Wizard Power Adjustments

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Comments

  • daderick
    daderick Member Posts: 4 Arc User
    I recommend the following Change:

    Swath of Destruction
    - Scorching Burst now leaves a burning swath of fire for 8 seconds equal to its cast radius. Any enemy standing within the ring of fire takes 50% more damage from your fire based attacks. You may only have one Swath of Destruction active at a time. Casting a new Swath of Destruction will remove any existing Swath of Destruction.

    Weapon and Armor enchantments, if fire based, would be included.
  • micky1p00
    micky1p00 Member, NW M9 Playtest Posts: 3,540 Arc User

    I think an across the board magnitude adjustment for the wizard is needed.
    All other dps classes that I play have two low magnitude At-will powers and two higher magnitude At-will powers.

    At-will power numbers. 1st, 2nd, 3rd, 4th, Placement of at-will in character sheet left to right. Number after is the magnitude of the at-will power in that position at this time.

    Wizard 1st. 40 2nd. 55 3rd. 30-80 4th. 60 mag
    Fighter, dps 1st. 45 2nd. 100 3rd. 40 4th. 175
    Cleric, dps 1st. 100 2nd. 65 3rd. 110 4th. 130
    Bard, dps 1st. 35 2nd.180 3rd. 130 4th. 80
    Warlock, dps 1st. 125 2nd. 45 3rd. 60 4th. 55/65
    Paladin, tank 1st. 25 2nd. 60 3rd. 25 4th. 60

    I understand that the wizard is like the cleric where if you build stacks, things are suppose to hit harder. But the indicator for those stacks is tiny balls around the orb and is not easily visible while in a fight. I would say that a more static gauge on screen like many other classes have, might be a fix for players to know they need to build stacks to use.

    Encounter powers are much the same. 1st, 2nd, ect, then magnitude. Mech is for Mechanics of that class.

    Wizard 1. 500 2. 500 3. 450 4. 350 5. 230 6. 200 7. 400-600 8. 260 9. 300 10. Mech
    Fighter 1. 260 2. 650 3. 520 4. 450 5. 880 6. 780 7.440 8. Mech 9. 1350 10. 550
    Cleric 1. 280 2. 650 3. 800 4. Mech 5. 260 6. 470 7. 770 8. Mech 9. 520 10. Mech
    Bard 1. 400 2. 700 3. Mech 4. 230 5. 400 6. Mech 7. 200 + all the songs that do damage.
    Warlock1. 85 2. 275 3. 130 4. 30 5. 510 6. 260 7.325 8. 65per sphere 9. 650-975 10. 175
    Pally 1. 400-800 2. 52 3. 700 4. 1150 5. 620 6. 400 7. 130 8. mech 9. mech 10. 600

    Thank you for looking into updating the wizard!

    If you want an actual comparison, even without taking into account the procs, you need to divide by the cast time, or in case of encounters by cast time + cooldown (iirc damage activated after cast time here too).

    You should end up with magnitude per second.
  • d4rkh0rs3
    d4rkh0rs3 Member Posts: 379 Arc User
    @armadeonx (and everyone else commenting on the bugs) I would be more in favor of the devs removing and replacing long-term buggy mechanics. Many times these bugs are deeply rooted and very difficult to squash, wasting precious time that may be devoted elsewhere.

    In the short term, buff encounter AoE magnitudes for better AoE burst to align with other classes. Cast time for AoE needs to be much quicker than for single target. Buffing AoE will also improve leveling. For single target encounters, keep magnitudes the same but lower cooldowns.

    In the long term, replace buggy feats and class features with brand new mechanics. As I said in one of my previous posts, I would like to see AoE elemental combo mechanics able to be executed quickly (i.e. short cast times) that result in additional magnitude damage. For example, cold+fire wave explosions, arcane+lightning electric chains, cold+lighting ice shatters, etc.
    These classes really do need to be more engaing and fun to play.
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