Revive cultist robe

    • It sort of sucks comparatively right now. Problem is it sort of sucks for casters as they just get zerged / interrupted while they’re self-cc’ing themselves . Might as well run purity or cleric at all times if there’s any sort of melee train.

      1) Perhaps remove the channel and give a very a large Heal / Mana restore upon receiving damage so it’s used defensively. Asking a dps robe to stop dpsing by channeling is counter intuitive and accomplishing what the melee train wants. It should also give a 75-25% defense boost for 10 seconds (defense scales down the longer the duration of the buff has stayed active) and allow you to keep dpsing. Effectively a long term anti melee train without any immunities and heals dependent on taking damage.

      That or it offers a reflection of 100% physical damage with no added defense but also heals / regens like it does currently for 10 seconds and does not require channel. Something to keep the brainless zerg in check and keep it exclusive to caster use.

      Or, no heal, but have a stacking reflection of all physical damage up from 100% (1 player) to 300% (3 or more players) depending on how many unique enemies are striking you while the buff is active. This I think jives with the cultist robe mantra and truly punishes those that train with consideration for dispel or disengaging. Plus it be pretty wicked to see some 3vs1 train self gibs.

      The post was edited 2 times, last by BurnsidePDX ().

    • SapphirePowder wrote:


      Asheraxia wrote:

      Quagga wrote:

      10 noobs were crying that 1 cultist robe was killing them and it was toxic gameplay

      Now 10 noobs will kill that 1 guy but it's not toxic gameplay.


      AO in nutshell. all to give 10 casual a chance.
      This is it in a Nutshell man, except this is the truth, now even one 4.1 bloodletter can kill almost any 8.3 geared player wearing a Cultist robe... it's that useless.Physical immunity, would at least give range a chance. If someone has worked themselves up to a point where they can afford and utilize an 8.3 Cultist Robe, the benefits should be commensurate with the effort. It cannot be the case that the melee dominance continues unabated.

      ...and while we are about it, Cultist helm should be TRUE damage against a player, not magical, the spell is 'inner corruption' after all.
      Dear lord we do not need any items with true damage. I am not going to lose my 8.3 cultist robe to someone using a flat 4 cultist cowl
      You wouldn't lose it anyway, player vs player the true damage would only effect you once as you initiated your robe not with each healing tick.
    • Stupid discussion - price for cultist robe have tripled still increasing as every turret build or every high mobility build goes out of range heals and teenages with it

      Example: great fire build, example wild fire, example bramble, example longbow

      Why u want to fix an item that has great use?
    • open world item that had 100% phy immunity
      invalidating all melee weapons and bow and crossbow

      it was not as meta as old times not because it was changed to armor/MR
      it was still viable even after it was changed to armor/mr

      but because it was nerfed in several departments due to CD
      such as heal amount not affected by % on armors
      and channel interrupted by damage is greater

      this made it so that people just dont brain dead channel ontop of being hit and take 0 damage

      i remember the time when bow did not have multishot rework.
      people would channel this spell and there was nothing you can do about it
      even nature with rejuvinate can just stand there and heal because the channel interrupted by damage factor was not as strong back then
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • The_Support_God wrote:

      open world item that had 100% phy immunity
      invalidating all melee weapons and bow and crossbow

      it was not as meta as old times not because it was changed to armor/MR
      it was still viable even after it was changed to armor/mr

      but because it was nerfed in several departments due to CD
      such as heal amount not affected by % on armors
      and channel interrupted by damage is greater

      this made it so that people just dont brain dead channel ontop of being hit and take 0 damage

      i remember the time when bow did not have multishot rework.
      people would channel this spell and there was nothing you can do about it
      even nature with rejuvinate can just stand there and heal because the channel interrupted by damage factor was not as strong back then
      Shut up already, you and your theories
      You don't even understand what kiting is all about.
    • should i find a video on how broken phy immunity cultist robe was?
      me and my fancy theories are from experiences


      to that end why do you think it was changed the same patch corrupted dungeons was introduced and nerfed even further
      when corrupted dungeons kiting meta was around?
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build

      The post was edited 2 times, last by The_Support_God ().

