vistachiri
Dalayan Master
I'm very happy so far with the concepts for mages. They seem fairly well balanced in respect to benefits and drawbacks of each. But I'll go more indepth (as a side not while I am discussing the numbers, I'm doing so only in general concept, I don't really see a problem with most of the numbers, though I would be remiss to not offer suggestions).
-Elemental Barrage: Casts 4 different DD spells for 400 damage a piece, each with a different -175 resist check for 510 mana, 5.5 second cast
This is an interesting idea, and I like it at the outset. However I do see some possible problems with it. I am a bit confused as to part of the general concept. I'm going under the assumption it's similar to the wizzy 2x nuke, rather than a target based pbaoe. Some benefits and drawbacks do not apply to the latter. There are other assumptions that I'm considering as well to discuss the spell, one of them is that I'm assuming by different dd spells we're talking about different resists. Though it could go the other way and be 4 different magic dd's, I would fail to see the point of that, and it would remove much of the interest from the spell.
Benefits
1) Very slight upgrade to bladewind in terms of damage
2) Massive resist mod almost like a lure, but still resistable.
3) Interesting concept, expanding possible utility.
Drawbacks
1) Slower than bladewind
2) Very slight upgrade in terms of damage to bladewind
3) Acceptable alternative on extremely high magic resist or immune mobs.
4) High mana cost as a general concept due to a higher resist mod and variety
5) Less effective than bladewind on mobs possesing damage immunities other than magic. Provided earlier assumptions hold true
-Runic: Servant of the Elements: Summon multiple pets for 400 mana. (think monster summoning)
Awesome. I <3 monster summoning, as it's extra damage with a good bit of utility and if you use it correctly emergency temporary CC.
-Runic: Elemental Fusion: Pet summon spell for 750 mana
I can see no reason not to be excited about a new pet. I would expect higher stats, damage, tanking, proc, etc from it as a general upgrade. I would hope however as a side not based on the name that it would not adopt the earth pet's rootproc, which has generally been regarded as the most annoying feature of the earthpet, and generally bad, contributing to the lack of usage of the 63 pet of that variety (for a quick and dirty analysis of popularity post just general price of the pets over time has seen the earth pet generally go for less than half of what the others do, including fire which has less hp, a big reason being the root proc, which is found to be annoying in groups and the kiss of death on raids).
-Artifact: Rezadian Blizzard: Target based rain for 1700/wave, destroys targets under level 50, 975 mana, 3 second cast, -20 CR check, requires a reagent.
I'm possibly the most excited about this one. A third type of damage has been lacking from the class from inception. The problems with this can be easily highlighted by any number of zones across tiers and fights such as Cmal 4.2, ToT, Thaz fire wings, Plane of Torment, I'm taking a guess at plane of fire, redsun mines and peaks, emberflow, fire grottos, Cmal itself (high mr), etc. A mage in these places is automatically at a disadvantage in most cases. Obviously Cmal 4.2 ToT, emberflow, and thaz fire wings are the paramount concern. A cold version of our rain provides us with an alternative, and considering the tendency is to chain rains, provides us with an alternative that doesn't put us at nearly as much of a disadvantage as we were previously at in the fire resistant areas (previously one would chain Storm of the Elements and Maelstorm of Electricity in these areas, or manastorm on mobs where the mana destroy component would balance out the extra damage of maelstorm). If this is included with a cold line of buyable and droppable spells as well (a rumor floating about, and one that would make sense), then I think I just had a joygasm for the class as a whole.
A quick benefits v cost list
Benefits
1) Higher damage, gogo double target burst. A good spell for when you absolutely positively kill everyone in the room as fast as you can. On fights that are all about duration, you simply go back to the tried and true more mana efficient rains.
2) A 3rd damage type. More choices is a great thing, and makes the class more interesting.
3) Faster cast time. That's the general progression of our rains. This one would be excellent for particular fights with its extremely fast cast. One of the old beloved spells for many mages is good old trusty scars of sigil. It's fast cast time being the major benefit of the spells. I'm glad to see something else quick in our damage arsenal.
4) Destroy component, that isn't absolutely worthless at the outset. While I'm curious as to what is in store for the reasoning behind it possessing the component if theres a specific reason. If there's not I would think it wouldn't be nearly as much of a benefit, and I'd suggest a mana destroy component in line with our manastorm spell, which never sees an upgrade, or really to my knowledge a previous line.
