Albrecht's Aether Ray - Analysis and fixes for a theoretically great skill

Albrecht’s Aether Ray - Analysis and fixes

I’ve been playing this game since before Arcanist was a playable class. Back then, some of the first teasers we saw included the Aether Ray, a visually distinct and conceptually awesome skill that has well-liked colleagues in other games of the genre, like Diablo 3.

However, when you take the time to actually build a character to use Albrecht’s Aether Ray (AAR), you quickly learn that the skill feels a lot less great to use than it initially looks. The goal of this post and thread is to try to pin down what works and what doesn’t about the skill and to talk about ways of fixing these things without creating an imbalance. So with that in mind, let’s start by going through the up- and downsides of AAR:

Aspects of AAR that don’t need work:

  • Primary target DPS
  • Synergies with other builds/classes
  • Synergy within Arcanist
  • Equipment availability
  • Endgame scaling

Aspects of AAR that do need work:

  • Sluggish feeling
  • Secondary target DPS/trash clearing
  • Energy cost

I’ll start by quickly going through the first list, to explain what I mean by each point:

  • [li]Primary target DPS[/li] This one is fairly straight-forward. AAR has a bunch of problems, but the damage on your main target isn’t one of them.

    [li]Synergies with other builds/classes[/li] A quick peak on the forums will show you that people have all sorts of ideas about AAR builds. Generally, most people will end up running Demolitionist or Occultist, as they offer the most relevant support-skills if your primary damage is Aether. There is a lack of Aether damage skills/buffs outside of Arcanist that could pose a problem, but this is somewhat remedied by AAR also doing Fire damage and by there being conversion options available to and from Chaos damage (Clairvoyant/Albrecht’s ring legendaries and Tainted Power, respectively), allowing you to combo with other classes reasonably well.

    [li]Synergy within Arcanist[/li]There’s so many things in Arcanist that work well with AAR that I won’t even go into detail here. Devastation and Reckless Power are obvious examples.

    [li]Equipment availability[/li]Iskandra’s is a solid AAR set if you go the pure-Aether Route and Clairvoyant/Albrecht Rings cover the hybrid area, whereas the next patch will introduce a legendary set for pure Chaos AAR builds. There’s lots of non-set items available too, like Aetherreach, Agrivix’ Malice, etc. All good here. I have previously complained about the Clairvoyant set being badly designed, but the new set coming fills the void that I feel like Clairvoyant should have covered, so all good on that end.

    [li]Endgame scaling[/li]Every single caster build has endgame scaling issues relative to Blademasters and other auto-attackers running BiS gear, but AAR builds don’t suffer worse from this than the rest, and are perhaps even slightly better off than some.

The reason why I go into detail about these things in a fix-suggestion thread is that I feel like, ideally, any fix introduced should try to avoid also providing powerful buffs in these areas, to avoid creating new (player-positive) imbalances to fix old (player-negative) ones.

So let’s dive into the issues:

Issue: Sluggish feeling
Let’s be honest here. Using AAR feels like crap. It’s slow and cumbersome and in many situations you end up taking A LOT of extra damage from mobs compared to other spammable spells like Panetti’s Replicating Missile or Dreeg’s Evil Eye. It’s a general issue with laser-spells, that the feeling of “being rooted” and being unable to stutter-step while throwing out missiles can cause you to feel terrible about an otherwise great skill. Anyone who’s played Wizard in Diablo 3 will have experienced it there as well.

Fix: Speed up the ray
This is quite an easy fix, honestly. Making the ray feel better will require two changes:

  1. Greatly reduce the initial cast time before the beam appears, to allow for more stutter-stepping, quick movement and generally allowing players to actually “play well” and dodge missiles, etc.
  2. Greatly increase the turn-speed of the ray, ideally making it instantly follow the curser. I can’t tell you how many times I’ve lost a ton of health from shooting at an approaching pack coming from the front, while some lone guy charges from the side. Having to switch to him and back again is an giant DPS drop with the way the ray works now.

These two fixes would make the ray feel a lot better without actually making it very much stronger, which for game devs, should be an ideal solution. Increasing player enjoyment without introducing balance issues? Great!

