Celestial Powerset Guide/Discussion

Discussion in 'Oracle’s Database (Guides)' started by Kristyana, Aug 29, 2013.

  1. Kristyana New Player

    Disclaimer: This guide is nothing more than a basic skeleton at the moment that will be fleshed out. I've been testing this on the Test server for the last few weeks along with some other great players like Alpha and JEEBIE.

    As a result, this is just a collection of notes right now, mainly involving the DPS numbers. The idea is to flesh out this guide over the next week or two after people discuss the powerset and find new tricks and tips here :)

    This thing is probably going to be edited multiple times a day.

    The new powerset launches (today) for legendary members, and most of the discussion surrounding it thus far has been in the testing forum, with a few discussions for rotations and the like but mostly about the mechanics themselves.

    Please give some feedback to let me know how you'd like to see this guide progress.

    The Celestial Powerset
    The Celestial powerset is unique among the powers in DCUO. While it uses a combo system, it's not nearly as advanced as Hard Light's but more advanced than Earth's aftershock mechanic. It has a tremendous amount of buffs for the team and some unique things to bring to a group, while having enough toys for solo play.

    A few good points about Celestial from first impressions on Test.

    Celestial has great tools for the team and for itself, similar to a battle cleric in other games. There are two different team crit chance buffs that can be cycled for 100% uptime. There's multiple group shields with different effects. There's a supercharge that gives a shield, PoT, HoT, and a taunt. There's a 35% finisher. There's a team precision/restoration buff. Celestial also has the only power that gives a flat statistic a percentage based boost, so it scales no matter what your CR or gear.

    Celestial also has a few challenges to overcome. First off is the combo system. Powers only combo into one other power - there is no infinite chaining like there is with hard light. The timing of the system can be a bit hard to get down initially, and it can be forgotten in the heat of battle. Furthermore, while comboing, you're vulnerable to interrupt and can easily get bumped out of the combo, and in PVP it's extremely obvious when you're comboing even without the icon over your head. Celestial also lacks a 60% power so you won't be able to use the Enduring Damage mod. If you use combo'd healing, you won't be able to use it reactively, so it's similar to sorcery in that regard.
    Celestial is also unique in that it's the only powerset that has no power interactions. It does not benefit from any of the multiple PIs that the other powersets do (burning, crushed, terrified, etc) nor can it set any up for others to use. It doesn't even have a unique PI that only interacts with itself. The only PI that it has is a healing mechanic called Purify, where your enemy does some healing when it attacks.

    The Combo System
    In order to use the combo system, you need to understand the components that make it up. When you take a look at your power trees in both the Blessed and Cursed trees, read the power descriptions. Basically, the two trees are set up identically. In order to do a combo, you need to have the same power purchased at the same spot in both trees. If you purchase Admonish, you'll be able to combo into Blight if you've also purchased Blight. If you've purchased Retribution, you won't be able to combo into Wither unless you buy it. This means you'll have to choose wisely what powers you choose, but on the plus side if you purchase a "set" you get four powers instead of just two (the normal version and combo'd version)

    Every power except the supercharges and the two lowest powers on the outside of the trees is able to combo with the power in the same position on the opposite tree. The combo'd versions will be similar to the normal versions in their effects, but most are usually a little more powerful in healing or damage to make up for the added difficulty for pulling off the combo.

    For DPS, all "normal" versions of powers (the ones you place in your loadout bar) do might based damage on casting, and any secondary damaging effects (explosions on death) are also based on might. Combo'd versions do precision based damage similar to hard light's combos. An example would be using the first power in both trees. Haunt, if casted normally, will damage the enemy three times based on might. If it's combo'd from Smite, it will damage the enemy three times based on precision. This guide provides the base numbers for the might versions of powers and the multiplier for precision based damage for all the combo'd versions. (as accurate as we can figure them out, anyway)

    Healing versions of powers are based on Restoration and Dominance combined, except in a few cases like Curse and Cleansed Malediction where the healing is based on the damage you do instead of the damage you take in or heal directly.

    Each power description will tell you how the combo required to pull off the combo'd power. A good example is Wrath of the Presence. In order to combo into Cleansed Consume Soul, it states that you have to Tap Melee, Hold Melee.

