#Arcanist rework: Manahoarder and Esoterica
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So the main idea would still be arcane transfer
with a spell hit, accumulate mana bank, heal is replaced by arcane transfer which withdraw all mana from mana bank
with something added, shiftcasting heal now instead casts mythic exchange, which siphons X% of your HP and convert them into mana
the red node arcane overflow is moved to the second one
with an addition that for every X mana you have, gain Y % spell dps convertion, rewarding a good cycle(and that this archetype is meant to be difficult)
this as well allows your mythic exchange to overflow your mana
chaos explosion is fused into the last red node, esoterica
casting arcane transfer at X+ mana recasts your last Y spells casted
if you have Z+ mana after casting, your next spell is massively buffed(so called esoterica)
I havent had much idea regarding how it can be buffed, but one such idea can be something like this
Burst of the Grootwyrm
(Meteor Esoterica)
when the meteor lands, additionally releases shockwave from that point which deals X% damage to enemy contacted
Crimson tragedy
(ice snake esoterica)
releases 5 enemy seeking ice snakes, with each additionally siphons X% damage for your Hp
Some other idea regarding this is to replace sentinent snake into leeching snake, given now you have a HP siphoning ability
leeching snake
your ice snake now siphon X% of it's damage for your HP
Whatever makes mage great again
damage bonus tied to overflow mana is a good idea
fallencanist
Well yes, but actually no
For being a fallen you’d want your HP to be low, but not for this arcanist
This set of abilities was designed with 0 intelligence in mind, aka your average fatal -96 int build
So mythic exchange acts more as a startup or fail safe
When you messed up your cycle or you want a faster start, gain a small surge of mana for a price
Is the idea for the upgraded ice snake that it should only be cast to replenish mana when you screw up, kind of like it is now? Otherwise I don't think it should cost HP, or there could be some very conditional HP regen node? (Maybe having your mana bank at like 250% or higher increases HP regen?)
I do like arc's DMG being proportional to accumulated mana, though
Idea: Add node that says for every 2? mana in mana bar, Arcanist gains +1%? DMG (cap 250%?)
This would also allow Arcanists to have a good reason to put points into INT still, since a higher default mana bar size would mean more DMG
It does not cost HP
it restores HP
Essentially the upgrade to ice snake in short is that
“Now your ice snake has life steal”
It’s something that allows you to constantly use mythic exchange without having to overdose on potions
To me this scale is a bit messed up
And would just make arcanist fall into the situation of winded
Where every other archetype would want this for free damage
So my scale thought was something like for every 100 mana
Forcing you actually have to cycle for a few times in order to get that damage ramp up
I was imagining it as a single node with a high arc ability requirement
Although ig having it be "+XX% DMG for every 100 mana spent (counting spells from chaos explosion) for Y seconds" could also work. It'd be vaguely similar to Concentration, but not too much ig
...although isn't that just ramping damage again?
so it depends on how much mana you have, hence why i moved arcane overflow to the second node
it would be something like
for every 100 mana you currently have, your spell dps convertion rate increases by X%
Hmmmh draining your health without the way to isn't a good design :/
Fallen and acolyte have healing abilities for a reason
thats why i designed ice snake to give some sort of life steal