Re: Chaos Doom Bolts cooldown
Posted: Thu 08 Oct, 2015 6:34 pm
Nurland wrote:I don't really see a huge issue with doombolts. Sorc is not exactly a strong hero early on apart from doombolts. They are pretty much the only thing he has going for him early on. He is not fast, average melee dps, low hp. Doombolts is the only way to get some real mileage from Sorc early on imo. Doombolts are possible to dodge. Well placed doombolts are hard to dodge but as mentioned previously you can dodge doombolts partially or retreat out of them before getting hit by all of the bolts.
Also investing on Sorc makes him less likely to spend his energy on doombolts since his abilities are quite energy intensive. So he generally has to keep munching Tics to keep his energy bar high enough to keep using his abilities.
I would argue Doombolts are not the strongest aspect of Sorceror. His worship, globals and sigil are the most insane stuff he has. Even taking into account that Doombolts is a starting ability.
I am reviving this subject with a recent game casted by indrid. Here's the url: https://www.youtube.com/watch?v=KQhw636KALM
As you can see, the doombolt ability is very strong in early engagements, capable of reducing tacs below half health in a very short span of time. If damage is not nerfed, surely such a strong ability should have longer cool down?