+ Reply to Thread
Page 1 of 50 1 2 3 4 5 11 ... LastLast
Results 1 to 15 of 746
Like Tree67Likes

  Click here to go to the first Rift Team post in this thread.   Thread: Stormcaller Update

  1.   Click here to go to the next Rift Team post in this thread.   #1
    Rift Team
    Join Date
    Aug 2010
    Posts
    675

    Default Stormcaller Update

    Hey all,

    Now that 2.7 is live I'm going to be starting work on some other parts of the game. The first of those is an overhaul on the Stormcaller soul. Below is a first pass on the new soul tree and root for the soul. You'll notice this design breaks from a lot of the standard layout and ability distribution shared by other souls. In particular this design has a fairly drastic reduction in total number of abilities offered by the soul. The Live Stormcaller currently gives 28 different abilities if you go 61 points in the soul. The design below currently only gives 17.

    I'm hoping to have these changes out to PTS this week, hopefully with the very next PTS update. This update does not include a soul reset with it. Any points spent in the Stormcaller tree will stay spent in the tree, even if the talent you had the points in has changed. If you had more points spent in a particular talent than that talent now allows, the extra points that had been spent will be refunded to you.

    The damage values that will be in place when the update hits PTS are not final values. In fact I expect them to be off by a good amount to start with. I wanted to get these changes out to everyone so you can take a look at the new rotation and start getting a feel for things.

    Before it comes up, I am aware of the lack of utility in the soul outside of just pure dps. I'm looking into a few options, including leaving the soul as listed here and having utility options come from other souls.

    Please keep this thread to discussion about Stormcaller. Bug reports, parses, theorycrafting, etc. are all welcome, but please leave personal attacks, and degenerative arguments out.

    So, without further delay, here is the info on the new soul tree and root.

    Key changes:
    Hypothermia has been removed.
    Electrified stacks are now applied to the caster. They have a default stack size of 3 and have a duration of 30s.
    In general, Air abilities will generate Charge and Water abilities will consume Charge. I have listed Charge costs below, but not the amount of Charge generated by abilities.

    Soul Tree

    Tier 1
    • Storm Energy (5 Points) – Increases your Spell Power by 2/4/6/8/10%.
    • Lightning Rod (1 Points) – Reduces the pushback caused by damaging attacks while casting Area Effect abilities by 100%.
    • High Voltage (4 Points) – Increases damage done by 1/2/3/4%. Reduces damage taken by 1.25/2.5/3.75/5%.

    Tier 2
    • Charged Atmosphere (3 Points) – Damaging Air abilities that do not consume Electrified stacks have a 33/66/100% chance to generate an additional stack of Electrified when cast.
    • Living Storm (1 Point) – Deals X Air damage to up to 8 enemies around the target over 10s. Can only affect 1 enemy. Instant.
    • Cyclogenesis (5 Points) – Increases the Critical Hit chance of your abilities by 1/2/3/4/5%.

    Tier 3
    • Conductive Medium – Casting a Charge consuming ability applies a stack of Conductive Medium to you, increasing your damage by 1/ 2% per stack. Max 5 stacks. Lasts 15s.
    • Vengeful Storm (3 Points, Requires Living Storm) – Living Storm has a 33/66/100% chance to reapply itself to another enemy within 10m if its current target dies.
    • Voltaic Strength (6 Points) – Electrified Stacks increase your single target Air and Water damage by 1/2/3/4/5/6% per stack.
    • Hailstorm (1 Point) –Deal X Water damage over 10s to up to 10 enemies within the targeted area. Reduces the movement speed of damaged enemies by 30% for 4s. Can only have 1 instance of Hailstorm active at a time. Cost: 30 Charge. 15s cooldown. 2s cast time.

    Tier 4
    • Supercell – (5 Points) Increases the damage of your Air and Water abilities by 2/4/6/8/10%.
    • Relentless Hail (1 Point, Requires Hailstorm) – While Hailstorm is active, the cast time and cooldown of Hailstorm is reduced to 0 and the Charge cost is increased by 100%. If Hailstorm expires naturally it will trigger a 15s cooldown.

    Tier 5
    • Spontaneous Charge (2 Points, Requires Conductive Medium) – While out of combat, you gain a stack of Conductive Medium every 4/2s.
    • Perfect Conditions (3 Points) – Reduces the mana cost of your Area Effect abilities by 10/20/30%.
    • Lightning Storm (1 Point) – Channels X Air damage over 6s on up to 8 enemies within 7m of the enemy. Applies a stack of Electrified to the Mage each second.

