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A Nurgle Sorceror with Flesh Circle and Warp Instability is compareable to a mobile Apothecary Beacon/Servo Skull. Warp Instability can increase the damage done, while Flesh Circle also provides with 20% Damage reduction to CSM under the Dome.
A Sorceror with "AIDS Beam" (Stream of Corruption), can be annoying. It passes through GA Shields. It doesnt have to pierce through a Marines yellow armor bar to do damage aswell, but i am not to be pinned on that, please. It Chains also into Enemies close to each other.
A Tzeentch Sorceror can use Flickering Fire, which is Charge Intensive, but a well replacement to a pistol. Builds Heat Ailment in the Target like a Melta. Ignores GA Shields.
Tzeentch Heal-over-Time AoE is kinda weak in my eyes, and regular Warp Regeneration will do.
Now to the Slaneesh - The heal is slow, but it serves 1 nimble advance:
Lets make an example. You use...[cant even recall the name - Slaneesh Heal] on a Traitor Assault or Raptor. Said Assault tackles into a group of 4-5 Space Marines. The Beam will branch out of the initial Target, and turn into Warp Instability. While it heals at a largely decreased rate, it allows Group Bombing, such as: Traitor Assault charges Enemy Line. Enemy engages. The Beam branches out into multiple Enemies. Plasma Cannon on the whole bunch. BLOOD FOR THE BLOOD GOD!
Thats the only possible positive application for the Slaneesh Heal i can think of.
Highly situational, personally never used it.
Lash of Slaneesh is a limited-distance Stagger. It can knock Heavies out of Brace, interrupt Melee attacks and Interactions. Cast it on a Marine interrupting a cap will stagger them, and force them to restart the interrupt.
Demonbolt: You can control and stir it, making it possible to even bomb targets behind cover. Long cast time. Can be shot mid-air till it bursts. Requires no specific Mark.
Generally: All Beams and Area of Effect Spells Charge cost increases, the more people receive Heal or Debuff.
I might be wrong but I don't think the Lash staggers anymore I remember that being a major annoyance at one time that was eventually "fixed"
I can definitely remember being staggered by sorcerer as a devastator, i could not get my gun up to shoot, was annoying, so i doubt it was fixed
which mark to use solely depends on which spells you intend to use. skullface has some nice ideas, allow me to mix em up with personal experience & opinion (and testing for heal/charge). ;)
out of all healing spells, the "best" one is the default heal.
i don't argue that they all have their specific uses, bcs that's exactly their problem (outside of playing with a coordinated group in voice chat):
hysterical frenzy (slaanesh) and flesh circle (nurgle) require your team to actually make use of what you are providing them with. debuff on specific targets requires your boys to actually target the debuffed enemies, mobile dmg redux requires your team to instinctively know when to push and move together - both of which rarely happens, leaving you with extremely costly and weak spells for what they actually do (in contrast to what they theoretically can do).
this leaves you with a extremely high warp charge cost per recovered HP while draining charge for as long as you keep the button pressed, regardless of whether you are actually healing someone or not.
a point can be made for boon of change (tzeentch) bcs of its fire-and-forget nature, which allows you to activate the heal then go do something else - to maximize efficiency tho you'd still have to find a group of hurt people all in close range... besides, it's still very costly and locks you to a mark which doesn't really benefit the sorc at all imho.
... which brings us to the "best" healing spell available, the standard one: low charge cost per recovered HP, stops draining when target is healed while still keeping him targeted, allowing for easy efficient pocket healing.
as for "offense":
force or whatever it's called is not useful at all imho. the only times you'd get use out of it is in situations you shouldn't be in anyways - leave melee to the dedicated classes.
warp instability suffers from the same problem as hysterical frenzy: from 10 of your buddies, maybe 1 will chose targets accordingly. the rest will ignore the debuff beams entirely.
demonbolt is a special one - you don't use it from time to time, you actually dedicate your life to learning it and honing your depth perception. in the right hand, it's easily the most devastating weapon in the chaos arsenal. if not mastered to perfection, you are better off playing another spell. i wholeheartedly recommend this channel to get an idea of what you should be aspiring to if you wanna dedicated yourself to the joys of the daemonbolt (if you can stomach some hard-core edgelording):
https://www.youtube.com/user/NARDAXindustries
on to mark specific offense spells:
flickering fire is (literally) hot garbage imho. people will disagree ofc. the idea of a close range DoT "pistol" spell is... okay i guess, but the actual application is quite difficult and opens up the question: why not just equip a pistol?
you will need the majority of your charge pool just to bring down 1 enemy, which means no charge left for healing. and while the spells is very close range, the fact it's tied to mark of tzeentch actually prevents you from going in guns blazing and dictates a more prudent approach. there might be some way of making it work by adapting a melee focused playstyle (very fast armor regen during) supported by shooting flickering fire whenever you get the chance to... but you are so squishy you won't survive being in the middle of a brawl anyways, especially with guns aimed at you.
stream of corruption is a pretty good support spell for a support sorc, especially when coupled with the nurgle nade (which imho has no real other use than that). it will never win a 1v1, but it's awesome in choke points where it synergizes perfectly with the nade, building full poison ailment almost immediately and forcing everyone to back off for a second or two. it can't be (and isn't supposed to be) relied on as DPS source for single targets, but shines when used against groups and as a tactical tool.
a dedicated aids beam sorc will end up in the top 5 of the scoreboard with 4 kills and 37 assists, if he manages to get some heals/revives in aswell.
last but definitely not least, lash of slaanesh. if demonbolt is the "delete everything behind and around this cover" button, lash lets you lineman tackle a freight train without a worry. the stagger is intentional and supposed to be a major annoyance. nothing in need of being "fixed" lol.
if you have decent flick aim and can hit a sweating ADAD-crouchroll target (and don't try to flush more than 2-3 targets at once), nothing will be able to put a stop to your murder spree. you can stun lock even veterans, tho they might need a swing from your sword to finish up if you mess up the headshots.
at a high cost per cast and with a little charge up time, you need to think a bit before committing. 1v2 should be winnable, but 1v3 will have your charge run dry. mark of slaanesh works very nicely here since it let's you out-ADAD your target in 1v1, and let's you hightail it behind a corner to let charge refill, only to unleash a torrent of whips again once the fools catch up with you.
all in all i'm all for lash of slaanesh, which means equipping the mark of slaanesh, backed up by the default heal.
i am speed.
great explanation, man. thank you!
https://www.youtube.com/watch?v=cGeAH2_BkaE
food for thought. good response. Can only say 1 thing: Man, i hate this ADAD-spasms :P