Hello, I am aware that in 90% of the forums out there at the moment, this would constitute a massive gravedig, but instead of starting a new thread since there is already one here, I would like to present my idea for the Chaos Sorcerer's 3rd weapon:
T1 - Ancient Lightning Claw
Cost: 110/25
40 melee damage per hit, 40 melee dps
Equips the sorcerer with a single claw, its twin lost to the annals of time - de-powered, but crackling with the malevolent energies of the warp. Grants "Touch of the Warp". Touch of the Warp
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Channeled ability: Partially rips a single* targeted model into the warp, making it invulnerable and immune to knockback or stun, but unable to attack or capture points for the duration of the channel or if the channel is interrupted. Sorcerer immobile during channel. 80 Mana, Range 30, 60 second cooldown.
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NB: I am not a pro-level player, or even a pro-level sorcerer player, but I did have some novel ideas, and after bouncing them off a much more experienced player(Torpid), I decided to go to work. Before anyone feels bad about shooting this idea down, don't. It was conceived/executed in around 15 minutes, so I am aware that it will most likely need tweaking.
Rationale behind this wargear:When coming up with an idea for a third weapon for the Chaos Sorcerer, I wanted to create an interesting tool for the Sorcerer that also fit with his(and his master's) persona. The Sorcerer is about unpredictability and tricking/confusing the opposition, and I realized that this would play very well into this sense of literal chaos.
At the same time, I also wanted this wargear to come with drawbacks and not become overwhelming, hence the "de-powered" nature of the power claw and the need for the ability to be channeled instead of a simple cast. For instance, the regular melee damage done by this "lightning claw" is not going to change the role of the Sorc at all, nor will it scale well in the traditional sense. In addition, the claw comes with no other buffs to the Sorc's already powerful abilities.
(And yes, non-terminator marines may use lightning claws).
Players familiar with Chaos will see that Touch of the Warp is essentially Phase Shift applied to a single model of the sorc's choice(allied or enemy), except channeled.
*At this point in time, I am unsure whether Touch of the Warp should affect vehicles or monstrous units.
Using Touch of the Warp:At first glance this weapon does not seem to address the elephants present in the room, which is the sorc's inability to deal with vehicles personally, or the sorc's weakness to tanky single entities. However, while this ability is not damaging or even seriously disruptive(like subjugation or a stun), it essentially allows the CS to shut down the damage output of a single entity for a short period of time without actually really doing anything to that single entity.
For instance, CL charging down Havoc? Channeling Touch of the Warp would essentially prevent the Havoc from being tied up, without forcing the CL off, as Hammer of the Witches might in a similar situation. What the CS player would need to do while the CL is unable to attack/take damage is move the Havoc himself, preferrably into worship cloak. The result is that this wargear begins to present defensive advantages that require a fair bit of micro to pull off correctly, while rewarding the player for using excellent micro. At the same time, the Havoc has technically been forced off, but on its own terms.
Devastator about to shut down your heretics? Use Touch of the Warp on the model with the bolter - for 5 seconds, the dev will be unable to fire. WSE about to finish cap under shimmer shield? Touch him and buy yourself 5 seconds.
At this point, however, one needs to ask, why get this over Rod of Rapefire or Flame sword? This is an excellent question, as there are other ways to control a single entity or better ways to tie up a Devastator, such as teleport vest. In addition, Coruscating flames has amazing wipe potential, as does Rapefire's reliable full damage on retreat, not to mention the knockback. Sigil of the Rift can port capping enemies off the point, and is a must buy in many situations.
However, unlike the Rod or the Sword, Touch of the Warp can be used defensively as well. That heretic you just retreated out with a Horm brood right behind it... probably will be wiped, unless you cast Touch of the Warp on a model. Allied weirdboy trying to get into range to use warp vomit but afraid of being shot down by a wall of Kasrkins? Touch the weirdboy, use the ability, then instant retreat out. Allied terminators about to get wiped by nobs? 5 seconds might be all it takes for them to get out. Sorcerer about to be killed by formerly friendly but now very angry bloodrage Dreadnought? Touch yourself!!
Acknowledgements:
A big thanks to Torpid(and Crewfinity) for helping me refine my ideas!
