Drifting Ember: Smolder now deals 75% of it's total damage instantly when applied, but no longer deals damage over time.
- This would imply that Smolder/Rimefire can be stacked.
After 30 minutes (due to slow encounter cool-downs and slow AP gain) I was able to stack Smolder 12 Times here's an unlisted video: https://www.youtube.com/watch?v=qhzSXFcUPpw
It seems to be that, Smolder can only be stacked through the use of Furious Immolation. After using Fi, you gain another stack of Smolder. It also seems like, while stacking Smolder if you use a Cold Based Spell, 1 of the stacks converts to Rimefire. After Rimefire has died out, you gain that stack back as Rimefire. Practically allowing you to stack Smolder indefinitely.
Is this Wai?
Nova - Thaumaturge Wizard Bardtholomew - Minstrel Bard Mariah Carries - Devout Cleric Darth Bane - Thaumaturge Wizard on Xbox
Back in mod 2 and 3, I had a lot of fun with the encounter power Shard of Endless Avalanche.
Yesterday, I decided to test an AoE Arcanist build with Shard of Endless Avalanche on the new zone and give my feedback about this power. After played a lot what I noticed is the casting time is long, the cool-down is long and only start after the shard explosion. What is the most annoying thing is that the shard explosion often miss a lot of enemies. For example, if you push it and the shard is waiting on the ground near some enemies. They all go away of the shard and you need to go at the shard location and hope they will follow you and stay near the shard until it explodes.
My idea to help improve this power is to give the possibility to trigger the shard explosion when we want. It will improve the dynamic game play with this encounter. The possibility to Trigger the explosion as soon as you cast it (this will start the cool-down more quickly) or wait to have some arcane stack, push it in the right direction and trigger it when you think it's the best time to do it. You could also add a Spell mastery effect: Now Arcane stack are added every 1 second you are near the shard.
“He raised his staff. There was a roll of thunder. The sunlight was blotted out from the eastern windows; the whole hall became suddenly dark as night. The fire faded to sullen embers. Only Gandalf could be seen, standing white and tall before the blackened hearth.” ― J.R.R. Tolkien, The Two Towers
I am a huge PvP supporter and all I do is PvP on PS4. I actually have a PvP channel dedicated to the CW class.
I do not have access to the preview server but from what I can see Repel is not a shared power for both paths and this is a mistake. 99% of CW’s in PvP use this power as well as Shield for a reason and by removing it from one path it will pigeonhole all PvP CW’s into Thaumaturge.
Please rethink this. Like shield, repel is a nessesery utility spell for a PvP CW.
4
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
I am a huge PvP supporter and all I do is PvP on PS4. I actually have a PvP channel dedicated to the CW class.
I do not have access to the preview server but from what I can see Repel is not a shared power for both paths and this is a mistake. 99% of CW’s in PvP use this power as well as Shield for a reason and by removing it from one path it will pigeonhole all PvP CW’s into Thaumaturge.
Please rethink this. Like shield, repel is a nessesery utility spell for a PvP CW.
For whatever it's worth, there's talk of moving Repel over to Arcanist.
I'm very excited and have a lot of hope for MOD16 and the future of this game..
However, I'm a bit underwhelmed with the current state... I was really hoping for some new great At-Wills like Arcane lightning,or a Arcane beam and a Fire ball or Fire Beam At-wills... But we got arcane bolt... I know Cryptic can do better than this... !!!! IF arcane bolt was MUCH faster and applied a arcane stack on EACH hit them maybe BUT man what a missed opportunity in mu opinion.
Think about this... Arcane lightning shooting out of a wizards fingers with a GOOD range that build stacks quickly and then you can use RoE and Disintegrate at 5 or 10 stacks.. That is cool ,that's a TON fun... A chance to stun a target, do decent damage, build stacks and then boom Disintegrate.. That's rewarding That's worth my time... I know you have this animation already with your with new enemy that does shoot lightning... Take that same animation add some purple to it and now a player can really have a wizard... But arcane bolt is really lame...Sorry
Arcane Stacks- So Far it's VERY HARD if not impossible to maintain arcane stacks at 5 let alone the proposed 10 with " A step above Mastery".. this is because of the insane cool downs. at the current state I just don't see this mechanic working....On a test dummy it took 15 seconds to build 5 arcane stacks and the stacks fell off in 4.5 seconds.. Again we need some At Wills that build stacks very quickly IF the stacks are going to drop off that fast...The payoff just is just not worth it... I strongly suggest you take a hard look at putting some time into creating some better At Wills for the Wizard if the cool-downs are going to be 15-20 seconds for encounters.
Spell mastery -is weak and doesn't feel impactful it's more of just another slot now.
I know Cryptic cares about this game so please step it up for the Wizard At-Will because we're going to be using them a lot more now and they need to be great to keep interest!
Sorry to Quote myself here, but any thoughts on the Arcane Stack issue? I've read in some other post that asking for new at wills is NOT going to happen so again I'll just state that using Arcane bolt on test dummies took 15 seconds to get to 5 arcane stacks and the stack fell off in about 4.5 seconds and using magic missiles is weak and still take about 11 seconds and again the stacks fall off again in 4.5 seconds... At this point "A step above Mastery" would only and maybe be achievable on a LONG boss battle..
I think arcane stacks should be infinite and Disintegrate would consume all arcane stacks and then you have to build up to the 5-10 stacks again..
And again just saying a at-will Arcane lightning would be amazing!!!
If you re-read what I originally posted I think you would make a lot of wizards VERY happy by creating an at will like this. I really believe the mechanic would work well for solo and group play..If Disintegrate consumed all the arcane stacks for that big +++ DPS hit it would be a fantastic way to play on the arcane path That way your actually working for that big HIT and also keeping Disintegrate on a shorter cool down still works because we only want to use it for the 5-10 stacks BUT If EVERY hit from MM, repel,RoE, ST or Hmm Arcane Lighting quickly added stacks then we get in a nice patten and rotation .... I'm very passionate about this game and have invested way to much $$$ but the combat it's really second to none and that's what keeps people playing this game and changes like this would really spice up the wizard. I know it would take more reworking and time BUT the pay off is a TON of happy Wizards and some fantastic game play.... And thank you for Moving repel to the arcane path..
