I don't understand this spell at all. It does no more damage than immolate. In fact, after upgrades, it does much less damage than immolate. Yet it costs a whopping 65 mana vs 35 mana for immolate. Heck, I have not even seen that it actually causes "fear". I hit some demon with it (the first one you meet in the campaign) hoping it would run away. Nope. After a second of hesitation it came back at me. (Note: I was careful to make sure that I did not hit it with any other spells to break the "fear" effect.
What is the point of Flashfire?
#1
Posté 10 mars 2015 - 09:11
#2
Posté 10 mars 2015 - 09:17
It does cause panic but, rage demons and dragons are immune to it, you hit the wrong demon is all.
#3
Posté 10 mars 2015 - 09:50
#4
Posté 10 mars 2015 - 10:22
16 seconds of enemy taken out of combat? Fear isn't a normal fear mechanic we're used to from other games that's for dang sure. In this one they simple just stand there and shake with funny animations. Not even sure if it works correctly because even with the upgrade it doesn't seem to be nearly that long.
It could be like sleep is... and the affect is broken when damage is done to them? I haven't used it much at all so couldn't really say for sure. But if it really is 16 whole seconds of unbreakable CC AND leaves the enemy burning the entire time? That's pretty dang nice I guess. Would like to know more from anyone who's used it often.
Kinda with Elhanan here, tried it once I think and it was just meh so never used it again. But heck maybe I missed something.
#5
Posté 10 mars 2015 - 10:47
Yes, the panic Flashfire causes is broken when the victim takes damage. It does make them run about wildly and, will last the specified time if they take no damage, but even falling damage counts should they run up something and fall off.
Immolate is more useful but, as a single target cc, Flashfire has it's place, especially if you solo as a mage, it will keep one enemy off you long enough to kill one or two others.
- 200Down aime ceci
#6
Posté 10 mars 2015 - 11:04
Ahh, shows you have much I played it. I honestly didn't even see them running around at all. I was prolly just beating on them imediately who knows. I don't "manage" my party at all. Only my inquisitor so maybe some AOE was involved haha. ![]()
That's good to know though so at least it's not really bad by any means if used as cc I guess. I just read the skill again too and I even read that wrong thinkin it caused burning over time which would make sense that it would break itself if it actual did. douhhh ![]()
Thanks for the clarification there.
- DarkAmaranth1966 aime ceci
#7
Posté 10 mars 2015 - 11:11
Yeah, easy thing with the party to use it, Tac cam, set the party on another enemy, Flashfire the one you want running away. Make sure your party follows anyone except you in the tactics, out of tac cam, you will first flashfire the one, then you can pick off the rest. Pause and put the one everyone is following back to following you if you like.
I generally set them all to follow my tank and, my tank to follow him/herself. That means for most fight I only need to direct my tank and my Inquisitor and, if I need them all to follow me, I just have the tank follow me.
- 200Down aime ceci
#8
Posté 10 mars 2015 - 11:17
flashfire exists to provide crowd control to low level mages. (flashfire fears, winters grasp freezes) It's utility evaporates when wall of fire, walking bomb, pull of the abyss, etc become available. However, at low levels mages aren't dishing out much damage, thus crowd control becomes much more important.
- 200Down aime ceci
#9
Posté 11 mars 2015 - 01:23
Flashfire is god awful and there are much better spells out there. The cooldown and mana cost are too high for a low damage ability. Fear is also subpar cc because it can't be detonated.
It isn't worth it except in the early, early game, when you don't have access to wall of fire. Or you know, really anything.
Easily the objectively worst spell in the game. It doesn't provide enough cc for a cc spell, and does negligible damage as a damage spell.
#10
Posté 11 mars 2015 - 04:50
Well because it causes direct damage and not burning like I originaly thought that meens it should take advantage of caotic focus which in itself is pretty crazy with a dedicated support mage in tow. 16 sec cc, 20 sec cd, AND the potential of up to 1.1k-ish damage at only level 5-6. I'd say it's fairly ballanced as far as mana is concerned. I meen sure in practice unless your playing specificaly to get max dmg every time you use it, it'll normalise to a much lower dmg lvl but the potential does seem to be there.
Again can't say because I donno if cf even supports it at all. But seems as though it would.
#11
Posté 11 mars 2015 - 06:41
Mana costs are what's wrong in the fire tree
3/4 of the fire tree's spells are currently the most mana efficient and some of the most damaging of all trees. It is odd how the worst spell out of the 4 has the highest mana cost...
My personal changes would go as follows:
Immolate - current: 35 mana. Increase to: 50 mana (brings it in line with chain lightning and energy barrage)
Wall of Fire - current: 35 mana. Increase to: 50 mana (it's great cc and great damage, definitely needs an increase in mana cost)
Fire Mine - current: 35 mana. Increase to: 65 mana (it would still be awesome with this mana cost, maybe 50 mana with the upgrade?)
Flashfire - current: 65 mana. Decrease to: 35 mana (yep, make it the cheapest spell in the tree...maybe increase the cooldown?)
#12
Posté 11 mars 2015 - 07:42
The complete lack of true unforced CC spells other than riftmage was disappointing, its as if they thought players in 2014 would be too dimwitted to build a functional skill tree consisting of both pure CC and pure damage spells.
I remember the old dnd based pcp games where mages and clerics would have over 80 spells to choose from 9 tiers. Does anyone remember wail of the banshee, mass dominate, mirror image, mordenkainen's sword(ranged spirit blade) or entangle/web/stinkingcloud/etc?





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