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Join Date: Jan 1970
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Dividing this post into two parts - the new prestige and class specific. (A) NEW PRESTIGE TREE (1) Bulwark of Mana:- Personally, I'm fine with the general premise behind this ability, but it could certainly use a high degree of refining.
- The main issue for me, is that for it to actually be considered useful, it needs to be something that can be strategically timed around AE cycle timers (not every 1 in 3) or other script elements. In it's current format it is most likely something that will just sit there on our hotbars, and not really used (beyond maybe an "I think my group might die, and 20% DR will save them" or "Oops, I accidentally hit it").
- Reduce the base reuse from 3 minutes to 1 minute (so half that when reuse capped). Most AEs fall between the 30s to 45s timers.
- Reduce the duration to 3-4 seconds to make accurate timing/execution of the ability (against AEs) important.
- I can't really comment on the size/value of the magical damage reduction to the group, because that is dependent on other factors. It needs to have a tangible effect though.
- Perhaps the current cast time and recovery values are back to front (0.25s cast, 1.5s recovery at cap). If this is intended, however, then it isn't something I particularly like.
- Cast and recovery times should be instant, or at the most 0.5/0.5 base (0.25/0.25 capped). Anything longer just detracts from the ability being useful in the scenarios that it *should* be useful in. This change would also lend itself much better to reactionary PVP gameplay.
- Cost of the ability seems somewhat high. Would consider lowering it if considering altering the ability along the lines of the above.
- Does it stack when used simultaneously by multiple sorcerers that might end up grouped together. I can't test this easily, and if it doesn't, should it?
(2) Universal attribute modifications (second and third rows)- Not a whole lot to comment over the design aspect of these.
- I do like the fact that they have been designed to scale against existing attributes, and as such are somewhat more future-proofed than the majority of AA options out there (personal gripe, but it frustrates me that such large portions of older AA trees, based on fixed additive attribute values, do not offer this kind of scaling).
- The earlier prestige tree conversions (e.g. pot>cb) don't seem to benefit from Undeniable Power/Imbued Sight, though I imagine that is intended, going by the tooltip.
- Tested Sanguine Sacrifice and (some) item-based pot/cb procs against the second row pot/cb options, and both seemed to work fine.
- Not entirely sure the third row is currently working. I see no change to my reported pot/cb values when using abilities (with Power from the Soul and Accuracy from Strength taken).
- The third row options are shown as buffs in the effects/target window, which probably isn't necessary (clutter).
(3) World Ablaze:- I assume the purpose of this ability is to force the mage to consider when they want to sacrifice some base potency modifier, in exchange for an AE, but the damage value on the AE completely misses this trade-off.
- To illustrate, the damage value on the AE component is half that of a non-SDA'd Firestorm.
- As things currently stand, the only way I would use this ability is purely for the base potency modifier, consuming an orb *only* to refresh the duration of the buff (and maybe just eliminating the last orb early).
- The AE doesn't doublecast, when it should.
- The AE doesn't benefit from mod, when it should
- The AE doesn't proc anything (Frozen Solid included), and it should.
- The AE doesn't count towards Fiery Blast, and it should.
- Can the AE be resisted? If yes, is it affected by disruption? No damage spread on it though, so nullifies the benefits of overcapped disruption.
(4) Unda Arcanus Spiritus:- My biggest issue over the design of this ability is the reverse-range modifier for calculating the damage. I just don't see it working well or allowing fluid gameplay (it jars with the range requirements of every other ability). Outside of specific circumstances, casting on the move isn't something we can do well and this range-based dance (against our other abilities) will just cost us potential. Removing the range requirements altogether would get my vote (but keep the divided damage mechanic).
- The tooltip does state limitations(?) on what it is affected by, but then (in practice) I see it criting against my crit multiplier, and affected by both the debuff and vulnerability multiplers, so perhaps there might be some conflicting/potentially confusing information in the tooltip. I hope that the tooltip is just lacking clarity in this regard, and that it is intended for this ability to be fully affected by all multipliers/modifiers (as with regular spell arrays). Then again, it doesn't doublecast and is not affected by ability mod, when it probably should, so who knows. Reasons for wanting it to be fully affected by all multipliers/modifiers include different classes weighting different attributes, and future-proofing the ability by ensuring it will scale appropriately.
- Not sure where the damage is intended to come in, but it is somewhat worthless atm. In an 8 target scenario (training dummies), Firestorm does almost 5x as much damage (to each target) as UAS' in its highest damage tier.
- Also it doesn't proc anything (Frozen Solid included), and it should.
- The damage doesn't count towards Fiery Blast, and it should.
- It doesn't doublecast and is not affected by mod.
- Can the AE be resisted? If yes, is it affected by disruption? No damage spread on it though, so nullifies the benefits of overcapped disruption.
- It doesn't obey the 8 target limit stated in the description (currently seems unlimited targets, although it keeps lowering the per-target damage amount appropriately).
- It is affected by radius modifiers, but it seems anything over 20m doesn't change the damage value (caps at 20m).
- Someone made a negative point about the name sounding like something Harry Potter would say, and I kind of agree, lol.
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