#Heretic unique feature?
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You never know, might be just around the corner!
For me, the class works. Ara could get some help with it's design. The classeline need some identity passive like every other class. But most of it must be already in the making as there's only deity and heretic left.
Yeah Ara apart from damage cap is pretty useless. My main gripe is that CS is the best way to attempt high anguish, and that heretic is the only class that doesn't have access to a celestial ward regen axe
Yes, I agree with the point, Heretic base is perfect.
In my opinion, Ara doesn't have much use beyond the damage limit, and I would say that if he had a life siphon it would be more enjoyable to use. But still, Ara wouldn't offer a different gameplay than Heretic Base, I don't need to go beyond the cap in most content, the exception is to take a beautiful print. I think Ara could perhaps be a mix of Heretic + warrior, good giving access to weapons with a good guard percentage.
Heretic Corvus has a good range of possibilities, having access to rogue equipment that is good in statistics and has some ward. I don't really like using him, but he has good combinations and even has a dagger that allows you to accumulate critical, it's a shame it's not celestial.
I would say that the heretic's biggest problem currently is its equipment limitations, for example, for a build with a lot of Mag you will almost always have the same items in the boot and cloak slots, there is just more than one viable option for the head slot , otherwise it's the same as usual, shoes from heaven and the heretic's tunic.
And it bothers me a little that heretic has the best items with no decent physical defense... And the class items that have physical defense have less magic status, and low res.
While Deity, GS and beo are using Heretic items, Heretic can only equip mage items and items that are allowed for all classes, okay that Corvus can equip rogue items, but for me it's still a problem with the other two heretic classes no longer have possibilities
Just to open the discussion slightly wider -- it's not just heretic.
It's the entire mage line that is lacking some identity.
It wasn't only beo that got bestial bonds, it was every valhallan.
It wasn't only realm that got avidity, it was every thief.
It wasn't only gilga that got CD, it was every warrior.
Summoners have summons.
Gods (deity) has some stuff confirmed cooking.
So just something to keep in mind when discussing unique features, identity features. Something that makes sense starting from fairly early on (like, T6) and then continues all the way up and through T10 and its celestials.
Yes, the pre-T10 classes of the magic line certainly need some attention, I would say that their main “problem” is the spells, the ones we buy from the arcanist are often more useful than those available in the class, speaking of offensive spells.
And looking at this, I would say that we are the class with the most skills to learn.
Personally I don't know if mages need a shared identity for the line, like beo, RS and gilga.
I like that, for example, Omnimancer is the guy with Omnimancy skills, while the necromancer is the guy with spells related to necromancy, I would say that the individuality that each of our classes brings is something more precious than having an identity for the line everything magical.
Let's agree that in terms of possibilities, magic has infinite potential, and perhaps Orna doesn't explore this so well.
Anyway, I don't know if this assessment is still valid because it's been a while since I went through the early levels using a mage, but I always thought they were good, and most of them have a good combo of passives, and we can easily observe by the name of the class what is your proposal, but if I had to point out some of the problems they would be:
Lack of mana at the beginning of the game
Equipment with low magic stats
Equipment with low guard
Offensive skills (if they had a different job, or were more useful than the current ones, it would be very good)
Considering how good the shared identity of avidity is I wouldn't decline a newly introduced identity
I wouldn't be that optimistic that we would get something as good as avidity
From what I observed, the classes that received a new identity first were precisely the ones that I see have the most dissatisfied players
I've been playing the magic class for over 2 years and my only dissatisfaction most of the time was equipment and some skills
Not the class itself, for me they have always worked well, maybe that's why I don't see a NEED for a change in them
For example, Heretic has a long way to go before he can achieve 1kk damage in 1 hit, and his best skills that do this easier are in prey at level 240. Is that bad? Absolutely not, the walk is very rewarding. And all classes should enjoy progression this good...
