Sorceress / Monk Elemental Skills Feedback and Suggestions
Hello all! After playing the game for 3 weeks as an elemental focused build that tested / used most of Monk and Sorceress elemental skills and was able to directly compare their performance on the same character I have a lot of feedback about their elemental skills - their performance, issues and possibilities for improvements.
Sorceress Cold Skills: Spammable offensive cold spells are undertuned outside of Ice Wall, Comet and Cold Snap. While they have a layer of defensive performance via built-in crowd control, this same crowd control was nerfed several times in a row and it does not address the issue with clearing speed - by the time you freeze and kill a pack with frost skills (aside from spells mentioned above) you could have already killed 2-3 packs with other skills. Now that general crowd control of cold builds has been nerfed it is a suitable moment to buff damage of some cold spells to compensate and bring their damage output more in line with other elements. Detailed feedback about skills (under spoiler for readability and where order of listed spells is often based on their discovered combos which would also be mentioned):
Spoiler
Frostbolt - it is the only mainly single-target damage focused frost spell for Sorceress and it is quite bad for the job - it has low damage, low effect and for some reason buff to chill buildup instead of freeze buildup (where latter would have been much more useful for its role).
Suggestion: Buff its damage and switch bonus from chill buildup to freeze buildup. That would allow to use it as more reliable single-target damage / single-target freeze spell. Frost Nova - can be useful in early-game as a tool to AoE damage and freeze surrounding / distant enemies via comboing it with Frostbolt, but then quickly falls off - Ice Wall is much better at holding and freezing enemies and Comet is much better at dealing AoE damage and does not require gimmicks like sending Frostbolt and it being near targets you want to freeze or using a tier 3 support gem for ranged application (with significant area penalty attached to it). Suggestion: Buff its damage and reduce area penalty of support gem that makes Nova spells usable from range. Occupying a support gem slot that could be occupied by other support gem that could increase its damage or freeze buildup is a decent penalty on its own. Cold Snap - does decent damage, but requires too niche conditions for AoE usage (enemies standing near a Frostbolt that is also constantly moving away from them) and recently nerfed re-freeze possibilities for enemies nerfed it too, since it is only usable on frozen enemies to begin with. These issues could be improved. Suggestion: Make it usable even on enemies that are not frozen, but with moderate baseline damage that would scale base on amount of Chill that enemy has (so that it would be useful as a conditional damage ability even if you cannot refreeze the enemy due to diminishing returns) and provide a significant damage increase against frozen enemies with freeze consumed in the process (like Glacial Cascade does currently). As for better AoE application - consider making being usable on Frost Wall with similar mechanic to Frostbolt - wall detonates immediately and enemies within area that are frozen get Cold Snap shatter effect applied to them to provide alternative and reliable form of its AoE application. Frost Bomb - quite strong in early game, but then significally falls off the moment you get access to Frost Exposure support gem and Comet / Ice Wall to apply it. Suggestion: Consider adding a support gem that would increase both its base damage and cooldown. That would open possibility for it to make it deal higher base damage comparable to Comet's, but with increased cooldown to compensate. Such tweak would allow it to have better use case in endgame as a tool that you can use in addition to other strong cold skills like Comet (as a cooldown based dps increase) and even if you already have AoE Frost Exposure sources from other skills. Such support gem can also make it a better tool for synergy with Chronomancer's ascendancy nodes / abilities. Frost Wall - spell that pretty much carries the whole Frost Sorceress archetype and makes it even usable. Powerful and versatile, but it being currently the main source of boss damage is a good indication how undertuned are other frost spells in comparison. Suggested above buffs / gameplay changes to single-target focused cold spells should help address this issue. Comet - powerful AoE spell with trade-off of long and risky cast time. Synergizes well and is usable with Ice Wall that can be used to freeze enemies or prevent them from hitting / shooting you and breaking the cast, but without Frost Wall casting it in endgame is pretty much a death sentence. Should have more and alternative ways to make it usable. Suggestion: Add a support gem that would significally hasten its cast time (for example via removing its added 1 second part), but would make it have short cooldown to compensate. Such support gem would enable alterative cooldown based playstyle for it and can be even useful for other similar long cast time abilities like Lightning Conduit. Eye of Winter - requires too many gimmicks to even make it work and even on a dedicated build with projectile synergies and multiple types of elemental ground effects being reliably spawned its payoff is not that high. Needs just a significant base damage boost and if that would be needed for balance you could reduce value of its elemental ground synergies to