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As far as the skills themselves (will x-post to balance when done)
Physics:
-Holy Vector: Ok as a gap closer and for the buff if you auto attack between using it. However I wouldn't take it for the damage as the damage misses so often due to the 2 second delay on it that it might as well not be there.
-Kinetic Flurry: Pretty decent as a CC/Damage mix ability. The tornados seem to miss the target right in front of you though so those are only good in large groups, but still do ok damage and it does decent damage overall with a nice stun chance.
-Electron Veil: I would say mandatory for any melee theolentist build due to how much survivability it gives you between the reduced damage and the stun chance. Not overpowered though as a lot of champions and heroic mobs seem to be immune to stun. Very nice skill. At least 5 point, most likely max out.
-Inertial Relic: I have tried it, and there is one slight bug with it where it is unusable unless you auto attack something first. Aside from that, the initial damage is bad, almost non-existant and the dot, while decent damage, is not enough to kill anything on it's own when monsters typically have 10k+ health and it does a total of 800 or so damage around lvl 40 with ilvl 30 and a 353 base dps polearm.
-Magnetic Sermon: Not bad, the damage is mediocre but the debuff is pretty strong and helps survivability, and once you get the shield break chance it is much appreciated as well.
-Conductive Strike: Overpowered if you can position it correctly. With the general stats listed in inertial relic, I can easily do 6-10k damage with this skill alone if you can position right on top of something to get hit by all the balls plus the pillars that come out. However there seems to be a bug where it says electric damage taken reduced by 0 for 10 seconds on it no matter how many ranks.
-Quantum Penance: Honestly, I have only been able to put 4 points into it so far, and I do not really notice it. It sounds good, and I am pretty sure it is working and making things die quicker, but it is just a skill that is really hard to notice the effects of.
-Voltaic Crusader: Really good, with a 353 dps weapon I have +416 physical armor which is quite a bit. The resistances are nice, and it does not seem OP since it only gives physical armor.
-Godspeed: Ok, nice for the movespeed, and pretty good if you are lucky enough to get a lot of divine intervention procs for survivability. I just put points into it when I have nothing else to put points into.
-Atomic Blessing: I have honestly found it very lacking, to the point I took all points out of it due to it not healing enough to help at all vs mobs on elite synergy though I imagine it is good at lower difficulties... but potions just heal for more per second and on elite when it seems you have to have a potion almost constantly ticking this doesn't even matter... at lvl 40 with max ranks it does around 60 hps iirc when potions are doing over 300hps.
Astronomy Tree (only the skills I use or have used):
-Heavens Gate: Amazing for getting out of tight situation and I would take it for that even without the extra effects. That said, I almost feel like the skill would work better if it worked like phasing where the effect happens at both ends and not just the starting end, at least for a melee theolentist. I don't see much point in more than 1 point for a melee theolentist otherwise.
-Cosmic Bolts: Absolutely amazing, and makes me wish I had gone a full focus build melee theolentis as I feel this skill would be incredibly overpowered with focus upping the damage even higher. With only 46 focus it is by far the most damage skill for a melee theolentist I have found that is somewhat spammable. Outdamages Intertial Relic, Kinetic Flurry, and Holy Vector while also giving amazing survivability do to the knockback (keeps small mobs off you so you can focus the knockback immune big ones) and the slight damage absorption seems to actually help. The blue planetoids act pretty much like a dot vs most champions and heroics in melee, and does more damage than the interial relic dot by quite a margin.
Level 25 http://www.youtube.com/watch?v=UfpY2roLv4c&feature=player_detailpage#t=224s
Level 60 http://www.youtube.com/watch?v=1uQoc2eWG_k
For my Theolentist I've been building an astronomy Theo that is projected to be a 5/25/102
-I've put five points into truth and claw just for the sake of making my pet a little more useful, but aside from that I haven't gone near biology.
-25 points fo into physics for 15/15 in atomic blessing and 10/15 godspeed. this gets my out of trouble a lot.
-everything else has gone into astronomy with 15/15 in Moon and Sun, Favor: Sequester, Cosmic Bolts, Nova, atmospheric shell, and heaven's gate. then I have 10/15 in Celestial Blast and one point into dispel auras and one into Star smite.
At lvl 95 my stats are
Strength 87Base 157Total
Dexterity 174Base 303Total
Focus 184Base 355Total
vitality 78Base 180Total
I'll probably put my last few stat points into Vitality and Dexterity
I've made my build a hit an run that blinks around the map doing massive amount of damage before dissappearing into nothing. I go down in two hit from the stronger SynergiesMOD monster.. if they can ever get close enough to hit me.
Everything has been going great for me and the class is definitely built to go all the way to 100 except for one thing: It appears there is no 105 endgame gear for my Theo. I'd be happy with just adapting other sets of 105 gear from the Embermage or the Outlander to the theolentist like a lot of other custom classes have. I just need that gear so I can take my soon to be 100 Theolentist out into the endgame dungeon maps and Act 5 for Synergies.
Thanks for all your work on this class. It's really one of the best and more complete classes out there on the workshop!
http://steamcommunity.com/sharedfiles/filedetails/?id=174099130