#Suggestion about Mage and Wizard skill points distribution.

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weak veldt
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With the recent suggestion about Elemental Mana Shield, something that caught my attention has been how people are requesting for the skill not to be based on bolts, but rather next elemental spell due to the lack of points to put in all bolts. This also affects how many attunements we can use at all, and then it came to my mind about how restricted mage and even wizard are in points.
-I suggest we rearrange Mage and Wizard buff spells like attunements and Sigil to be 5 points spells, while scaling to keep their buff properties (Bolts scaling from 3%>6% per level total 30% as current 10, and sigil from 5% matk 10% cost per level to 10% matk and 20% cost per level totaling 50% matk and 100% cost as is current 10). The further text may provide some information about why I think it would be fair considering the current game design.

When looking at other classes, where most of them have multiple 5 points mostly on their buff spells, and even some offensive spells.(List in a screenshot due to names being a blocked term on the server)

Other than knight/paladin that boosts more spells 14 and 17 respectively, from those some nullify each other eg: Shield mastery or Twohand parry, or paladin auras where you can only have 1 up at any time. Most classes in the game sit at give or take 10 spells total in their tree. And in some cases even tho rarer, there are offensive spells that are 5 points.

Here lies the question, why is wizard the only class in the game where every spell other than energy shield is a 10 point spell, especially when we are being honest the only reason we would ever use bolts is to get the attunement buff, never the damage itself.
-Why not converting bolts into 5 points so we can have our buffs without sacrificing so much, and being able to have access to more diversity on the offensive/cc spells and even the common passives like other classes.
-Also going a bit further, Arcane Sigil is another buff spell that is also a 10 points.
Cont next

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Mage/Wizard being the only classes in the game with this sort of problem that makes you choose between output and utility like sparing a couple points into earth wall and some of the mage class offensive spellkit that also serves as CC like fireball creating the firewall and earth spike with slow. And the other mostly ignored spell Ice Shard that would be a reliable freeze opening interesting options to the class to play around without having to sacrifice too much output, bringing it a bit more on par with the others. Hurts even more when you consider that Mage/Wizard is the only class in the game that actually spends MP in a way that makes the Increased Recovery passive basically mandatory due to our defense mechanism(energy shield) using mana and the huge cost of our spells even without sigil, let alone inside of it. When other classes that have huge mana consumption AKA autocasters can breeze through using Bat Lord Card, Battling utility or a mana leech gem and never have to worry about the resource again without loosing too much.

To add salt to injury, some of those spells quoted like slow trap, shadow seal, holy bond, aegis and others also don't even need to go all the way to max if the user so desiers, since they have full effect by level 1, only changes being cooldown/duration. While Mage/Wizard gets heavily punished by not going all the way since most spells need at the very least 5 points to apply reliable control(still not 100% but a bigger chance to not get those 2 or 3 pesky mobs in the pack avoiding your cc), in some cases 7-10 being necessary to make the control AND application of elemental weakness a sure thing.

I would like to thank @echo oar for helping with the discussion for this suggestion and the wizard talks.

tropic geode
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From @weak veldt

With the recent suggestion about Elemental Mana Shield, something that caught my attention has been how people are requesting for the skill not to be based on bolts, but rather next elemental spell due to the lack of points to put in all bolts. This also affects how many attunements we can use at all, and then it came to my mind about how restricted mage and even wizard are in points.
-I suggest we rearrange Mage and Wizard buff spells like attunements and Sigil to be 5 points spells, while scaling to keep their buff properties (Bolts scaling from 3%>6% per level total 30% as current 10, and sigil from 5% matk 10% cost per level to 10% matk and 20% cost per level totaling 50% matk and 100% cost as is current 10). The further text may provide some information about why I think it would be fair considering the current game design.

When looking at other classes, where most of them have multiple 5 points mostly on their buff spells, and even some offensive spells.

Buff/debuff/Passive 5 point
Knight: the only 10 points is spear mastery. All the buffs and spells are 5 points (5 total).
Paladin: sacrifice, sanctify, holy shield, high guard, holy bond, faith, aegis of light(4 point) gryphon (1 point)
Acolyte: Mass haste, benediction, sacred aegis, divine grace, arcanum ward, faith, resurrection, absolution.
Priest: Divinity, zeal, enchant holy, fanaticism, Damnation
Rogue: Lightning reflexes, Enchant poison, Venom coating, cloaking, dual wield mastery.
Shinobi: Mimic seal, shadow seal, elusive feint.
Summoner: fury bond, guardian bond, suppression field, banishment field. On top of summons itself and commands being 1 point.
Scout: precise aim, mark target, auto strafe, sniper's nets, slow trap
Warrior: Axe quicken, dual wield mastery, natural resistance.

Offensive 5 points
Knight: All offensive spells are 5 points (7 total)
Paladin: Shield bash
Acolyte: Mass heal
Priest: Sacred ground
Scout: Force shot
Warrior: Stomp, vortex slash

regal sail
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Agreed, it takes too many points to get the buffs and utility which are already situational in use. On other classes I can grab everything I need, on Wizard I lose out on many of the spells.

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Here's an example screenshot from my build, see that I skip out on increased mana (important for keeping up sigil), only am able to max one bolt, and one utility spell (earth spikes), and have to leave the rest on the table. As has already been said, picking up one or two points in the bolt or utility spell doesn't work as they heavily scale with level.