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  1. #1
    Community Member ~Requ1ro's Avatar
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    Post Wizard's tree – my opinion and suggestion (long posts)

    Hello

    This is my opinion about new trees in Wizard class.

    Archmage

    Core abilities:
    - Level 1 (10/10) – Passive is great. The SL-a system is IMO broken at all.
    - Level 3 (1/10) – The SL-a system is IMO broken at all.
    - Level 6 (1/10) – The SL-a system is IMO broken at all.
    - Level 12 (1/10) – The SL-a system is IMO broken at all.
    - Level 18 (1/10) – The SL-a system is IMO broken at all.
    - Level 20 (9/10) – Great ability. Most powerful for all Wizards

    Tier 1 Abilities:
    - Subtle Spellcasting (10/10) – Great ability. But don’t know why it’s on Archmage Tree
    - Energy of the Scholar (6/10) – Average ability. Too heavy in cost, and 3rd rank give you nothing special.
    - Spell Penetration (7/10) – While this is great ability, you don’t need it on that level.
    - Spell Critical (4/10) – Only one element and only 2% chance with a cost of 2 AP. All Spell Critical tree is too much in AP cost.
    - Wand Heightening (4/10) – Low in cost, but who spend AP for wands?

    Tier 2 Abilities:
    - Efficient metamagic (8/10) – Overall great ability.
    - Spell Penetration (8/10) – More appropriate on that level. Still see my suggestion.
    - Spell Critical (4/10) – See above
    - Wand and Scroll Mastery (7/10) – Great ability, but to heavy in cost.

    Tier 3 Abilities:
    - Arcane Bolt (5/10) – Average ability. Reflex save made this ability useless against most high level enemies (Evasion and high Reflex Save).
    - Efficient metamagic (8/10) – Overall great ability if you have 2 metamagic feat.
    - Spell Penetration (9/10) – Much more appropriate on that level. Still see my suggestion.
    - Spell Critical (4/10) – See above
    - Intelligence (9/10) – Great stat for any Wizard.

    Tier 4 Abilities:
    - Efficient metamagic (6/10) – Fine ability if you want improve your 3rd metamagic feat. But who want to?
    - School Mastery (9/10) – Great ability for any Specialization.
    - Spell Critical (4/10) – See above
    - Intelligence (9/10) – Great stat for any Wizard.

    Tier 5 Abilities:
    - Arcane Blast (6/10) – Average AOE ability. Same problem as with Arcane Bolt. Useless in high level quests.
    - Improved Heightening (5/10) – While this ability alone is great, prereq for it, is just too much.
    - School Mastery II (9/10) – Great ability for even more Specialization.
    - Secondary School Mastery (7/10) – Nice if you are specialized in 2nd school.

    Pale Master

    Core abilities:
    - Level 1 (10/10) – Passive is great for all Necromancers.
    - Level 3 (1/10) – On this level there is no way to heal with negative energy. This is misfit ability. And completely useless on that level. Lesser Death Aura spell is just too weak.
    - Level 6 (5/10) – Vampire shroud is heavy trade-off ability. Average ability
    - Level 12 (8/10) – The 1st real good shroud.
    - Level 18 (10/10) – Best shroud.
    - Level 20 (3/10) – Pity capstone. Not even close to Archmage Capstone.

    Tier 1 Abilities:
    - Necrotic Touch (4/10) – Average SL-a, because it work in very close range. Cost too much.
    - Deathless Vigor (6/10) – Average ability. Too heavy in cost.
    - Spell Critical: Negative Energy I (5/10) – Average ability. Heavy cost, and little in return.
    - Skeletal Knight (5/10) – Fine Pet for low level quests. Great for that level. Useless for high level. Rank 2 and 3 cost 2 AP, and give so little in return.
    - Negative Energy Conduit (7/10) – Low in cost, and great ability. But not for this level, when you can’t effective heal with Negative Energy.

    Tier 2 Abilities:
    - Efficient Metamagic (8/10) – Overall great ability.
    - Spell Critical: Negative Energy II (5/10) – See above
    - Corpsecrafter (1/10) – To heavy in cost and give almost nothing for Pet.
    - Bone Armor (8/10) – Very nice ability and low in cost.