    • show me, just don't give me some video where you kill brand new players.

      every tree has counter play vs cultist robe
      except axe

      not item was the problem just CD layout and running in circle.
      that's why it negated melle dmg because that's the idea of kitting, when you don't have CDs, you need invis or immune, otherwise you are a punching bag
      cultist was a typical noob stomper and anti 10v1

      Second, everyone is crying why only frost shot, because dmg to sustain ratio is garbage
      nerf kiting and the items that allow it, and buffing melle with every patch.


      =================O===================== This is what the CD layout should look like, 2 narrow chokepoints with a large arena in the center with room for left and right for kitting.
      and no, resetting the fight every 20 seconds is not kiting.

      The post was edited 4 times, last by Quagga ().

    • so its just you deny a whole fighting style all togather.
      u forgot the whole reason why corrupted dungeons was in the first place
      you dont talk about a balance at all just a denial of the way things is with garbage input

      also if you have that much mobility it makes sense that builds that cannot catch aka boltcasters,curse,fire
      would not be able to Kill a running bow,frost,sword when unless they are blocked by traps and mobs which has slows/pulls/knockback

      its still the same as open world where mobility is king

      also cultist robe back then was a Noob stomper? u stupid? it basically counter half of all available weapons 's E
      if a weapon counter another weapon line you running is reasonable but if an armor you can slap on any weapon counters half the weapons in the game you have a problem

      stick that on a mobility weapon back then and HP stack with taproot and other BS mechanics and you are looking at 2k healing per cast
      not even merc jacket heal for that much back

      bro cultist robe back then prenerf was able to heal 50% ++ of someone HP, phy immune and if you deal damage to it as a caster you would not be able to break the channel unless you had some form of Hard CC

      Quagga wrote:

      every tree has counter play vs cultist robe
      except axe
      This sentence just shows how delusional you are on saying every almost tree has a counter.
      The current weapon trees HAS counter but not back then with less CC on skills

      Back then
      fire had no CC on Q or W
      Curse Had no CC on Q or W
      frost has frost blink only but hey u think hes going to walk up to blink him?
      and cultist robe outheal all this options when they KITE

      1h sword claymore and carving was meta back then
      u think they run W1? interupt? they will run reflect or iron will
      mace and hammer cannot out damage a cultist robe
      axes cant do crap
      spears had no CC on Q or W options either that would stop cultist robe back then
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build
    • again some theories, changes have been made,
      core of the problem not fixed
      SRDs have a timer
      CDs can be changed in HG 1v1

      more people rat CD than play SRD simply because they feel safer there than even in OW.
      another shitty idea that, as usual, makes no sense

      that is, you confirm the rule, the changes have been made, now it is balanced according to your logic, it is time to revive the cultist robe.

      there was a sandbox item where you could shit on 10 braindead CC spammers just like the old aoe escalation 10v50
      you were only able to win because escalation kept the big groups in check the moment they started changing items/mechanics for more braindead friendly the game started turning into a numbers spam.

      The post was edited 1 time, last by Quagga ().

    • if changes have been made and cultist robe can have a comeback phy immunity

      then you cannot complain that frost shot, multi shot, cloth cowl knockback
      exists

      or that swords can go fomular 1 on someone
      or spears can have insane auto range and auto damage
      or that hallowfall can have insane healing while in CD
      or even if merc jacket proc on DoT

      because what i see is that if NO one build can have OP mechanics then the rest needs to follow suit
      if one item gets to decide the whole meta by having PHY immunity then every other weapon / mechanic
      needs to be recognize for their strength and buffed to match

      because to match phy immunity and healing
      you need healing to match (holy/merc jacket)
      or weapons need to have the tools to deal with/ outdamage kiting builds using the said cultist robe (multi shot and cloth cowls knockback)
      Embrace the Risk Vs Reward. Do not deny it
      For it will only bring you pain

      #RiskVSRewardCult

      Currently aiming for 120 on all Armors related to Morningstar Build

      The post was edited 1 time, last by The_Support_God ().