These fixes also have the added benefit of requiring and even encouraging increased player-skill in taking full advantage of them. Surely ranged-damage characters dodging missiles inbetween their own barrages is intended and desired gameplay on the end of Crate.

Issue: Secondary target DPS/trash clearing
To me, this is an issue not because of the ray itself but because of its synergies. It is basically impossible to do an AAR build where the ray is not your main, spammable attack for clearing out trash. Whether you run Demolitionist, Occultist or Arcanist skills as your secondary damage skills, these all have cooldowns that prevent them from being great trash-clearers. Devastation, for instance, is ironically better as a single-target damage skill, despite covering a solid area, because of its long cooldown.

You could fix this issue by improving secondary skills, but I feel like part of the charm of an AAR build is that AAR becomes your primary skill and main tool.

Fix: Give AAR a second skill modifier
This is a slightly more complicated fix, but one that I think would work well and would end up opening up more potential build paths.

Basically, give AAR a second skill modifier (but still keeping Tainted Power), that reduces it’s total damage by some significant but not overly destructive percentage – perhaps a 30-50% reduction would work – and then in return the width of the beam is increased by maybe 100-200% and it fully passes through mobs. There is some tuning to be done for the exact numbers there, but the general concept is straight forward. By keeping Tainted Power around as well, AAR would functionally end up having four different “settings” available: Single target Aether, Single target Chaos, multi-target Aether, multi-target Chaos.

Issue: The AAR energy cost is too high
The big reason why the energy cost is an issue is that what makes AAR do decent damage as a spell is all the +skill gear available to players for this specific skill. The default state of AAR is 22/16 or higher because of the great gear designed for it. However, the energy cost, especially once you go into ultimate levels on both AAR and Disintegration, which is unavoidable and highly necessary,

Right now, you have massive energy issues even if you lean heavily towards increased energy regeneration and reduced skill cost items, augments and components. Stuff like Aether Soul (http://gracefuldusk.appspot.com/items/2415-Aether-Soul) is functionally unusable because you need to run energy regeneration in the form of Ectoplasms or Arcane Sparks etc. to even be able to slightly keep up with the exorbitant mana costs of AAR.

I don’t mind that AAR requires you to itemize specifically for energy regen to a degree, but when you max IEE and Mental Alacrity and run energy regeneration components and augments in every slot and STILL constantly run out of energy, it’s too much.

This issue is amplified by the fact that endgame encounters increasingly feature large waves of mobs with multiple bosses, respawning waves and big HP-sponges in the form of Nemesis bosses. This is a natural result of players seeking out current endgame options: the Roguelikes, Nemesis bosses and Gladiator 100+ Crucible waves. In all of these, you have to be able to nearly constantly do your full damage to keep up with other classes/builds and with the amount of mobs.

Fix: Decrease the energy cost on AAR
Personally, I feel like a good balance point would be that 26/16 AAR with 22/12 Disintegration should cost the same energy per second that 16/16+12/12 does right now, especially as 26/16+22/12 is basically the default setup for any level 75+ AAR build. That would require you to compensate somewhat for the energy cost but also make it so that if you did compensate, you wouldn’t still be running out of energy all the time.

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Around 2 months ago I also suggested an energy cost decrease for AAR comparing it then with SS in terms of damage efficiency / energy expediture. Now, given the enormous buffs cadence received I am going to point out that even the single target DPS is actually weak… so let me explain:

  1. Because AAR destroys your mobility you can’t actually fire it continously in Ultimate difficulty => an AAR build will be similar in the end to a ranged build in that you will fire the beam in short bursts.

  2. Chaos/ Physical cadence Witchblade build around the Harbinger set will absolutely massacre any AAR build. Due to the huge flat chaos damage the Occultist mastery + Harbinger set will provide on your weapon, cadence crits can reach 400k easily.

  3. A bleed/physical /pierce Witchblade will also destroy an AAR build in terms of damage. Once you get the Vileblood mantle + Gutripper + Empowered Scarlet Marksmen you can put 150k+ DoTs while doing 150k+ crits. Not to mention that the CoF + Rend + Gutripper will desintegrate everything around you in 2 seconds with 20-30k burst bleed crits.

