Agree, but this implies the need of another st fire encounter. For example, ftf with more than 100 st magnitude... or even a new third fire encounter, in place of icy rays, with same mechanic as icy rays (without the chill and the control ofc), which is in fact the d&d flame arrow spell.
Directed flame isn't bugged, but can be bypassed by casting any fire power (will proc smolder) followed by any cold power (will proc rimefire). The problem are the 12sec cooldown and the reduction of smolder dps by 20%. In comparison, the alternative feat, rimefire weaving, grants a flat 10% dps buff (since rimefire is…
The whole fire aspect of thaumaturge needs an overhaul, at least a serious boost. Fire aspect should deal more dps than cold aspect, since fire spells don't set cc (except furious immolation). And what about fanning the flame? magnitude is very low for both st and aoe aspects Chilling advantage and Directed Flames feats…
You're wrong, arcanist is much better for aoe damage since he's able to randomly get free combat advantage (nightmare wizardry). And thaumaturge has better st dps than arcanist not using empowerment daily. Only empowerment used at right timing, when all buffs (artifacts, mounts) are up, makes the difference. Both paragons…
Rof generates more AP than mm, and triggers much more extra damage from the bilethorn enchantment. It adds chill very fast (control, chilling presence, snap freeze/shatter strike). Mm's only advantage is to generate arcane stacks, but at slow rate. Only chilling cloud has better dps than rof, even in 1v1, but only if the…
And generally, for all classes, pure combat powers without side effects should always have higher magnitude than powers with control, buff, debuff effects.
Imprisonment should be removed, arcanist has already entangling force and repel as arcane st control encounters. And arcane tempest too. Ray of enfeeblement is also already an arcane st debuff spell. A st lightning spell instead would make sense.
100% agree, both paragons should be viable for pve, boss fights and pvp. Nethertheless, they should have different gameplays. Thaumaturge should be more focused on dot thanks to smolder mecanics and cold/fire rotations, while arcanist gameplay should be more straight and casual.
Smolder needs a huge boost (presently 1-2% of overall dps) and a faster dot. It should be central in thaumaturge builds for both pve and 1v1 situations.
Mechanics, arcanist - arcane stacks should be specific to arcanist and grant higher buff on arcane spells. The thaumaturge is presently not able to keep them up. Mechanics, thaumaturge - base smolder/rimefire mecanic is good - smolder is too weak, the dot of 3 sec is too long. It should be 1.5 sec. Magnitude has to be…
Feats, arcanist - alacrity: cd reduction is too little - Assailing Force: does it work as intented? - Snap freeze looks like a thaumaturge feat - Chaos magic should be even more chaotic - A Step Above Mastery should really reward the maximal arcane stacking. This feat itself is good, but the arcane stack mechanic should…
Dailies - too much aoe spells, only one st (ice knife) - arcane empowerment has a bad design, is bugged (cd always jumping) and is too powerful (while the rest of the st arcanist is too weak). The idea of damage buff is good, but I would buff all arcane spells (at-will and encounters). The cd reduction idea is also good,…
The wizard was great on mod 16 release. Too powerful ofc, but adjusting the magnitudes would have done the job. What annoys me the most is that 2-3 times a year, wizard gets a slight modification (magnitude buff, single feat or power overhaul...) but without coherence. And too many feats, powers and class features and just…
"It's not a bug, it's a feature" Sorry for the trolling, but i expect nothing anymore for the wizard class. Years of bug reportings, contructive critics and insightful proposals did nothing.
and fix the wizard (the upside down purple triangle with a sandglass inside). The sandglass represents the long cooldowns as well as the patience of wizards.
My wizard also always experiences this travelling bug in LOMM when crossing portals to ice and fire zones. I also noticed this doesn't happen with my cleric.