Angst and Joy of Ethereal Anguish
Mar 13, 2014 0:12:48 GMT -5
captain nemo, xdesperado, and 4 more like this
Post by vdx on Mar 13, 2014 0:12:48 GMT -5
With players finding out the brutality of monster mobs that are fighting smarter and hitting harder, it seems a good time to point out Ethereal Anguish as a talent, not just against heavy hitters but as mob control for moderate hitters (those arrow strikes add up). I know I've found Level 4 Ethereal Anguish quite handy in taken the edge of the spider cults mobs. Typically, I can cast Ethereal Anguish 3x in the opening round, hitting between 3-to-8 monsters (on avg), taking away as many attacks and making them easier to hit for the second round. If I use my other characters to attack the non-debuffed monsters, the end of the first round tends to see 6 to 12 less possible attacks from monsters. Note: a killed monster gets no attack ;-).
But let's talk less about killer spiders and more about Ethereal Anguish:
Quick Back Ground: Ethereal Anguish, a talent Kyera the Cleric starts the game with, under went some changes early on (prior to my purchase and following obsession with the game) but remains a curiously strong talent with a very steep upgrade price for noticeable improvements (more on that later).
For references, I will focus on four mile stones in the upgrades:
1) The starting level (LV1)
2) Level at which it becomes Area of Effect (LV4)
3) Level at which -2 AP is granted (LV 6)
4) Level at which Area of Effect increases (LV 10). A summary of the all levels is at the end of this post.
Why it's so effective at Level 1: At LV 1, Ethereal Anguish can remove 1 AP from a monster for the very low cost of 10 SP. For monsters that have multiple attacks, it removes an attack (Ethereal Anguish does not appear to reduce a monster's AP to zero in the current version of the game). The removed AP is GUARANTEED as monsters do not have the ability to block a debuff (in the current version of the game). The Cleric can cast Ethereal Anguish 3 times in one round due to the 2 AP casting cost of the talent. That means for 30 SP, the Cleric can remove 3 monster attacks in a round at Level 1. The dodge penalty is minor at Level 1 but it's nice touch.
In comparison, Warder's Shield (which isn't a starting talent), only adds +1 Parry, +1 Dodge as a cross shape party buff the price of 8 SP. In addition, Warder's Shield lasts for 13 (Conjuring) compared to Ethereal Anguishes 8 (Conjuring) Turns. The Area of Effect, lower SP cost and longer effect help balance out LV 1 Warder's Shield.
Missing an attack vs. not getting to attack: This is the crucial difference between Ethereal Anguish and any defensive buff: Ethereal Anguish GUARANTEES a monster's attack won't occur and defensive buffs, no matter how strong, only adjust the chance of a blow landing or the damage it will do. Now that players are entering Episode 2 with stronger monsters using smarter AI and doing heavier damage, the difference between a chance to stop a blow and guaranteeing stopping a blow is huge. (Has anyone else had massive parry scores fail to block any attack in a round of 10 monsters?. The roll of the dice...).
Defensive Buffs are still awesome: LV 1 Ethereal Anguish only impacts 1 monster at a time where a defensive buff is applied to all attacks. It creates a math problem about whether or not it's better to ensure stopping 1 attack or having a higher chance to stop all attacks. In EP 1, targeting the one or two heavy hitters in a fight sufficed most of the time, but in EP 2, there's often 4 to 5 heavy hitters that have 3 or 4 AP so taking away an attack is nice, but isn't dominating.
The benefit and need to upgrade: With upgrades, Ethereal Anguish can greatly weaken a mob's offensive ability. Here are the the highlights at key milestones
When updated to LV 4:
A) Costs just over 3x as level 1
B) Can hit 5x as many enemies
C) Has an okay penalty on monster dodge (-4)
D) Takes away 1 AP from the target
E) If three casts are made in one turn: Can take away a total of 15 monster attacks with pretty negligible impacts on accuracy and dodge.
When updated to LV6, Ethereal Anguish:
A) Costs 5x as much as level 1
B) Can hit 5x as many enemies
C) Has a moderate penalty on monster dodge (-5), with a starting to be noticed accuracy penalty (-3).
D)Takes away 2 AP from each monsters.