compensate. Monk Cold Skills: Outside of meta Ice Strike / Herald of Ice synergy and maybe Shattering Palm other skills are kinda underwhelming even compared to Sorceress cold skills - Frozen Locus is a worse version of Frost Wall (more details in feedback under spoiler below), Wave of Frost is very inferior to Comet both in damage and freeze buildup and Glacial Cascade is a much more annoying and lacking QoL features version of Cold Snap. The archetype is also incomplete and lacks both a dedicated Power Charge builder (Killing Palm is not reliable enough and Siphoning Strike requires a shocked enemy, so people instead use gimmicks like building other kinds of Charges and turning them into Power Charges via passive), a Power Charge spender (Falling Thunder is mostly lightning-based and Flicker Strike is physical / lightning based depending on type of quarterstaff you are using) and a mobility ability (where physical builds have Vaulting Impact, lightning builds have Gathering Storm and cold builds don't have a synergizing analogue). Hopefully 2 of currently unimplemented quarterstaff skills can cover these gaps and if not - consider adding mentioned above skill types for frost builds too or tweaking some of existing skills for better synergy with cold builds. Other form of better synergy for cold monk builds could be adding cold damage analogue of Crackling Quarterstaff to significally increase synergy between cold builds and many abilities that involve attacking with quarterstaff itself. Detailed feedback:
Spoiler
Frozen Locus - has some usage early game, but the moment you get access to Frost Wall instantly becomes redundant - wall can be used from range while Locus requires melee range, wall creates multiple crystals that are better at both blocking passages and explosions than 1 crystal from Frozen Locus and wall is simply much more reliable.
Suggestion: Add additional effect to Frozen Locus that is not covered by Frost Wall that can make it more competitive with it. That could be for example much bigger area of effect for detonation, allowing to use Frozen Locus into Glacial Cascade combo as a currently missing for Monk form of medium / long ranged cold damage AoE with big radius. Wave of Frost - while its freeze buildup is decent its damage is very low and Comet (if you have access to it) just outperforms it in every possible way - damage, freeze buildup, range and so on. Suggestion: Significally buff its base damage / attack speed and if needed reduce modifier to freeze buildup to compensate. End goal should be for it if properly built to provide competitive to Comet dps / freeze output with different pros (less risky to use) and cons (less bursty, limited range). Glacial Cascade - its damage output is fine, but this spell's usage is quite clunky and could use QoL features. For example - if you freeze an enemy that is close to you with Wave of Frost to successfully shatter him with Glacial Cascade you need to dodge / move backwards a significant distance to be even able to hit frozen enemy with final spike that has a fixed distance. That is even more annoying if there are several frozen enemies at different distances as you need to adjust your distance to hit each of them with final spike and while you are doing that their freeze timer is ticking and might expire before you even shatter most of them. Could use QoL improvements. Suggestion: Make final spike appear at the player's cursor location instead of always travelling a fixed distance if you are facing the right direction and cursor is located within maximum travelling range for Glacial Cascade (and if it is not - final spike could travel its usual fixed distance). That would allow to use Glacial Cascade much more reliably as both ability for ranged cold damage and as Monk's main freeze shattering ability. Ice Strike - the main ability that currently carries frost Monk builds. Is decent already, but outside of it frost monk builds have very little amount of melee damage tools - there is no cold damage quarterstaff type like Crackling Quarterstaves for lightning builds and like mentioned above there are no synergizing Power Charge builders and spenders for frost builds. Consider adding such abilities and cold damage quarterstaves to fill these gaps and to make Monk frost builds more fleshed out. Shattering Palm - other ability that carries frost monk builds currently. Is mostly fine, but provides low output against single enemy, so consider adding a support gem for it that would make it deal much more damage from shards explosion if shards were applied to only 1 enemy to provide possibility to cover this gap too. Sorceress Lightning skills: Spark carries the whole archetype and other spammable lightning spells are worse or have gimmicks / issues that make them not competitive enough (more about that in detailed feedback in spoiler below). Lightning conditional spells are also often unjustifiably risky or worse than other classes analogues and could be looked at too. Detailed feedback:
Spoiler
Spark - is main usable lightning spell currently. Its cast is fast, it spawns multiple projectiles that can also be tweaked to pierce / bounce around, have synergies with Fire Wall and when built upon can melt both packs and bosses. These features combined make it simply better than other lightning spells that have slower cast time, limited to no Fire Wall synergies and additional issues like slow chaining speed (Arc) or very limited area of effect (Ball Lightning). If you want lightning builds to ever use other spammable ability than Spark - these abilities need a lot of work.
Arc - has slow cast time, low target cap at early game and its bounce speed is very slow in PoE2 - by the time it bounces to all enemies it is supposed to hit these enemies can be already in your character's face and hit / kill you. It also has no synergy with Fire Wall, so even if these issues were addressed - why would you still use Arc with clunky cast time and no buff from placed Fire Wall if you can just fill the screen with ignited by Fire Wall Sparks and destroy everything much faster? Suggestion: Significally buff its bounce speed, increase number of bounces at its lower skill levels to provide better target cap and make its arcs count as projectiles and be buffed by Fire Wall. Such tweaks can make it more competitive with Spark. Ball Lightning - has low damage, low area of effect and minimal scaling from Fire Wall that when combined make it inferior to Spark too. Needs boosts to become competitive enough. Suggestion: Buffs it base damage and significally buff its area of effect. Its beams could also count as projectiles and be buffed by Fire Wall too for better competitiveness. Orb of Storms - has low area of effect and 1 orb limitation, so heavily penaltizes your mobility to trigger it and makes you subject to boss mechanics and elite affixes like Lightning Storm just to be able to unleash it. That might be fine and a fair tradeoff, but at the same time Ranger exists that can just drop multiple lightning rods if she wants and does not need to stay near them to trigger them. Is the payoff of Orb of Storms enough to justify it being so much worse and riskier mechanically than Ranger's analogue? I don't think so. It likely should become better mechanically itself. Suggestion: Significally increase radius of Orb of Storms (from which you can trigger its additional chains) and increase its own non-triggered damage to compensate for ability to place only 1 at a time. Such tweaks would make it better mechanically and buff to its own non-triggered damage would allow to make it better for caster builds specifically without buffing it for other classes builds like lightning monks. Lightning Warp - has a niche of caster's culling strike and can even be useful for mobility with Ball Lightning projectiles. However, at endgame it becomes much riskier to use - if you teleport into an enemy pack and they survive the explosion your character is very likely to get surrounded and quickly killed. As such, it could use an option to make it less risky and more compatible with endgame to account for its quite punishing death penalty. Suggestion: Add a support gem that would allow to use Lightning Warp to cull low health enemy with its usual effect and then immediately return to starting position. Such support would allow to preserve its niche of impactful culling effect in endgame without risking your character's positioning as much as it does currently. Lightning Conduit - can be quite strong for Stormweaver builds that can stack double Shock, but is very undertuned for all other builds that cannot, since they don't apply as much magnitude of Shock and base damage of Lightning Conduit is very low, so for them it is often not worth the long and risky cast time. Could be improved to become more generally useful. Suggestion: Significally increase its base damage and if needed reduce scaling from Shock magnitude to compensate. Such tweak would still keep its value for Stormweavers, but make it more useful for other shock applying builds too. In addition to that - consider also reducing its cast time to make it less risky to use in endgame. Monk Lightning skills: These feel quite good and most thought out of all elemental skills described in this post. There are clear niches and use cases for almost all of them, synergizing combos like building shock with Tempest Flurry / Storm Wave then consuming shock with Siphoning Strike to get a Power Charge and then slamming any remaining enemies with charged Falling Thunder etc. However, some skills still have issues that could be addressed or could use several improvements. Detailed feedback:
Spoiler
Storm Wave - my personal favourite lightning ability in the game. It is decently fast (compared to slow and clunky casted spells like Arc), decently damaging and its area and quality effect make it a good and versatile ranged tool. I would not suggest any changes to it but rather bringing some undertuned lightning abilities (like Arc and Ball Lightning) to its level of performance.
Tempest Flurry - good single-target focused melee damage tool for lightning monk builds. The only suggestion is to add similar to Ice Strike dash to it to make it provide similar level of mobility. Siphoning Strike - lightning build's primary Power Charge builder with decent damage output. Its main issue is long and clunky animation of siphoning enemy's shock to get a charge - it is unnecessary long, can make it a bit risky to use in larger packs and could be reduced. Falling Thunder - lightning build's primary Power Charge spender. Its charged effect is good, but non-charged effect could use a bit faster attack speed to make it a more reliable melee range AoE ability. The closer to endgame I got the more I hesitated to use its non-charged version to finish off remaining several enemies in melee range due to its long animation and possibility of being hit in the process. Charged Staff - also known as "jedi lightsaber mode" for Monk and a good buff skill that improves all other melee quarterstaff skills you are doing including mentioned above. Works well, no changes suggested. Gathering Storm - it is good as an engagement tool with high damage and guaranteed shocked ground, but quite bad as a disengagement tool - non-charged version barely covers any distance and charged version requires channeling and enemies that surrounded you would likely simply interrupt its cast and swarm / kill you. Since it is positioned as the primary mobility ability for lightning monks, it should become more versatile. Suggestion: Significally increase rush distance for its non-charged version. That would give both charged and non-charged version their own use cases (charged for offensive engagement, faster non-charged version for more reliable disengage and escaping being surrounded) and would make it a more reliable mobility ability to match its skill tag. Sorceress Fire skills: There are some decently usable skills like Fireball and Fire Wall, but most of them are either undertuned (like Solar Orb) or require risky channeling based gameplay in a game where 1) melee enemies rush to you and are in your face withing seconds and 2) dying in endgame is massively punished and channeling abilities make you quite susceptible to being interrupted or damaged and risk of their gameplay is not worth the current "reward" (average or even below average output). Many spells in this category need buffs or gameplay improvements. Detailed feedback:
Spoiler
Fire Wall - main usable skill in the whole fire spells category. Even then it is used not as much for its own damage as for triggering reliable ignite on enemies and its projectiles synergy. It could use a boost to become a better standalone skill too.
Suggestion: Buff its Ignite damage. That would improve its own damage output without boosting other builds (since that does not affect added damage to projectiles). Ember Fusillade - is clearly supposed to be the primary single-target focused spell for fire builds, but is clunky (targets last enemy hit instead of selected target, requires 4-5 seconds of mostly uninterrupted casting to stack to full effect etc) and could use improvements. Suggestion: Increase or remove hover duration and consider making pressing the spell's button stack embers and holding the spell's button for more than 1 second to unleash all the stored embers at currently selected location / enemy. Such changes would make its stacking much less disruptable by necessity to dodge / run out of mechanics and more reliable to use and would still allow to unleash the embers early if player would want to. Solar Orb - is simply undertuned, especially compared to other similar effects like Orb of Storms that can produce much more total damage per cast and in much wider area. Needs a buff to its damage and maybe area too. Incinerate / Flameblast - initially when acquired can be decent, but the further into endgame the less viable both their damage output and risks as a channeled primary attack spell become, especially since dodging removes all of their stacked bonuses. Could use improvements with that in mind. Suggestion: Buff their base damage (as a compensation for additional risk of using channeled abilities) and add a support gem that allows stacked Incinerate / Flameblast stages to persist for 2 seconds after dodging or using Blink (without resetting on following dodges though - you have 2 seconds after first dodge to reactivate it or lose the benefit and in case of Flameblast also only if you did not trigger the final explosion to prevent dodging / Flameblast at max stages abusing), so if you reactivate them in this time period you preserve the stacked stages and can continue channeling Incinerate / Flameblast starting from that value of stages. Such change would allow to improve mechanics of Incinerate / Flameblast gameplay both offensively and defensively and would still have tradeoffs in form of 1 less support gem slot and necessity to quickly recast Incinerate / Flameblast after first dodging / blinking to keep their bonuses. Fireball - decent spell with additional projectile / Fire Wall synergies. Could just use higher base damage from Fireball itself to become more competitive in output with spells like Comet and Spark. Firestorm - very impressive visually and not so impressive mechanically. Its large area of storm itself and low area of its impacts are a double-edged sword - even with maximum skill quality (that increases area of impacts) each impact covers only 1/22 of total storm's area and accordingly from its 60 produced impacts on average only 3-4 would hit the same small enemy in its area (more against larger enemies). Its Ignite consuming effect is also undertuned since it both triggers only on Ignites that were present when storm was cast and empowered impacts still fall randomly and can entirely miss intended targets. It could be improved with that in mind. Suggestion: Increase area of its impacts (especially since you already provided a limit for impact hits per second against very large enemies), make it consume Ignite on enemies within its area every X seconds while it is active instead of only on initial cast and make empowered impacts prioritize targeting enemies Ignite of which was consumed for their empowerment. Such changes would make it much more reliable for both damage against smaller enemies and Ignite consuming and if that would be needed for balance you can tune number or damage of impacts to compensate. Monk Fire skills: there are none and that is odd, since Invoker ascendancy is based on all elements and even has synergies with fire abilities too (with effects like Unbound Avatar). While they can borrow fire spells from Sorceress for ranged combat they lack melee focused fire skills and while such skills exists in mace skill tree they require a very big investment into Strength that does not synergize with neither Fire spells (that are based on Intelligence) nor with other monk skills (that are based on Dexterity + Intelligence). As such - Monk skill tree could get several additional fire based melee abilities to cover this gap. Suggestion: Add several new skills to Quarterstaff skill tree that would give monks access to fire based melee abilities and would be useful in some cases even for non-fire monk builds. These could be for example: Rising Sun - fire based comboing melee attack analogue to Ice Strike (ice) and Tempest Flurry (lightning). To give it its own niche and not just be an orange reskinned analogue of mentioned abilities it could focus on AoE melee combo attacks (when Tempest Flurry is more single-target output focused and Ice Strike is more crowd control application focused) with first two hits being sweeping fire infused attacks that cover decent area in front of Monk and third attack unleashing a scorching wave with increased area and increased chance to ignite targets. Such ability would provide both a suitable fire infused melee combo attack for elemental Invokers and an AoE focused melee combo attack to use even for non-fire builds as complementation to single-target focused Tempest Flurry / crowd control application focused Ice Strike. Sunburst - radial area fire attack around the monk where he slams his staff into the ground and causes a fire explosion around himself. Such tool could be useful for both elemental Invokers as main large AoE and melee based fire ability and for non-fire monk builds as a tool to use when being surrounded (when all their other melee abilities would be able to hit only some of the surrounding enemies they could rely on this ability instead). Sunstrike - single-target focused dashing fire infused attack with quarterstaff that could also consume Ignite on target if it is present to deal increased damage and cause an additional fire explosion. Such ability could be used to consume Ignite on enemies ignited by Rising Sun or Sunburst (hence the dash - to be able to do that effectively even if ignited enemy is at some range) and could be used as a single-target damage focused spammable ability to complement AoE focused abilities Rising Sun and Sunburst. Additional suggestions for better elemental builds synergies and scaling: - Create a type of quarterstaves that does implicit cold damage (and maybe even separate implicit fire damage quarterstaff type too if you decide to expand on this theme or agree with idea of adding some fire based skills to quarterstaff tree) as analogue to Crackling Quarterstaff for non-lightning builds. Currently non-lightning monk builds still have to deal 20-40% of their skills damage as either physical damage that they don't even scale much (if physical quarterstaff) or lightning damage (if Crackling Quarterstaff). - Add item mod + X to all elemental skills to the pool of mods for gloves and amulets. Currently there are only + X to melee skills and + X to spell skills mods in the pool and they are mutually exclusive, so if you want to create a build that uses both elemental attacks and elemental spells (and many Invoker ascendancy nodes promote you to) you can scale only one part of its offensive abilities. Such item mod can help with fixing that issue. - Change damage type of Collapsing Horizon unique quarterstaff to elemental or at least cold or lightning damage. Currently it is a main weapon unique for Monk elemental builds, but it dealing implicit physical damage ruins the synergy since it is better to use Crackling Quarterstaff with + X to all melee skills mod and implicit lightning damage (that you can scale well) than this dedicated for elemental builds unique weapon with implicit physical damage (that you cannot scale well and will also make 20-40% of your elemental attacks damage still physical and badly scaling). If you have additional feedback about Monk or Sorceress elemental skills you can add it in comments below. Thank you for reading! Last edited by Volsal#8024 on Dec 27, 2024, 9:53:04 AM Last bumped on Jan 20, 2025, 2:56:52 PM
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Great feedback.
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Some additional feedback, this time about granted by weapon elemental skills and some ideas for uniques.
Feedback about weapon granted elemental skills: While their whole niche is being free to use, usually Intelligence builds don't have much mana issues and if they have - they build to solve them, so these skills quickly become redundant if all that they can offer is being free to use. As such, they could get tweaks to have some role and value even if you don't have mana issues and complement existing skills instead of being overshadowed by them (like Unleash and Sigil of Power weapon skills already do). Detailed feedback: Fire Bolt - it is useful initially, but the moment you get Ember Fusillade (which is quite early in game) becomes redundant very quickly - Ember Fusillade does comparable damage with much faster cast time and stacking damage bonus from consecutive embers and you have pretty much no reason to use Firebolt other than it having no cost, but early game as primary Intelligence focused class you shouldn't have too many mana issues to begin with and Ember Fusillade is also relatively cheap. There could be several tweaks to give Fire Bolt its own niche and make it more competitive. Suggestion: Make it also pierce targets with no damage dropoff. That would give it a niche of line AoE tool that can be preserved even till later game and even though you could potentially add pierce support gem to Ember Fusillade it would 1) take 1 of 2-3 support slots that could be used for stacking damage and 2) pierce support gem affected spell does reduced damage to secondary targets, so just using Firebolt for that role could be a viable alternative. Living Bomb - another spell that has purpose only till you get a better spell (Fireball in this case) and after that you have no need to press it since Fireball does all that it does, but better and is spammable. It could get additional effect to make it complement Fireball and be useful even in later game. Suggestion: Consider adding Fire Exposure effect while seed is active and if needed for balance add small cooldown to the skill to compensate (you can already have only 1 seed active anyway). Such addition would both make Living Bomb usable even when you get and alongside Fireball and would also provide source of non-Incinerate based Fire Exposure in earlier parts of game for fire builds that don't want to use Incinerate and even can make them more competitive. Freezing Shards - does not have analogues among Frost spells from skill tree and has increased effect against larger targets, so has its niche even in late game. No suggestions here. Lightning Bolt - can be useful early game as single-target damage tool but later is completely outshined by Arc. If you intend it to be useful only till you get Arc - it is decent for the job already and increased shock chance is a nice bonus. If you want it to have some role in later game too - needs a buff. Ideas for elemental uniques: Unique Crackling Quarterstaff (not implemented yet) - could have Tempest Flurry as skill granted by weapon instead of default autoattack (so you can free a skill slot if you already use it and get access to Tempest Flurry for free if you don't use it) and additionally have unique bonus where hits with lightning based attacks (both melee and ranged for better synergies) would stack and refresh short duration debuff on enemy that would increase lightning damage taken, enabling playstyle of hitting enemy frequently enough to stack and maintain the debuff and a risk / reward gameplay loop that would also synergize with Tempest Flurry that it would provide access to. It should also have good enough fixed modifiers to be competitive with Expert Crackling Quarterstaff with 6 affixes (including + X to melee skills) to even see usage. Collapsing Horizon (already implemented, but badly synergizing with elemental builds because of implicit physical damage) - it could have unique feature of its physical damage type being converted to damage type that you have highest bonus to (and lightning damage type if you have equal bonuses to two or more elements or no bonuses). Its affixes should also be buffed to be competitive with endgame rare quarterstaves including Expert Crackling Quarterstaff with 6 affixes (including + X to melee skills) and that would allow it to occupy niche of elemental focused unique quarterstaff suitable for monk build of any element (as it would adapt its implicit damage type to most commonly used element of that build) and even suitable for fire based monk build if somebody would make it work or fire element would get more support in quarterstaff tree. Last edited by Volsal#8024 on Dec 28, 2024, 8:45:59 AM
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" Lingering Illusion[costs 30 Spirit]: Dodge-roll attack, get free power charges! While the feedback is welcome, you got a lot of nerve asking for Invoker class to get more fleshed-out when GGG has already provided it an exceptionally powerful baseline all while leaving Acolyte of Chayula monks high-and-dry! Last edited by LeFlesh#9979 on Dec 28, 2024, 10:00:29 AM
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Lingering Illusion is also a general tool, not cold monk synergizing. It is also very unreliable till late endgame where chance to trigger Power Charge on kill would be high enough and incoming damage would be high enough to kill illusion while it persists (in 0.5-1 seconds).
And this post while providing feedback about elemental skills does not contradict physical and chaos monk skills requiring their own improvements and I think many other people already stated that in their own feedback posts. It is just dedicated to feedback about elemental skills since these were the ones I played and tested most. |
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Herald of Ice is also a general skill. Further, if cold monk doesn't have any power charge spenders, why does it need a dedicated generator?
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That is the whole point - I suggested adding both Charge builder and Charge spender for cold builds simultaneously, so that they can have a form of Power Charge management gameplay too and bigger build variety. And they do need it, since their main gameplay loop currently is spam of Ice Strike into Herald of Ice shatter chain (for mapping) or Tempest Bell (for bosses) with occasional Shattering Palm (optional).
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Do they also need dedicated Endurance/Frenzy Charge generator & spenders? My point is that perhaps they don't
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They don't need Endurance / Frenzy Charges because quarterstaff tree works with mainly Power Charges and adding other kind of charges would not fit. And ice builds do need to have better build diversity and having their own form of Power Charge builder / spender would help that.
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I think that if projectile support gem affect ALL of eye of winter spell projectil instead of obly the final explosion the skill will be more useful.
And increase the range as well so that it travel a full screen. |
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