    • Cultist robe heal and run is just bad game mechanics that is aiding the kite scourge in CD’s. It really shouldn’t exist in the game as it’s only real use is cheesing in 1vs1 by kiting in CD’s. Every other robe is better in any other content.

      There are so many unique ways it could be tweaked and still retain the ‘survival’ nature of it. Have it reflect melee damage or Have it boost magic ability damage upon being struck by physical damage it or have ‘steal’ healing made to nearby enemies for a long period of time. Something to redirect the melee train for longer than the 3 second cleric robe immunity.

      It’s niche should fill the hellion jacket like role for casters in that it aids in survivability when being trained.

      Problem with it now is it self CC’s and interruptible. It’s only truly effective for bow users / kiters, which to be honest, I don’t believe was its design purpose.
    • BurnsidePDX wrote:

      Cultist robe heal and run is just bad game mechanics that is aiding the kite scourge in CD’s. It really shouldn’t exist in the game as it’s only real use is cheesing in 1vs1 by kiting in CD’s. Every other robe is better in any other content.

      There are so many unique ways it could be tweaked and still retain the ‘survival’ nature of it. Have it reflect melee damage or Have it boost magic ability damage upon being struck by physical damage it or have ‘steal’ healing made to nearby enemies for a long period of time. Something to redirect the melee train for longer than the 3 second cleric robe immunity.

      It’s niche should fill the hellion jacket like role for casters in that it aids in survivability when being trained.

      Problem with it now is it self CC’s and interruptible. It’s only truly effective for bow users / kiters, which to be honest, I don’t believe was its design purpose.
      I tend to agree with you here. The fact that it is also interruptible and essentially self CC's the wearer is a deeply troubling aspect of this Cloth Robe.

      One of the main reasons it was of any use was that the physical immunity it initially conferred meant that the downside of the robe, being cloth and therefore paper thin with virtually no defensive capacity at all, was at least partially overcome whilst the channel was active. These days, it's simply a liability, unless you play a range, but even in that scenario, Cleric Robe easily supersedes it, as does the scholars cast time buffs, or the mages purges, but of course the robe of Purity is by far the most equitable given it's magical damage bonus, but of course with the added absolute melle immunity with the bubble mechanic.

      This Robe needs to be rethought, as it should offer the castor an offensive and/or defensive advantage that far outweighs the negatives of having to wear a cloth piece, something it comprehensively fails to achieve for far too long now.

      Perhaps a non interruptible 20% boost to damage whilst active, and a vampiric healing mechanism that allows 20% of the damage dealt to be redirected back into the health of the wielder over a 7 second period, on a 40 second CD, might allow it to fulfill it's remit as an offensive caster option that allows the caster to maintain their own offensive ability for survivability to overcome the melee train.
    • Separate the armor into a separate buff applicable at the start of the channel (as GH does on first healing tick) and leave the HP/MP regen tied to the channel. That way you can decide to fast-cast it in case you can't compromise your positioning, although you will have to commit to it from time to time as a simple resistance buff isn't much for a 45s cooldown button.
      - You're a monster.
      - Am I?
    • Hattenhair wrote:

      Separate the armor into a separate buff applicable at the start of the channel (as GH does on first healing tick) and leave the HP/MP regen tied to the channel. That way you can decide to fast-cast it in case you can't compromise your positioning, although you will have to commit to it from time to time as a simple resistance buff isn't much for a 45s cooldown button.
      Exactly, so perhaps adding a small reflect 33%, and a 33% cooldown reduction, while channeling, and then increasing it's use to 60 sec instead of 45 secs at present, to deal with the CD reduction, would finally bring it back into favor as a top of the line cloth caster option.

      Might be the best option.