In it’s current form it can only really snipe a few specials, and not even consistently unless you lock on with its finicky lock on mechanism. So right now when you pop it, it’s more often for the level 30 talent bonuses attached to it rather than the actual ability itself, so you’re only popping it to entire hyper-mode or you’re popping it for some THP.
I’m thinking…
Burning Skull would honestly be WAY better if it lost the homing ability and got it’s damage boosted to compensate. Instead of flying around, the Skull just flies forward and explode on the first enemy hit like a FPS rocket launcher.
OR
Fire a larger skull out in a straight line and it continuously damages all enemies it passes through
Talents would more or less work the same as they currently do, but if FS wants, they can replace the unreliable refresh on Crit talent with one that reverts it to the homing missile variant for those feeling nostalgic for the crappy low damage homing skull.
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Blazing Echo is powerful with a critbuild, sitting comfy at 50% CC means you´ll be rocking a lot of refunds over the course of a game. Put a conc pot on that to pickup the slack during a monster fight and you can chunk the poor thing pretty badly while stunlocking it.
…
And while i do know that a lot of people still only play Pyro with the lvl 30 talent for THP, i wouldnt mind losing that for a self aimed explosive fireball. Just gotta make it highly satisfying to use to really drive it home.
I think this is one of the main gripes against Pyromancer vs Battle wizard. It’s just not consistent enough when you need it to be. They’ve already added the “point and click” skill to kerillian’s WS so this shouldn’t really be a stretch to add a talent to let you choose between a seeking missile and a targeted one. Albeit their abilities have gimmicks like landing headshots there should also be a gimmick like if you’re able to one-shot the target refund half the cd. I think full cd might be too much for a full AP ability
That sounds okay IN THEORY, and note that I said okay, not even good.
In practice even at max Crit it’s no where near consistent enough to warrant picking. In your particular example that’s 50% chance you straight up don’t even have a level 30 talent at all.
Getting more head across a mission doesn’t mean much when you have no control when you’re getting head. You’ll get the Crit when you don’t need to fire extra heads and it won’t Crit when you do need it. That’s what your +50% Crit means.
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I kinda get where you are coming from, i think, when you note that it “wont crit when you need it”.
That is a way to look at it, any ability really, and judge by how much it may or may not help you clutch a run. However if you play blazing echo its kinda like playing Waystalker with a cooldown-trueflight centered build. The goal isnt having an ability that can turn the odds on their heads at the push off a button, the goal is having a semi-powerful but also rather spammable ability. You wont need that clutch if the enemy populations are more decimated than not.
50% in this case means that every other CW/Mauler or even a monk pack that enters my sight just drops dead, and the target after also just drops dead with no cooldown. Watching half a battalion of clanrats just get vaporized is also a satisfying though luxurious use.
I used this exclusively when testing Pyro after her rework in cata runs and i found it to be hella powerful with minimal luck involved really.