(edited by arkealia.2713)
Info on Astral Force and few other things
Good info, cheers!
Most interested about the lifesteal food.
Want to post my feedback from the main thread here again and like to hear some opinions on that:
Problem: Astral Force generation feels inconsistent. Some weapons (staff due to healing) or skills (troll unguent) fill it extremly fast while others do almost nothing forcing people to take those skills and thus greatly limiting build variety.
Solution: Astral Force is now generated as a percentage of damage dealt and healing done, no longer based on the pure number of dmg/heal instances. This makes other healing skills as good as troll unguent and also allows a weapon like greatsword (which hits only few targets) to compete with f.e. longbow which hits many targets. Overall astral force per damage should be greatly increased (right now 1/10 of heals, should be about 1/2) allowing builds without staff to not depend 90% on their healing skill to generate force.
Problem: Why would I even use glyphs in astral form. It is time limited and the healing skills are extremly powerful making you spam those as much as possible.
Solution: Make only a part of it time limited (like 1% loss per second) and attach an astral force cost to the celestial form skills (1: 1%, 2: 5%, 3: 5%, 4: 10%, 5: 20%). This allows you to use them more intelligently and also fit in your heal, utilities (like glyphs) and elite without feeling like you waste time on them.
Link to my own inner working analysis post. Let us try to have everythink linked across thread to get a complete picture, especially on astral force which has complicated inner workings.
Spirit of Nature passive didn’t give me astral force.