By comparison, an AAR build would have to put 200k dps to be this “competitive”. At maximum casting speed, that means around 33k crits / tick. You would need 3000 OA to pull it off but you will probably die to Fabius in 2 hits. This shows that AAR damage IS NOT o.k.,…contrary to popular belief.

Just to jump in,

out of my 800hours, 750 were spent playing AAR Warlock. I tried multiple Devotion configurations in order to maximize damage output, and at the end, I decided to go semi glass cannon crit build. Highest Crit I was able to achieve was around 45k and multiple factors (procs) had to be triggered at the same time in order to achieve it. Most of the time, crits were in 10-25k range. Sometimes, really trashy mobs died almost instantly, while others had to be kited (and AAR is really bad at kiting because of the turn rate and sluggish speed, not to mention constant mini stunts that disrupt your AAR channeling). After that much time spent playing solely Warlock AAR build, I would not recommend anyone to play it past Elite unless you are really in love with the skill.

I do not know the solution how to fix AAR, however, I think reducing mana cost is the worst possible route one can take.

Perhaps, maybe, to take out the current skill modifier and put it inside the base skill (especially the CRIT part), make base skill pierce through enemies. And the new modifier will do something like: while channelling AAR you have a X% chance to deal 500% damage and 100% crit for the next 2 seconds (no inner cooldown) and make some visual effect where the beam will expand in size when it happens.

EDIT: Ohh and btw, try to find any people who have completed last Crucible difficulty using AAR as main damage skill. I think you will find none.

I have to agree with Avatar.

Ray’s single target DPS is terrible. I suspect most Arcanist players don’t notice because Devastation is so good, even after the nerf. But after playing Summoner, Poison Witch Hunter, Physical Warder, and Firestrike characters… The difference is night and day.

Overall, I don’t think it really needs AoE (there are a trillion AoE options available to Arcanist based builds), or a mana cost reduction (boring, homogenizing). I think it straight up needs a damage buff so it’s worth being a single target skill. That’s basically the only way a skill with its current mechanics can be justified to exist in the Arcanist tree.

I mean, hell, even if you can face tank with ray, at that point might as well use Callidor’s Tempest.

That moment you realize your Sorcerer build isn’t really that great (lvl 73 hitting dummy target on ultimate). :undecided:

Would it make sense to increase damage as you keep it on target? For example, double damage after 1sec, quad (4x) after 2sec, or maybe use 50% increments, I didn’t really think about balancing this yet. Capped, so you don’t deal 1 million DPS after 15 seconds. Would be hard to abuse unless in a group, and someone else is tanking (which seems okay to me). I mean casters usually needs to move around to avoid getting one-shot. Any other opinions ?

Fix: Speed up the ray
This is quite an easy fix, honestly. Making the ray feel better will require two changes:

[ol]
[li]Greatly reduce the initial cast time before the beam appears[/li]> [li]Greatly increase the turn-speed of the ray, ideally making it instant[/li]> [/ol]

I totally agree on this, both would be good to fix. To start, make both instant. Then see how balance changes. Probably won’t break it too much.

@mash You have summarized everything perfectly. I love how to described the issues with the ray and provided the perfect solutions for it. Can I give you cookies? :stuck_out_tongue:
Please make Aether Ray great again :smiley:

Those would be 2 very useful changes.

I feel this would be huge to helping AAR. It would also increase your DPS as you’ll be delivering more damage. Still not on par with most melee builds as Avatar is pointing out.

They should treat the ray and a stream of bullets. Just like a gun, they should be instant to release. They can take time to travel, that’s fine…but they should continue once the beam is shut down. Right now you have to start the beam up then watch it travel. If you end it early, it just vanishes. Why does it take time to travel, but will disappear instantly? The beam should be instant on/instant off or continue to travel once ended (just like a bullet) if it is going to take time to travel. This would help a ton improving the sluggish feel and provide a slight damage buff.

