Supporting Fire and Anti-Synergy
After spending an entire campaign leveling using Supporting Fire from Tactician, I can safely say that this skill is a bit of a mess.
It has basically everything going against it from conception. A minion-based skill in an area where there are zero minion passives is already going to struggle, but there's a lot of seemingly deliberate choices keeping it from synergizing with almost everything you can think of. Simple things like grabbing passives that affect allies in your presence doesn't affect Supporting Fire at all, which is 1 of 2 ways that Tactician can realistically assist minions without jumping through hoops. The worst offender of this is another one of Tactician's passives, 'Watch How I Do It', which grants allies in your presence added Attack Damage equal to 25% of your main hand Weapon's Damage. It's kind of insane that there's anti-synergy built into Tactician's tree; I can't think of another ascendancy that has nodes that actively work against each other. Want to use banners with SF? Doesn't work either, they're nowhere near you so you're buffing air. Want to use Herald of Blood with a bleed gem on SF? Nice try, it's not your weapon, so none of that. Fire Attunement? Doesn't function. Hulking Minions? Sorry, this is the only minion it doesn't work with. Basically, anything you can think of, there's a 9/10 chance it doesn't work when slotted. More attack speed? Doesn't work either! The volleys have an unchangeable time between volleys, 2 seconds. With 2 seconds in between volleys and a maximum of 4 volleys, no amount of duration or attack speed will do anything there. For something with a staggering 40 seconds cooldown (22.22 with Bidding III! Much more comfortable and reasonable), it needs to do more. I understand it's called Supporting Fire and not "wipe the screen and take your hands off the keyboard", but it has too many things going against it to be of any value. At the very least, it should be affected by presence. This opens up a number of options, sceptres mainly; it also allows Tactician's node WHIDI to function as it should. On the other side of the spectrum, it wouldn't be too far-fetched to let it gain bonuses from totem passives. There's a lot of totem nodes in that area, it would fit perfectly. Allowing the volleys to be redirected through the Direct Minions key would also add a large amount of functionality. Granted, it would gain a lot of strength, but it's still a 40 second cooldown; this isn't even going into the mess it is scaling-wise. The gigantic amount of strength and dex you need to make this skill do anything remotely useful is just too much. You shouldn't need an Astramentis to make an ascendancy node 1 tier above garbage. Last bumped on Sep 8, 2025, 8:51:59 AM
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