    Tier 3 Abilities:
    - Necrotic Bolt (7/10) – Good SL-a. Use HP, thus can be unlimited in Shroud with Death Armour.
    - Cloak of Night (1/10) – Overall useless ability. Reducing ability to self heal should be compensate with heavy advantage. It is not.
    - Spell Critical: Negative Energy III (5/10) – See above
    - Eternal Servitude (2/10) – Again heavy in cost, and again Pet gain almost nothing. But this time, this ability let our Pet live a little longer. Overall – useless ability.
    - Constitution or Intelligence (10/10) – Great stat options for any Wizard.

    Tier 4 Abilities:
    - Spell Critical: Negative Energy IV (5/10) – See above
    - Dark Furor (3/10) – Still useless ability – out Pet doing too small damage to be any useful. Still heavy in cost.
    - Constitution or Intelligence (10/10) – Great stat options for any Wizard.

    Tier 5 Abilities:
    - Necrotic Blast (9/10) – Good AOE SL-a. Same opinion as Necrotic Bolt
    - Animate Ally (2/10) – I can’t decide what think about this ability. I find no volunteer to test it. But if description says true – this is silly ability. Made someone Undead without ability to selfheal or heal from Positive Energy? That is just unwise. No worth 2 AP taking.
    - Necromantic Focus (9/10) – For Pale Master is great ability.
    - Improved Shrouding (10/10) – Fantastic ability. Improvements to all shroud is great.

    In My Opinion
    Both trees need lot’s of improvements. If trees go live as they are, all Wizards will be unhappy. From both side. And BTW there will be no more sides. All Wizards will take half abilities from one tree and half from second. And of course, if pure - capstone from Archmage. IMO this is not very well designed PrEs because there is so little good abilities in both trees or they cost too high. In 2nd post I give you some ideas of how well designed (again IMO) should be look like.

  2. #2
    Community Member ~Requ1ro's Avatar
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    Lightbulb Ideas

    Archmage

    Core abilities
    - Level 1 – Passive the same. 1st SL-a move to 2nd Core ability.
    - Level 3 – No passive. 1st SL-a. You pick one from list: All current 1st Core plus: Sonic Blast, Nightshield, Mage Armor, Charm Person, Feather Fall
    - Level 6 – Passive: +1 DC to chosen school. 2nd SL-a: You pick one from list: All current 2nd Core plus: Melf's Acid Arrow, Touch of Idiocy, Electric Loop, Niac's Cold Ray, Blindness
    - Level 12 – Passive: +1 Caster Level. 3rd SL-a: You pick one from list: All current 3rd Core plus: Acid Blast, Heroism, Scorching Ray, Slow, Ray of Exhaustion.
    - Level 18 – Passive: +1 Maximum Caster Level. 4th SL-a: You pick one from list: All current 4th Core plus: Acid Rain, Cold Shield, Burning Blood, Shout, Frost Lance
    - Level 20 – Passive the same. Additional: Arcane Blast and Arcane Bold don’t have Reflex Save anymore. 5th SL-a: You pick one from list: All current 5th Core plus: Wall of Fire, Ball Lightning, Prismatic Ray, Dominate Person, Necrotic Ray

    Legend for SL-a system
    You can pick any spell from list. No more school limitation. Each SL-a get free metamagic, and have different cost and cooldown then normal spell. For example: Self only buffs like Shield cost no SP at all, while powerful damaging spells cost about half normal SP with longer cooldown.

    Tier 1 Abilities:
    - Subtle Spellcasting – No change at all.
    - Energy of the Scholar – +40/80/120 Maximum SP. 3rd rank give you Combat Casting feat.
    - Spell Penetration – Move to Tier 3 ability. Instead:
    - Arcane Reach – (3 Ranks, 2 AP each) – +10/20/30% increase of spell range. 3rd rank give you Enlarge Spell feat.
    - Spell Improvements (1 Rank, 2 AP) – 1% chance spell critical to all Elemental and Force spells. +2 spellcraft skill.
    - Wand Heightening (3 Ranks, 1 AP each):
    1st rank: +1 DC,
    2nd rank: +1 DC (+2 total), +1 Caster Level
    3rd rank: +1 DC (+3 total), +1 Caster Level (+2 total), 5% chance to save charge to all wands

    Tier 2 Abilities:
    - Efficient metamagic – No change at all.
    - Spell Penetration – Move to Tier 3 ability. Instead:
    - High Arcana (2 Ranks, 2 AP each) – +1 Caster Level/ +1 Maximum Caster Level.
    - Spell Improvements (1 Rank, 2 AP) – 2% chance spell critical to all Elemental and Force spells. +3 Spellcraft skill.
    - Wand and Scroll Mastery – Additional 3rd rank give you +5% chance to save charge

    Tier 3 Abilities:
    - Arcane Bolt – No need change if Level 20 Core ability will get improvements.
    - Efficient metamagic – No change at all.
    - Spell Penetration (3 Ranks, 2 AP each) – +1 to your Caster Level check to overcome an enemy's Spell Resistance each rank.
    - Spell Improvements (1 Rank, 2 AP) – 2% chance spell critical to all Elemental and Force spells. +4 Spellcraft skill.
    - Intelligence – No change at all

    Tier 4 Abilities:
    - Efficient metamagic – This time you can improve even more you metamgaic feat that you improve from Tier 2 and Tier 3 (only 1 Rank). OR you can improve 3rd metamagic feat (3 Ranks). This is no longer prereq for Improved Heightening Tier 5 ability.
    - School Mastery – +1 DC to chosen from 3rd Core ability school. This is prereq for Tier 5 ability: Secondary School Mastery
    - Spell Improvements (1 Rank, 2 AP) – +3% chance spell critical to all Elemental and Force spells. +5 Spellcraft skill. This is prereq for Master of Power ability.
    - Intelligence – No change at all

    Tier 5 Abilities:
    - Arcane Blast – No need change if Level 20 Core ability will get improvements.
    - Improved Heightening – No need prereq anymore.
    - Secondary School Mastery – +1 DC to one school, other one that from 3rd Core ability. This is prereq for Master of Power ability.
    - Master of Power (1 Rank, 2 AP) – +1 DC to all spells, +5 Spellcraft skill and + 0.25 to spell critical multiplier.

    Pale Master

    Core abilities
    - Level 1 – No change at all
    - Level 3 – Passive: All negative spell gain +0,25 Negative spell critical multiplier. Active: Cloak of Night (SL-a version) . Can be cast on Animated Ally and Skeleton Pet.
    - Level 6 – Passive: You gain +5 HP. You decide which shroud you take: Vampire or Zombie.
    - Level 12 – Passive: Under the shroud you gain additional 1% Negative spell critical chance. Active: Shroud of the Wraith
    - Level 18 – Passive: All Necrotic SL-a gain +1 Caster level. Active: Shroud of the Lich
    - Level 20 – Same passive as now and additional: All Necrotic SL-a have no save anymore. Active: You made dark ritual, and cannel some of your Necrotic power to your Skeletal Pet. For the next 1 minute (5 minutes cooldown), your Pet gain +30% stacking melee, ranger and spell craft Alacrity, +10 AC, Lesser Death Aura and Shield spell (duration 1min), SP Regeneration improve to 1% per 3 sec. Cost: 50 HP.

    Tier 1 Abilities:
    - Necrotic Touch – Lower cost to 1 AP
    - Deathless Vigor (3 Ranks, 2 AP each)
    1st Rank: +5 HP
    2nd Rank: +5 HP (10 Total), +1 Fort save
    3rd Rank: +10 HP (20 Total), +1 Fort save (+2 total) and Great Fortitude feat.
    - Spell Critical: Negative Energy I – Additional +0,1 Negative spell critical multiplier
    - Skeletal Pet (3 Ranks, 2 AP each)
    1st Rank: You must choice between: Fighter (melee), Archer (ranged) and Mage (spells) Skeletal Pet. All Undead Pets have 100% fortification. Mage have SP Regeneration (1% every 5 sec)
    2nd Rank: +10% Melee, Ranger and Spell crafting Speed, +5 damage, +5 Universal spell power, +10% movement speed, +10% exceptional Fortification and feats: Shield Mastery, Bow Strength and Mental Toughness
    3rd Rank: +10% Melee, Ranger and Spell crafting Speed, +5 damage, +5 Universal spell power, +10% movement speed, +10% exceptional Fortification and feats: Improved Shield Mastery, Point Blank Shot, Spell Focus: Evocation
    - Negative Energy Conduit - No change at all

    Tier 2 Abilities:
    - Efficient Metamagic – No change at all
    - Spell Critical: Negative Energy II – Additional +0,1 Negative spell critical multiplier
    - Corpsecrafter – Additional: +100 SP and +5 Universal Spell Power per Rank,
    2nd Rank give feats: Weapon Focus: Slashing and Ranged, Power Critical: Slashing and Ranged and Spell Penetration
    3rd Rank give extra feats: Improved Critical: Slashing and Ranged, and Improved Mental Toughness
    - Bone Armor – No change at all

    Tier 3 Abilities:
    - Necrotic Bolt – No change at all, if 5th and 6th Core ability will be improved
    - Cloak of Night – Moved to 2nd Core ability
    - Spell Critical: Negative Energy III – Additional +0,15 Negative spell critical multiplier
    - Eternal Servitude – 3rd Rank give Pets: Trip (Fighter), Precise Shoot (Archer), Empower Spell (Mag)
    - Constitution or Intelligence – No change at all

    Tier 4 Abilities:
    - Spell Critical: Negative Energy IV – Additional +0,15 Negative spell critical multiplier (+0,5 total)
    - Dark Furor (3 Ranks, 2 AP each)
    1st Rank: +15% Double strike or Double Shoot, bypass 5% fortification, +10 Universal Spell Power
    2nd Rank: +30% Double strike or Double Shoot, bypass 10% fortification, +20 Universal Spell Power
    3rd Rank: +45% Double strike or Double Shoot, bypass 15% fortification, +30 Universal Spell Power and feats: Stunning Blow (Fighter), Manyshot (Archer) or Maximize Spell (Mag)
    - Constitution or Intelligence – No change at all

    Tier 5 Abilities:
    - Necrotic Blast – No change at all, if 5th and 6th Core ability will be improved
    - Animate Ally (1 Rank, 1 AP) – Animated Ally can be restored from Zombie Shroud to normal live when spell Spawn Screen will be cast on him and then one of the Resurrection spell (Raise Dead, Resurrection, True Resurrection). This casts can be done on self.
    - Necromantic Focus – No change at all
    - Improved Shrouding – No change at all

    And as a bonus, my vision on Wild Mage PrE:

    Wildmage

    Core abilities:
    - Level 1 – Passive: Each point in that tree give you 0,25 Universal Spell Power. Additional spell marked as Chaotic Spell have additional power (formula – [(abilities in tree / 2) * 1d3 Universal Spell Power]). Each Core ability improve chance to marked spell as Chaotic Spell by 10%
    - Level 3 – Passive: Chaotic Echoes – Every time you cast Chaotic spell you have 50% to gain temporally SP (on this level 1d2 –1) Active: Chaotic Power – After cast, you gain random spell power (equal to Core Abilities *3) for the next 1 minute. Cooldown: 3 minutes. Cost: 1 SP.
    - Level 6 – Passive: You trade 2 Caster level to 1d4 Caster level. Your Maximum Caster level is +2
    - Level 12 – Passive: You trade 3 Caster level to 1d6 Caster level. Your Maximum Caster level is +3. Chaotic Echoes rise to 1d3 – 1
    - Level 18 – Passive: You trade 4 Caster level to 1d8 Caster level. Your Maximum Caster level is +4
    - Level 20 – Passive: Your Chaotic Caster level is now 1d8 + 1. Your Maximum Caster level is +5. You gain +2 Intelligence. Chaotic Echoes rise to 1d4 – 1. All spells are marked as Chaotic Spell. Active: Chaos Rage: For the next 20 second, your Caster level can’t drop below you character level. Cooldown: 5 minutes, Cost: 5 HP, 20 SP.

    Legend to Chaotic Spell
    This is normal spell that was marked as Chaotic Spell. Chaotic spell gain advantage from:
    - 1st Core ability
    - 2nd Core ability
    - Tier 1 ability: Chaotic spell
    - Tiers 1-4 abilities: Chaotic Spell Critical
    - Tier 5 ability: Master of Chaotic Spells
    - Every Chaotic Spell have 1% chance to do extra, special random effect – sometimes positive, sometimes natural, and sometimes negative.

    Tier 1 Abilities:
    - Chaos Shield (1 Rank, 2 AP) – SL-a: You can cast random buff spell on self or ally. Cooldown: 2 + 2d2 sec, Cost per use: 3d2 SP, Duration: Depends of the Spell and Caster Level roll. This is prereq for Tier 3 Ability: Chaos bolt
    - Chaotic abilities (3 Ranks, 1 AP each) – +1 to Bluff, Concentration, Intimidate, Tumble, Spellcraft. 3rd rank give Discipline feat.
    - Chaotic spell (3 ranks, 2 AP each) – You gain additional chance to mark spell as Chaotic Spell. Additional 5%/10%/20% chance. Chaotic spell use 0/1/2 less base sp per cast. This is prereq for Tier 1 ability: Chaotic Spells Critical I
    - Chaotic Spells Critical I (1 Rank, 2 AP) – Chaotic spells ignore critical chance and multiplier from other enhancements source, and instead give 3% critical spell chance and +0,2 multiplier critical spell.
    - Chaotic Protection (3 Rank, 1 AP each) - +1 stacking SR each rank, 3rd rank additional give +1 Will save. Prereq for Tier 2 ability: Chaotic Deflector

    Tier 2 Abilities:
    - Efficient Metamagic (3 Ranks, 2 AP each) – The same as in Pale Master tree
    - Chaotic Spells Critical II (1 Rank, 2 AP) – Chaotic spells ignore critical chance and multiplier from other enhancements source, and instead give 6% critical spell chance and +0,4 multiplier critical spell.
    - Student of Chaos (2 Ranks, 2 AP each) – Each self only buffs (like Shield) can be improved by Chaos Magic. This ability works like Metamagic feats. Spells will have improved effectiveness, duration and sometimes effect. . Additional cost to spell is +5/+3 more SP. Prereq for Tier 4 ability: Reckless Dweomer
    - Chaotic Deflector (3 Ranks, 2 AP each) – You will block any harming spells once per 12/8/4 sec. 3rd rank gives +1 Will save.

    Tier 3 Abilities:
    - Chaos bolt (1 Rank, 2 AP) - SL-a: You can cast random damaging, one target spell. Colddown: 3 + 3d2 sec, Cost per use: 4d2 SP, Damage: Depends of the Spell and Caster Level roll
    - Chaotic Thoughts (3 Ranks, 2 AP each) – +3 save/+6 save/Immunity to charm and command spells. Prereq for Tier 3 ability: Chaotic Mind
    - Chaotic Spells Critical III (1 Rank, 2 AP) – Chaotic spells ignore critical chance and multiplier from other enhancements source, and instead give 9% critical spell chance and +0,6 multiplier critical spell.
    - Intelligence (1 Rank, 2 AP) – +1 to Intelligence stat

    Tier 4 Abilities:
    - Chaotic Spells Critical IV (1 Rank, 2 AP) – Chaotic spells ignore critical chance and multiplier from other enhancements source, and instead give 12% critical spell chance and +0,8 multiplier critical spell. This is prereq for Tier 5 ability: Master of Chaotic Spells
    - Reckless Dweomer (2 Ranks, 2 AP each) – Each self or ally 1 target buff (like Jump) will be improved by Chaos Magic. This ability works like Metamagic feats. Spells will have improved effectiveness, duration and sometimes effect. Additional cost to spell is +7/+4 more SP.
    - Chaotic Mind (3 Rank, 2 AP each) – +3 save/+6 save/Immunity to all mind affecting spells
    - Intelligence (1 Rank, 2 AP) – +1 to Intelligence stat

    Tier 5 Abilities:
    - Chaos blast (1 Rank, 2 AP) – SL-a: You can cast random damaging, AOE spell. Colddown: 4 + 4d2 sec, Cost per use: 5d2 SP, Damage: Depends of the Spell and Caster Level roll
    - Master of Chaotic Spells (1 Rank, 2 AP) – All chaotic spells gain +1 DC.
    - Wildstrike (1 Rank, 2 AP) – Curse the enemy, with additional chaotic effect: every time when enemy try to cast spell he gets 50% chance to cast random, opposite(*) spell instead. Cost: 10 + 4d3 SP. Cooldown: 60 + 10d12 sec. Duration: 20 +5d4 second. By opposite I mean: When enemy try to cast buff on self, he cast random debuff, and if he try cast damaging spell on you (or other ally) he cast random buff spell. Same for AOE Spells. Purples and Red bosses, have only 5% chance instead of 50%
    - Chaotic Defender (1 Rank, 1 AP) – You summon Chaotic Beholder to fight for you. CR equal your Caster Level. Cost: 15 SP, Cooldown: 60 sec. Duration: 600 + 10d12 second.

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