Character Tested: Level 23* Pure Warlock (Great Old One - Acid) Enchanter/Charmer with all greater augment summoning, harper leadership, Scion of Elysium, etc. (* Advanced to level 30 in dojo but using level 23 gear)
I followed the Thorn path and did not test heart or sky
Location: Epic Gianthold (@ level 30), Heroic Searing Heights (@ level 23)
Originally Posted by
Cocomajobo
[B][COLOR=#FF0000][*][*](requires Nature of Thorn) Carrion Swarm: Primal Builder: Target enemy becomes covered with biting acidic and poisonous insects. Every 2 seconds they take 1d6+1 acid and 1d6+1 poison damage per 2 character levels for 8 seconds. Stacks up to 3 times. Each stack also causes a -4 penalty to attack rolls and Armor class. You gain a Primal Charge. Cooldown: 6 Seconds. Activation Cost: 20 Spell Points.
I don't recall the DOT ticking for very long if at all. It may have done so but I don't remember it as being a significant attack. I wish it had a much further range - especially as a DOT in a Destiny that ostensibly supports the slower gameplay of summons
Originally Posted by
Cocomajobo
[B][COLOR=#FF0000][*][*](Thorn) Your Acid, Poison, and Force spells have a chance to blast one target for an additional 1d3 damage per character level of the same type as the spell used. Each element can only occur once every 5 seconds, tracked separately. Gain a Primal Charge whenever this occurs.
I had hoped the acid pact damage from the Eldritch blast might trigger a primal charge - it did not.
Torc, can you allow the appropriate pact damage (Acid for example) to qualify for a chance to generate Primal Charges to open this destiny up to Warlocks. Pact damage has a saving throw modified by evocation focus. It should count.
Originally Posted by
Cocomajobo
[B][COLOR=#FF0000][*][*](Thorn) Shard Storm: Summons a cloud of acidic poisonous shards that randomly strikes enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d3 poison and acid damage per character level. This consumes all Primal Charges, and the damage of each shard is increased by 25% per Primal Charge. If 3 or more Primal Charges are consumed, the bonus damage is doubled, and you gain Shard Deflection for 12 seconds. Shard Deflection: You gain 30% of your Maximum Hit Points as Temporary Hit Points. Cooldown: 5 Seconds. Activation Cost: 20 Seconds.
Shard Storm looks cool and it seemed to do a lot of damage. I was happy to have that ability.
The range in Epic Gianthold seemed to be much greater than 15 meters. This is a good thing. A character built on summons and charms likes to step aside and let his minions kill this filth. I need to be able to target beyond 15 meters
While I like the Shard Storm I didn't care for the builder/spender mechanic at all on this character. I felt rushed. Charming enemies is a bit more strategic/slow than nuking. I need time to set-up CC and let my summons engage first before I potentially draw aggro with a builder DOT. By then, my Primal Charges have dissipated. It was frustrating to not be able to enjoy the spenders consistently.
Primal Avatar really needs an activated ability with a long cool down (say 90 seconds) that grants 3 primal tokens if the destiny is to be used for slower gameplay like summons, charm, crowd control, instakill and even damage over time - or just a slower deliberate pace in general
Originally Posted by
Cocomajobo
[B][COLOR=#FF0000][*]Natural Evasion: Gain the Evasion Feat. Exclusive from other enhancements that grant this feat.
I was happy to be able to pick up evasion on my warlock
Originally Posted by
Cocomajobo
[B][COLOR=#FF0000][*]Shared Mantle: Your summons now also benefit from your Mantle of Nature. When the mantle triggers for them they have a chance to give their summoner a Primal Charge. This still uses your spell power or melee/ranged power to scale.
Even though this specifies "Summons" I had hoped it might work with charms - it did not.
Torc, would it be too unbalanced to extend this to charmed creatures as well?
Originally Posted by
Cocomajobo
[*][*](Thorn) Briar Patch: Summoned a greater thorn spirit to blast your foes with Acid, Poison, and Force using your casting stats. Remains bound to their summoning spot. Duration: 15 Seconds. Cooldown: 15 Seconds. Activation Cost: 50 Spell Points.]
I had difficulty making this work in Gianthold. The Thorn elemental seemed to have trouble deciding who to attack between charmed allies and giants who had made their saving throw. One one occasion, the Thorn Elemental fired off in the distance through a cliff wall at an unseen enemy. Mostly, the elemental stood around doing nothing. It worked best if a ran into the fray to cast - something I am not designed to do as a summoner/charmer.
I realize it is early and the bugs are not yet ironed out. Having said that, I would like more time to set up the elemental strategically to function like a turret before opening a door. Would it be possible to have a conditional duration in which the elemental sticks around until it makes 5 attacks or 30 seconds expires - whichever comes first. This would give it both immediate and strategic game play.