(04-23-2020, 12:26 PM)Detective100 Wrote: Sound burst doesn't knockback, if that is what you meant by a knock back slow.Wind is something all Sound users get access to, it's unfair not to put that into consideration when they synergize insanely with each other. They get two homing slows, combos like cacophony + twister and slow + tornado. They have melodic that heals a lot. The two trees gives options at range and upclose for kite mages. If a melee gets close to you? Two of the highest damaging burst spells in the game can be used, Cascade and Shockwave. If the enemy is far away? You have slow multiple slows at your disposal to gap close along with a speed boost that deals damage.
If by AoE confusion you mean Cacophone, just checked to be certain. Seems that it does inflict confusion, though curiosly enough it happens seldomly. Only once every couple of ticks for around a second I believe? Most of the time the person was able to walk towards me without much issue, only making a couple steps to the other side once every couple of minutes.
That said:
"A knock back with insane damage" That's shockwave. Wind, not sound.
"Something op as *** like Tornado". Wind.
I did say that wind has the better anti-melee abilities, if you look at wind and sound seperately.
Edit: Was told cacophone's confusion is %chance based per tick, which fits the results I had while testing it. Not sure what the %chance is though.
The only real thing lacking from their kit is DR, which is somewhat supplemented by conjurer.
Everything from the wind tree has been buffed, which is understandable given the horrible state it was at, at launch. But too many changes were made before any prominent wind mages came. Teodor is an example of how strong lightning was at the end of launch. We never got the chance to see a strong sound mage until after TS.