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Unread 10-22-2014, 11:02 AM   #2
Daray

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(B) CLASS-SPECIFIC / OLD

Somewhat hesitant to suggest anything that would have a noticeable impact on class balance, because, from my observations, sorcerers (particularly warlocks) are in a relatively good position atm (how much of that is a result of our specific raid/group setups, and utility-based/practiced proc distribution, is a point of debate though). So will stick more to 'quality of life' suggestions.

(1) 'Ice Comet' to 'E'ci's Frozen Wrath' prestige conversion not affected by spell quality improvements:
  • Pretty self-explanatory (and this is probably a wider issue affecting multiple classes), but AA and prestige conversions should also be affected by spell quality.
  • Conversions are already affected by "Class Focus" effects, so the possibility for doing so with spell quality should already exist.
  • I assume Ice Comet is a high-probability candidate for an Ancient option, which just increases the importance of this particular example.
  • Conversions should be superior to the original ability, but not sure how you can factor in the high quantities of mod to ensure AE conversions remain superior (i.e. AE abilities gaining 1/3 per target).

(2) Fiery Blast:
  • With the vast majority of temp buffs (charms, other clickies, abilities, etc) being on a 1 minute (or multiples thereof) cooldowns, any chance of getting Fiery Blast reduced from a 2.30 base reuse to a 2 minute base reuse (i.e. 1.15 down to 1 minute capped)? Even if this comes at a slight cost. More of a usability improvement, because the cooldown on FB jars with everything else.

(3) "-burn" type abilities (Manaburn):
  • Can we get these coded in a way that will (fully) scale against itemisation, i.e. in a form similar to regular ability/spell arrays? While, in theory, they should scale against itemisation due to primary attribute values being tied to blue stat values, it doesn't (fully) account for effects granted via itemisation (e.g. uplifting, practiced), buffs, or other AA choices (that grant additions to multipliers).
  • Base value calculated in some form against power/health pools in a similar format to pri stats (at a large reduced value over the current live ratios).
  • Affected by all of the multipliers that currently affect abilities (potency, crit multiplier (+ new critical system), mitigation debuff and vulnerability - and possibly SDA/ab-mod).

(4) Resist Break - Dragon tree (all mages):
  • As with the vulnerability ears, any chance these can be changed to affect *all* magical damage? Our raid setups have been a little lopsided (with multiple wizards/conjurors), and this has relatively disadvantaged our other classes (nox based in particular).
  • Never did take the time to test these, but I've always assumed they stacked (much like the ears). Is this assumption correct?

(5) Catalyst (Sorcerer) / Crit Chance AA:
  • Guaranteeing that your next spell cast will critical has been rather worthless for the longest time. Any chance this component can be reworked to be useful against the new critical system?
  • Probably the easiest way would be for it to grant fixed additive crit chance (at a meaningful value against the new critical system).
  • However, I would much rather prefer something that offered future-proof scaling (e.g. short duration temp buff that granted a *base* critical chance modifier)
  • Further to the crit chance AAs, might be worth taking another look at the fixed crit chance values granted by 'Spell Expertise' and other class equivalents (bards included). Seeing 176 crit chance on the handcrafted food makes me think these are now set at a beyond negligible value.

(6) Passive regenerating wards (often granted via AA):
  • This affects many classes beyond just sorcerers (e.g. bard resist songs), but it is also a sorcerer issue (Magi's Shielding, Ward of Sages, Scaled Protection).
  • Passive regenerating wards should be rescaled to provide base values appropriately balanced against current hitpoint pools and mob damage values (and then also ensure they scale appropriately against our other multipliers).
  • While rebalancing these across all classes, the bug(?) (that allows you to inflate the ward values far beyond their intended values) should be fixed (apply buff, mentor, unmentor, zone, is the easiest illustration of this).

(7) Wizard left-side prestige (single target line):
  • I know I've said this last year, but it is worth repeating: The left-side prestige will never be used as it is not a viable alternative under any scenario.
  • At the very least, it ought to offer wizards an advantage in ranged single target scenarios.
  • 'Blaze' isn't enough and should be redesigned (not mod). It is rather easy to gain fixed ability mod values (where wizards are currently pushing their excess reforging pool). That and our high SDA values will further diminish the relative value of 'Blazed' casts, as doubled casts do not benefit from mod.
  • 'Incineration', while it does scale against certain multipliers, is still a proc, and as such is further disadvantaged by existing mod and SDA values (from original design). Also overly limited by the single target heat spell restriction.
  • 'Mystical Heat' is fine on paper, but indirectly suffers from the problems that Manaburn has (see above).
  • 'Hellfire' is a rather average ability (inferior to Thunderclap in damage, but on double the cooldown of Thunderclap). Pending any useful changes to Blaze, either the damage values or the reuse (or both) should be looked at.
  • Is this important at the end of the day? Maybe not, because I'll just do what wizards do, and continue to use right-side under all scenarios. It would be swell to have a viable alternative though.

(8) Firestorm:
  • Increase the base radius (from 7.5m) to 10m, and reduce the "Enhance: Firestorm" AA to instead add 10% / 1m per rank. The existing combination remains unchanged (at 15m), but the cap is increased to 20m, leaving headroom for Spell Reach and Resonance.
  • This will better match our other existing AEs, and be a little less annoying to execute AE rotations if 'Unda Arcanus Spiritus' remains a reverse-range AE implementation.

(9) Iceshield:
  • It is tough to get the triggers on this ability consumed, especially with our (main) brawler tank. Frequently I just watch them fall off when the duration expires.
  • Be swell if we could have the proc condition changed to operate in a similar manner to Prismatic Chaos (on a spell/combat hit). Or something that allows it to proc more reliably on our brawler tanks.
  • The focus effect for Iceshield should be changed (to grant an extra trigger or something mildly more useful) if so.

(10) Fortify Elements enhancements
  • Still on my list, but a rather minor point.
  • Allow the AAs in the wizard/shadows tree (Enhance: Fortify Elements and Arcane Barrier) to affect our group's total Max Power amount. Currently these abilities only affect the rather insignificant portion of power directly granted by this buff. We have plenty more ways to buff Max HP than we have to buff Max Power.
  • Also, is the mitigation value granted by mage group buffs set at an appropriate value in light of the upcoming raid zone requirements (130-175k)?


Anywho, longer post that I thought it would be, so I'll stop there, unless I remember something else. Didn't even know that there was a 10000 character limit on individual posts.
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