Post by Salek on May 20, 2012 11:11:03 GMT
Quasiclasses are what making HG special for me. Retired my herald a while ago and started to play him again after paragon levels came in (2x demi now) - but I have to say:
Read this:
[...]
and that:
1. Ramp up time, in order to do good damage a Herald has to allow some time for their clouds to start ticking.
[...]
leads to:
1. Make herald clouds (yes herald's not sorc's) harder to gust or ungustable by mobs
2. Heralds getting something like a temporal cloud autocaster for 2-3 stored clouds, no cooldown so clouds can easily recasted if gusted
3. Since heralds getting nothing from paragon levels besides of spell pen and foci give them some special spells with a boost to damage (being a specialists in conjuration and enchantment their orb damage is even lower than the one a normal sorcerer does. Yes, I am aware that only lore is counting for damage output.)
4. increase the DC of the maze spell for heralds. Crowd control is done easier using a turner or a pariah nowadays
Regards,
Salek
Read this:
1. Give the special Herald AoE spells (Stinking Cloud, Cloudkill, Freezing Fog, Mind Fog, Acid Fog and Static Field) a chance not to be gusted. Casting those special clouds and all the others (Grease, Web, Evards, Creeping Doom and so on) takes a lot of time. Seeing 5-8 clouds being gusted by a single mob is extremely annoying, especially given that Heralds usually don't have the number of spell slots to just spam spells like a sorcerer.
[...]
and that:
The biggest challenges I believe Heralds face after playing mine through the Hells and the Abyss.
1. Ramp up time, in order to do good damage a Herald has to allow some time for their clouds to start ticking.
[...]
leads to:
1. Make herald clouds (yes herald's not sorc's) harder to gust or ungustable by mobs
2. Heralds getting something like a temporal cloud autocaster for 2-3 stored clouds, no cooldown so clouds can easily recasted if gusted
3. Since heralds getting nothing from paragon levels besides of spell pen and foci give them some special spells with a boost to damage (being a specialists in conjuration and enchantment their orb damage is even lower than the one a normal sorcerer does. Yes, I am aware that only lore is counting for damage output.)
4. increase the DC of the maze spell for heralds. Crowd control is done easier using a turner or a pariah nowadays
Regards,
Salek