when other skillsets are forced to choose between "fast and weak" and "slow and powerful" then we can talk about this.
So "fast but long cooldown" is not a thing?
My Fireballs are around the level of Act 7, but they're being lugged out about once every 7 seconds. Act 7 has a cooldown of 14-17 seconds, so effectively Fireball is about 2x stronger over time. Also Snap Cast is a thing, so Fireball is 3x stronger with it, especially since it also got a cooldown decrease.
I never said I didn't deny Act 7 being powerful to begin with.
I think any potential issues with Lightning Rod are resolved by weakening uncharged damage and possibly buffing charged damage.
[Image: http://i.imgur.com/rKk8tyw.png]
So... Lightning Rod should be hitting 100ks, greatly surpassing Meteor far more than it should?
Why would it be an adv magic without damage?
Why is every god damn thing about damage? Isn't that one of the major contributors of balance destruction?
If it has another property, such as some paralysis or defense cut measure, then it'll still be helpful.