But it seems a bit absurd to me that something we will have to fight to have is given to a Beo 225 🤷
Well... I thought this is another topic, but what I want to point out is that, my feeling is that the studio has balanced the classes by increasing the power of the weaker ones, instead of decreasing the power of the stronger ones, of course they would have to deal with the community's crying, but it seems to me that it would be more accurate
Following example, Beo having the possibility of taking a pet with the heretic's level 240 skills (which we spent 3 turns to cast) and spamming them takes away a lot of the effort and feeling of "good work" from the long-term investment. term
I really love omnimancy spells when i was tier 9. I feel the idenity of mage class line can build around exploit enemy weakness elements, also reduce magic resist of enemy or something like that
I thought sequencer, blue line, spell turns, and damage cap were heretic things.
Seq doesn't really count does it? It's not inherent to the mage line, and it requires heretic to give up the option of using any offhand other than staff
None of those are unique
- sequencer is a spec that can use by any class
- blueline is available for Deity
- spell turns? Wdym on this?
- Damage cap - locked by tower and available via Augment
Warrior classline has CD, Pet class has valhalla, Thief has Avidity, summoner has summon passive
None of other classes have these => that's unique
CD was accessible in beta for some days and gilgas almost exploded 
So yeah, seeing this, every class line need a passive that bend there playstyle and is completely unique.
that is similar to most classes, however heretic is the only class that benefits from it or the class that mostly benefits from it, plus other classes got normally better choices too
Blue line is not deity because deity stole most things, it also has red line then
Spell turns are reducing turns to cast spells like Ultima although Ultima isn't a Heretic spell it is often used
Damage cap - this shouldn't be a class unique in any way
if deity gets uniques, then heretic can stick with the rest that already has
maybe just remove red line from beo auriga so red line is exclusive to RS
that is similar to most classes
It's kind of not. Warriors, thieves, and Valhallan don't have to build a specific way to get collateral damage/avidity/bestial bonds respectively? Those are features they get just by playing the classline. Whereas heretics have to stick to one specialization and have to dualwield staffs to take advantage of seq's quick- and double-casts.
I play staff-and-shield Heretic. Where's my quickcasts? Nowhere :/ I can't get access to those just by playing mage, I would have to give up my shield or my crit chance. Both, if I want to guarantee it.
yet sequencer feels like an heretic exclusive
That's not the point, though?
In the context of classline-unique passives, something is not a "Heretic thing" unless all Heretics have it.
All beos get bestial bond. All gilgas get collateral damage. All realms get avidity.
and they can't get double casts
So?
if a beo hydrus wants double cast he has to give up crit, lute, etc and even then it won't be as good as heretic, because its a staff not a lute
That's not the point
it is my point that heretic has too many things spread that are exclusive to it and other classes can't use it
it has too many uniques
and not even all heretics can use them all
Okay but that's not the point of the thread
my point then is that heretic has already blue line and that should be it
The OP is asking for a feature that all mages can use, like how other classlines have BB, CD, and avidity
BB people can use BB1 so BB is not that exclusive
CC too
Avidity however
clearly not all at same level
"Well other classes can have a chance to doublecast"
same argument
Again, beside the point
but I would argue that quick casts, double casts etc are as rare as BB1
Yeah but that doesn't make them analogous
I think it does
Because all valhallans have BB but not all mages have doublecasts
No it really doesn't
It's not the same at all
that is the problem of heretic it has too many uniques
remove some, and people would value it more
Value what, doublecasts?
or make them avaiable to all classes
Mages dont have double casts at all
^^^^^^^^
Mages have as much double casts as gilga
what classes have then?
Again
I am a staff-and-shield Heretic
My doublecast chance is ZERO
what spells gilga has from the class that benefit from double cast?
Bro
Ultima?
This is not a discussion about whether every specialization is valuable to every class
gilga using ultima is not the same as heretic casting ultima
But it's the same as heretic using CS
You can also make this argument for a ton of skills in the game
^^like CS
but those are fine for those classes why heretic is a issue when it has so many UNIQUE play styles?
