One thing you're forgetting is that all Celestine's timed instakills have two components 1) You can't do anything after it begins and/or 2) You can't leave the room either.Brawrur said:
Also Chogan, basically every killpath is negated by walking out of the room (or using alternate movement.) Like, it's not unique that your class can't force people to stay in the room and die to you, and nothing should be balanced around this being the case.
Sulwh said:Celestines already have multiple viable killpaths: Judgment, Absolve, Inquisition (it is an instakill in the same sense that toad curse is one - the person that is being inquisitioned should die unless mistakes happen or they are rescued), Meteor (especially with the new wondercenser), Cauterise, and Soulless (but let's be real, why would you ever use it when Judgment is Soulless but a thousand times better?). They have tools to hamper someone and keep them in the room for meteor: carcer, shieldstun, web. If the meteor is timed well and you are able to drop the meteor immediately before the opponent uses balance/equilibrium, then shieldstun/web has a great chance of lasting until the meteor falls.Absolve is already an amazing pressuring tool even though it is not viable for solo kills (there are other killpaths for solo: judgment and meteor). If there is a Celestine in a group, then you have to watch your mana usage for clotting. The Nihilism equivalent, Wrack, at least requires the target to be bound or paralyzed. Absolve only requires 50% mana.I think it is neat that class reworks are being done, but I do not understand the rationale in removing 2 conditional viable group instakills and replacing it with, on paper, an extremely strong killpath.
The only Celestines I've seen in recent months on Shadowlight have complained about how terrible Absolve is, so I feel like a viable instakill in the guild primary to work towards sounds like a great idea. (Or is it usually in the secondary? Institute gets it in Aeonics but I guess that's kind of their main stick.) Likewise, even in groups (admittedly we might not be the best coordinated at times) I know that I see people living through inquisition stun and running after coming out the other end so I would venture that a kill condition stuck onto the end would be preferable than just a stun/def strip. Certainly, going by deathsights Meteor (super popular all round) and Soulless (less popular? I think I've seen it once) have been done more outside of inquisition than because of it. In my opinion the fact that Meteor and Soulless being the fun kill routes that stand out in your memory is a sign of the lack of flourish in Celestineism itself. Come back and throw space rocks at people with @Azula and friends in the meantime, it still works - and rocks!Talkan said:I guess I'm confused about why moving kill routes away from tertiaries is a net positive for the class. Meteor and Soulless are really fun kill routes to achieve. Moving the class away from those doesn't seem like it's inherently better.Furies said:Thank you all for the feedback so far.@Talkan
What we are trying to do here is shift the focus for the Celestine kill route back to Celestialism and away from tertiary abilities, as these should be the primary kill methods for the class. The idea behind the 6p for CELESTIALRAY isn't to stack afflictions, it's to assist in the generation of HolyFire. The concept is that there is just enough time between Inquisition starting and finishing to use CELESTIALRAY as a means to secure more HolyFire and execute the kill condition.