+ Reply to Thread
Page 1 of 10 1 2 3 4 5 ... LastLast
Results 1 to 15 of 149
Like Tree18Likes

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

  1.   Click here to go to the next Rift Team post in this thread.   #1
    Rift Team
    Join Date
    Aug 2010
    Posts
    641

    Default Stormcaller Update - Live

    Hey all,

    Below is a detailed list of changes and the current state of the new Stormcaller soul. For those of you who have been following the other Stormcaller thread while the updates were on PTS, thank you very much for all you're feedback. I'm starting this thread to serve as a new feedback thread devoted to how the soul is functioning on the live servers, and to give people a place to see all of the changes in one spot instead of having to dig through nearly 50 pages of the other thread.

    Feel free to offer any feedback or issues you find on the live servers. With that, here's the large list of what's going on with the soul.

    Arbiter changes:
    • Deadly Shards is now in tier 8 of the Arbiter soul tree.
    • Protection of Wind is now in tier 6 of the Arbiter soul tree.
    Soul Presets – The following presets have been updated to reflect the updated Stormcaller soul:
    • Arcanist
    • Stormbringer
    Below are several of the important mechanics changes to the Stormcaller soul.
    • Hypothermia has been removed entirely from all parts of the soul.
    • Electrified stacks are now applied to the caster instead of enemies.
    • In general, Air abilities will build Charge while Water abilities will consume it.
    The following Stormcaller abilities were removed:
    • Electrocute
    • Cloudburst
    • Thunderbolt
    • Static Barrier
    • Static Discharge
    • Storm Guard
    • Pouring Rain
    • Lightning Burst
    • Arctic Blast
    • Static Nova
    • Ice Shear
    • Electric Charge
    • Storm Surge

    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 Air damage over 10s to up to 8 enemies within 7m of the initial target. 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 (2 Points) – 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 Water damage over 10s to up to 8 enemies within the targeted area. Snares enemies hit, reducing their movement speed by 30% for up to 10s. Can only have 1 instance of Hailstorm active at a time. Cost: 25 Charge. 15s cooldown. 2.5s 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) – Reduces the cast time of Hailstorm to 0.
    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 Air damage over 4s on up to 8 enemies within 7m of the initial target. Generates a stack of Electrified and 6 Charge 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) – Deals Air damage to up to 2 enemies within 7m of the initial target. Each stack of Electrified consumed, beyond the first, increases the number of enemies hit by 2. 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 10m.
    • 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.
    • Colliding Storms (1 Point) – Raging Storm now procs Forked Lightning every 2s.
    Tier 9
    • Lightning Arc (1 Point) – Chains lightning to up to 10 enemies, dealing air damage to up to 5 enemies near each enemy hit by the chain. Generates a stack of Electrified on the Mage for each enemy hit by the chain. 1 min cooldown. 1.5s cast time.

    Root – Point numbers here represent the number of points needed in the soul to unlock each ability.
    • Raging Storm (0 Points) – Channels Air damage on the enemy over 4s. Generates a stack of Electrified and 5 Charge each second. 15s cooldown.
    • Forked Lightning (0 Points) – Deals 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) – Deals Water damage. Snares the enemy, reducing their movement speed by 30% for 6s. Cost: 15 Charge. 10s cooldown. 1.5s cast time.
    • Thunder Shock (4 Points) – Deals Air damage. Damage is increased by 15% per stack of Electrified on the Mage. Counts as a Primary Bolt. Instant.
    • Ride the Wind (10 Points) – Increases movement speed by 50% for 10s. Removes all control and movement impairing effects. Cost: 30 Charge. 20s cooldown. Instant. Is not affected by the global cooldown.
    • Wind Chill (16 Points) – Knocks back up to 5 enemies in front of the Mage. Snares affected enemies, reducing their movement speed by 30% for up to 10s. 30s cooldown. Instant. Is not affected by the global cooldown.
    • Static Flux (20 Points) – Increases damage done by 10% for 15s. Applies the Mage’s maximum number of Electrified stacks. Cost: 30 Charge. 15s cooldown. Instant. Is not affected by the global cooldown.
    • Gathering Storm (24 Points) – Restores 5% mana per second. Channeled.
    • Storm Armor (30 Points) – Reduces damage taken by 5%. Increases single target Air and Water damage by 20%. Knocks back attackers. Can occur up to once every 5s. Causes gaining a stack of Electrified to reduce the cooldown of Icicle by 1s. Increases damage of Forked Lightning by 150%, reduces the number of targets hit by Forked Lightning to 1. Lasts 1h. Counts as a Mage Armor. Shares a 5s cooldown with Tempest Armor. Instant. Is not affected by the global cooldown.
    • Cyclone (35 Points) – Pulls up to 8 enemies to the target’s location. Interrupts and removes 1 buff from affected enemies. Counts as an area effect ability. 2 min cooldown. 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 60s. Does not generate threat. Can only affect 1 enemy. Instant.
    • Icy Vortex (45 Points) – Reduces damage taken by 25%. When hit, snares the attacker, reducing their movement speed by 20%, for up to 10s. Lasts 10s. 1 min cooldown. Instant. Is not affected by the global cooldown.
    • Eye of the Storm (51 Points) – Deals Water damage over 10s to up to 8 enemies in the target area. Snares enemies hit, reducing their movement speed by 30%, for up to 10s. Can only have 1 instance of Eye of the Storm active at a time. Cost: 50 Charge. 30s cooldown. Instant.
    • Tempest Armor (55 Points) – Causes Living Storm to deal additional Air damage to up to 8 enemies within 7m each time the Mage gains a stack of Electrified. Lasts 1h. Counts as a Mage Armor. Shares a 5s cooldown with Storm Armor. Instant. Is not affected by the global cooldown.
    • 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
    Ascendant Landstalker's Avatar
    Join Date
    Jun 2011
    Posts
    2,239