Drawbacks
1) Less mana efficient than Sun Storm and Storm of the Elements.
2) Reagent required. As long as the reagent is not something insanely costly (diamonds for example), nodrop, or ridiculously rare, I see no problem with this at all. It's a good drawback for an awesome spell.
3) Lesser resist mod than Storm of the Elements, in line with archaic resist mod.
4) High mana cost. Pretty much in line with what I'd expect.
A side note on some other classes spells.
I see a possible huge problem with the pally descent of judgement.
-Descending Judgement: Target based Rain, 300 damage and 1 second stun on each wave, 510 mana, -50 MR check, 1 second cast, 10 second recast
It's a rain. Rains are notorious for hitting the hell out of you if you're anywhere close to them. As any mage can tell you, you get a feel for this very fast. But on a paladin as an aggro spell it could possibly be a very severe problem. If it acheives it's purpose in getting you aggro (which I'm assuming is one of the uses intended for it) from far enough a way that nailing yourself is not a problem, the other waves of the rain are going to be usually wasted, unless you're exactly smack dab on the edge. If you run in instead and cast it on the mob you're hitting to keep up aggro you're definitely going to be whacking yourself with it. Granted I'm making the assumption it is acting as a rain normally would. If it is not and will not hit the pally this problem would not be relevant. In fact I think a rain based aggro spell that would not hit the caster themselves (provided it is not directly targeted on them) is a very interesting mechanic.
Rainbug is also a possible big problem. For those who are unaware of it due to their class lacking rains I'll explain. If you kill a mob with the rain itself on the first wave of it, it has a nasty tendency to retarget itself exactly where you are standing, on you. This could be a problem even if the previous problem of it hitting the caster were fixed, as from what I've seen the spell then chooses you as the direct target. More annoying than critical, but still a big potential drawback, as pallies are going to be generally fighting more than one thing at a time, so it's taking into assumption that all the mobs that were beating on you, are still beating on you.
Other than those I like it. Though I have very limited experience as far as pallies are concerned. I like the idea of most of the spells actually, they seem to have very interesting new mechanics to many of them, rather than the previous tendency for upgrades to just be a default oh you can toss that spell you used to use in 99% of all circumstances, which I'd imagine is a welcome change as far as most people are concerned.
I am now far more excited about Ikisith.
-Elemental Barrage: Casts 4 different DD spells for 400 damage a piece, each with a different -175 resist check for 510 mana, 5.5 second cast
This is an interesting idea, and I like it at the outset. However I do see some possible problems with it. I am a bit confused as to part of the general concept. I'm going under the assumption it's similar to the wizzy 2x nuke, rather than a target based pbaoe. Some benefits and drawbacks do not apply to the latter. There are other assumptions that I'm considering as well to discuss the spell, one of them is that I'm assuming by different dd spells we're talking about different resists. Though it could go the other way and be 4 different magic dd's, I would fail to see the point of that, and it would remove much of the interest from the spell.
Benefits
1) Very slight upgrade to bladewind in terms of damage
2) Massive resist mod almost like a lure, but still resistable.
3) Interesting concept, expanding possible utility.
Drawbacks
1) Slower than bladewind
2) Very slight upgrade in terms of damage to bladewind
3) Acceptable alternative on extremely high magic resist or immune mobs.
4) High mana cost as a general concept due to a higher resist mod and variety
5) Less effective than bladewind on mobs possesing damage immunities other than magic. Provided earlier assumptions hold true
-Runic: Servant of the Elements: Summon multiple pets for 400 mana. (think monster summoning)
Awesome. I <3 monster summoning, as it's extra damage with a good bit of utility and if you use it correctly emergency temporary CC.
-Runic: Elemental Fusion: Pet summon spell for 750 mana
I can see no reason not to be excited about a new pet. I would expect higher stats, damage, tanking, proc, etc from it as a general upgrade. I would hope however as a side not based on the name that it would not adopt the earth pet's rootproc, which has generally been regarded as the most annoying feature of the earthpet, and generally bad, contributing to the lack of usage of the 63 pet of that variety (for a quick and dirty analysis of popularity post just general price of the pets over time has seen the earth pet generally go for less than half of what the others do, including fire which has less hp, a big reason being the root proc, which is found to be annoying in groups and the kiss of death on raids).