    The first part of the combo involves hitting melee near the end of the animation. If you did the timing successfully, you'll see your fists glow as you bring them to your chest. During this animation, which lasts about 3/4 of a second, you have to perform the second half of the combo, which would be holding the melee button. When done correctly, the combo power fires off. One pair of moves fires off instantly after only one step in the combo, while a second pair takes three moves. All other combos require two steps to pull off.

    The greatest disadvantage to combos is that you can get bumped out of them or interrupted while doing them. The tradeoff is that every single combo is clippable as soon as the animation starts. If you clip fast enough cycling between two different powers, you're firing off four powers in a little more time than it takes you to fire off two.

    Practice with the timing of the combos on the target dummies and in lower instances to find out how you want to gear and build your toon.
    • Like x 13
  2. Kristyana New Player

    Powers - Temporary.

    These are only the DPS numbers for now, and not every power is listed (like Renew) but I wanted to post these right now until Alpha finishes retesting the healing powers and I can add his stats and notes from his research on it.

    Normal Powers

    These are the powers as they show up in the power trees. These are the normal versions that you put into your loadout bar. They all have might based damage.

    Blessed Tree

    The Blessed tree contains the "holy" powers of the set. Most of the powers do a single hit of damage and do not have DoTs. They combo into cleansed versions of Cursed powers.

    Smite
    Description: Blast your target with divinity, dealing damage and knocking it down.
    Healer Description:
    What it does in damage role: Deals one hit of damage, knocking your target down.
    What it does in healer role:
    DPS Modifier: 35%
    Base Damage: 20-28
    Base Healing:
    Cooldown: 2 seconds
    Combos into: Cleansed Haunt (Tap Melee)
    Notes: First power in the Blessed tree. Gives a single target knockdown.

    Retribution
    Description: Punish your target with a beam of holy justice, damaging and stunning it.
    Healer Description:
    What it does in damage role: Single target ranged damage, stuns target. Purifies your target for 12 seconds, causing their attacks to heal yourself and allies.
    What it does in healer role:
    DPS Modifier: 35%
    Base Damage: 20-28
    Base Healing:
    Cooldown: 2 seconds
    Combos into: Cleansed Wither (Tap Melee, Tap Ranged)
    Notes: Great when you purchase Wither - The combo itself is great but rotating both the normal versions and combo'd versions of those powers does very good single target damage on a bosses, high level mobs, and grouped trash.

    Blessing
    Description: Envelop yourself and the three most injured group members in a protective shield that prevents damage.
    Healer Description:
    What it does in damage role: Weak shield for yourself and the three most injured members of your group. Lasts 15 seconds if not depleted by damage.
    What it does in healer role: Strong shield for yourself and the three most injured members of your group. Lasts 15 seconds if not depleted by damage.
    DPS Modifier: 45%
    Base Damage: None
    Base Healing:
    Cooldown: 20 seconds
    Combos into: Cleansed Death Mark (Tap Melee, Hold Melee)
    Notes: First power in the Blessed tree. Gives a single target knockdown. This isn't really a power I would use for DPSing unless you want to use the cleansed version of Death Mark, which is fairly useless even for a DPS. Could be subbed in for DPSing if you're trying to dual spec, or for survivability in solo builds or in very difficult content. In healer role, this is your standard 4man shield, and it actually goes to the people who need it the most. The downside is because this shield is based on health, in 8 man content it will almost never hit the tank, and will never hit a fire tank except under extreme circumstances.

    Benediction
    Description: Imbue yours and up to 3 group members weapon attacks with sacred power, increasing the chance to cause more damage.
    Healer Description:
    What it does in damage role: 10% critical buff on both weapon attacks and abilities for yourself and 3 group members. Lasts for 12 seconds.
    What it does in healer role:
    DPS Modifier: 40%
    Base Damage: None
    Base Healing:
    Cooldown: 24 seconds
    Combos into: Cleansed Malediction (Tap Ranged, Hold Ranged)
    Notes: Alternates with Malediction in group buff builds. The cleansed version of Malediction is not worth really comboing into as it will overwrite an existing Malediction DoT and the damage is horrible, but you can use this with the normal version of Malediction to keep the crit buff up 100% of the time.