    Default

    Seems to me nobody is liking icicle atm. Its turning out to be a dps loss to use. Maybe it would be better to significantly increase its damage for burst. Or make it a heavy charge gain cast?
    Landslide - Greybriar. ( Vendetta )
    (\_xxLand_/)
    RIP RatedX. >.<!

  3. #3
    RIFT Guide Writer IllusiveEQ's Avatar
    Join Date
    Jun 2011
    Posts
    516

    Default

    Quote Originally Posted by Landstalker View Post
    Seems to me nobody is liking icicle atm. Its turning out to be a dps loss to use. Maybe it would be better to significantly increase its damage for burst. Or make it a heavy charge gain cast?
    It used to deal higher damage. That made the hybrid specs that use it as their primary dps ability (callbiter,stormbringer,stormalist) too good so it got a slight nerf.

    Personally I am okay with not needing to use it on a 61sc rotation.
    Illusive - EQ - retired, Illu - EQ2 - retired
    Illusive - Vanguard SoH - retired
    Illusive - AoC - retired
    Illusive - WoW - retired
    IllusiveEQ - Rift - current

  4. #4
    Ascendant Landstalker's Avatar
    Join Date
    Jun 2011
    Posts
    2,239

    Default

    Quote Originally Posted by IllusiveEQ View Post
    It used to deal higher damage. That made the hybrid specs that use it as their primary dps ability (callbiter,stormbringer,stormalist) too good so it got a slight nerf.

    Personally I am okay with not needing to use it on a 61sc rotation.
    Nobody is using it now tho. Waste of space atm.
    Landslide - Greybriar. ( Vendetta )
    (\_xxLand_/)
    RIP RatedX. >.<!

  5. #5
    Ascendant Landstalker's Avatar
    Join Date
    Jun 2011
    Posts
    2,239

    Default

    Maybe remove the cd? I dunno just throwing out ideas
    Landslide - Greybriar. ( Vendetta )
    (\_xxLand_/)
    RIP RatedX. >.<!

  6. #6
    RIFT Guide Writer IllusiveEQ's Avatar
    Join Date
    Jun 2011
    Posts
    516

    Default

    Quote Originally Posted by Landstalker View Post
    Nobody is using it now tho. Waste of space atm.
    That is not an accurate statement. The three hybrids I listed use it on cooldown.

    Not every ability needs to be used all the time.

    The advantage to not having to use it is that a 61sc st dps has a good amount of passive cleave, and frankly an aoe centric spec should have a good bit of passive aoe damage on a st rotation.
    Illusive - EQ - retired, Illu - EQ2 - retired
    Illusive - Vanguard SoH - retired
    Illusive - AoC - retired
    Illusive - WoW - retired
    IllusiveEQ - Rift - current

  7. #7
    Ascendant Landstalker's Avatar
    Join Date
    Jun 2011
    Posts
    2,239

    Default

    Quote Originally Posted by IllusiveEQ View Post
    That is not an accurate statement. The three hybrids I listed use it on cooldown.

    Not every ability needs to be used all the time.