Just think about it Cryptic TY
Post edited by oaken#7261 on
3
kieranmtornMember, NW M9 PlaytestPosts: 382Arc User
edited March 2019
I see that chill strike is no longer in the Arcanist tree, so instead I slot Sudden Storm on tab, and I'm unimpressed. Sudden Storm remains unreliable (not triggering at all, in some cases). So we swapped Repel for Chill Strike. Chill Strike is admitted lackluster, but it didn't alienate party members by scattering mobs and was at least reliable in it's damage. So far I'm unimpressed. Combined with delusional stat bonuses (I thinking of you: Wisdom), pets that have been robbed of their unique abilities (what control bonuses....) or show up after the fight is over, and gear that doesn't properly scale (Ring's of Rising & Sudden aren't being scaled up, when my other rings are being scaled up), makes my Wizard not a happy camper
BUG: B.6 patch. Damage is more consistent but still seeing wild spikes (repel hit for 33M). Rust Monster Corrosive touch is occurring before spikes. Fights in Vanrakdoom at level 80.
[Combat (Self)] Your Oxide deals 31446 Physical Damage to Vampire with Corrosive Touch. [Combat (Self)] Critical Hit! Your Feytouched Weapon deals 1494274 (7324) Psychic Damage to Vampire. [Combat (Self)] Critical Hit! Your Repel deals 33206092 (162764) Arcane Damage to Vampire. [Combat (Self)] Critical Hit! Your Ray of Enfeeblement deals 4294397 (21050) Arcane Damage to Vampire. [Combat (Self)] Critical Hit! Your Feytouched Weapon deals 193248 (947) Psychic Damage to Vampire.
Another Fight... [Combat (Self)] Critical Hit! Your Magic Missile deals 5901 Arcane Damage to Assassin. [Combat (Self)] Critical Hit! Your Feytouched Weapon deals 266 Psychic Damage to Assassin. [Combat (Self)] Your Oxide deals 15389 (30777) Physical Damage to Assassin with Corrosive Touch. [Combat (Self)] Your Feytouched Weapon deals 29682 (157) Psychic Damage to Assassin. [Combat (Self)] Your Magic Missile deals 659599 (3482) Arcane Damage to Assassin.
> @theycallmetomu said: > @noworries#8859 > > > > I am a huge PvP supporter and all I do is PvP on PS4. I actually have a PvP channel dedicated to the CW class. > > > > I do not have access to the preview server but from what I can see Repel is not a shared power for both paths and this is a mistake. 99% of CW’s in PvP use this power as well as Shield for a reason and by removing it from one path it will pigeonhole all PvP CW’s into Thaumaturge. > > > > Please rethink this. Like shield, repel is a nessesery utility spell for a PvP CW. > > For whatever it's worth, there's talk of moving Repel over to Arcanist.
To me this makes sense as it looks like a single target dominant path, however it still pigeon holes the class from a PvP perspective and needs to be available to both paths.
I’m pretty sure no harm can come from allowing both paths access to it from a PvE standpoint, so if that’s the case I don’t see why it should be overlooked from a PvP standpoint.
We are one step closer to the right direction of changes to Wizards, good job Devs !!. Now when we have a solid Encounter placement let's think about Feats. Espetialy 2 of Arcanist path. Its cool that you swaped Icy Veins to Thauma. There are some fine ways to build Thaumaturge for example to frost + controll or fire + dmg. But let us focus on Arcanist, how about changing Snap Freeze to Snap Shock and instead of each chill stack application make it, each time Arcane Mastery applayed it does the same ammount of arcane damage. Also Frigid Winds could be now Arcane Overload. Tooltip stays almos the same with one difference, each arcane stack makes 1% damage. How Arcanist would become dependant on sustaining the Arcane Mastery stacks would be amazing. Keep good rotation. Care about stacks. Dont mindlesly smash buttons !
After I select the feat Icy Veins, it goes into a strange state: "Choose this feat" button disappears from Icy Veins, but Glowing Flames remains selectable.
Arcanist A Step Above Mastery (paragon feat) dont add additional 1% damage per stack should by 0,5%*10 + 1%*10= 15% for damage but we will only receive 0,5%*10
Alacrity (paragon feat) dont reduce encounter cooldowns after use daily power
my suggestion please consider because Arcanist depends on Arcane Mastery Alacrity (feat paragon) Speed up the cooldown rate of your powers by 1% for each stack of Arcane Mastery
Thaumaturge Encounter only graphics around skill Icy Veins and Glowing Flames (paragon feat) they work together and thise and the same situation on Arcanist Snap Freez and Assailing Force
BUG where disappeared additional effects from Sell Mastery (TAB) on Encouters writes again cooldown on Icy Terrain, Shard of the Endless, Steal Time, Fanning the Flame, Cataclysm ( please change this encounter) it's too big
First of all, I really like the changes made in the last patch, especially the return of the Spell Mastery to Chill strike. The Thaumaturge is in a really good spot, but the Arcanist still needs some adjustments:
Having played with Repel a bit, I wish it would not knock back (or at least much less) and instead knock down (the) enemy (enemies) hit. The days of knocking enemies off a ledge in dungeons are over, and the spell would be far more useful that way, without frustrating your party.
I want to stress again that Shard of Endless Avalanche feels really bad right now. On the one hand, the short range of the push means I can't use it as the long-range engage that I want to use it for. I suggest that it travels twice as far and always immediately explodes upon reaching maximum distance. It would still explode when hitting more than one enemy, too. Giving it back it's spell mastery effect wouldn't hurt either, since it could allow you to drop it on two enemies standing close together to make it explode immediately.
I also really like the changes made to Arcane Bolt. However, I think it would be better if the final strike would hit in an AoE, like chilling cloud (and deal less damage to compensate). The Arcanist already has enough single-target at-wills. The area that needs most work for the Arcanist are the feats.
Frigid Winds should be replaced by something that synergizes with Arcane Mastery or Lightning spells, since the Arcanist only has 3 cold-based powers at their disposal now. On the other hand, Snap Freeze is in quite a good position, since it adds damage to icy terrain and ice knife. While I like the idea of Elemental Reinforcement it's in a weird position right now: It rewards for using powers of different elements. However, there is only once lightning and one cold power to "choose" from, making any build trying to make use of the good damage bonus very straight-forward. This is assuming at-wills don't count towards the bonus, which they shouldn't. I propose bringing back one cold power from the Thaumaturge's powers to the shared encounter powers an exchanging it with an arcane power while converting that power into a cold/fire themed spell : Repel could become a cold-related spell and apply chill, Shard of Endless Avalance could also be converted into a cold spell with a blue projectile (avalanche = snow anyways) or Ray of Enfeeblement could become a fire based spell and apply smoulder (but this would Nerf Arcanist single target damage). Out of all these proposed possibilities, I prefer the second. Out of all the cold spells, Conduit of Ice should be made available to both paths. Lastly, I would like some visual feedback when the effect of Elemental Reinforcement is doubled, like a pop-up text or an additional buff with a distinct icon in the buff bar.