    Tier 6
    • Recharge (2 Points) – Electrified consuming abilities generate an additional 3/6 Charge for each stack of Electrified they consume.
    • Endless Storm (3 Points, Requires Vengeful Storm) – Damage from Electrified generating abilities have a 33/66/100% chance to refresh Living Storm.
    • Lightning Field (1 Point) – Consumes all stacks of Electrified. Deals X Air damage to up to 2 enemies within 7m of the target. The number of enemies hit is increased by 2 for each stack of Electrified consumed. Instant.

    Tier 7
    • Self Sustaining (3 Points) – Electrified consuming abilities reduce Stormcaller cooldowns by 1/2/3s for each stack of Electrified they consume.
    • Charged Field (1 Point, Requires Lightning Field) – Causes each enemy hit by your Lightning Field to chain damage to up to 3 enemies within 7m.
    • Lightning Barrage (1 Point, Requires Lightning Storm) – Lightning Storm can be cast while moving.

    Tier 8
    • Unstable Atmosphere (3 Points) – Increases the effect of Spell Power on your Air and Water abilities by 3/6/9%.
    • Supercharge (2 Points) – Increases the maximum stack size of your Electrified by 1/ 2.
    • Lightning Rod (1 Point) – Raging Storm now procs Forked Lightning every 2s.

    Tier 9
    • Lightning Arc (1 Point) – Chains X Air damage to up to 8 enemies. Deals an additional Y Air damage to up to 5 enemies within 7m of each enemy hit by the chain. Applies a stack of Electrified to the Mage for each enemy hit by the chain. 2s cast time. 1 min cooldown.

    Root – Point numbers here represent the number of points needed in the soul to unlock each ability.
    • Raging Storm (0 Points) – Channels X Air damage on the enemy over 4s. Generates 1 stack of Electrified on the Mage per second. 20s cooldown.
    • Forked Lightning (0 Points) – Deals X Air damage to up to 8 enemies within 7m of the target. Generates a stack of Electrified on the Mage. 1.5s cast time.
    • Icicle (2 Points) – Consumes 1 stack of Electrified. Deals X Water damage. If used while the Mage has their maximum number of Electrified stacks, snares the enemy, reducing their movement speed by 30% for 6s. Cost: 30 Charge. 1.5s cast time.
    • Thunder Shock (4 Points) – Deals X Air damage. Deals an additional 15% damage for each stack of Electrified on the Mage. Instant.
    • Ride the Wind (10 Points) – Increases movement speed by 50% for 10s. Removes all crowd control effects on cast. Cost: 30 Charge. 20s cooldown. Instant.
    • Static Flux ( 20 Points) – Increases Air and Water damage by 10% for 15s. Applies the Mage’s maximum number of Electrified stacks. Cost: 30 Charge. Instant.
    • Gathering Storm (24 Points) – Restores 5% mana per second. Channeled.
    • Storm Armor (30 Points) – Reduces damage taken by 5%. Knocks back attackers. Can occur up to once every 5s. While below 70 Charge, increases the damage of single target Air abilities by 10%. While at or above 70 Charge, increases the damage of single target Water abilities by 10%. Lasts 1h. Counts as a Mage Armor. Shares a 5s cooldown with Tempest Armor. Off GCD.
    • Storm Locus (40 Points) – Curses the enemy, applying a debuff to up to 8 enemies within 7m increasing damage they receive from the Mage by 20%. This damage amount is reduced by 2% for each enemy affected beyond the first. Reapplies itself to another enemy within 10m if the initial target dies. Lasts 30s. Does not generate threat. Instant.
    • Eye of the Storm (51 Points) – Deals X Water damage over 8s. Cost: 50 Charge. Instant. 1 min cooldown.
    • Tempest Armor (55 Points) – Gaining a stack of Electrified causes the Mage’s Living Storm to instantly deal an additional X Air damage to up to 8 enemies within 7m. Static Flux gains a 30s cooldown. 1h duration. Shares a 5s cooldown with Storm Armor. Instant. Off GCD.
    • Perfect Storm (61 Points) – Casts Eye of the Storm and Hailstorm at the enemy’s location and channels Lightning Storm on the enemy. Does not trigger cooldowns of these abilities. 2 min cooldown. Cost: 50 Charge.

  2. #2
    Prophet of Telara
    Join Date
    Feb 2011
    Posts
    1,133

    Default

    Omg omg omg
    Live - Lokken - Mage - Unity Guild - Gelidra EU http://www.unityguild.net/
    Prime - Lokken - Rogue

  3. #3
    Ascendant
    Join Date
    Dec 2010
    Posts
    7,120

    Default

    That chloro buff.