    The advantage to not having to use it is that a 61sc st dps has a good amount of passive cleave, and frankly an aoe centric spec should have a good bit of passive aoe damage on a st rotation.
    Sure you can use it but that doesnt mean its not a dps loss. Its a dps loss to use it even in all the hybrids. So its rather useless imo.
    Landslide - Greybriar. ( Vendetta )
    (\_xxLand_/)
    RIP RatedX. >.<!

  8. #8
    RIFT Guide Writer IllusiveEQ's Avatar
    Join Date
    Jun 2011
    Posts
    516

    Default

    Quote Originally Posted by Landstalker View Post
    Sure you can use it but that doesnt mean its not a dps loss. Its a dps loss to use it even in all the hybrids. So its rather useless imo.
    I don't want to argue in this thread but this is also an inaccurate statement.

    All 3 hybrids use of icicle is a dps gain.
    Illusive - EQ - retired, Illu - EQ2 - retired
    Illusive - Vanguard SoH - retired
    Illusive - AoC - retired
    Illusive - WoW - retired
    IllusiveEQ - Rift - current

  9. #9
    Ascendant Landstalker's Avatar
    Join Date
    Jun 2011
    Posts
    2,239

    Default

    Quote Originally Posted by IllusiveEQ View Post
    I don't want to argue in this thread but this is also an inaccurate statement.

    All 3 hybrids use of icicle is a dps gain.
    Is it not best to use hailstorm over icicle?
    Landslide - Greybriar. ( Vendetta )
    (\_xxLand_/)
    RIP RatedX. >.<!

  10. #10
    RIFT Guide Writer
    Join Date
    Jul 2013
    Posts
    975

    Default

    Quote Originally Posted by Landstalker View Post
    Is it not best to use hailstorm over icicle?
    You're not using both why?
    Meciel - Mage - <Divine Fury> - Deepwood
    12/12 T2, 2/4 BoB, 4/4 RoF, 1/5 MS

  11. #11
    Ascendant Landstalker's Avatar
    Join Date
    Jun 2011
    Posts
    2,239

    Default

    Quote Originally Posted by evantide View Post
    You're not using both why?
    Charge management
    Landslide - Greybriar. ( Vendetta )
    (\_xxLand_/)
    RIP RatedX. >.<!

  12. #12
    RIFT Guide Writer IllusiveEQ's Avatar
    Join Date
    Jun 2011
    Posts
    516

    Default

    Quote Originally Posted by Landstalker View Post
    Charge management
    The advanced version of stormbringer does have a dps gain with icicle and hailstorm, but it requires smart toggling of charged blade to do so.

    Callbiter automatically uses both hailstorm and icicle in the spam macro's I provided.

    Stormalist automatically uses both hailstorm and icicle in the macro's heartbeat provided.
    Illusive - EQ - retired, Illu - EQ2 - retired
    Illusive - Vanguard SoH - retired
    Illusive - AoC - retired
    Illusive - WoW - retired
    IllusiveEQ - Rift - current

  13. #13
    Ascendant Landstalker's Avatar
    Join Date
    Jun 2011
    Posts
    2,239

    Default

    I wasnt trying to make a big stink about it, just seemed to me alot of folks were saying its best not to use icicle bc of dps loss/ charge management.
    Landslide - Greybriar. ( Vendetta )
    (\_xxLand_/)
    RIP RatedX. >.<!

  14. #14
    Plane Touched
    Join Date
    Feb 2011
    Posts
    246

    Default

    Deleting mage today she was useless before more useless now. Just tried in pvp couldnt even stay alive 2 secs.

  15. #15
    Champion Pope Zaphod's Avatar
    Join Date
    Aug 2011
    Posts
    593

    Default

    Quote Originally Posted by tirza View Post
    Deleting mage today she was useless before more useless now. Just tried in pvp couldnt even stay alive 2 secs.
    I am not interested in PvP, but I am curious as to how Stormcaller performs in PvE.

    Or, to put it in a way you can understand:

    Keeping mage today she was fun before more fun now. Dont pvp hope to rock pve 2nite.
    Processor: Intel i5 2500K @ 3.3Ghz
    Memory: Kingston HyperX Blu 8GB DDR3
    Graphics: EVGA Geforce GTX 560Ti 1GB
    OS Drive: SAMSUNG 840 Pro Series 256GB SATA III SSD (Win 7 Pro 64-bit)
    Motherboard: ASUS P8Z68-V LX

+ Reply to Thread
Page 1 of 10 1 2 3 4 5 ... 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