Edit: Finally, I want to stress that I'd like to see more Spell Mastery effects returns, even if that means lower damage on some spells. The players would have an interesting choice in the cast of Entangling Force either choosing the single target version or adding AoE at the cost of damage. Similar arguments can be made for any encounter. Such changes are important, since they add (back) some of the lost depth and thinking when creating character builds, especially since many players feel that these changes "dumb down" the game. I believe that you already achieved your goal of preventing or reducing the negative impact of "bad choices" by re-balancing all the skills, now it's time to re-add some complexity.
Sudden Storm and Cataclysm are still having problems with range and aiming .... they still dont hit targets properly.
2
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited March 2019
Something that is sorely lacking for Arcanist is a mechanic for lightning. Cold has Chill Stacks, Fire has Smoulder, Arcane has Arcane stacks, but what defines Lightning? I propose the following:
1) Add a mechanic called charge, which has a duration of 5 seconds. 2) When you damage an enemy with a lightning power, charge is applied. 3) When you damage an enemy who is charged with an encounter or daily power, shock them, deal 80 magnitude damage.
This helps to make lightning a mechanic in and of itself.
1) Change Snap Freeze to Overcharge, which lowers the magnitude of charge 60, but allows at wills to shock charged enemies. 2) Change Frigid Winds to Storm Brand, which increases your damage by 1% for each time you have shocked an enemy within the past 10 seconds, capping at 10%.
These changes will help to give lightning an identity of its own
Finally, change Cataclysm to Fireball to make all the complainers here happy and to make it so that that horrible skill animation goes away, I believe this is a valid skill:
Cast Time: 0.6
Cooldown: 9 seconds
Magnitude: 125
AP Gain: 1.002
Target Cap: 5
Additional Effect: Adds Smoulder
Radius: 15'
The 1% bonus for A Step Above Mastery is not working. Alacrity is still not working. Storm Pillar's minimum is still 50 magnitude and maximum is still 150. Quick Action grants 20.8% AP, should grant 20%. Elemental Reinforcement is still bugged and only buffs your first hit. Striking Advantage still does not scale with power etc. Shield Pulse - Does not benefit from Action Point Gain. Cataclysm - Does not benefit from Action Point Gain. Fanning the Flame - Does not benefit from Action Point Gain.
Something that is sorely lacking for Arcanist is a mechanic for lightning. Cold has Chill Stacks, Fire has Smoulder, Arcane has Arcane stacks, but what defines Lightning? I propose the following:
1) Add a mechanic called charge, which has a duration of 5 seconds. 2) When you damage an enemy with a lightning power, charge is applied. 3) When you damage an enemy who is charged with an encounter or daily power, shock them, deal 80 magnitude damage.
This helps to make lightning a mechanic in and of itself.
1) Change Snap Freeze to Overcharge, which lowers the magnitude of charge 60, but allows at wills to shock charged enemies. 2) Change Frigid Winds to Storm Brand, which increases your damage by 1% for each time you have shocked an enemy within the past 10 seconds, capping at 10%.
These changes will help to give lightning an identity of its own
Finally, change Cataclysm to Fireball to make all the complainers here happy and to make it so that that horrible skill animation goes away, I believe this is a valid skill:
Cast Time: 0.6
Cooldown: 9 seconds
Magnitude: 125
AP Gain: 1.002
Target Cap: 5
Additional Effect: Adds Smoulder
Radius: 15'
The 1% bonus for A Step Above Mastery is not working. Alacrity is still not working. Storm Pillar's minimum is still 50 magnitude and maximum is still 150. Quick Action grants 20.8% AP, should grant 20%. Elemental Reinforcement is still bugged and only buffs your first hit. Striking Advantage still does not scale with power etc. Shield Pulse - Does not benefit from Action Point Gain. Cataclysm - Does not benefit from Action Point Gain. Fanning the Flame - Does not benefit from Action Point Gain.
I agree with all of @thefabricant 's suggestions from above and they seem like a good way to add mechanics to the Arcanist, that in turn can be used to make feats and powers more interesting. I want to follow up the proposed lightning mechanic with some ideas of my own:
Storm Fury, as mentioned in an earlier post, is counter-intuitive, since Wizards generally don't want to be hit. It could be changed so a feat that charges nearby enemies every x seconds.
Sudden Storm could still work similar to how it works now, but charge enemies on a critical strike instead of shocking them.
Since I don't think that Eye of the Storm will really be viable, it could be re-worked that shocking an enemy stuns them, with a per-enemy cooldown. Alternatively, the class feature could also stun the enemy after it has been shocked 3 times.
With the removal of Chill Strike from Arcanist you have ONE encounter power and daily power that apply stacks of chill, and ONE encounter and daily that refreshes those stacks of chill. If your options to apply chill are so limited, compared to the Thaum that has at least 3 specific encounters to add chill, WHY keep Chilling Presence as a class feature on both paths? If the idea is to eliminate "wrong choices" when building a character it just doesn't make sense to keep it there. As there seems to be this thought to keep the paths more Aracane/Lightning on on one side and Cold/Fire on the other, something that only applies to Chill shouldn't be on both paths, it just doesn't feel like it fits.
Unrelated - I REALLY like the change on Arcane Bolt cast time, much faster and better to use.
2
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
In retrospect, aside from wanting Sudden Storm to be Lightning Bolt ...
Is there really any value to having lightning powers to begin with? Maybe just rip em out and make Arcanist 100% arcane damage~
Though that's probably not going to happen as it would require NEW spells.
vrs b.6 Elemental Reinforcement feat: Using the a cold feat will replace any existing buff of arcane and lightning. For example RoE + SStorm will produce Arcane and Lightning buff (per buff bar). Followed by Ray of Frost will result in just Cold buff. In general application for feat is inconsistent e.g getting 3 buffs at any time is almost accidental (usually involving icy terrain)
I'd suggest that Shard of the Endless Avalanche should be deleted and replaced with a new power, but it's my understanding that new power creation requires more resources than are currently available, so could something be done to help make it more of an AoE staple? For a power that is very slow to activate and comparatively difficult to use, its damage is extremely underwhelming, to an extent that the small knockdown effect can't begin to compensate.
Perhaps set SotEA to function like the Spell Mastery version does on live, where the Wizard can drop it as a splat AoE and control it from there? Increase damage to compensate for the awkward application and make it a bit faster and/or more responsive?
I'd suggest that Shard of the Endless Avalanche should be deleted and replaced with a new power, but it's my understanding that new power creation requires more resources than are currently available, so could something be done to help make it more of an AoE staple? For a power that is very slow to activate and comparatively difficult to use, its damage is extremely underwhelming, to an extent that the small knockdown effect can't begin to compensate.
Perhaps set SotEA to function like the Spell Mastery version does on live, where the Wizard can drop it as a splat AoE and control it from there? Increase damage to compensate for the awkward application and make it a bit faster and/or more responsive?