  4. #4
    Ascendant
    Join Date
    Jan 2011
    Location
    West Palm Beach
    Posts
    4,833

    Default

    Man these changes look great. Stormcaller is one of those souls that sounded really awesome on paper and never really achieved it.
    Adding in utility should be easy in the form of second tier CC (ie roots and slows) Maybe a very high point super short stun even (Encasing someone in ice perhaps?) What would be cool is if the ice casing had to be broken out of by the player (by destroying the ice shell). Not sure if thats possible but it would be a neat and unique form of CC for the soul.

    Why can't Saboteur get a treatment like this? Its long overdue for a rework.
    Last edited by Khelendross; 05-14-2014 at 09:51 AM.
    Planar Breach Support Open World PVP and PVE!
    Sourcewell and PVP Rift Objective Based PVP A more resource efficient way of adding Open World Objective based PVP!
    Ember Isle Open World Style PVP Repurposing Lets do something with this amazing zone!

  5. #5
    Prophet of Telara Fiskerton's Avatar
    Join Date
    Jun 2011
    Posts
    1,120

    Default

    Yeesh, that Living Storm, that Endless Storm, that Perfect Storm! I also love the idea of Storm Locus to provide more ST dps. I also appreciate the spellpower tier 1, especially for people who don't have storm legion. Can't wait to try it out, thanks Kervik.
    ~ | Fiskerton | Fiskermage | Fiskerheals | Fiskerbear | ~

    I'm a homeless stray of a raider

  6. #6
    Plane Walker
    Join Date
    Jul 2011
    Posts
    494

    Default

    You had me at:
    • Storm Energy (5 Points) – Increases your Spell Power by 2/4/6/8/10%.


  7. #7
    Shadowlander
    Join Date
    Apr 2014
    Posts
    25

    Default

    NOTE: It's not all QQ, TL;DR at bottom.

    My first thoughts: YES, YES YES YESYESYESYESYES

    Quote Originally Posted by Kervik View Post
    The Live Stormcaller currently gives 28 different abilities if you go 61 points in the soul. The design below currently only gives 17.
    Okay... slightly skeptical/scared, go on.

    Quote Originally Posted by Kervik View Post
    Hypothermia has been removed.
    Absolutely terrible, please do not go through with this. The duality between Electrified and Hypothermia is part of what makes Stormcallers feel balanced between water and air, and skillful. In addition, Hypothermia adds more subtle buffs than Electrified (Damage bonuses, etc., as opposed to "consume stacks"), which adds a sense of depth and intricacy to the build.

    Quote Originally Posted by Kervik View Post
    Electrified stacks are now applied to the caster. They have a default stack size of 3 and have a duration of 30s.
    So now I can't electrify people as an electricity mage? Wtf...

    Quote Originally Posted by Kervik View Post
    In general, Air abilities will generate Charge and Water abilities will consume Charge. I have listed Charge costs below, but not the amount of Charge generated by abilities.
    This is what Arbiter does. Why are you turning us into ranged Arbiters.


    Now, as for the specific talents: If it is not shown, it is either relatively unremarkable or similar to what we have now, or it was ripped straight from the Arbiter tree, in which case it has no place here. Disregard anything that says "applies Electrified stacks to the mage", because it sucks.

