Lifefire Manaburn

Silosobi

Dalayan Pious Diety
Seeing recent changes/potential changes to old/bad abilities I felt hope that these might get changed.

Wizards dont need much in terms of dps. I'd like to see abilities that give us some interesting utilities. (or maybe minor dps things)

I think one good option to replace one of these AAs is the 'Time Portal' I posted in the Arcane Acuity thread (incase for whatever reason we need to keep that worthless spell, or something different replaces it). It might fit better as an AA anyway now that I think about it since long cd spells are a bit odd.

Time Portal
6 sec cast
10 min recast
Forces the wizard and everyone raided/grouped with them to essentially /refresh. They all zone out and then zone back in where they were.

Any other suggestions are welcome!

This adds some dps... but I've always liked the idea:

Furious Blast
When activated, your next spell will cast instantly and be an ULTIMATE BLAST

Life Fire turns into Arcane Intuition:
Gives the wizard an innate 5% chance to dodge any offensive magic.
Fury of the Ashes turns into Intuitive Learning:
Whenever the wizard dodges a spell via Arcane Intuition, they take 5% less spell damage for 3 tics.

Wizards are the worst survivability class in the game, I've always thought our understanding of offensive magic might allow us to mitigate it a bit. Necros get fd/da/taps. Mages get self hp buff and a pet to eat damage. Enchanters get runes/CC/memblur. Wizards get concussion?

Feel free to post any other ideas!
 
Wizards are the worst survivability class in the game, really? They get a rune too (spellskin), a really awesome root, snares, and most importantly, can evac. Evac alone is worth a ton of survivability points.
 
I think if it's at all possible to code tho, an upgrade to manasink would be cool. AA that absorbs the next 2k or whatever after balancing spell damage, then adds that damage to the wizard's first nuke when the duration wears off iono
 
Wizards are the worst survivability class in the game, really? They get a rune too (spellskin), a really awesome root, snares, and most importantly, can evac. Evac alone is worth a ton of survivability points.

All worthless on raids (except the rune I guess, which is very minor)
 
Wizards are the worst survivability class in the game, really? They get a rune too (spellskin), a really awesome root, snares, and most importantly, can evac. Evac alone is worth a ton of survivability points.

If you are coming from the perspective of soloing... then sure wizards are not the worst survivability, but in 6man/exp/raids (most of the game for most people) we are.

Half the classes in the game get roots/snares, and these abilities generally only add survivability when soloing. Spellskin is a very small amount of survivability once you are in the raid game, and you often cant spare the buff (not to mention enchanters can stack superior runes on every raid member). Evac, once again is more solo utility or more often just used to get across a zone. It sees a bit of use in exp, but that often isnt even worth it since it tends to be buggy and half the group gets summoned back/killed. If your trying to cast single target evac on yourself, you probably arent in trouble or will die before it lands. Most importantly, its just not a survivability spell in 6man/raids because most of the time you just cant cast it, and when you can it is because the raid is already wiped/dieing and you are trying to recover faster.

Maybe I should clarify that when I say survivability, I mean the ability for a class to increase their chances of survival during a 6man/raid encounter. Surviving other places is nice too, but 99% of the time just comes down to picking your fights right and not making careless mistakes.

By that definition, Mages/Necros/Wizards/Enchanters are the initial top contenders since they just have less hp/ac than all other classes.

Necros can self heal, mez, FD, DA, and are probably better off than meele classes.
Enchanters have endless utility: best runes in game, mez, memblur, etc
Mages aren't a ton better off than wizards, but can do self hp buff, AA spelldamage reduction, and potentially have their pet pick up a mob that attacks them.
Wizards get root/snare(mobs are almost always immune and summon), a bad rune, and smallish agro reduction spells.

When the mob is AEing/PSing/otherwise damaging lots of members of a raid a lot, and a heal is late, wizards are the most likely class to die.
 