    Wrath of the Presence
    Description: Bombard nearby enemies with an explosion of divine energy, dealing damage and knocking them down.
    Healer Description:
    What it does in damage role: Point Blank AOE damage and a knockdown. Larger range than Blight or Admonish, although it does the same base damage with a higher modifier.
    What it does in healer role:
    DPS Modifier: 45%
    Base Damage: 20-28
    Base Healing:
    Cooldown: 1 seconds
    Combos into: Cleansed Consume Soul (Tap Melee, Hold Melee)
    Notes: Great spammable if you have the power to keep it up, and the cleansed version of Consume Soul is an extremely powerful precision based attack.
    • Like x 7
  3. Kristyana New Player

    Guardian's Light
    Description: Become bathed in a sanctified light, pushing enemies away from you and healing you and up to 7 group members.
    Healer Description:
    What it does in damage role: Pushes enemies away from you. Does no damage.
    What it does in healer role:
    DPS Modifier: 50%
    Base Damage: None
    Base Healing:
    Cooldown: 5 seconds*
    Combos into: None
    Notes: The actual cooldown on this power is 2 seconds after the animation ends if you let it progress normally, which takes 3 seconds for a total of 5. However, you can jump cancel out of the animation as soon as it starts starting the 2 second cooldown. This power is vulnerable to interrupt.

    Anoint
    Description: Through the power of divine words, increase precision and restoration for yourself and up to 3 group members.
    Healer Description:
    What it does in damage role: Buffs Restoration by +270, and Precision by +115 for yourself and three group members. This effect lasts for 24 seconds.
    What it does in healer role:
    DPS Modifier: 50%
    Base Damage: None
    Base Healing:
    Cooldown: 45 seconds
    Combos into: None
    Notes: Great team boosting power in group support builds. A 24 second buff allows for great burst damage or burst healing, since both are usually needed at the same time. I can't think of a time when you wouldn't want to use this power.

    Divine Light
    Description: Create Glyphs of Virtuous Light that deal damage to enemies or heal allies depending on your role
    Healer Description:
    What it does in damage role: Spawns four glyphs under various targets within 24 meters of you. Each glyph can hit up to four targets for a total of sixteen. Does an initial hit of damage plus 5 tics.
    What it does in healer role: Glyphs give Healing over Time to any allies that walk through them.
    DPS Modifier: 50%
    Base Damage: 18-22 initial hit, 3-5 per tic
    Base Healing:
    Cooldown: 12 seconds
    Combos into: Cleansed Plague (Tap Melee, Tap Range, Hold Melee)
    Notes: This power is useless against single targets or bosses and is really only useful in large groups of trash - the more the better. Has the largest range of any ability in the game.

    Celestial also has two supercharges in the Blessed Tree.

    Sacrifice
    Description:
    Healer Description:
    What it does in damage role: Gives everyone on the team a shield, a PoT, and a heal over time.
    You taunt everything around you using the same mechanic that tanks use. If you die, the group gets a larger heal over time and a huge flash of light appears on the screen to let the team know you died.
    What it does in healer role:
    Supercharge Cost: 50%
    Base Damage: None
    Base Healing:
    Notes: This is like a group shield but better. You get a heal over time and a PoT in addition to the shield, and it doesn't rely on taking damage to replenish health or restore power. The drawback is the taunt mechanic - it taunts everything around you once per second for six seconds. I would not recommend using this in groups where you don't have voicechat. You have to let the tank know when you use this power because you'll be competing with them for aggro for the next six seconds. The tank can use their own continuous taunt if they have it, or they can spam at the end of six seconds to grab aggro back the instant you stop taunting.

    This power seems like it will be very good in PVP.

    Consecrated Ground
    Description:
    Healer Description:
    What it does in damage role: Puts down an AOE field around your target (or self if no target) that gives every teammate in it a 75% damage absorption
    What it does in healer role:
    Supercharge Cost: 50%
    Base Damage: None
    Base Healing:
    Notes: If you have a second of warning before the "oh #$@~" moment when most healers need a supercharge, this is hands down the best support supercharge in the game. Giving everyone a 75% absorption mechanic means they can take 4 times as much damage before they get knocked out, and as a side effect of this, heals become 4 times as effective. This is the god-mode button for 12 seconds.

