This thread will primarily serve as the location where I'll post my combat victories and losses for a deeper and thorough analysis of the class. Feel free to comment and provide your own thoughts as well. I'll mostly use the Luminary class unaugmented by artifacts with the exception of crown because it allows the class to remain competitive with the High & Top tiers of combat. This is not to say a Luminary cannot kill without the Crown because they certainly can. However, without crown, the High & Top tiers of combat have classes that do what they do so much better and more consistently that you're much more likely to lose when paired against them without a crown.
Stats and Defenses: https://f64be645-9858-473f-aaf0-532379ac1b05.htmlpasta.com/Personal Requests
: Please to more Shadow-tethered opponents! My data points are absolutely abysmal for shadow-side since I rarely encounter them outside of group combat during my play time.
- Archivists desired
- Indorani desired
- Praenomen desired
- Carnifex desired
- Breaking the weapon-wielding arm disables parry entirely as we are unable to use the shield arm to parry at all.
- Breaking the weapon-wielding arm cripples the Luminary and reduces the class to just their EQ-based attacks: Dazzle (Confusion + Dizziness), Heatwave (Berserking, Hallucinations), Purity (Spirit damage based on height of the sun, noon being strongest), Chasten (hypochondria, soulburn, stupidity, loneliness, lethargy, masochism, recklessness, dementia, paranoia, anorexia), and Peace (Peace,
- Once locked down, stays locked down unless RNG from Healing Rite or Purity ring saves us. (Healing Rite can be avoided if we're moved to a new room)
- The class is highly susceptible to impatience and paresis resistances
- The class is highly susceptible to disrupts and extenders (epilepsy, confusion, lethargy, disrupts, etc.)
- The class is highly predictable and easily trackable due to the limited pool size of afflictions.
- Strong survivability (Healing Rite (Passive), Cleanse (Active), Perform Hands (Active Health Heal Only), Infusion (Active Health + Mana Heal only), Lightshield (15% Magic Damage Resistance), Fireblock (Passive 50% Block Chance of Ablaze affliction), Constitution (1 time vomiting resistance)
- Strong hindering ability (
Pacifism, Paresis/Paralysis, Lethargy, Confusion, Transfix)
- Strong in-room-control (Piety, Loneliness, Dizziness, Angel Beckon, Rite of Warding)
- Strong group utility (we can complement both AFF and Limb based classes for kill conditions)
- Strong group kill potential (Transfix, Overwhelm, and Absolve are all easily achievable in a group setting)
- Flexible offense where we can reasonably choose kill condition (Truelock, Damage via sensitivity stacking, Mental Aff stacking)
- Despite affliction pool size, affliction pool has strong combinations for frequent bursts in flexible offense. A delicate but powerful weave so to speak.
Class Summary: The class has three finishers; Absolve (45% Mana Instakill), Overwhelm (Damage and Bleeding attack that increases in damage based on the amount of afflictions the target has. 5+ Afflictions and it additionally gives blackout briefly. Bonus damage added for each affliction above 5 to a max of 10 afflictions for maximum bonus damage. Damage is also affected by shield (Buckler, Cavalry, Kite, Tower) type. And lastly Judge (Channeled instakill / Cleave clone. Allegedly it becomes unstoppable on the second to last tick).
Truelock Method: The best method of truelocking as a Luminary is done in one of two ways - bury asthma behind weariness and hypochondria for the hellsight or force a condition where your opponent is forced to cure something via herb so that asthma is still cured behind 2 herb afflictions (pacifism, soulfire, paralysis, hypochondria, etc.). Either scenario serves the same purpose because Hellsight is just slow and fast enough that a properly curing opponent will ALWAYS be able to eat for 2 afflictions by the time you regain balance to reapply pressure. When you gain balance back, simply reapply any affliction that helps keep asthma buried until you eventually are able to stick anorexia when hellsight delivers slickness. You can often control how quickly slickness is delivered as well by ensuring your opponent has any of these before hand (Vomiting, dizziness, epilepsy, confusion, hallucinations, stupidity, and vertigo.)
Overwhelm / Damage Method: This method can be a little difficult to pull off depending on how your opponent cures. The method revolves around either sticking sensitivity early or stacking mental afflictions and forcing either a paresis -> paralysis tick or transfixing the opponent. Because transfixing means you're usually giving up affliction pressure in favor of hindering the target, your best gamble would be to swap to the kite or tower shield for the maximum damage. The reason why it's a gamble is because if you don't have enough afflictions on the target to one shot them and it's not enough damage to put them in Absolve range then chances are the opponent will recover from lack of aff pressure and or flee before you even regain balance from a slow overwhelm (3.70 seconds or more depending on shield). If you use a buckler to overwhelm, you're more than likely not going to give enough damage/bleeding. And honestly, if you've loaded them up with this many afflictions for a proper overwhelm, why haven't you just locked them instead and overwhelmed for flavor?
Absolve: Against optimal curing, without artifacts, a Luminary doesn't apply enough pressure to both health and mana simultaneously to achieve an Absolve without either truelocking the opponent or prepping a gamble with Overwhelm.
Judge: More often than not, outside of group combat or critical user error, you should not be able to successfully Judge another person without first disabling their means to stop you by first truelocking them. Judge is an easily interruptable channeled instant-kill.
¤ Si vis pacem, para bellum. ¤
Someone powerful says, "We're going to have to delete you."