Third Wizard Tome

In addition to being underwhelming, most wizards that are doing class tomes just dont have the issues with sustainability that we did years ago when the tome was made. I actually feel like I'm a good sustained dps class, while I don't gain much for burst dps through the tiers. Both wizard runics and both wizard tomes were originally to up sustainability. One of the runics got changed (yay) and now this one tome is in limbo. That tome never played much of a roll since highend content tends to not have crazy resists like ToT, and wizards mana pools last quite a while regardless.

We don't need lots more dps, but since that is pretty much our only role, it is fun to see it benefited somehow by sinking lots of exp into a book.

The replacement tome I suggested was a duel purpose tome, adding spell mitigation and a bit of dps. I'm a fan of a tome that adds spell mitigation even if it's not a ton of fun just because I think it fits the wizard class role, and gives us a little boost in exchange for being one of the worst survivability classes in the game.

Arcane Barrier:
The wizard is protected by an arcane barrier, providing a chance at both protection and retaliation against offensive magic.

Gives a 5/10/15/20% chance of casting Spellshield
Gives a 2/4/6/8% chance of casting Fulmination

Ideally it could proc based on damage received - something like for every 1000 damage you gain 2%/rank to Spellshield and .8%/rank to Fulmination, so a 5000 point AE you get the numbers I gave above. Even bigger AEs yield a higher chance, but taking lots of small AEs would not result in mass procs.
 
Here's another one to take apart using aspects of various other suggestions.
Wizards do need a lil more survivability for sure. But that's not in the nature of the class.
Its the wizards duty to dish out dps, and hopefully survive until the end of the fight. That's what they do, and that's what they're good at.

So here's my suggestion.

"Bitter Harvest"

As you take damage, spell or otherwise, your endurance bar goes up. lets say 1% per 1k dmg.
On short fights, you're not likely going to get the bar up "too" terribly high, but over the course of a long fight, or rapid midgrade fights, even in a group environment, it will go up, unless you're encountering that horribly rare non-aeing / non-WWing mob.

Now, lets add in the modifier.
The bar goes down by 1% every 10 seconds, or .6% per tick. So the end result will have to be used an an appropriate time, and cant just be stored.

Now for the usage.

Whenever the wizard casts harvest (hence the name?), the next spell they cast will have a damage bonus of whatever % is currently stored, and will also cost that much of a % of extra mana to cast. And Remember, this is immediately after using a harvest.

Further ranks will increase the speed at which the bar raises by a percentage of a point.
ie: r1 is 1% / r2 1.25% / r3 1.5% / r3 2%, or something to that effect.

The other limiting factor, is that a wiz is generally going to only ever be able to cast a harvest twice per fight. so for general xp purposes, the wiz will increase dps slightly overall. So, there's your sustained dps gain, or for big fights, there's your burn dps gain.

Please, feel free to pick this apart, and suggest alternatives or whatnot. Or better yet, find a way to make this even better. At least it's a new idea, instead of going back and fourth on old ones sucking.

I did like the idea of the arcane openings thing though. It gives wizzies something to actually do while button mashing.

- D -
 
Gaining (at its very best), double damage for double mana cost once per 10 minutes sounds super weak for (one to four) ranks of a class tome.

Additionally, I think even at the best suggested rates of 2% per 1k damage and losing 1% every 10 seconds, there aren't many raid encounters in the game where you would move above 15%.

With the additional mana cost, there is zero increase to sustained dps, only some marginal theoretical increase to burst dps (which is probably ruined by casting harvest immediately prior)...

Sorry to be such a debbie downer... but do you actually play a raid wizard of the tier where you do class tomes?
 
Well, first off, that was posted at like 5am for me.
But at any rate, yes the values would need to be adjusted appropriately.
as for timing, you get two harvests by that time when you include the ancient.
and to double clarify. I do not have class tomes, i am only T6 myself, but as a wizard that really enjoys his class, I thought I would provide some hopefully useful ideas to be picked apart and possibly be at least taken to thought.
So thank you for taking the time to analyze it. What suggestions do you have that could modify my idea to make it at least a plausible concept?
 
I'm not really a fan of tieing harvest to any sort of bonus damage to begin with... I'm casting harvest at the very least important times during a fight, if possible between phases when I cant even be dpsing. Spending 10 seconds casting a spell that might stun me for an additional 5 seconds is just not something I'm going to be doing when dps is important.

I DO like the idea of some sort of stamina system... maybe remove the constant drain while you remain in combat and tie it to a stance that will slowly drain stamina. I'd also wager that there isnt any need to have spells cost extra mana since I don't see this adding that much damage regardless.

Lets say there is a fight where you take a lot of damage and can fill STA bar to 100% (wont even happen on most raid fights, and almost never for exp). You use /s4 and Wizard's eyes glare with the fury of vengence. You cast your first nuke and when it finishes you are at 90% sta, doing 90% extra damage. You cast another nuke and when it lands you are at 60% sta, doing 60% extra damage. Next nuke does 30%.

Thats an extra free ~1.8 nukes, but most fights you probably wouldnt even see a 100% bar and starting at 50% would only add ~.5 extra nukes.
 
Back
Top Bottom