    Cursed Tree

    The Cursed tree is where you'll find most powers that do DoTs or have secondary effects. They all combo into Corrupted versions of the Blessed tree powers.
    Haunt
    Description: Call on the spirits of the dead to haunt your target, dealing damage over time and stunning it.
    Healer Description:
    What it does in damage role: Single target damage with stun. Does an initial hit of damage and 2 additional tics.
    What it does in healer role:
    DPS Modifier: 35%
    Base Damage: 13-19 initial hit, 6-10 per tic (25-39 total)
    Base Healing:
    Cooldown: 2 seconds
    Combos into: Corrupted Smite (Tap Melee)
    Notes: Like most Cursed tree powers, it does a DoT. Single Target spam.

    Curse
    Description: Curse your enemy, causing it to damage itself when attacking others. When the enemy is knocked out, you are healed over time.
    Healer Description:
    What it does in damage role: Does one tic of damage on casting, then gives the target another "DoT" that processes every time the enemy attacks something for the next 20 seconds. It's limited to processing once per second. In PVP, it only processes on precision based damage such as weapon attacks, earth aftershocks, and hard light/celestial combos.
    What it does in healer role:
    DPS Modifier: 35%
    Base Damage: 6-10 initial casting, 7-10 per process (6-200 total)
    Base Healing:
    Cooldown: 2 seconds
    Combos into: Corrupted Renew (Tap Melee, Hold Range)
    Notes: A must have power in PVP as it will act as a DoT unless your target stops attacking. In PVE, it's situational at best as there aren't any enemies that attack fast enough to get the true damage potential out of this power, unless you want to get the HoT from a knocked out enemy.
    • Like x 4
  4. Kristyana New Player

    Blight
    Description: Erupt a dark energy explosion at your feet, dealing damage over time and knocking down nearby enemies. Increases your critical healing chance by 5% for a short time.
    Healer Description: Point Blank AOE knockdown. Does initial damage plus six tics.
    What it does in damage role:
    What it does in healer role:
    DPS Modifier: 35%
    Base Damage: 8-14 initial hit, 6-10 per tic (44-74 total)
    Base Healing:
    Cooldown: 2 seconds
    Combos into: Corrupted Admonish (Tap Melee, Hold Range)
    Notes: Awesome power at close and mid range either used by itself or combo'd.

    Wither
    Description: Cause your target and other nearby enemies to write in agony from a dark energy. Withered opponents take damage over time and are stunned.
    Healer Description:
    What it does in damage role: AoE stun centered on your target. Does intial damage and two extra tics.
    What it does in healer role:
    DPS Modifier: 35%
    Base Damage: 13-19 initial hit, 6-10 per tic (25-39 total)
    Base Healing:
    Cooldown: 2 seconds
    Combos into: Corrupted Retribution (Tap Melee, Tap Ranged)
    Notes: Amazing power to cycle with Retribution on boss fights or in groups of high level trash, but rather lackluster on its own because of its long animation time. Pick the largest target you can with the largest amount of health so it gets the aura from the Retribution combo.

    Malediction
    Description: Torment your target with a bolt of dark energy, dealing damage over time and stunning it. You receive healing over time equal to a portion of the damage dealt.
    Healer Description:
    What it does in damage role: Single target stun. Does 12 tics of damage over 12 seconds.
    What it does in healer role:
    DPS Modifier: 45%
    Base Damage: 6-10 per tic (72-120 total)
    Base Healing:
    Cooldown: 13 seconds
    Combos into: Corrupted Benediction (Tap Range, Hold Range)
    Notes: Best single target DoT in the powerset. Combos into a corrupted version of Benediction that gives the same crit boost as the normal version. In team buff builds you can cycle this and Benediction to have 100% uptime on the crit boost. Without putting Benediction on your bar, you can give this roughly 85% uptime.

    The cleansed versions and normal versions of this do not stack. Do NOT use the cleansed version of this power on something that already has the normal version ticking away because the damage difference between the two versions is comical.