At this point, I'd half prefer to remove Shard and replace it with *nothing*.
So here's a weird idea: Use your "Remote controlled shard" idea ... but change it to a Bigby's Hand spell.
I'm very excited and have a lot of hope for MOD16 and the future of this game..
However, I'm a bit underwhelmed with the current state... I was really hoping for some new great At-Wills like Arcane lightning,or a Arcane beam and a Fire ball or Fire Beam At-wills... But we got arcane bolt... I know Cryptic can do better than this... !!!! IF arcane bolt was MUCH faster and applied a arcane stack on EACH hit them maybe BUT man what a missed opportunity in mu opinion.
Think about this... Arcane lightning shooting out of a wizards fingers with a GOOD range that build stacks quickly and then you can use RoE and Disintegrate at 5 or 10 stacks.. That is cool ,that's a TON fun... A chance to stun a target, do decent damage, build stacks and then boom Disintegrate.. That's rewarding That's worth my time... I know you have this animation already with your with new enemy that does shoot lightning... Take that same animation add some purple to it and now a player can really have a wizard... But arcane bolt is really lame...Sorry
Arcane Stacks- So Far it's VERY HARD if not impossible to maintain arcane stacks at 5 let alone the proposed 10 with " A step above Mastery".. this is because of the insane cool downs. at the current state I just don't see this mechanic working....On a test dummy it took 15 seconds to build 5 arcane stacks and the stacks fell off in 4.5 seconds.. Again we need some At Wills that build stacks very quickly IF the stacks are going to drop off that fast...The payoff just is just not worth it... I strongly suggest you take a hard look at putting some time into creating some better At Wills for the Wizard if the cool-downs are going to be 15-20 seconds for encounters.
Spell mastery -is weak and doesn't feel impactful it's more of just another slot now.
I know Cryptic cares about this game so please step it up for the Wizard At-Will because we're going to be using them a lot more now and they need to be great to keep interest!
Sorry to Quote myself here, but any thoughts on the Arcane Stack issue? I've read in some other post that asking for new at wills is NOT going to happen so again I'll just state that using Arcane bolt on test dummies took 15 seconds to get to 5 arcane stacks and the stack fell off in about 4.5 seconds and using magic missiles is weak and still take about 11 seconds and again the stacks fall off again in 4.5 seconds... At this point "A step above Mastery" would only and maybe be achievable on a LONG boss battle..
I think arcane stacks should be infinite and Disintegrate would consume all arcane stacks and then you have to build up to the 5-10 stacks again..
And again just saying a at-will Arcane lightning would be amazing!!!
If you re-read what I originally posted I think you would make a lot of wizards VERY happy by creating an at will like this. I really believe the mechanic would work well for solo and group play..If Disintegrate consumed all the arcane stacks for that big +++ DPS hit it would be a fantastic way to play on the arcane path That way your actually working for that big HIT and also keeping Disintegrate on a shorter cool down still works because we only want to use it for the 5-10 stacks BUT If EVERY hit from MM, repel,RoE, ST or Hmm Arcane Lighting quickly added stacks then we get in a nice patten and rotation .... I'm very passionate about this game and have invested way to much $$$ but the combat it's really second to none and that's what keeps people playing this game and changes like this would really spice up the wizard. I know it would take more reworking and time BUT the pay off is a TON of happy Wizards and some fantastic game play.... And thank you for Moving repel to the arcane path..
Just think about it Cryptic TY
One last quoting of myself here...
I've taken my 18.880IL Wizard to 80 in under mountain and I think over all Mod 16 is a big Improvement for the Wizard!! However, Disintegrate just doesn't have that "Kaboom" that it had and it's just ok now. Of course there are some personal adjustments to be made, and the game is going through a growth change so.. to be expected.
There is one Very big issue in my opinion. All of the Arcane At-Wills are single target and this is a HUGE issue. I'm getting mobbed constantly and kitting all the time and that's just not fun game play. With encounters being where there at now we really need a good AOE At-Will, and as state above in the first 2 posts, implementing what I'm talking about or something like it would solve both issues with one fell swoop and I believe would make the wizard in this game truly fun and GREAT!
So thank you again Cryptic and hope your taking this seriously as I believe is will be an issue for solo play arcanist ..
Post edited by oaken#7261 on
2
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
I'm very excited and have a lot of hope for MOD16 and the future of this game..
However, I'm a bit underwhelmed with the current state... I was really hoping for some new great At-Wills like Arcane lightning,or a Arcane beam and a Fire ball or Fire Beam At-wills... But we got arcane bolt... I know Cryptic can do better than this... !!!! IF arcane bolt was MUCH faster and applied a arcane stack on EACH hit them maybe BUT man what a missed opportunity in mu opinion.
Think about this... Arcane lightning shooting out of a wizards fingers with a GOOD range that build stacks quickly and then you can use RoE and Disintegrate at 5 or 10 stacks.. That is cool ,that's a TON fun... A chance to stun a target, do decent damage, build stacks and then boom Disintegrate.. That's rewarding That's worth my time... I know you have this animation already with your with new enemy that does shoot lightning... Take that same animation add some purple to it and now a player can really have a wizard... But arcane bolt is really lame...Sorry
Arcane Stacks- So Far it's VERY HARD if not impossible to maintain arcane stacks at 5 let alone the proposed 10 with " A step above Mastery".. this is because of the insane cool downs. at the current state I just don't see this mechanic working....On a test dummy it took 15 seconds to build 5 arcane stacks and the stacks fell off in 4.5 seconds.. Again we need some At Wills that build stacks very quickly IF the stacks are going to drop off that fast...The payoff just is just not worth it... I strongly suggest you take a hard look at putting some time into creating some better At Wills for the Wizard if the cool-downs are going to be 15-20 seconds for encounters.
Spell mastery -is weak and doesn't feel impactful it's more of just another slot now.
I know Cryptic cares about this game so please step it up for the Wizard At-Will because we're going to be using them a lot more now and they need to be great to keep interest!
Sorry to Quote myself here, but any thoughts on the Arcane Stack issue? I've read in some other post that asking for new at wills is NOT going to happen so again I'll just state that using Arcane bolt on test dummies took 15 seconds to get to 5 arcane stacks and the stack fell off in about 4.5 seconds and using magic missiles is weak and still take about 11 seconds and again the stacks fall off again in 4.5 seconds... At this point "A step above Mastery" would only and maybe be achievable on a LONG boss battle..
I think arcane stacks should be infinite and Disintegrate would consume all arcane stacks and then you have to build up to the 5-10 stacks again..
And again just saying a at-will Arcane lightning would be amazing!!!