If heretic gets sequencer built in then Yes that works
how many different heretic viable builds has compared to other classes?
Okay sure, maybe Heretic has too many high-strength playstyles.
But do you realize that saying Sequencer should be the "mage" thing swings things to the other extreme? It makes dualwield staff glass cannon the only playstyle
I mean if you go to combinations it can be very long, but I mean really viable that most people use
This still doesn't change the fact that not all mages get doublecast, so by definition it cannot be a "mage thing"
I've seen an RS uses amadans staff for complete an ang 50 boss horde
I could say that to you that you just want the shield style?
Yeah. It's a redundant argument
and you want a unique to buff mage shields style
I do not want a unique to buff shieldmage.
then the other heretics would be unhappy
No?
You're still misunderstanding what I'm saying
Just like how all valhallans get BB
how all warriors get CD
how all thieves get avidity
there should be something that all mages get
and deities too but that's already in the works
by all mages you also mean deity ara?
Why does this always happen with any thread that involves a change to heretic. People just start talking nonsense
Hell I even mean T3 sorcerer
Yes they are getting something
and casting spells isn't what define a mage?
??????
bruh
"using skills is what all mages get, take it or leave it"
wow, no way??
we get to use skills?
not skills, spells
Difference being?
skills aren't doublecastable
Yeah but mages can't doublecast anyway so I don't see the relevance
You need seq or oceanus lungs
but they could and a thief can't
If they use a spell they can
The T5 (or is it 6?) druids ain't wielding oceanus lung cstaffs
so what you saying is delete sequencer and add the passives to the mages with different % including beo hydrus and deity ara and summoner hydrus etc?
Infact there is more mage classes than cannot double cast than can
No
We're correcting you saying heretic already has a unique skill
In sequence
I'm not suggesting any specific changes to Heretic
I am only arguing that you can't call sequencer's passives a "mage thing"
because they're not
because most mages don't get them
Uhhhhhh no it's not
its the class that benefits from it the most
That's not the same thing
same thing as a class unique?
Look, by definition each of the classes' "things" is something anyone of the class can use, even if they had no gear
As soon as someone picks up the class, they get the "thing"
That's not the case for doublecasts
blue line?
healing when it deals spell damage?
If you're just going to list all the passives heretic does get, I mean, sure go for it, I already know them though
do you want even more than all those then?
Not particularly
Again, I'm not trying to advocate for any changes to heretic
I just took issue with the incorrect statement that sequencer passives are a "heretic thing"
who else it would be?
A sequencer thing
Also, it would be nice if the lower tier mage classes also got a "mage thing"
For the entire mage classline
It can just be blueline for all I care
I think Heretic doesn't need a strength boost
I do think the mage classline should get a "thing" just to be consistent with the other classlines
Also, I personally think quick and doublecast is too strong to be the "mage thing"
Just as my two cents
critical damage reduction while using shields
No
Wtf that's a nerf
A class "thing" shouldn't be gear dependent
You already get one anyway
Oh
This is just the same problem as sequencer but with shield instead of doublestaff
It doesn't fit into heretic tho.
it makes them less squishy and less prone to one hits out of no where
I say just something simple like idk 1% mana regen
But it's gear dependent
The whole point of a class "thing" should be it isn't gear dependent
It isn't anything dependent except just be the class
then a manashield that depletes mana and reduces critical damage taken
Not bad
I mean yeah sure, I'm not a game dev so I'm not really in a position to assess balance, but that would fit the criteria of a "mage thing"
critical damage reduction because its unique and nothing counters critical damage so far
Yep
please don't give heretics even more defensive tools... If you want a defensive mage, play Deity.