    Death Mark
    Description: Mark your target with death's cold touch, dealing damage over time and stunning it. Marked enemies explode when knocked out, dealing heavy damage to nearby enemies.
    Healer Description:
    What it does in damage role: Single target stun, initial damage and two additional tics. If the target dies in 20 seconds, it damages everything around it.
    What it does in healer role:
    DPS Modifier: 45%
    Base Damage: 13-21 initial hit, 6-10 per tic, 20-28 on the explosion up to 8 targets, splits after 2
    Base Healing:
    Cooldown: 6 seconds
    Combos into: Corrupted Blessing (Tap Melee, Hold)
    Notes: This is a great power for clipping in the middle of trash or on adds about to die. Make sure to use this on the lowest health thing in the group so the rest of the trash dies faster. The explosion is incredible but has a short range, so make sure your tank has stuff rounded up.

    Consume Soul
    Description: Call on the spirits of the dead to haunt your target, dealing damage over time and stunning it.
    Healer Description:
    What it does in damage role: Single target stun AND pull. Does one tic of initial damage and then two additional tics.
    What it does in healer role:
    DPS Modifier: 45%
    Base Damage: 13-19 initial hit, 6-10 per tic (25-39)
    Base Healing:
    Cooldown: 2 seconds
    Combos into: Corrupted Wrath of the Presence (Tap Melee, Hold Melee)
    Notes: Another good rotation with Wrath of the Presence, which does a great DoT. Be careful as if you can stun something with the initial cast, it will end up at your feet after the pull and probably be very pissed off.

    Defile
    Description: Conjure a devastating beam of dark energy to eviscerate your target, damaging and knocking it down. Enemies at 35% health or below will take additional damage.
    Healer Description:
    What it does in damage role: 35% finisher. Does one small tic then one large tic of damage while knocking the target down.
    What it does in healer role:
    DPS Modifier: 50%
    Base Damage: Needs further testing but appears to be the same as Terrorize from Mental
    Base Healing:
    Cooldown:
    Combos into: None
    Notes: Standard 35% finisher, but not worth it with the other damage potential in the powerset unless you have Dark Pact.

    Plague
    Description: Infect your target with a disease, dealing damage over time. When a diseased enemy is knocked out, the disease spreads to nearby enemies.
    Healer Description:
    What it does in damage role: Does initial damage the puts an 11 second DoT on your target. When the target dies, the DoT refreshes on other targets.
    What it does in healer role:
    DPS Modifier: 50%
    Base Damage: 19-26 initial hit, 2-4 per tic (41-70 total per target)
    Base Healing:
    Cooldown: 6 seconds
    Combos into: Corrupted Divine Light (Tap Melee, Tap Range, Hold Melee)
    Notes: Puts a continually spreading DoT on a group as long as something in the group dies every 12 seconds. Not sure at this time if it spreads more than once. This power needs more testing.

    Dark Pact
    Description: Make a pact with wicked forces, increasing your super power damage by 35% for a short time.
    Healer Description:
    What it does in damage role: Gives you a 35% might boost for 5 seconds.
    What it does in healer role:
    DPS Modifier: 50%
    Base Damage: None
    Base Healing:
    Cooldown:
    Combos into: None
    Notes: Ooooooh boy, this is a fun one. This is the only superpower that gives you a percentage based buff to a stat. If you're might based and don't do many combos, you need this power. You also need this power if you use the 35% finisher. It's optional with a balanced build. Skip it if you do most of your damage from combos and stacking precision.

    Cursed also has two supercharges.

    Cursed Idol
    Description: Create a cursed totem that damages all nearby enemies and heals you and nearby allies over time. Enemies that are knocked out while in the idols influence explode and deal damage to other nearby enemies.
    Healer Description:
    What it does in damage role: Does 29 tics of damage over 30 seconds (no initial damage) and causes enemies to explode when one dies. Provides a HoT in range as well.
    What it does in healer role:
    Supercharge Cost: 25%
    Base Damage: 4-10 per tic (116-290 total)
    Base Healing:
    Notes: Fun supercharge for 25% power. You can keep this up for 2 minutes straight with a full SC bar, and in that two minutes you'll probably be able to cast it a fifth time from building up more supercharge.