If you re-read what I originally posted I think you would make a lot of wizards VERY happy by creating an at will like this. I really believe the mechanic would work well for solo and group play..If Disintegrate consumed all the arcane stacks for that big +++ DPS hit it would be a fantastic way to play on the arcane path That way your actually working for that big HIT and also keeping Disintegrate on a shorter cool down still works because we only want to use it for the 5-10 stacks BUT If EVERY hit from MM, repel,RoE, ST or Hmm Arcane Lighting quickly added stacks then we get in a nice patten and rotation .... I'm very passionate about this game and have invested way to much $$$ but the combat it's really second to none and that's what keeps people playing this game and changes like this would really spice up the wizard. I know it would take more reworking and time BUT the pay off is a TON of happy Wizards and some fantastic game play.... And thank you for Moving repel to the arcane path..
Just think about it Cryptic TY
One last quoting of myself here...
I've taken my 18.880IL Wizard to 80 in under mountain and I think over all Mod 16 is a big Improvement for the Wizard!! However, Disintegrate just doesn't have that Bamb! that it had and it's just ok now. Of course there are some personal adjustments to be made and the game is going through a growth change so to be expected. There is one Very big issue in my opinion, All of the Arcane At-Wills are single target and this is a HUGE issue. I'm getting mobbed constantly and kitting all the time and that's just not fun game play. With encounters being where there at now we really need a good AOE At-Will and as state above in the first 2 posts Implementing what I'm talking about of something like it would solve both issue with one fell swoop and I believe was make the wizard in this game GREAT!
So thank you again Cryptic and hope your taking this seriously as I believe is will be an issue for solo play arcanist ..
Hm. Arcana are all single target? Is Shard/Steal Time/Repel not AOE in mod 16?
I'm very excited and have a lot of hope for MOD16 and the future of this game..
However, I'm a bit underwhelmed with the current state... I was really hoping for some new great At-Wills like Arcane lightning,or a Arcane beam and a Fire ball or Fire Beam At-wills... But we got arcane bolt... I know Cryptic can do better than this... !!!! IF arcane bolt was MUCH faster and applied a arcane stack on EACH hit them maybe BUT man what a missed opportunity in mu opinion.
Think about this... Arcane lightning shooting out of a wizards fingers with a GOOD range that build stacks quickly and then you can use RoE and Disintegrate at 5 or 10 stacks.. That is cool ,that's a TON fun... A chance to stun a target, do decent damage, build stacks and then boom Disintegrate.. That's rewarding That's worth my time... I know you have this animation already with your with new enemy that does shoot lightning... Take that same animation add some purple to it and now a player can really have a wizard... But arcane bolt is really lame...Sorry
Arcane Stacks- So Far it's VERY HARD if not impossible to maintain arcane stacks at 5 let alone the proposed 10 with " A step above Mastery".. this is because of the insane cool downs. at the current state I just don't see this mechanic working....On a test dummy it took 15 seconds to build 5 arcane stacks and the stacks fell off in 4.5 seconds.. Again we need some At Wills that build stacks very quickly IF the stacks are going to drop off that fast...The payoff just is just not worth it... I strongly suggest you take a hard look at putting some time into creating some better At Wills for the Wizard if the cool-downs are going to be 15-20 seconds for encounters.
Spell mastery -is weak and doesn't feel impactful it's more of just another slot now.
I know Cryptic cares about this game so please step it up for the Wizard At-Will because we're going to be using them a lot more now and they need to be great to keep interest!
Sorry to Quote myself here, but any thoughts on the Arcane Stack issue? I've read in some other post that asking for new at wills is NOT going to happen so again I'll just state that using Arcane bolt on test dummies took 15 seconds to get to 5 arcane stacks and the stack fell off in about 4.5 seconds and using magic missiles is weak and still take about 11 seconds and again the stacks fall off again in 4.5 seconds... At this point "A step above Mastery" would only and maybe be achievable on a LONG boss battle..
I think arcane stacks should be infinite and Disintegrate would consume all arcane stacks and then you have to build up to the 5-10 stacks again..
And again just saying a at-will Arcane lightning would be amazing!!!
If you re-read what I originally posted I think you would make a lot of wizards VERY happy by creating an at will like this. I really believe the mechanic would work well for solo and group play..If Disintegrate consumed all the arcane stacks for that big +++ DPS hit it would be a fantastic way to play on the arcane path That way your actually working for that big HIT and also keeping Disintegrate on a shorter cool down still works because we only want to use it for the 5-10 stacks BUT If EVERY hit from MM, repel,RoE, ST or Hmm Arcane Lighting quickly added stacks then we get in a nice patten and rotation .... I'm very passionate about this game and have invested way to much $$$ but the combat it's really second to none and that's what keeps people playing this game and changes like this would really spice up the wizard. I know it would take more reworking and time BUT the pay off is a TON of happy Wizards and some fantastic game play.... And thank you for Moving repel to the arcane path..
Just think about it Cryptic TY
One last quoting of myself here...
I've taken my 18.880IL Wizard to 80 in under mountain and I think over all Mod 16 is a big Improvement for the Wizard!! However, Disintegrate just doesn't have that Bamb! that it had and it's just ok now. Of course there are some personal adjustments to be made and the game is going through a growth change so to be expected. There is one Very big issue in my opinion, All of the Arcane At-Wills are single target and this is a HUGE issue. I'm getting mobbed constantly and kitting all the time and that's just not fun game play. With encounters being where there at now we really need a good AOE At-Will and as state above in the first 2 posts Implementing what I'm talking about of something like it would solve both issue with one fell swoop and I believe was make the wizard in this game GREAT!
So thank you again Cryptic and hope your taking this seriously as I believe is will be an issue for solo play arcanist ..
Hm. Arcana are all single target? Is Shard/Steal Time/Repel not AOE in mod 16?
I kind of love the new Arcane daily at lvl 80 that grants increased damage and rapid cooldowns. Could anyone more in tune with M16 math offer an opinion as to whether or not it's good enough in practice to be worth casting in place of a directly damaging daily like Ice Knife? Would be great if so, in part because relying on an ice-elemented daily for single-target feels strange for the Arcanist.
I'm very excited and have a lot of hope for MOD16 and the future of this game..
However, I'm a bit underwhelmed with the current state... I was really hoping for some new great At-Wills like Arcane lightning,or a Arcane beam and a Fire ball or Fire Beam At-wills... But we got arcane bolt... I know Cryptic can do better than this... !!!! IF arcane bolt was MUCH faster and applied a arcane stack on EACH hit them maybe BUT man what a missed opportunity in mu opinion.