Saying heretic doesn't deserve something unique because Sequencer specialization exist doesn't make sense 👀
not heretic, the whole mage line ***
This should be more focused on the whole line and not just Heretic imo
if blueline or double crit damage is the "Mage thing", then all mage line should have access to some sort of this imo
Make mage can crit from all spells, even the spells with 0 base crit chance 😄
And another Heretic thread is dead 😒
Man if we only had something the whole classline could have just to spice it up a tad
Odie clearly said that it was coming this year. So your best bet is just to wait and give organized ideas.
Konq seems to know something that we dont 🤔
Let's try to revive this thread 🤷🏻♂️
Heretic/mage have identity issues IMO too, as stated before, so here is one basic idea I would like to share and I hope to have your thoughts about it :
- mechanics that change ward into some magic shield, linked to your magic stat (or something like that)
- passive auto-sigil at the start of each floor, with a AOE/half-AOE ara spell, a kind of elemental ray wich seperate to deal damage on the weakness applied with the auto-sigil
It could become mage specific ability, and such as Gilga with col dmg and RS with avidity, it let some place for some addorns/gear to increase those abilities (to lower dex issues for exemple)
And IMO it could help solving some issues : heretic underperforming in anguish + identity issues
I'm really sure what heretic can be given..
But heretic is the only class that cannot use celestial axe which most classes use for high anguish.
It also doesn't have a fixed miss spell
Ara vesta lacks compared to CS
And heretic Ara is pretty useless
Agree, that's maybe why some ideas such as the one ⬆️ could help 🤷🏻♂️ if it's well balanced
Yes
Tbh I'd like some NF involvement. GS Hydrus is confirmed as the next class to be looked at after diety but no mention of heretic
@agile violet
IMO one of the reasons non CS build will never work in higher difficulty is because of how tanky you become on top of your damages. Especially since ward regen is part of the build.
2 solutions :
- nerf CS (I m not asking for it)
- give mages some specific MAGES abilities ♥️
@loud notch that's a general thing coming. Doesn't address CS, axe, or ara
Buff using scrolls, why a mague has to use a shield
So it's time for heretic enjoyers to try again to share some ideas
I really like the omnimancy spells, thinking about a way to make it more viable for mage
be careful with buffing omnimancy as ultima is part of the show
There's so many single element skills that don't get love because of Ultima tbh
all spells become useless once you get ultima. Even one turn spells as you can make ultima a 1t spell also.
This explanation just made the magic-based ward-analogous mechanic idea more appealing to me lmao
imagine transference with crit chance
scrolls can give a new stat, like a "magic ward", but reduced compared to ward
finally some use to scrolls
you could have a subclass having
||mana shield : XX% of the damage you received is directed to your mana with a conversion rate of XX damage per mana point.
Then the scrolls are what buffs the convertion rate.
I've a 5yo kid in my head explaining the image the he just draw with sound effects 
thats sound good
I dunno about this. It's anti-synergistic with blueline
true
If we speak about all mage and it need to be useful at start to endgame then how about something like ignoring some elemental res and even immunity on enemy's? Like 10-20% or so? 🤔
Still less optimal than just hitting neutrally, no?
mague is based on water fire earth spells or is that deity?
just add "when mana's above 20%" then it's perfect blueline auto loading buddy
Supposedly mage is 'conventional elements' and deity is 'alternative elements'
Single element class its deity start line
It could help remove some issues mage have to have Access quickly to their blueline
That's fair
what about, every turn magues has a chance to apply a sigil to a enemy, when magues exploit the sigil with the right element, they gain a effect based on the sigil element
ultima no applies to this
Ultima is... its own issue
fire sigil ( tem magic up)
water sigil ( aoe damage )
something like that
It's more like new spec
tbf, there's less issues to obtain blueline than to keep redline. you don't really have quick access to redline too. You can't rely on second chance, berserk do drain hp but kills you (my most death reason in endless). And double edge takes ages (especially when redline starts at 50%). You've quad edge but buying a celestial just for that...