    Life Drain
    Description: Drain the lifeforce from nearby enemies, dealing damage over time and stunning them. You and up to 7 group members gain healing over time.
    Healer Description:
    What it does in damage role: AOE stun, group heal. Does six tics of damage.
    What it does in healer role:
    Supercharge Cost: 35%
    Base Damage: 22-32 per tic (132-192 total)
    Base Healing:
    Notes: Probably the only "viable" supercharge for burst damage.
    • Like x 4
  5. Kristyana New Player

    Power Combos
    As mentioned earlier, powers combo into one other power if you pull off the right combination of holding and tapping the melee and ranged keys. Unless otherwise mentioned, all healing is still based off Restoration.

    For the damage elements of powers, everything is based of precision. Big credit goes to Sore, Alpha, and OMAAR for figuring out the equations and refining them. I use Sore's terminology here since for me it's easier to understand.

    Precision damage is based off of your Weapon DPS and your precision stat. Unlike might based powers, there is no "base damage" but instead a multiplier called the "ATK percent" that gets applied to your DPS.

    Damage = ATK Percent * (Weapon DPS + (Precision/10))

    Spord confirmed that there's also a 10% variance so precision based powers don't do the same amount of damage.

    Every combo'd power here lists this ATK percent number as tested by me and verified by other members. This is as close as we're able to test them, but there's always a chance that they may have some variance from what's really shown here.

    To figure out how much damage one of these attacks will do, multiply the combined DPS from your weapon and your precision/10 by the ATK percentage listed here. This will give you the baseline damage, plus or minus 10% variance.

    Cleansed versions of Cursed Powers
    Cleansed Haunt: 84% on the initial hit, 42% for two tics.

    Cleansed Curse: 56% on casting, untested for the process tic

    Cleansed Wither: 255% on the initial hit, 127% for two tics

    Cleansed Malediction: 25% per tic for 12 tics

    Cleansed Death Mark: 160% on the initial hit, 80% for two tics

    Cleansed Blight: 220% on the initial hit, 80% for six tics

    Cleansed Consume Soul: 328%

    Cleansed Plague: Have not tested yet

    Corrupted Versions of Blessed Powers
    Corrupted Smite: 118%

    Corrupted Retribution: 210% on the target, 48% on the aura for a max of six tics

    Corrupted Wrath of the Presence: 196% on the initial hit, 68% per tic for 6 tics

    Corrupted Admonish: 264%

    Corrupted Divine Light: Have not tested yet

    Corrupted Blessing: Have not tested the explosion damage
    • Like x 4
  6. Kristyana New Player

  7. Kristyana New Player

  8. Kristyana New Player

  9. Kristyana New Player

  10. Kristyana New Player

    10 reserved posts should be enough :p

    I need to sleep, I've been up all night recalculating DPS values.
    • Like x 2
  11. DarkThorn Dedicated Player

    Sweet!! Thanks for taking the time to do this Kristyana, I'll be looking forward to the guide's progression. :)
    • Like x 1
  12. JEEBIE Steadfast Player

    Awesome Kristyana.

    One thing, isn't the group crit buff only the corrupted benediction, and benediction is self only?

    Really love celestial for it's complexity. My replay has been purchased for over a week and taunts me every day... but today I'll be able to use it!
  13. Roomba Dedicated Player

    I'm glad someone got the ball rolling with this! Look forward to switching to Celestial after work and adding any useful bits I can.
  14. Clip New Player

    Thanks for the thread kristyana and to everyone else who assist you to crunch some numbers :)

    But can someone wake up omaar again? I would love to see him adding some pics for the combos :D i always loved that part of the HL guide, was always funny to see a comic version of combos.
  15. Ilunis Dedicated Player

    Thanks for this, Kris. I am contemplating going this route (as Cursed is the closest thing to Shadow I'm going to get) and this guide will be very helpful. Will be nice to see power combo strategies evolve, rather than cookie cutter loadouts (no offense). Has a sort of King of Fighters feel.....
    • Like x 1
  16. JEEBIE Steadfast Player


    There are some combos like HL, but it's really not as cut and dry as HL.

    For example Malediction -> Corrupted Benediction. Puts a DoT on a single target and then buffs the 3 others in the group with 10% crit chance increase (and has a healing effect based on damage done).

    That's a 13s reuse timer, not something you can chain, not something you can put together in a nice little package like you can witht he HL combos.

    That said there are going to be some combinations that are good for spamming while the other stuff gets tossed in.