    Quote Originally Posted by Kervik View Post
    [*]Living Storm (1 Point) – Deals X Air damage to up to 8 enemies around the target over 10s. Can only affect 1 enemy. Instant.[*]Conductive Medium – Casting a Charge consuming ability applies a stack of Conductive Medium to you, increasing your damage by 1/ 2% per stack. Max 5 stacks. Lasts 15s.[*]Vengeful Storm (3 Points, Requires Living Storm) – Living Storm has a 33/66/100% chance to reapply itself to another enemy within 10m if its current target dies.[*]Voltaic Strength (6 Points) – Electrified Stacks increase your single target Air and Water damage by 1/2/3/4/5/6% per stack.[*]Relentless Hail (1 Point, Requires Hailstorm) – While Hailstorm is active, the cast time and cooldown of Hailstorm is reduced to 0 and the Charge cost is increased by 100%. If Hailstorm expires naturally it will trigger a 15s cooldown.[*]Spontaneous Charge (2 Points, Requires Conductive Medium) – While out of combat, you gain a stack of Conductive Medium every 4/2s.[*]Perfect Conditions (3 Points) – Reduces the mana cost of your Area Effect abilities by 10/20/30%.[*]Lightning Storm (1 Point) – Channels X Air damage over 6s on up to 8 enemies within 7m of the enemy. Applies a stack of Electrified to the Mage each second.[*]Endless Storm (3 Points, Requires Vengeful Storm) – Damage from Electrified generating abilities have a 33/66/100% chance to refresh Living Storm.[*]Lightning Field (1 Point) – Consumes all stacks of Electrified. Deals X Air damage to up to 2 enemies within 7m of the target. The number of enemies hit is increased by 2 for each stack of Electrified consumed. Instant.[*]Self Sustaining (3 Points) – Electrified consuming abilities reduce Stormcaller cooldowns by 1/2/3s for each stack of Electrified they consume.[*]Charged Field (1 Point, Requires Lightning Field) – Causes each enemy hit by your Lightning Field to chain damage to up to 3 enemies within 7m.[*]Lightning Barrage (1 Point, Requires Lightning Storm) – Lightning Storm can be cast while moving.[*]Lightning Rod (1 Point) – Raging Storm now procs Forked Lightning every 2s.[*]Lightning Arc (1 Point) – Chains X Air damage to up to 8 enemies. Deals an additional Y Air damage to up to 5 enemies within 7m of each enemy hit by the chain. Applies a stack of Electrified to the Mage for each enemy hit by the chain. 2s cast time. 1 min cooldown.[/LIST][*]Thunder Shock (4 Points) – Deals X Air damage. Deals an additional 15% damage for each stack of Electrified on the Mage. Instant.[*]Storm Locus (40 Points) – Curses the enemy, applying a debuff to up to 8 enemies within 7m increasing damage they receive from the Mage by 20%. This damage amount is reduced by 2% for each enemy affected beyond the first. Reapplies itself to another enemy within 10m if the initial target dies. Lasts 30s. Does not generate threat. Instant.[*]Perfect Storm (61 Points) – Casts Eye of the Storm and Hailstorm at the enemy’s location and channels Lightning Storm on the enemy. Does not trigger cooldowns of these abilities. 2 min cooldown. Cost: 50 Charge.
    These are all awesome. Keep these without the ******** Electrified/Hypothermia changes, and I love this.

    Quote Originally Posted by Kervik View Post
    [*]Hailstorm (1 Point) –Deal X Water damage over 10s to up to 10 enemies within the targeted area. Reduces the movement speed of damaged enemies by 30% for 4s. Can only have 1 instance of Hailstorm active at a time. Cost: 30 Charge. 15s cooldown. 2s cast time.
    Why. Just... why can we only have one Hailstorm active. We are stormcallers. The more storm, the better. You're basically telling us we're not allowed to have fun.

    Quote Originally Posted by Kervik View Post
    [*]Tempest Armor (55 Points) – Gaining a stack of Electrified causes the Mage’s Living Storm to instantly deal an additional X Air damage to up to 8 enemies within 7m. Static Flux gains a 30s cooldown. 1h duration. Shares a 5s cooldown with Storm Armor. Instant. Off GCD.
    I don't understand the point of this ability. Of course I don't have numbers yet, but it seems like we could do much more damage (in a much more fun manner) by sticking with Storm Armor and using our several other AoE abilities, without putting Static Flux on a completely arbitrary 30 second cooldown.


    So, in TL;DR:
    1. Keep Electrified/Hypothermia the way they are, these changes are dumb.
    2. Stop trying to turn us into Arbiters. Stahp.
    3. Most of your spell changes are good, disregarding anything in regards to point 1. Give us justification to use Tempest Armor and remove the random BS Hailstorm limit.
    Last edited by Catthedragon; 05-14-2014 at 09:58 AM.

  8. #8
    RIFT Guide Writer Allmightyone's Avatar
    Join Date
    Aug 2011
    Posts
    1,164

    Default

    Stormbinger!

  9. #9
    Prophet of Telara Fiskerton's Avatar
    Join Date
    Jun 2011
    Posts
    1,120

    Default

    Quote Originally Posted by Catthedragon View Post
    Why. Just... why can we only have one Hailstorm active. We are stormcallers. The more storm, the better. You're basically telling us we're not allowed to have fun.
    Did you see the endless hail??

    Quote Originally Posted by Catthedragon View Post
    I don't understand the point of this ability. Of course I don't have numbers yet, but it seems like we could do much more damage (in a much more fun manner) by sticking with Storm Armor and using our several other AoE abilities, without putting Static Flux on a completely arbitrary 30 second cooldown.
    Living Storm is literally going to be up for the entire duration of the fight (Endless Storm talent), so this provides free aoe damage on practically every spell. Depending on the numbers, it might not even be worth casting any water spells.
    ~ | Fiskerton | Fiskermage | Fiskerheals | Fiskerbear | ~

    I'm a homeless stray of a raider

  10. #10
    Shadowlander
    Join Date
    Apr 2014
    Posts
    25

    Default

    Quote Originally Posted by Fiskerton View Post
    Living Storm is literally going to be up for the entire duration of the fight (Endless Storm talent), so this provides free aoe damage on practically every spell. Depending on the numbers, it might not even be worth casting any water spells.
    I misread Tempest Armor, yeah. Rest of my points still stand though. I didn't sign up to be an Arbiter 2.0.

