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I'm wondering whether Renewal's vitality restoration scales with Necromancy?
Also: why isn't there any cooldown accelerating abilities? I think that would have some synergy with Wither, as the above poster mentioned, it's not that great on its own. I assume the idea of wither is to make it spread, and then synchronize for low-ap, moderate aoe damage. The problem is Wither takes too long to set-up (though non-commital), requires the target to live for 3 turns and the payoff isn't that great.
One quick suggestion: the combination of Desync / Sync seems a bit too strong right now. I really liked the idea of strategizing with Desync to choose target, determining if something would be alive / healthy long enough for it to make a difference at the time it goes off and strategizing my crowd control abilities around that as well. But since Sync literally just full procs the damage immediately as well as dealing additional damage it just seems like there's not really a reason to ever not follow up desync with sync immediately. It's extra AP you have to spend, but it just *always* seems more than worth it since Sync also does additional damage on top of procing the desync damage.
I'd suggest making sync proc desync for something around 50% of desync's normal damage, the trade-off of procing it early being the reduced damage. It'd make me consider if I want to take that loss in damage in order to get immediate damage or if I wanted to just wait it out to get the full effect instead of just always using the combo whenever its up.
I have been playing with the Chronomancer for a while, currently in act, and absolutely love the concept and mechanical flow of the class. I'm sort of curious if the 'Xelor' from Wakfu lead to some inspiration for this as well, with the tick/tock system and all!
As for my suggestion here, I personally feel that 'Stop' is a bit too exploitable in battle situations where the players are vastly outnumbering the enemy total. Its not neccesarely a common situation, but I felt that the 50% damage reduction is not enough a deterrent in such situations, leading to situations where specific enemies can have their armour taken down before properly acting, and then falling into the typical CC-Lockdown loop.
I'd suggest giving an enemy affected by Stop an actual 100% damage reduction. That way the spell feels less exploitable in such situations.
I stupidly killed the vendor in fort joy do they regenerate in the second act?