    SH: Smite-cHaunt/Haunt-cSmite Decent DPS but above average power consumption

    RS: Retribution-cWither/Smite-cHaunt About middle range as far as full range rotations go.

    RDJC: Retribution-cWither/Defile-jump-range tap High power cost, High DPS, name stolen from stable, I assume that's what they were referring to at least, as it is pretty solid. If not just let me know and i'll stop calling it that Stable :D

    Below 35% you can do rotations of Retribution and Defile (no jump cancel), i've just labeled that RD, and then there's SD which is Smite rotated with Defile.

    That's only involving 3 powers though, but what I plan on using at range at least initially (with 3 other powers to buff up and such).

    You'll have other combos involving Consume Soul, Admonish, and maybe even WotP. Divine Light/Plague aren't bad either. Divine Light is pretty solid AE. Plague can be spread when the target dies. Consume Soul/Admonish is closer up, consume mid range, admonish melee range.

    Things like Death mark will be pretty solid exploding for good damage when the target dies but not really something you use in a combo but more use as the situation presents itself. Blessing should be interesting in PVP with the corrupted version exploding upon destruction, sorta like a reflect shield but comes at the end only. Curse has the potential to do damage comparable to pyrokenisis (overall more than a finisher) but would require the enemy to basically be pulse beam spam as it triggers upon attack, so likely to only get like half that, but that's still good damage.

    There's a lot of things left to test. A lot of situation things that may be good in half of nexus but terrible in the other half. Or you might have a whole diff loadout for paradox because you can't benefit from something you did in nexus (I have a feeling curse will be viable in nexus but not in Para, just a thought though).


    So i guess there could be pictures but I don't think that really guides people to play right as mucha s it does in HL as there's not much more to HL outside of the combos, where Celestial has a lot.
    • Like x 2
  17. Clip New Player

    Ok too bad. Could you guys on the testserver figure out which weapon works well with this powerset?
    I only watched a few youtube videos and i couldnt see much space for weapon combos so i guess rifle could do well?

    Btw a looot of information already awesome :)
  18. Roomba Dedicated Player

    I like 1h and rifle with this power. Shocking, right?
  19. JEEBIE Steadfast Player

    Same as HL

    There's spots you can weave in a quick weapon attack... which is the best thing to weave in there? well the things that take maybe .1s like rifle/brawl/2h/dw taps and MA hold.

    I think Rifle/MA will be best choices.
    Rifle = 1.1 attack percent tap, AE
    MA = 1.1 attack percent hold, gets the melee weapon buff.

    Brawl = .88 attach percent tap, melee weapon buff
    2h = .8 attack percent, melee weapon
    dw = .85 attack percent, melee weapon.

    So as you can see Rifle/MA will yield the highest damages, MA will get boosted damage to all your combos which is nice, but rifle will hit 5 targets without splitting, so better in AE situations.

    I was lucky enough to get my 87 MA last night :D, I only had HB before that and it's IMO not going to be a preferable option.
    • Like x 1
  20. Roomba Dedicated Player

    Death mark/blessing, and curse are going to be huge for solos and duos. At the same time, I have a hard time with the idea of running a raid w/o a shield so I think DM/blessing will make it in my Nexus and PW loadouts anyway. So basically Id have DM on my bar for lower tier stuff to have a spammable, high aoe dmg shield; and then I'd have blessing on my bar for raids so that I have that "oh ****" button.

    I like opening with a Donkey Punch (DL>cPlague) on ST range as it's a pretty solid dot.

    PDL (Plague>cDL) is retardedly good damage on anything 3+, and maybe the math will end up supporting it for 2+ as well. The more builds I try the more I realize I don't care for CW (CS>cWotP), so I wonder if it'll end up being worth it to try doing PDL, the Ab Blaster (Admonish>cBlight), RW, repeat and refresh PDL as necessary.

    That being said about CW, WC is a huuuge burst hit, so that may be worth it in lower tier/smaller content.

    And I'm still on the fence about defile.

    As other have been saying, there is a lot of complexity here which offers both great challenge but also a lot of personal preference. Really like how this power is shaping up.

    I apologize for the goofy names, figured I'd help getting the creative juices going with everyone lol.