  11. #11
    Rift Disciple Nemesis224's Avatar
    Join Date
    Oct 2011
    Posts
    126

    Default

    Well I have not seen the soul on pts yet, but I miss the point where stormcaller scales now better if only a limited number of targets is available ...
    Lets say we only have 4 targets... will SC damage will still be comparable to new Cabba or Sab?

    One of the main issues of SC was the bad scaling on 3-5 targets.
    Now reading that ae skills are all hitting 8 targets makes me believe this will still be the case....
    Or can skills now multiple time hit the same target?

    Please tell me I am wrong

    The fact that electrified applied to the mage is a positive one to me as target switching was a horror when electrified appliers were on CD. I like that change.

    Looking forward to see these changes on pts soon
    Last edited by Nemesis224; 05-14-2014 at 10:13 AM.

  12. #12
    RIFT Community Ambassador Golden's Avatar
    Join Date
    Feb 2011
    Posts
    2,562

    Default

    There are two abilities named the same, Lightning Rod. One is in tier 1 and one is in tier 8.
    Children's Miracle Network 24 hour gaming marathon - Extra Life - join Trion Worlds team and have fun with us
    Please use my Ascend-A-Friend link: https://rift.trionworlds.com/account...=ascend_invite

  13. #13
    RIFT Guide Writer Allmightyone's Avatar
    Join Date
    Aug 2011
    Posts
    1,164

    Default

    Quote Originally Posted by Catthedragon View Post
    So now I can't electrify people as an electricity mage? Wtf...

    This is what Arbiter does. Why are you turning us into ranged Arbiters.
    Now, as for the specific talents: If it is not shown, it is either relatively unremarkable or similar to what we have now, or it was ripped straight from the Arbiter tree, in which case it has no place here. Disregard anything that says "applies Electrified stacks to the mage", because it sucks.

    Why. Just... why can we only have one Hailstorm active. We are stormcallers. The more storm, the better. You're basically telling us we're not allowed to have fun.

    I don't understand the point of this ability. Of course I don't have numbers yet, but it seems like we could do much more damage (in a much more fun manner) by sticking with Storm Armor and using our several other AoE abilities, without putting Static Flux on a completely arbitrary 30 second cooldown.
    The stacks move from your target to your self. You are the one becoming electrified. It allow easier target switches.

    Huh... Every tree have a similar type mechanic with another tree. That doesn't make 2 souls the same.

    I would be disappointed if the aoe rotation consisted of simply spamming hailstorm on top of each other... This restriction is a good thing.

    Static flux without that armor buff will only be used to stack electrified stacks. You won't maintain the dps increase because it doesn't increase your dps to do so. That armor buff allow you to keep the 10% increase for an entire hour.

  14. #14
    Rift Master
    Join Date
    Jul 2013
    Posts
    641

    Default

    OMG.

    My favourite Mage soul, now awesome! I was a little worried when you said there were only 17 ablities but I guess I shouldn't have been because.... wow. Looking forward to trying this out!
    Iphigeneia // Jehan // Coriolana // Cytrine@Faeblight
    "Just because I'm mad doesn't mean I'm not right!" -Sylver Valis

  15. #15
    Rift Chaser Alfiexx's Avatar
    Join Date
    May 2012
    Posts
    361

    Default

    Should be interesting about time SC changed...

    Quote Originally Posted by Allmightyone View Post
    Stormbinger!
    I hope! ^^ or well any hybrids would be fun tbh!

    Quote Originally Posted by Fiskerton View Post
    Living Storm is literally going to be up for the entire duration of the fight (Endless Storm talent), so this provides free aoe damage on practically every spell. Depending on the numbers, it might not even be worth casting any water spells.
    Yea but living storm is a 10sec dot so you would have to use water abilities.

    Quote Originally Posted by Catthedragon View Post
    So, in TL;DR:
    2. Stop trying to turn us into Arbiters. Stahp.
    Yea but Arbiter is boring, so it in a DPS sec make it a bit more interesting (ish), properly more if the old static flux was there to have more charge management.

    The Gamer Beans
    <Special Olympics>
    <StackOnEight>
    Quote Originally Posted by Wilkoss View Post
    I'm not saying I'm great, Alfiexx is great.

+ Reply to Thread
Page 1 of 50 1 2 3 4 5 11 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts