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Solar Flare - My two cents

Discussion in 'Release 70 Feedback' started by Oremanger, Oct 26, 2019.

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  1. Oremanger

    Oremanger Avatar

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    Solar flare is a good addition to the sun tree but:
    • Does not hit mob that are uphill or down hill,
    • Mob has to be right in front of you on flat terrain to be hit,
    • Solar flare does not track moving mobs, like other spells do,
    • Due to the above the spell miss rate is very high,
    • Focus and reagent cost is not commensurate with damage dealt.
    I hope the above are not as intended and will be rectified to make Solar Flare a viable spell. Who ever is working on improving the spell may consider testing it in an area like UT instead of testing it on dummies.
     
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  2. Barugon

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    Same for Multi Shot.
     
  3. Elwyn

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    Ah, so that's why so often I get a "You hit nothing!" in my chat log. Janky as hell.

    And this is the other big problem. I've been trying to use it, and even when it does hit, it doesn't seem to do much damage compared to the (reagent-free!) Searing Ray, even when it does hit. While I do have SR at 100 now, and SF at maybe in the 60s, I get the feeling that it will only be roughly equal to SR at 100, and certainly not worthy of four reagents.
     
  4. Toular

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    I think Solar Flare's AOE needs to be revised. Back when Atos created it on his stream, I was thinking an AOE more like Elysium Illumination, but targeted on a mob. Then main problem currently seems to be that the SF's "wedge" simply does not hit usually hit anything, yet Elysium Illumination damages things it shouldn't - at least according to its description (EI should only damage undead).
     
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