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Blazing Sol's FP costs
#1
I know this skill is hated and all, but its costs and cooldowns were a little overkill. 

It took me trying to use it a couple of times to see how massive its costs are for the benefits.

It costs 50 FP to activate (a cost attributed with map-wide techniques, invocations, transformations and so on), then 15 FP per round to sustain (up to 3 rounds total). That’s a minimum of 65 FP and a max of 95 FP. After that, you lose all your Sol Charges and can’t use this skill again for 5 rounds.

Think about it for a moment. You first need to spend rounds to charge up your Solsphere, then at maximum, assuming they didn't get consumed by any other effect you'd more immediately need, then this skill drains a chunk out of your FP, and holds your stacks at gun point until the duration of the effect is over. All while Solblader has no FP regen tools, and sure, while FAI gives you some FP, the class is also meant to scale with LUC for Lightning ATK on an alternate use of it, which does not help with that aspect whatsoever.

Wall of Light style is very limited on mobility. It can't afford to reposition every turn just to keep Holy Aura up, given how every single point of Momentum matters for them, and Flash of Light ignores the condition entirely by spamming Roundtrip to refresh Holy Aura, thus making this skill irrelevant for that style in particular.

I get that the nerf was to rein in Speed of Light, but that's been handled now; especially after the (v3.00) changes to Combination Fighter. This skill which is the only saving grace for Wall of Light now feels like collateral damage and may need to be readdressed whenever there's room for it.

Here's my suggestion for a tweak:

>> Lower the cost from 50 to 25 FP.
>> Remove the over-time FP costs. Replace it with "Every round, deals 15 protection-ignoring Light (or Lightning) damage to yourself and all enemies in 3 range." I'd rather this cost HP than FP to upkeep, since Solblader has a heal either way.

Reevaluate if Speed of Light is even a problem anymore post-CF tweaks. This skill shouldn’t still be this costly due to outdated balance issues.
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  • zericosmic
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#2
As a avid wall of light user, I would not call blazing sol its saving grace or call it irrelevant myself, it does its job and purpose, its the tank.

I do agree with the idea of lowering the cost, however if you removed the over time drain and swapped it to that I feel you'd need to do something to flash of light as you are basically stealing from their deck of cards.

All in all it could use its costs reduced. A lot of the very strong stuff it was designed to gatekeep has been nerfed.
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