http://forums.riftgame.com/game-discuss ... ost4794984(с) Kervik
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 TreeTier 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.