I think if it's at all possible to code tho, an upgrade to manasink would be cool. AA that absorbs the next 2k or whatever after balancing spell damage, then adds that damage to the wizard's first nuke when the duration wears off iono

I do like this idea!
 
I'm entirely against the removal of Life Fire.

I like that ability and don't want it removed.

... especially in Nadox.
 
Well I disagree with the assertion that this is a Wizard issue

Mage with no no concuss or equivalent is ALWAYS higher up the hate list than Wizard and has no hope of escape from being beaten on by a well timed ultimate blast.

I DO agree with the assertion that casters (well at least Wizard AND Mage) could do with something that improves their survivabilty and argued as such in the "tears of eleal" thread.
 
A good wizard will always be #2 on the agro list because we control where our agro is and to be lower than that means we are nerfing our own dps.

Mage/Wiz both have poor survivability.
 
I'm entirely against the removal of Life Fire.

I like that ability and don't want it removed.

... especially in Nadox.

I dont like keeping AAs because they are powerful in one gimmicky zone. Even at ultra low tiers, this had minimal usefulness.

I guess I would be okay with keeping the AA if it scaled.. something like:

3x max hp and allow it to crit/ult/prim
 
What about an upgraded Spellshield? Seems like a simple option that would fit the class and be useful through the tiers.

0 sec cast
5 min recast
5 min duration
Absorb 2000 magic damage.

replace manaburn first since there are situations where lifefire has use (nadox/super low tiers)
 
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Bombardment: for the next x seconds, any PBAE, Targetted AE or Rain spell the wizard casts has its target limit and crit chance penalty removed.

Wizards are hard to think of interesting things for... pretty one-dimensional.
 
That could be fun

I t feel like the fun/interesting stuff has less of a chance to get implemented =/

Arcane Mirror
Illusion: Wisp
0 sec cast
10 min recast
3 tic buff
Wizard REFLECT(or just counterspell/dodge/otherwise avoids) all incoming offensive magic

Meeles get parry/riptose stance, wizards get a similar thing for magic!

or

Bless Familiar
3 sec cast
10 min recast
The wizard's familiar is blessed with powerful magic. (he does some emote about this)
For the next 30 seconds, anyone that hails the familiar gets mezzed for 2 tics and gains 5% mana. Can be hailed a max of 5 times
 
Arcane Mirror
Illusion: Wisp
0 sec cast
10 min recast
3 tic buff
Wizard REFLECT(or just counterspell/dodge/otherwise avoids) all incoming offensive magic

Meeles get parry/riptose stance, wizards get a similar thing for magic!

Cool ability. Lore checks out. Rationale makes sense. Win!

Addendum: however, probably needs a list of restrictions and what not for the sake of balance.
 
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True, if it is REFLECT it shouldn't work on charm. What other spells might be OP? Maybe mez? Also might be nice to make the wizard gain no agro while its up or I imagine there are some weird spells that would just give them silly amounts of agro and wizards are already usually high on agro lists.
 
Reflect is something that has come to my mind a lot too but I don't think it would work in practice. Encounters weren't designed with it in mind. If it reflects AEs, it'll probably be overpowered. If it doesn't, it'll come up so little that it would be little more than a toy.

It's true that a couple melees get riposte stance, but they don't use the mob's damage against them, they use their own.
 
Hmm, what if the wizard just blocks spells 'ripostes' with a medium nuke? Or potentially 'absorb' the spell, gaining 1% mana for each blocked spell.

Honestly I would be really happy with something that allows me to prevent all incoming offensive magic damage for 10-20sec every 10-15min. Any sort of added effects would be fun and interesting, but really a bonus to an ability that helps us survive in a pinch.

You are right about reflect being too hard predict/balance. Its probably not even a good idea to prevent anything but damage/dots - I can think of a few encounters where preventing nondamage magical effects would kind of mess things up.

I really like something along these lines - up our survivability vs magic, and activated abilities that are more powerful for short times are my preference since they reward smart active players.
 
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