3 Chronomancers)
yea... but oh the class points... esp with the paradox managers being L0 & locked... so many class points...
wonder how doom elves work with them... what's better than 1 teleport? i just seem to have issue getting one going.
wonder how doom elves work with them... what's better than 1 teleport? i just seem to have issue getting one going.
Re: Playtesters needed! (1.3 Chronomancers)
Dimensional Step, Celerity, Materialize Barrier, and Temporal Reprieve all can give net Paradox. They're not direct Paradox management talents but tuning is designed to allow battlefield control as a viable means of resource recovery.
Re: Playtesters needed! (1.3 Chronomancers)
well, that was a thing. apparently an anomaly i caused nicked one of the wardens, and pissed them all off... but they can shoot me all day and no problem... but then i manage to port to the wormhole out, and go out, get to the transmog screen, and put on the crystal, and die, then warp out, but that staff drop got eaten 

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Re: Playtesters needed! (1.3 Chronomancers)
Alright, guide updated, pointing to the tome master now. We get closer to the goal!
<astralInferno> poor stunt
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<astralInferno> you suffer so that others may suffer in the intended way
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