E) If three casts in one turn: Can take away a total of 30 monster attacks with decent penalties on monster accuracy and dodge
When upgraded to LV10, Ethereal Anguish:
A) Costs just over 8x as much as level 1
B) Can hit 9x as many enemies
C) Has a nice penalty on monster dodge and accuracy (-7)
D) Takes away 2 AP from each monster
E) If three casts in one turn: can take away a total of 54 monster attacks with nice penalties on monster accuracy and dodge.
So here's the downside that balances Ethereal Anguish: Sure, we can talk about higher SP costs, or the fact that most of the time you can only hit 2 or 3 monsters per cast even with a maxed Area of Effect (it's like the monster don't want to die). But the real downside to Ethereal Anguish is the commitment to upgraded it. Unlike other talents that regularly see some nice increases per upgrade, the real benefit to upgrading Ethereal Anguish really only comes after a few precious upgrade points are invested. So if you are going to have an highly effective Ethereal Anguish, it's going to cost a lot of upgrade points. Also, unlike defensive buffs that last between rounds, Ethereal Anguish, like any other monster debuff, dies with the monster and has no impact of the remaining enemies.
Overall thoughts: Ethereal Anguish is a strong talent that is well balanced making it a stressful choice between it and other talents (as a well balanced should be, other wise some talents would be too over powerful). Every party should keep Ethereal Anguish as a go to skill, even if they keep it level 1, level 4 or take it to higher levels.
LV1: 10 SP, -1 AP, -1 Dodge (Single)
LV2: 18 SP, -1 AP, -2 Dodge, -1 Accuracy (Single)
LV3: 26 SP, -1 AP, -4 Dodge, -1 Accuracy (Single)
LV4: 34 SP, -1 AP, -4 Dodge, -1 Accuracy (Area of Effect: Cross Shape)
LV5: 42 SP, -1 AP, -4 Dodge, -2 Accuracy (Area of Effect: Cross Shape)
LV6: 50 SP, -2 AP, -5 Dodge, -3 Accuracy (Area of Effect: Cross Shape)
LV7: 58 SP, -2 AP, -5 Dodge, -4 Accuracy (Area of Effect: Cross Shape)
LV8: 66 SP, -2 AP, -6 Dodge, -5 Accuracy (Area of Effect: Cross Shape)
LV9: 74 SP, -2 AP, -6 Dodge, -6 Accuracy (Area of Effect: Cross Shape)
LV10: 82 SP, -2 AP, -7 Dodge, -7 Accuracy (Area of Effect: 3x3 Square)
*Ethereal Anguish uses 2 AP per casting, regardless of the level.
But let's talk less about killer spiders and more about Ethereal Anguish:
Quick Back Ground: Ethereal Anguish, a talent Kyera the Cleric starts the game with, under went some changes early on (prior to my purchase and following obsession with the game) but remains a curiously strong talent with a very steep upgrade price for noticeable improvements (more on that later).
For references, I will focus on four mile stones in the upgrades:
1) The starting level (LV1)
2) Level at which it becomes Area of Effect (LV4)
3) Level at which -2 AP is granted (LV 6)
4) Level at which Area of Effect increases (LV 10). A summary of the all levels is at the end of this post.
Why it's so effective at Level 1: At LV 1, Ethereal Anguish can remove 1 AP from a monster for the very low cost of 10 SP. For monsters that have multiple attacks, it removes an attack (Ethereal Anguish does not appear to reduce a monster's AP to zero in the current version of the game). The removed AP is GUARANTEED as monsters do not have the ability to block a debuff (in the current version of the game). The Cleric can cast Ethereal Anguish 3 times in one round due to the 2 AP casting cost of the talent. That means for 30 SP, the Cleric can remove 3 monster attacks in a round at Level 1. The dodge penalty is minor at Level 1 but it's nice touch.
In comparison, Warder's Shield (which isn't a starting talent), only adds +1 Parry, +1 Dodge as a cross shape party buff the price of 8 SP. In addition, Warder's Shield lasts for 13 (Conjuring) compared to Ethereal Anguishes 8 (Conjuring) Turns. The Area of Effect, lower SP cost and longer effect help balance out LV 1 Warder's Shield.