Main reason I use Dara is because blueline > redline. And now with acorn you've infinite low mana setup for "free".
man the more I think about it the more I want to actually see crit chance transference at least just to know what it would be like
why transference crit when you can ultima, which is better ?
15% ward regen
you've pet for that
i dont like that ultima overpass literally all spells
I use phoenix
Also yeah Ultima is its own issue
I don't even have access to Ultima kekw I'm 231
Odie tried to nerf ultima, but discord almost exploded
XD
x2
I never understood why Ultima ignores resistances but accounts for weaknesses
That just sounds... strange
Agree, but when mid/high AL on deity you struggle on dungeons to have quick benefit from blueline, or you go with FSS and here robe (what I use to do)
But it's not the main topic here sorry
Also, this is something I'm actually not sure on; is two-turn Ultima still better than Fey V?
ultima doesn't only account for weaknesses, it also have a higher weakness multiplier than any spell in the game 
by far as soon as you have lotan
Right
Weakness
smh
I was about to add "assuming elementally neutral" but I guess that's just not how it works
Ultima is op ... IF hit in element weakness. Or 2... If not it almost same ass all any spell in dps 🤔
What if, when heretis deals basic elements damage, the enemies are marked with a element. When a enemy has 2 elements, the elements are removed and deals an effect based on the combinations.
Fire + Fire ( Deals Extra Damage )
Fire + Water ( 90% stuns )
Fire + Earth ( Gives t. resistances )
Fire + Electricity ( oneshots the target ignoring everythig )
yes and no, because ultima can be buffed by any elemental damage boost also. Like Bulwark, ymir feathers or achlys' soul
Bulwark boosts dragon magic only?
I use crit build so for me chakram or ultima almost same dps if no weakness.
it's the same because you don't use the items that boost ultima, if you add them then ultima is stronger
Again, it's more like new spec.
I use bulwark
If we wana do something for heretic it be beret change ara spec
Give ara access to c.axe Kappa
If something like all mage identity its need be simple. Some passive i suppose...
Giwe ara normal ara spell mechanics 😒
Well, let's also rework LOTR movies with Gandalf using an axe and a shield then
Thank you all, this topic is now closed, we just have to wait for NF to nerf Gandalf and all will be fine 😁🧙♂️😱
true and real
20% extra turn, colateral damage %, bestial bonds , deity rework
it has to be something with mana
Some want to work around this #1202009896124678214 message ?
thats 2 optione sounds very good for me
but magic shield only protects vs magic spells?
Could fit with some players ideas to revive omnimancy for AOE purpose, and look like more of a mage thing than hoping for us to be able able to use an axe as mage
Oh god the def/res disparity would get even wider
Ward protect agaisnt everything, this mana shield should do the same, OR better against magic than physic, AND ward better against physic than magic
I say this because later they will claim that the magicians are broken.
But most likely really hard to balance, and I agree with many players pointing that New abilities have to stay simple
you could have physical magic shield that's 125% efficient vs physical attacks and 75% against magic
and magical shield the other way
both activated with a stand that changes you ward to this
I have to go but thank you for the nice talk and ideas
This sounds good to me 🙏
I duno phisic def is more problem for mage 🤔
most of the mag stuff barely have any def
With a physical shield it would be very op
cries in berserk fallen realmshifter
but they have access to very strong all class gear like bulwark or fey surtr cuirass, they just like to complain about their def 
If the deity rework has a new mechanic, there we could cry so that they give us something similar
Odie alraedy said he'll had a specific mechanic to every classline, it's deity turn right now but heretic is not forgotten. just be patient.
Well. Also its can be something about debuf. Like chance to ignore immunity or so.. 🤔
Maybe make mage classline an elemental overload, each turn they will deal more damage of an/some elements
This will make heretic bring more element spells - so we can really use all our spell slots
Also, make this passive not working with Ultima - it'd be too broken
Personally i love for heretic to be able to pierce elemental immunity/resistance when casting elemental spell
That sounds pretty cool
-
A passive that increases Mag as Ward turns increase, with a reasonable cap or increment of increase.