Think about this... Arcane lightning shooting out of a wizards fingers with a GOOD range that build stacks quickly and then you can use RoE and Disintegrate at 5 or 10 stacks.. That is cool ,that's a TON fun... A chance to stun a target, do decent damage, build stacks and then boom Disintegrate.. That's rewarding That's worth my time... I know you have this animation already with your with new enemy that does shoot lightning... Take that same animation add some purple to it and now a player can really have a wizard... But arcane bolt is really lame...Sorry
Arcane Stacks- So Far it's VERY HARD if not impossible to maintain arcane stacks at 5 let alone the proposed 10 with " A step above Mastery".. this is because of the insane cool downs. at the current state I just don't see this mechanic working....On a test dummy it took 15 seconds to build 5 arcane stacks and the stacks fell off in 4.5 seconds.. Again we need some At Wills that build stacks very quickly IF the stacks are going to drop off that fast...The payoff just is just not worth it... I strongly suggest you take a hard look at putting some time into creating some better At Wills for the Wizard if the cool-downs are going to be 15-20 seconds for encounters.
Spell mastery -is weak and doesn't feel impactful it's more of just another slot now.
I know Cryptic cares about this game so please step it up for the Wizard At-Will because we're going to be using them a lot more now and they need to be great to keep interest!
Sorry to Quote myself here, but any thoughts on the Arcane Stack issue? I've read in some other post that asking for new at wills is NOT going to happen so again I'll just state that using Arcane bolt on test dummies took 15 seconds to get to 5 arcane stacks and the stack fell off in about 4.5 seconds and using magic missiles is weak and still take about 11 seconds and again the stacks fall off again in 4.5 seconds... At this point "A step above Mastery" would only and maybe be achievable on a LONG boss battle..
I think arcane stacks should be infinite and Disintegrate would consume all arcane stacks and then you have to build up to the 5-10 stacks again..
And again just saying a at-will Arcane lightning would be amazing!!!
If you re-read what I originally posted I think you would make a lot of wizards VERY happy by creating an at will like this. I really believe the mechanic would work well for solo and group play..If Disintegrate consumed all the arcane stacks for that big +++ DPS hit it would be a fantastic way to play on the arcane path That way your actually working for that big HIT and also keeping Disintegrate on a shorter cool down still works because we only want to use it for the 5-10 stacks BUT If EVERY hit from MM, repel,RoE, ST or Hmm Arcane Lighting quickly added stacks then we get in a nice patten and rotation .... I'm very passionate about this game and have invested way to much $$$ but the combat it's really second to none and that's what keeps people playing this game and changes like this would really spice up the wizard. I know it would take more reworking and time BUT the pay off is a TON of happy Wizards and some fantastic game play.... And thank you for Moving repel to the arcane path..
Just think about it Cryptic TY
One last quoting of myself here...
I've taken my 18.880IL Wizard to 80 in under mountain and I think over all Mod 16 is a big Improvement for the Wizard!! However, Disintegrate just doesn't have that Bamb! that it had and it's just ok now. Of course there are some personal adjustments to be made and the game is going through a growth change so to be expected. There is one Very big issue in my opinion, All of the Arcane At-Wills are single target and this is a HUGE issue. I'm getting mobbed constantly and kitting all the time and that's just not fun game play. With encounters being where there at now we really need a good AOE At-Will and as state above in the first 2 posts Implementing what I'm talking about of something like it would solve both issue with one fell swoop and I believe was make the wizard in this game GREAT!
So thank you again Cryptic and hope your taking this seriously as I believe is will be an issue for solo play arcanist ..
Hm. Arcana are all single target? Is Shard/Steal Time/Repel not AOE in mod 16?
Something that is sorely lacking for Arcanist is a mechanic for lightning. Cold has Chill Stacks, Fire has Smoulder, Arcane has Arcane stacks, but what defines Lightning?
This bothers me as well. I always thought Storm Spell should have been changed into a core class feature of SS (now Arcanist), just like Smolder was for MoF (now Thaum). I always thought it was clunky having to slot in the defining feature of SS while MoF got it baked into the cake. That would also fill the hole you're talking about, but would require creating a new passive to replace it (but so would adding something like Charge). Of course, either way I don't imagine they're in the mode to create any more new stuff atm, but I definitely think they should keep this general idea in mind.
Finally, change Cataclysm to Fireball to make all the complainers here happy and to make it so that that horrible skill animation goes away, I believe this is a valid skill:
Cast Time: 0.6
Cooldown: 9 seconds
Magnitude: 125
AP Gain: 1.002
Target Cap: 5
Additional Effect: Adds Smoulder
Radius: 15'
See?! That wasn't so hard! This way we could all be happy!
Heck, they could just steal the basic graphics/mechanics from the Eldritch Knights in River District.
2
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
I kind of love the new Arcane daily at lvl 80 that grants increased damage and rapid cooldowns. Could anyone more in tune with M16 math offer an opinion as to whether or not it's good enough in practice to be worth casting in place of a directly damaging daily like Ice Knife? Would be great if so, in part because relying on an ice-elemented daily for single-target feels strange for the Arcanist.
It is much, much better then a direct damage daily. Even without the 10% damage buff it would still be better. It grants you 400% recharge speed increase, 10% increased damage and 5 arcane stacks.
Seeing as you gave into the fireball crowd, can you please lend your thoughts to help out a PvP wizard requesting that Repel be left as a shared encounter for both paths? 😄
I don’t have access to preview or play PvE however you seem to understand the balance of things better than most. In your opinion, would there be any harm to PvE if the Devs implemented this change?
Repel is a Wizards only defensive/strategic encounter for PvP and not having it available to both paths would lead to Arcanist being the only viable PvP path.
I just need to know if I’m about to start beating my head against a brick wall or if it’s resonable to fight for it because it will have little to no adverse affect in PvE.
Comments
Drifting Ember: Smolder now deals 75% of it's total damage instantly when applied, but no longer deals damage over time.
- This would imply that Smolder/Rimefire can be stacked.
After 30 minutes (due to slow encounter cool-downs and slow AP gain)
I was able to stack Smolder 12 Times
here's an unlisted video: https://www.youtube.com/watch?v=qhzSXFcUPpw
It seems to be that,
Smolder can only be stacked through the use of Furious Immolation.
After using Fi, you gain another stack of Smolder. It also seems like, while stacking Smolder if you use a Cold Based Spell, 1 of the stacks converts to Rimefire. After Rimefire has died out, you gain that stack back as Rimefire.
Practically allowing you to stack Smolder indefinitely.
Is this Wai?
Bardtholomew - Minstrel Bard
Mariah Carries - Devout Cleric
Darth Bane - Thaumaturge Wizard on Xbox
Discord ◆ Youtube ◆ Twitter ◆ Twitch
Yesterday, I decided to test an AoE Arcanist build with Shard of Endless Avalanche on the new zone and give my feedback about this power.
