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[Sorcerer] Hand of Ruin

Discuss Black Guard, Sorceress, Witch Elf, and Disciple of Khaine.
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Scrilian
Posts: 1570

Re: [Sorcerer] Hand of Ruin

Post#11 » Mon Jan 18, 2016 2:41 pm

Atropik wrote: Okay, full not isolated view then,
- AV is a great dot for t3 only
- Echo of power, well, should be removed from the game
- Core disarm useful against SW and slayer only
- sorc burst far superior with ID and gloomburst having spiritual damage
- while BW provides much more utility in the forms of a stun/fbb, undefendeable PI, cleanse, HoF M3

And about HoR, 100ft range snare for 3 seconds, it is about kite, bite, and dismount, I guess not about killing
Well these points I can agree up on as I lack the experience of high level Sorc. But somehow I find these not substantial enough to support altering HoR to have a snare to it, might be too order biased on my side. :?
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Landaren
Posts: 226

Re: [Sorcerer] Hand of Ruin

Post#12 » Mon Jan 18, 2016 3:05 pm

And white lion

Have wrecked so many pounce happy fellas with the full rotation outside of guard range

Atropik
Posts: 708

Re: [Sorcerer] Hand of Ruin

Post#13 » Mon Jan 18, 2016 3:46 pm

Scrilian wrote:
Atropik wrote: not substantial enough to support altering HoR ;)
Well it's not such a big thing, but if we are talking about sorc/bw balance we shouldn't change anything.

Except RKD, it is the relict thing, stays since the times BW has no WoP, quite imbalanced for sure.
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Cheez
Posts: 6

Re: [Sorcerer] Hand of Ruin

Post#14 » Mon Jan 18, 2016 9:58 pm

just have to wait on T4 for balance we get our response silence to the KD
Anakura [Karak Azgal]

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Brew
Posts: 103

Re: [Sorcerer] Hand of Ruin

Post#15 » Mon Jan 18, 2016 11:45 pm

Atropik wrote: Okay, full not isolated view then,
- AV is a great dot for t3 only
- Echo of power, well, should be removed from the game
- Core disarm useful against SW and slayer only
- sorc burst far superior with ID and gloomburst having spiritual damage
- while BW provides much more utility in the forms of a stun/fbb, undefendeable PI, cleanse, HoF M3

And about HoR, 100ft range snare for 3 seconds, it is about kite, bite, and dismount, I guess not about killing
Pretty much. Although disarm is good in more situations that just SW and Slayer beating on you? I'm not sure what you mean by "SW and slayer only". You can disarm as a peel for your teammates, detaunt 1 person disarm another if you're getting focused by more than 1 person etc.

Although the real issue imo between BW and Sorc kits is Echo of Power and Funnel Power, I mean, I wouldn't want them mirrored but how many sorcs actually take EoP? Probably 0%.
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Atropik
Posts: 708

Re: [Sorcerer] Hand of Ruin

Post#16 » Tue Jan 19, 2016 12:09 pm

Brew wrote: Although disarm is good in more situations that just SW and Slayer beating on you?
It is a question? If yes, then I can imagine a situation when Gloom of Night is good, but in fact you can only pull WC guards with GoN. I'm trying to talk about advantage, and not situation, and disarm gives you the advantage in only case - you are solo/small scale roaming or dueling sorc and you have met SW or Slayer, then yes, disarm gives you the advantage as it is. In all other terms, you will just distribute free immunities.
Brew wrote:not sure what you mean by "SW and slayer only".
I mean SW has Eye shot, and you need to disarm him first, Slayer has critdebuff, the same story, you need to control first. All other classes have juggernauts/ultimate gap closers/more sustained damage, and you'd just better start with pure burst.
Brew wrote:You can disarm as a peel for your teammates, detaunt 1 person disarm another if you're getting focused by more than 1 person etc.
Ohh sounds as always good, theoretically. detaunt that guy, and disarm this one, and then kill all those guys.
Brew wrote:Although the real issue imo between BW and Sorc kits is Echo of Power and Funnel Power, I mean, I wouldn't want them mirrored but how many sorcs actually take EoP? Probably 0%.
Eop is bad cause you cannot build a burst on in, and Funnel power is just 130-150 additional damage - Covenant gives you more, they both are nothing.
BW has much more utilities in mastery trees, like combo: focused mind+close quarters+undefendeable fb tactic+stun=dead defftank, and a few more)
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Brew
Posts: 103

Re: [Sorcerer] Hand of Ruin

Post#17 » Wed Jan 20, 2016 12:23 am

I just didn't know what context you were talking about disarm, in 1v1 situations yeah I agree with what you're saying. Most of the time when I post(as far as Sorc discussions go) its in the context of group play, with guard and heals, because if I don't have that I don't play my Sorc :P.

Does WP Prayer not stack with Funnel Power? Because on my BW I always take FP, for example in a 4 skill rotation its an extra 520-600 damage.
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magter3001
Posts: 1284

Re: [Sorcerer] Hand of Ruin

Post#18 » Wed Jan 20, 2016 12:32 am

Didn't sorcs use this spec on Live or something of the sort?

waronlinebuilder.org - Sorcerer build

Isn't the spec I put up the reason everyone says Sorcs do more damage while BWs have more utility? Double Gloomburst, WoP, HoR, resist reduction, and SoD. ;)
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Atropik
Posts: 708

Re: [Sorcerer] Hand of Ruin

Post#19 » Wed Jan 20, 2016 10:33 am

Brew wrote: Does WP Prayer not stack with Funnel Power? Because on my BW I always take FP, for example in a 4 skill rotation its an extra 520-600 damage.
Everything stack with FP, but whats the point? You can reach the same bonus damage using Frozen Touch 75% proc tactic, but you have no tactic slot for it, right?
magter3001 wrote: waronlinebuilder.org - Sorcerer build

Isn't the spec I put up the reason everyone says Sorcs do more damage while BWs have more utility? Double Gloomburst, WoP, HoR, resist reduction, and SoD. ;)
Exactly, thats why AV mostly T3 dot.

You should only take ID instead of SoD and Double Gloomburst, they both are just a joke cause no one would crit :D And ID is an instant burst that builds 40 DM
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Brew
Posts: 103

Re: [Sorcerer] Hand of Ruin

Post#20 » Wed Jan 20, 2016 11:45 pm

Atropik wrote:
Brew wrote: Does WP Prayer not stack with Funnel Power? Because on my BW I always take FP, for example in a 4 skill rotation its an extra 520-600 damage.
Everything stack with FP, but whats the point? You can reach the same bonus damage using Frozen Touch 75% proc tactic, but you have no tactic slot for it, right?
Frozen Touch 75% tactic is Sorc, I'm just saying FP is just 1 mastery point that doesn't require a tactic slot. I take it on my BW I'll take the extra damage.
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