Missing an attack vs. not getting to attack: This is the crucial difference between Ethereal Anguish and any defensive buff: Ethereal Anguish GUARANTEES a monster's attack won't occur and defensive buffs, no matter how strong, only adjust the chance of a blow landing or the damage it will do. Now that players are entering Episode 2 with stronger monsters using smarter AI and doing heavier damage, the difference between a chance to stop a blow and guaranteeing stopping a blow is huge. (Has anyone else had massive parry scores fail to block any attack in a round of 10 monsters?. The roll of the dice...).
Defensive Buffs are still awesome: LV 1 Ethereal Anguish only impacts 1 monster at a time where a defensive buff is applied to all attacks. It creates a math problem about whether or not it's better to ensure stopping 1 attack or having a higher chance to stop all attacks. In EP 1, targeting the one or two heavy hitters in a fight sufficed most of the time, but in EP 2, there's often 4 to 5 heavy hitters that have 3 or 4 AP so taking away an attack is nice, but isn't dominating.
The benefit and need to upgrade: With upgrades, Ethereal Anguish can greatly weaken a mob's offensive ability. Here are the the highlights at key milestones
When updated to LV 4:
A) Costs just over 3x as level 1
B) Can hit 5x as many enemies
C) Has an okay penalty on monster dodge (-4)
D) Takes away 1 AP from the target
E) If three casts are made in one turn: Can take away a total of 15 monster attacks with pretty negligible impacts on accuracy and dodge.
When updated to LV6, Ethereal Anguish:
A) Costs 5x as much as level 1
B) Can hit 5x as many enemies
C) Has a moderate penalty on monster dodge (-5), with a starting to be noticed accuracy penalty (-3).
D)Takes away 2 AP from each monsters.
E) If three casts in one turn: Can take away a total of 30 monster attacks with decent penalties on monster accuracy and dodge
When upgraded to LV10, Ethereal Anguish:
A) Costs just over 8x as much as level 1
B) Can hit 9x as many enemies
C) Has a nice penalty on monster dodge and accuracy (-7)
D) Takes away 2 AP from each monster
E) If three casts in one turn: can take away a total of 54 monster attacks with nice penalties on monster accuracy and dodge.
So here's the downside that balances Ethereal Anguish: Sure, we can talk about higher SP costs, or the fact that most of the time you can only hit 2 or 3 monsters per cast even with a maxed Area of Effect (it's like the monster don't want to die). But the real downside to Ethereal Anguish is the commitment to upgraded it. Unlike other talents that regularly see some nice increases per upgrade, the real benefit to upgrading Ethereal Anguish really only comes after a few precious upgrade points are invested. So if you are going to have an highly effective Ethereal Anguish, it's going to cost a lot of upgrade points. Also, unlike defensive buffs that last between rounds, Ethereal Anguish, like any other monster debuff, dies with the monster and has no impact of the remaining enemies.
Overall thoughts: Ethereal Anguish is a strong talent that is well balanced making it a stressful choice between it and other talents (as a well balanced should be, other wise some talents would be too over powerful). Every party should keep Ethereal Anguish as a go to skill, even if they keep it level 1, level 4 or take it to higher levels.
LV1: 10 SP, -1 AP, -1 Dodge (Single)
LV2: 18 SP, -1 AP, -2 Dodge, -1 Accuracy (Single)
LV3: 26 SP, -1 AP, -4 Dodge, -1 Accuracy (Single)
LV4: 34 SP, -1 AP, -4 Dodge, -1 Accuracy (Area of Effect: Cross Shape)
LV5: 42 SP, -1 AP, -4 Dodge, -2 Accuracy (Area of Effect: Cross Shape)
LV6: 50 SP, -2 AP, -5 Dodge, -3 Accuracy (Area of Effect: Cross Shape)
LV7: 58 SP, -2 AP, -5 Dodge, -4 Accuracy (Area of Effect: Cross Shape)
LV8: 66 SP, -2 AP, -6 Dodge, -5 Accuracy (Area of Effect: Cross Shape)
LV9: 74 SP, -2 AP, -6 Dodge, -6 Accuracy (Area of Effect: Cross Shape)
LV10: 82 SP, -2 AP, -7 Dodge, -7 Accuracy (Area of Effect: 3x3 Square)
*Ethereal Anguish uses 2 AP per casting, regardless of the level.