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Solblader Thread (But not that kind of Solblader)
#1
Okay, so people complain a lot about Speed of Light Solblader, but I wanted to bring up the other side of the coin. The side that gets a lot less attention cause it's just not as good, but probably still deserves tuning up even if people agree Speed of Light needs tuning down.

Wall of Light is a pretty solid tank, proccing level 15 Swift Guard off of Holy Aura, and an additional 5 DR off Blazing Sol. Potentially upwards of 20 DR for playing the class is a pretty solid amount, though Swift Guard is vulnerable to Guard Break meaning that there are times where playing the class is actually detrimental for you against enemies with reliable access to guard break. On top of that, while the class has access to a very solid parry through Holy Shield, it's a pretty big amount of investment/set up, requiring both Solcharges and a buff to activate, where as most classes get theirs passively, and even Aquamancer with Ring of Pearls only requires the cast. It further has the limitation of having its Solblader abilities ranges reduced by 2, turning it from having 5 tile movement by default on most of its abilities down to 3, drastically limiting its range and ability to play around its Solsphere to proc its Swift Guard in the first place. In my opinion, Wall of Light isn't bad per say, but it definitely suffers in terms of being able to immediately come out the gate swinging with some pretty big vulnerabilities in its kit. Compared to other tank options, it's definitely the most finicky with set up required to get access to things classes like BK or Ghost get for basically free, or at least less hassle (parries and DR through Indomintable or Wraithguard).

Flash of Light is... Pretty bad all things considered. It's Holy Aura bonus is+5 to all Elemental ATK and -15% FP cost for spells. +5 elemental attack is a pretty minor buff, and while the -15%FP cost for spells is pretty solid for builds lacking in FP, you have to trigger Holy Aura in the first place which often means spending 3M at least to walk into your Solsphere just to activate it. Blazing Sol does give it to you for free, but the abilities of Blazing Sol aren't all that great either. (Recover 15 FP and deal protection-ignoring Light bonus magic damage to all enemies within 3 Range. The damage is equal to your Solblader level.) Recovering FP mostly just helps mitigate the FP cost of being in Blazing Sol in the first place, and 60 free damage a turn for enemies close to you isn't bad, but... It again, isn't really anything to write home about either. None of this really works well together to really support casting  in any real way when Flash of Light is meant to be a caster focused Solblader stance. Its default passive of reducing momentum on your next Mercalan Spell for using Soldier/Solblader skills on your Solsphere also pull you away from actively casting in the first place, and while it can be funny to drop a one-turn Lux Relido on someone, in reality, you're just better off hitting them with spells if you're playing a caster rather than spending a few turns playing around you Solsphere if your enemy is even in range of it to let you do so in the first place. This is ontop of the fact that, as it currently stands, Faithful Sol does not proc off lightning spells with Divine Spark, which means you are largely locked to playing a Curate Promo to help with Solcharge generation.

Feel free to drop your own thoughts, but I think most of this is pretty well founded. While some people may play Wall of Light, there are basically no Flash of Light users out there, and both of these are generally overshadowed by how much momentum economy Speed of Light provides. It'd be nice to see these stances tuned up.

As some possible "quick fixes", Wall of Light could do with some possible patching, possibly through making its Swift Guard buff something else so it's not quite as vulnerable to Guard Break, or perhaps some way to let it activate Holy Shield faster. Getting rid of its range reduction would be nice as well if it's intended to play around its Solsphere to activate Holy Aura, as it can be extremely limiting and the 15% damage increase generally isn't worth it in my opinion.

Flash of Light... Might need some deeper reworks, as it suffers just kind of through and through without much support for its actual identity. If Blazing Sol provided the momentum reduction on spells passively to let you pop a few extra spells, or maybe explicitly for Lux Relido so you have more excuses to drop your laser on someone, that could be cool. But many of its existing passives are extremely bland or just not the most useful.
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#2
Much of what made Wall of Light very good at first was it's interaction with Blazing Sol and with buff extensions, both of which have been nerfed by a lot. The main thing that Wall of Light brings to the table is a DR that is more interactive for it's opponents than for itself really. As Swift Guard will be unable to stack with regular guard, and is susceptible to guard breaks (As rare as they are.)