-Artifact: Rezadian Blizzard: Target based rain for 1700/wave, destroys targets under level 50, 975 mana, 3 second cast, -20 CR check, requires a reagent.
I'm possibly the most excited about this one. A third type of damage has been lacking from the class from inception. The problems with this can be easily highlighted by any number of zones across tiers and fights such as Cmal 4.2, ToT, Thaz fire wings, Plane of Torment, I'm taking a guess at plane of fire, redsun mines and peaks, emberflow, fire grottos, Cmal itself (high mr), etc. A mage in these places is automatically at a disadvantage in most cases. Obviously Cmal 4.2 ToT, emberflow, and thaz fire wings are the paramount concern. A cold version of our rain provides us with an alternative, and considering the tendency is to chain rains, provides us with an alternative that doesn't put us at nearly as much of a disadvantage as we were previously at in the fire resistant areas (previously one would chain Storm of the Elements and Maelstorm of Electricity in these areas, or manastorm on mobs where the mana destroy component would balance out the extra damage of maelstorm). If this is included with a cold line of buyable and droppable spells as well (a rumor floating about, and one that would make sense), then I think I just had a joygasm for the class as a whole.
A quick benefits v cost list
Benefits
1) Higher damage, gogo double target burst. A good spell for when you absolutely positively kill everyone in the room as fast as you can. On fights that are all about duration, you simply go back to the tried and true more mana efficient rains.
2) A 3rd damage type. More choices is a great thing, and makes the class more interesting.
3) Faster cast time. That's the general progression of our rains. This one would be excellent for particular fights with its extremely fast cast. One of the old beloved spells for many mages is good old trusty scars of sigil. It's fast cast time being the major benefit of the spells. I'm glad to see something else quick in our damage arsenal.
4) Destroy component, that isn't absolutely worthless at the outset. While I'm curious as to what is in store for the reasoning behind it possessing the component if theres a specific reason. If there's not I would think it wouldn't be nearly as much of a benefit, and I'd suggest a mana destroy component in line with our manastorm spell, which never sees an upgrade, or really to my knowledge a previous line.
Drawbacks
1) Less mana efficient than Sun Storm and Storm of the Elements.
2) Reagent required. As long as the reagent is not something insanely costly (diamonds for example), nodrop, or ridiculously rare, I see no problem with this at all. It's a good drawback for an awesome spell.
3) Lesser resist mod than Storm of the Elements, in line with archaic resist mod.
4) High mana cost. Pretty much in line with what I'd expect.
A side note on some other classes spells.
I see a possible huge problem with the pally descent of judgement.
-Descending Judgement: Target based Rain, 300 damage and 1 second stun on each wave, 510 mana, -50 MR check, 1 second cast, 10 second recast
It's a rain. Rains are notorious for hitting the hell out of you if you're anywhere close to them. As any mage can tell you, you get a feel for this very fast. But on a paladin as an aggro spell it could possibly be a very severe problem. If it acheives it's purpose in getting you aggro (which I'm assuming is one of the uses intended for it) from far enough a way that nailing yourself is not a problem, the other waves of the rain are going to be usually wasted, unless you're exactly smack dab on the edge. If you run in instead and cast it on the mob you're hitting to keep up aggro you're definitely going to be whacking yourself with it. Granted I'm making the assumption it is acting as a rain normally would. If it is not and will not hit the pally this problem would not be relevant. In fact I think a rain based aggro spell that would not hit the caster themselves (provided it is not directly targeted on them) is a very interesting mechanic.
Rainbug is also a possible big problem. For those who are unaware of it due to their class lacking rains I'll explain. If you kill a mob with the rain itself on the first wave of it, it has a nasty tendency to retarget itself exactly where you are standing, on you. This could be a problem even if the previous problem of it hitting the caster were fixed, as from what I've seen the spell then chooses you as the direct target. More annoying than critical, but still a big potential drawback, as pallies are going to be generally fighting more than one thing at a time, so it's taking into assumption that all the mobs that were beating on you, are still beating on you.
Other than those I like it. Though I have very limited experience as far as pallies are concerned. I like the idea of most of the spells actually, they seem to have very interesting new mechanics to many of them, rather than the previous tendency for upgrades to just be a default oh you can toss that spell you used to use in 99% of all circumstances, which I'd imagine is a welcome change as far as most people are concerned.
I am now far more excited about Ikisith.