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Fire/Earth Sacrier Discussion!(Post-Update)

By Alexluu - MEMBER - March 21, 2017, 16:28:29

SO, Let's talk about ur ideas about the new fire/earth sacrier spells/actives/passives/characteristics!


FIRE:

  • Blood Rush-31/ap dmg spell, a very basic fire spell without much to talk about.
  • Bloodthirsty Fury-Can now be applied to allies,will this buff them if cast upon them?
  • Burning Blood-23/ap dmg spell in a  + shaped aoe around sacrier,still the same EXCEPT now transforms 20% of armor into extra dmg(I think this will be a staple in a fire/earth sacrier build,opinions?)
  • Cage of Blood-31/ap dmg spell Now heals 100% damage dealt,and removes 3mp from enemy.(Looks really good for controlling your hp to keep it low but not too low,and helps with locking more easily,staple for lock build fire/earth sacriers in my opinion).
  • Punishment-looks pretty much the same,small changes but I think it's only godly at 100angrr and shouldn't be used besides 100angrr.
EARTH:
  • Rocky Foot-Looks like it's meant to be used for armor generation(53 armor generated per ap at lvl 200).
  • Sacrier's Fist-Looks pretty meh now compared to everything else.
  • Insanity-Now an AoE Attraction in all 4 directions(at a lower range) and increases lock, I think this deserves a spot in your spell deck now as fire/earth.
  • Colonnades-I'm going to miss the old Colonnades,But it looks like the new  one is meant to work better with melee mastery so it looks promising(also 20 armor generated per ap at lvl200).
  • Smash-Incurable was removed,ouch(100armor generated per ap,not including WP).
ACTIVES:
  • Attraction-Same(WISH IT USED MP INSTEAD OF AP).
  • Transposition-Same.
  • Sacrifice-same but different,should be similar to use.
  • Sanguine Armor-Looks really good since it uses AP and not WP, I can see it's uses.
  • Bold Punishment-Looks like it's for heavy duty damage dealing,basically an Feca's Inversion but only useable on yourself.
  • Bloodthirsty Punishment-Looks really useless to me unless ur a full tank sacrier....maybe.
PASSIVES:
  • Angrred-Still looks like a staple spell.
  • Tattooed Blood-Still looks like a staple spell.
  • Transendence-Looks great for air sacriers,only use for us fire/earth sacriers would be the WP regeneration.
  • Mobility-Still for Air.
  • Blood Pact-Looks good,and if the "reduces area damage" is reducing damage to you,then even better.
  • Sacrier's Heart-You have to choose between the sub-par buffs...no thanks.
  • Carrier-Still for Air.
  • Burning Rage-Looks great for fire/earth sacriers.
  • Smasher-Looks like a staple for sure.
  • Clinging to Life-Looks the same.


CHARACTERISTICS:
Yall can decide these in comments


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Update: This is probably what I'm going to stick with personally

Fire:
-Bloodthirsty Fury(next spell buff, and help to lower hp to gain 100 Angrr"
-Blood Rush(Staple fire damaging spell when Punishment on Cooldown)
-Cage of Blood(Helps keep control of my Hp if it gets TOO low/-3mp if needed)
-Punishment(Nuke Spell)

Earth:
-Rocky Foot(Really sup-par but I'll use it when I can't use fire spells or the other earth spells for some reason, Ex.Enemy has high fire resist and low earth resist/not enough AP to use the 4ap and 5ap earth spells)FILLER SPELL
-Insanity(The 4 direction Attraction is cool,the lock bonus is just an extra)
-Colonnades(Description says generates armor for EVERY enemy hit,so even though it does less damage than Insanity,and the chances of more 4 enemies surrounding you is really low, the armor generation helps make this spell good)
-Smasher(I miss Incurable for this spell,it looks pretty sub-par now)

Actives:
Attraction/Transposition/Sanguine Armor will be the main 4
Switch between Sacrifice/Bold Punishment based on the situation

Passives:
Anggred
Tattooed Blood
Burning Armor
Smasher
Clinging to Life
Blood Pact

Int:Resist(FOR SURE),Armor%(I want to know if this will stack with Burning Armor's AoE dmg),Dump Hp%

Str:CloseCombat(For sure),Single(Even though I have some AoEs,I think this will be worth more than general dmg)

Agi:Lock(Still seems like the best choice,Might add a bit of initiative at higher lvl and dodge is totally unneeded since we have alot of swapping spells and we WANT enemies to surround us)

Cha:I am really undecided about this still,so many ppl say "go crit" even though they don't explain why, but for a sacrier I think Block+Berserk is best since I'll be at low hp usually

Major:AP/MP/Resist/Dmg(as always)
 
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As for charectaristics:
INT is the same as always 10 res and rest into HP.

STR is somewhat interesting now, full melee sacs can work at range with the transcence passive, but i would still say for a fire/earth build that melee + ST mastery is good.

AGI now this one will be abit different, since we lost our huge lock generation from the berseek passive, not sure if i want to opt for dodge + lock or go for 40points in lock and 10 in dodge.

CHA getting 100% Block for a tanky sacrier means 20% dmg reduction, add in that tanky active and you get additional 30%, not sure if it stacks though. But we wont gain any combat rage from blocks anymore so it might even be better to go full berserk.

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Flame return is just what the self damage you take from the fire spells is called now. You can release the damage acumulated with one of those new passives. I'm going to assume its for more for those damage dealing Air/Fire Sacriers though. Also does anyone find it weird that some of the Sacrier passives have no tier 2 bonus? I feel like they could've tacked on something to stuff like Transendence lvl. 2 but I will admit that the passive is pretty great as is.

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I've only looked at the skills tooltips so my thoughts are purely theoretical.

Feels more like nerf (or rather a nerf to my playstyle) than a revamp. I mean Attraction being 2mp already breaks my opening burst potential. I haven't had the chance to play today, but Iplay fire/earth and few notable changes I imediatelly decided on are:
  • Removing punishment from most decks. At least at my level I don't get to 100angrr AND survive until my next turn very often...
  • Removing bloodthirst fury simply because... 2AP = 62 base damage, which means that to make more out of 2 AP, the 25% boost the skill provides needs to be more than 62 base damage. For that to happen you need a spell that is at least 248 base damage (only boosted punishment has that and it is now too unreliable). Only use I see for this skill is a filler (if you have 5 AP, you're probably better off using it than not using it)
  • Removing Sacrier's Fist due to "gets closer by 3 cells", rather than jumping to target.
  • Considering of dumping burning blood for Insanity. I need 1 AoE and usually a pull is more valuable than situational damage boost based on armor (I say situational, because when I need aoes, I tend to benefit more from using it twice , which means using a single target skill to setup armor doesn't seem like a viable option.
Note: Actually I will probably keep either bloodthirst fury or sacrier's fist (probably the latter, because it can be used as utility and can actually deal damage as a closing skill), just for ap dumping.

I'm considering leaving fire branch all together due to simple reason of fire/earth looking like a generic halfbreen which is not going to do good damage nor have good armor  and with fire alone I seem to need a bit too much healing now... Healing that could be used to do a lot more than 4extra damage/ap (compared to srams 27-29) that pure fire rotation provides. Like, my own self-damage could kill be in long fights even without the boss attacking me and now that the self-damge is doubled....

Now for why I think fire/earth mixing (in 1 rotation) is bad:
Blood Rush is best hitting spell (unless you're magically able to reliably dish out punishments) with 31dmg/AP. To negate the 25 self-damage you would need to use at least 1 Rocky Foot (to build up some armor), which has 25dmg / ap. The average of the 2 being 28dmg/ap... That's about the same base damage as sram does, but with a lot riskier burst setups. Yes, self-sustaining fire/earth is essentially a dumbed down sram that can't do AoEs (without losing damage).

 
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My only question is the reliability of sacrier's heart then. With fire return you get free damage up to 5000, Don't really know about the other one since i feel the earth branch ain't too good. So if you do go into clinging and you don't manage to kill your enemy you can give up your buff for an extra 5000 to all enemies around you and it doesn't cost ap mp or wp. You just lose the buff. Now i ask this because i'm only a lvl 130 so i'm not a lvl 200 wrecking machine with Relics out the ass so just give me the math on why another passive beats it out in the long run.

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You have to toggle that buff on and off, because you won't survive long with -200 resistance unless you have a very good healer. In other words, most of the time you can't build up to the cap.

If i'm not  mistaken 200 resistance is in the range of 25-30% damage reduction. Taking damage with that buff is like a chance build with eca.

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crit depends on your stats. Given 20% chance (1.25 +4)/5 = 1.05 that's 0.05 bonus. Given 20 points in berserk (20*8/ (E+ST+M mastery)) ~=0.07. Berserk is obviously better. However, crit still can be used in non-berserk mode.

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