I do not mind personally if swift guard is changed somehow, but I would say that if it does get a new status, having knockdown remove that status as well will keep up the intended counterplay I would imagine, as Guard Break can simply be spammed every single turn (for good reason)

As for Flash of Light....

Pretty much easily the least considered Solblader style of the three you can play, I will stick by my original opinion that the Solblader skills hitting the Solsphere should also give you stacks of Accelerated Mercana, leading up to a free/cheap cast of a spell should be central to the playstyle and not something you get by playing Challenge Mode DH where you cannot chaser in, most of the Solblader skills have cooldowns anyway.

It is a slight thematic issue when the best build for Flash of Light involves using Guns or Bows because of their ranged attack property, allowing you to basic attack someone and the Solsphere at the same time to trigger Flash of Light with.

I have no other express ideas for Flash of Light besides this however, I very quickly moved off of it when I was playing Solblader on my priest at the time, and instead went for the clearly more appealing Blazing Sol extension build.
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#3
Flash of Light as it stands is a mediocre style that's only viable to play its gimmick with demon hunter's combination fighter allowing you to gain 4-5 stacks of Accelerate per turn. It's been the subject of indirect nerfs targeted at its more egregious SB counterparts and took the full brunt of them. But even prior to these changes, it was still mediocre at best.

The main issue with the style lies within the fact that there's an insane level of set up time due to the momentum and solcharge cost of getting everything online. (at least 12m worth of momentum, between solcharges; radiant splendor and solsphere) Then after that, it takes another 9 momentum to potentially refund a 3m spell assuming you're not abusing combination fighter to begin with.

Not only that, the effects that's paired with the style are disgustingly mediocre. +5 Ele ATK is an 'okay' buff considering that it'll basically always be up since Flash will always be moving their Solsphere around and it directly increases the damage of said sphere. But it's nowhere near enough to make up for the crippling downsides the style has. Now just look at Blazing's Sol Effect, 10% Ele Piercing... Why? There's almost no circumstances where you'd ever consider pressing Blazing Sol for this effect alone, it's more like an added bonus that very rarely reminds you that it exists. Elemental piercing is just an extremely underwhelming buff in most scenarios since it can't pair with idol to drop their resistances two fold, so it usually results in a damage increase of around 2~5%~ when it is actually applicable.

In my opinion, Flash of Light needs all of its major bonuses revamped; For Blazing Sol give us one to two stacks for Accelerate Mercalan every round and make sure it can only go off once per round to avoid any hilarious shenanigans with DH.

For Holy Aura? Honestly, the bonus can be the same actually; it's not bad, but it sure is boring.

As for the trigger effect; have it give a buff to one Mercalan spell you cast during that round. It can be like greaper and only work for Solblader invocation spells or just be a general damage buff for anything Mercalan, either is cool.

One final change that'd also be extremely helpful, since otherwise the best spell for Flash to use when it's not using a light magic subclass is Light Shine from the tome scroll slot; make every Solblader spell proc Faithful Sol on cast except for Photon Ring. Faithful Sol's wording could just be changed to 'Mercalan spells that don't consume a Solcharge'.
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#4
I agree with everything here

but also, divine spark, please make this a more coherent playstyle, have it change flash of light to nature domain and sol blader spells, holy sword to give lightning attack and on hit to lightning damage, ect, everything that isn't lightning now lightning (except the heals)
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#5
Give Flash of Light's Blazing Sol three stacks of acceleration every turn from the moment you activate it up until it expires please and thank you. I think two's okay too, but given how Flash is right now I think it needs it unless a rehaul is done so that the Solblader isn't stuck babysitting the ball.

I would also like it if casting a 3m mercana spell while you have 4~6 stacks of acceleration doesn't get rid of the entire stack.
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