After played a lot what I noticed is the casting time is long, the cool-down is long and only start after the shard explosion. What is the most annoying thing is that the shard explosion often miss a lot of enemies. For example, if you push it and the shard is waiting on the ground near some enemies. They all go away of the shard and you need to go at the shard location and hope they will follow you and stay near the shard until it explodes.
My idea to help improve this power is to give the possibility to trigger the shard explosion when we want. It will improve the dynamic game play with this encounter. The possibility to Trigger the explosion as soon as you cast it (this will start the cool-down more quickly) or wait to have some arcane stack, push it in the right direction and trigger it when you think it's the best time to do it. You could also add a Spell mastery effect: Now Arcane stack are added every 1 second you are near the shard.
― J.R.R. Tolkien, The Two Towers
I am a huge PvP supporter and all I do is PvP on PS4. I actually have a PvP channel dedicated to the CW class.
I do not have access to the preview server but from what I can see Repel is not a shared power for both paths and this is a mistake. 99% of CW’s in PvP use this power as well as Shield for a reason and by removing it from one path it will pigeonhole all PvP CW’s into Thaumaturge.
Please rethink this. Like shield, repel is a nessesery utility spell for a PvP CW.
I've read in some other post that asking for new at wills is NOT going to happen so again I'll just state that using Arcane bolt on test dummies took 15 seconds to get to 5 arcane stacks and the stack fell off in about 4.5 seconds and using magic missiles is weak and still take about 11 seconds and again the stacks fall off again in 4.5 seconds... At this point "A step above Mastery" would only and maybe be achievable on a LONG boss battle..
I think arcane stacks should be infinite and Disintegrate would consume all arcane stacks and then you have to build up to the 5-10 stacks again..
And again just saying a at-will Arcane lightning would be amazing!!!
If you re-read what I originally posted I think you would make a lot of wizards VERY happy by creating an at will like this. I really believe the mechanic would work well for solo and group play..If Disintegrate consumed all the arcane stacks for that big +++ DPS hit it would be a fantastic way to play on the arcane path That way your actually working for that big HIT and also keeping Disintegrate on a shorter cool down still works because we only want to use it for the 5-10 stacks BUT If EVERY hit from MM, repel,RoE, ST or Hmm Arcane Lighting quickly added stacks then we get in a nice patten and rotation .... I'm very passionate about this game and have invested way to much $$$ but the combat it's really second to none and that's what keeps people playing this game and changes like this would really spice up the wizard.
I know it would take more reworking and time BUT the pay off is a TON of happy Wizards and some fantastic game play....
And thank you for Moving repel to the arcane path..
Just think about it Cryptic TY
BUG: B.6 patch. Damage is more consistent but still seeing wild spikes (repel hit for 33M). Rust Monster Corrosive touch is occurring before spikes. Fights in Vanrakdoom at level 80.
[Combat (Self)] Your Oxide deals 31446 Physical Damage to Vampire with Corrosive Touch.
[Combat (Self)] Critical Hit! Your Feytouched Weapon deals 1494274 (7324) Psychic Damage to Vampire.
[Combat (Self)] Critical Hit! Your Repel deals 33206092 (162764) Arcane Damage to Vampire.
[Combat (Self)] Critical Hit! Your Ray of Enfeeblement deals 4294397 (21050) Arcane Damage to Vampire.
[Combat (Self)] Critical Hit! Your Feytouched Weapon deals 193248 (947) Psychic Damage to Vampire.
Another Fight...
[Combat (Self)] Critical Hit! Your Magic Missile deals 5901 Arcane Damage to Assassin.
[Combat (Self)] Critical Hit! Your Feytouched Weapon deals 266 Psychic Damage to Assassin.
[Combat (Self)] Your Oxide deals 15389 (30777) Physical Damage to Assassin with Corrosive Touch.
[Combat (Self)] Your Feytouched Weapon deals 29682 (157) Psychic Damage to Assassin.
[Combat (Self)] Your Magic Missile deals 659599 (3482) Arcane Damage to Assassin.
> @noworries#8859
>
>
>
> I am a huge PvP supporter and all I do is PvP on PS4. I actually have a PvP channel dedicated to the CW class.
>
>
>
> I do not have access to the preview server but from what I can see Repel is not a shared power for both paths and this is a mistake. 99% of CW’s in PvP use this power as well as Shield for a reason and by removing it from one path it will pigeonhole all PvP CW’s into Thaumaturge.
>
>
>
> Please rethink this. Like shield, repel is a nessesery utility spell for a PvP CW.
>
> For whatever it's worth, there's talk of moving Repel over to Arcanist.
To me this makes sense as it looks like a single target dominant path, however it still pigeon holes the class from a PvP perspective and needs to be available to both paths.
I’m pretty sure no harm can come from allowing both paths access to it from a PvE standpoint, so if that’s the case I don’t see why it should be overlooked from a PvP standpoint.
Now when we have a solid Encounter placement let's think about Feats. Espetialy 2 of Arcanist path. Its cool that you swaped Icy Veins to Thauma. There are some fine ways to build Thaumaturge for example to frost + controll or fire + dmg.
But let us focus on Arcanist, how about changing Snap Freeze to Snap Shock and instead of each chill stack application make it, each time Arcane Mastery applayed it does the same ammount of arcane damage.
Also Frigid Winds could be now Arcane Overload. Tooltip stays almos the same with one difference, each arcane stack makes 1% damage.
How Arcanist would become dependant on sustaining the Arcane Mastery stacks would be amazing. Keep good rotation. Care about stacks. Dont mindlesly smash buttons !
"Choose this feat" button disappears from Icy Veins, but Glowing Flames remains selectable.
A Step Above Mastery (paragon feat) dont add additional 1% damage per stack should by 0,5%*10 + 1%*10= 15% for damage
but we will only receive 0,5%*10
Alacrity (paragon feat) dont reduce encounter cooldowns after use daily power
my suggestion please consider because Arcanist depends on Arcane Mastery
Alacrity (feat paragon) Speed up the cooldown rate of your powers by 1% for each stack of Arcane Mastery
Thaumaturge
Encounter only graphics around skill
Icy Veins and Glowing Flames (paragon feat) they work together and thise and the same situation on Arcanist Snap Freez and Assailing Force
BUG where disappeared additional effects from Sell Mastery (TAB) on Encouters
writes again cooldown on Icy Terrain, Shard of the Endless, Steal Time, Fanning the Flame, Cataclysm ( please change this encounter) it's too big
Having played with Repel a bit, I wish it would not knock back (or at least much less) and instead knock down (the) enemy (enemies) hit. The days of knocking enemies off a ledge in dungeons are over, and the spell would be far more useful that way, without frustrating your party.