Either route, the initial cast time needs to be eliminated. One needs to be mobile when their squishy and the cast time build up limits that on top of the channeling…

I’d be fine with the channeling if it was instant to start and what was released can continue to travel or the beam had no travel time. Just too much DPS loss/clunky feel… The instant on/off would probably be the easiest to do and also still keep the “beam” feel. The continuation like bullet would mean the animation would have to be broken into chunks and each chunk sent to a different projector… Would help with AeO as you could spray around…but wouldn’t really be a beam at that point… So the Instant travel wins! :slight_smile:

The late game damage scaling is a whole other issue and isn’t exclusive to AAR… Not sure a simple damage buff will be enough for balancing that out when compared to % WD skills…

Fixing the feel of the skill would help the most in my opinion. I do have a AAR sorcerer and its current damage is viable to complete the game. I can’t touch iron madain or Fab, but have little issues with Moose, Ben, Voldaren. I can get the Mad Queen fairly easily, but do struggle with sentinel. The feel is awkward and my main issue now. Increasing the damage at this point would help it become better at farming and the Crucible. The build isn’t broken, at least from a completion stand point, but it is awkward and can’t be utilized as a farming build as well as melee classes or as a viable crucible build…but that last one I think can be said about many builds right now…

The beam does look like it is “splashing” when it strikes its target…adding a little splash damage (1 m radius?) would be nice too and would fit the current animation…

As someone who plays Chaos AAR build exclusively ;Im a simple person, seen a vid, liked it, I said i want that char, I made it. (first char, deciding on 2nd char now…:confused:) Imma leave my thoughts here. Now not having played other classes and thus not having tried out other devotion/skill combos, my perspective might be somewhat lacking and thats a reality. But here I go…

The Sluggish feeling Is something that I have to agree with here. I love the idea of shooting a laz0r out of the palm of my hand but it just leaves me vulnerable on the other angles and turning isnt exactly an option when somethings right behind you and the turning itself is slow. I got used to playing it thoo and I give positioning a great deal of thought when I engage mobs.

The Mana issue can be an issue yes, unless one has The Clairvoyant done or invests heavily into devotions/gear enchants. (I’m 1 piece away from completing the set)

The main issue right now for me is the damage …as one could have guessed.
Particulary im stuck between a rock and a hard place. To deal with trash and biger pack of mobs I had to go Fisure devotion but than…thats not chaos damage right? I needed something that is somewhat reliable and with good positioning 2-3 of those on the ground realy clear out stuff. On the other hand this forces me to take a constelation thats not exactly Choas damage and doesnt boost the damage of the ray itself. I tried out hungering void, fixed it, and boy it does boost the ray…but leaves me vulnerable to big packs. Not to mention with Void drains my health fast. Even with giants blood i have issues with this. I could gear more for this,…but then theres the mana problem aswell…so my choices are rather limited. :o

One idea that i had in mind was give the rays starting point (player) and contact point (monster) a slight 2-3-4 yard aoe damage thingie or theres the aether gloves that shoot out aether lazors every 5 second …add something like that to the skill …just throwing ideas out randomly… :stuck_out_tongue:

The struggle is real…:smiley:

Could try getting a Blood Orb of Ch’thon offhand.

I haven’t used AAR in ages, but IMO it should also reduce the movement speed % of whatever it’s hitting.

100% Slow too OP?

100% slow wouldn’t work anyway, there’s a cap to how low you can reduce speed.

Really? That’s too bad… it would make sense if it worked with it, like as if making the mobs struggle to push through the ray. :undecided:

That’s a nice idea. 20% slow sounds reasonable. Maybe 30%, but no more.

I agree with Dregg that AAR’s damage isn’t even remotely close to being competitive with other builds. So IMO, the damage needs to be increased along with some other changes to make it more viable.

There were plenty ideas suggested so far to make it viable. One more is adding skill modifiers. For example, one that does % damage life steal. Casters need to stay stationary to be able to use it, so with bosses it just doesn’t work. You have to use other skills basically. Melee builds are much more durable, so they just click-click-done. Arcanist class could use something similar. Then it makes (more) sense on bosses, unless they come close (in which case they typically one-shot you in ultimate anyway).

That’s a neat idea except for all the bosses that are immune to life steal.

The more I play with my Tome of the Arcane Wastes the more convinced I am that AAR needs enemy piercing. That wouldn’t solve all its problems but it would be a great start.

I have it. Not good enough. …but as I said, i dont play other classes like soldier-xyz to have a comparison.