I want to stress again that Shard of Endless Avalanche feels really bad right now. On the one hand, the short range of the push means I can't use it as the long-range engage that I want to use it for. I suggest that it travels twice as far and always immediately explodes upon reaching maximum distance. It would still explode when hitting more than one enemy, too. Giving it back it's spell mastery effect wouldn't hurt either, since it could allow you to drop it on two enemies standing close together to make it explode immediately.
I also really like the changes made to Arcane Bolt. However, I think it would be better if the final strike would hit in an AoE, like chilling cloud (and deal less damage to compensate). The Arcanist already has enough single-target at-wills.
The area that needs most work for the Arcanist are the feats.
Frigid Winds should be replaced by something that synergizes with Arcane Mastery or Lightning spells, since the Arcanist only has 3 cold-based powers at their disposal now.
On the other hand, Snap Freeze is in quite a good position, since it adds damage to icy terrain and ice knife.
While I like the idea of Elemental Reinforcement it's in a weird position right now: It rewards for using powers of different elements. However, there is only once lightning and one cold power to "choose" from, making any build trying to make use of the good damage bonus very straight-forward. This is assuming at-wills don't count towards the bonus, which they shouldn't. I propose bringing back one cold power from the Thaumaturge's powers to the shared encounter powers an exchanging it with an arcane power while converting that power into a cold/fire themed spell : Repel could become a cold-related spell and apply chill, Shard of Endless Avalance could also be converted into a cold spell with a blue projectile (avalanche = snow anyways) or Ray of Enfeeblement could become a fire based spell and apply smoulder (but this would Nerf Arcanist single target damage). Out of all these proposed possibilities, I prefer the second. Out of all the cold spells, Conduit of Ice should be made available to both paths.
Lastly, I would like some visual feedback when the effect of Elemental Reinforcement is doubled, like a pop-up text or an additional buff with a distinct icon in the buff bar.
Edit: Finally, I want to stress that I'd like to see more Spell Mastery effects returns, even if that means lower damage on some spells. The players would have an interesting choice in the cast of Entangling Force either choosing the single target version or adding AoE at the cost of damage. Similar arguments can be made for any encounter. Such changes are important, since they add (back) some of the lost depth and thinking when creating character builds, especially since many players feel that these changes "dumb down" the game. I believe that you already achieved your goal of preventing or reducing the negative impact of "bad choices" by re-balancing all the skills, now it's time to re-add some complexity.
Sudden Storm and Cataclysm are still having problems with range and aiming .... they still dont hit targets properly.
1) Add a mechanic called charge, which has a duration of 5 seconds.
2) When you damage an enemy with a lightning power, charge is applied.
3) When you damage an enemy who is charged with an encounter or daily power, shock them, deal 80 magnitude damage.
This helps to make lightning a mechanic in and of itself.
1) Change Snap Freeze to Overcharge, which lowers the magnitude of charge 60, but allows at wills to shock charged enemies.
2) Change Frigid Winds to Storm Brand, which increases your damage by 1% for each time you have shocked an enemy within the past 10 seconds, capping at 10%.
These changes will help to give lightning an identity of its own
Finally, change Cataclysm to Fireball to make all the complainers here happy and to make it so that that horrible skill animation goes away, I believe this is a valid skill:
The 1% bonus for A Step Above Mastery is not working.
Alacrity is still not working.
Storm Pillar's minimum is still 50 magnitude and maximum is still 150.
Quick Action grants 20.8% AP, should grant 20%.
Elemental Reinforcement is still bugged and only buffs your first hit.
Striking Advantage still does not scale with power etc.
Shield Pulse - Does not benefit from Action Point Gain.
Cataclysm - Does not benefit from Action Point Gain.
Fanning the Flame - Does not benefit from Action Point Gain.
Storm Fury, as mentioned in an earlier post, is counter-intuitive, since Wizards generally don't want to be hit. It could be changed so a feat that charges nearby enemies every x seconds.
Sudden Storm could still work similar to how it works now, but charge enemies on a critical strike instead of shocking them.
Since I don't think that Eye of the Storm will really be viable, it could be re-worked that shocking an enemy stuns them, with a per-enemy cooldown. Alternatively, the class feature could also stun the enemy after it has been shocked 3 times.
Unrelated - I REALLY like the change on Arcane Bolt cast time, much faster and better to use.
Is there really any value to having lightning powers to begin with? Maybe just rip em out and make Arcanist 100% arcane damage~
Though that's probably not going to happen as it would require NEW spells.
vrs b.6
Elemental Reinforcement feat: Using the a cold feat will replace any existing buff of arcane and lightning. For example RoE + SStorm will produce Arcane and Lightning buff (per buff bar). Followed by Ray of Frost will result in just Cold buff. In general application for feat is inconsistent e.g getting 3 buffs at any time is almost accidental (usually involving icy terrain)
I'd suggest that Shard of the Endless Avalanche should be deleted and replaced with a new power, but it's my understanding that new power creation requires more resources than are currently available, so could something be done to help make it more of an AoE staple? For a power that is very slow to activate and comparatively difficult to use, its damage is extremely underwhelming, to an extent that the small knockdown effect can't begin to compensate.
Perhaps set SotEA to function like the Spell Mastery version does on live, where the Wizard can drop it as a splat AoE and control it from there? Increase damage to compensate for the awkward application and make it a bit faster and/or more responsive?
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
So here's a weird idea: Use your "Remote controlled shard" idea ... but change it to a Bigby's Hand spell.
I've taken my 18.880IL Wizard to 80 in under mountain and I think over all Mod 16 is a big Improvement for the Wizard!!
However, Disintegrate just doesn't have that "Kaboom" that it had and it's just ok now. Of course there are some personal adjustments to be made, and the game is going through a growth change so.. to be expected.
There is one Very big issue in my opinion.
All of the Arcane At-Wills are single target and this is a HUGE issue.
I'm getting mobbed constantly and kitting all the time and that's just not fun game play.
With encounters being where there at now we really need a good AOE At-Will, and as state above in the first 2 posts, implementing what I'm talking about or something like it would solve both issues with one fell swoop and I believe would make the wizard in this game truly fun and GREAT!
So thank you again Cryptic and hope your taking this seriously as I believe is will be an issue for solo play arcanist ..
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Heck, they could just steal the basic graphics/mechanics from the Eldritch Knights in River District.
Seeing as you gave into the fireball crowd, can you please lend your thoughts to help out a PvP wizard requesting that Repel be left as a shared encounter for both paths? 😄
I don’t have access to preview or play PvE however you seem to understand the balance of things better than most. In your opinion, would there be any harm to PvE if the Devs implemented this change?
Repel is a Wizards only defensive/strategic encounter for PvP and not having it available to both paths would lead to Arcanist being the only viable PvP path.
I just need to know if I’m about to start beating my head against a brick wall or if it’s resonable to fight for it because it will have little to no adverse affect in PvE.