-
A stance that increases Mag by burning Ward turns while also depleting Ward at twice the Mana cost of the spell (only the turns expended give power, not the Ward being consumed, and spells still cost Mana as well).
-
Fortify IV & Transference IV as learnable spells (the latter living up to its name by taking 1-3 ward turns from the target and giving them to the caster but has less ward recovery than Transference III)
-
A spell series that consumes 25/50/100% of the caster's ward turns and converts that into more damage. Give it a fixed hit rate and the final version a longer casting time.
-
Some variation of the above.
that sounds not good.
as a mage passive, it would show up starting in like T7+.
late-game heretics wouldn't even care about it since MD and ultima ignore immune/resists anyway.
it would improve the ability for low tier mages to... just use one element and ignore the rest? one-button gameplay is the opposite of a good mechanic. if anything, mage classline should get a weakness multiplier to support using more than one element/skill.
Well.. one button gameplay is kind of expected with a passive unique. Look at Bestial bond, avidity and CD, the gameplay for them are still pretty much one button mashing.
Unless, we shift to an active unique like what NF is doing for diety with the apex gauge
~~How about this active unique instead?
- Each time Heretic exploit an enemy weakness, it will gain an elemental token
- When it reaches 3 token, it can use all 3 token and cast an unique spell that can: 1. pierce enemy status immunity/resistance 2. deal good dmg 3. inflict a number of status (bypass immunity with no. 1)~~
just some random proof of concept
imo immunity/resistance bypass isn't really that useful. The mage line gets enough elemental versatility that there's no reason to be hitting a resistance or immunity in the first place.
And of course Ultima exists in lategame
The only place I could see myself using a passive that removes resist/immune is in endless with double orn weapons (so no ultima) and using dragon affinity. That's extremely limited to say the least.
Fair enough
How about this unique for Heretics?
Elemental master 1/2/3 - Heretic gained an elemental token or point when using **two or less elements** in an attack. These elemental token can be spent on certain exclusive spells. Maximum of 2/3/5 token
Note: spell with more than 2 element (i.e. ultima, omniblast) do not count towards earning the token.
As for those exclusive spells, they are unique in that they can pierce status immunity some examples will be:
Hellfire - Require 1 token. Deal moderate Fire damage. Cannot Crit. Inflict Burn on enemy even if they are immune to the status
Hell Freeze - Require 3 token. Deal heavy Fire and Ice damage. Can Crit. Inflict Burn and Freeze on enemy even if they are immune to the status
TerraVolt Fury - Require 3 token. Deal heavy Earth and Lightning damage. Can Crit. Inflict Rot and Paralyse on enemy even if they are immune to the status
Some OG spells will work differently in this new system too
Fey Inferno/ Galicer/ Catalysm / Fulmination - Use of spell Gain 2 elemental token instead of 1
isnt magic scythe physical? how would it work then, or is physical just not considered al element in this situation
no element, but depending on the feedback, i could tweak it a bit for it to work for physical spells.
so would these spells be equipped automatically without using skill slots or do you have to put them in yourself?
What about something like this:
- Every time the mage attacks, it charges elemental proficiency
- once fully charged, the mage becomes one with the elements, making the attacks with the 4 basic elements to hit multiple enemies for x amount of turns or just once, depends on how fast this is made to charge or something.
merge heretic mana and hp, life siphon can now recover mana, keep blue line. depending on how merging is implemented, blue line might become purple line.
there are 2 ways i can see how this will be implemented:
- hp can be used for spells, either after all mp or by choice. maybe give extra cost to hp spells but also give more damage (not sure if it should give penetration or damage muliplier). life stays only hp, blue line stays blue. strates around this will be to use as much mana as possible then use life to hit. tldr: blood magic
- hp and mana becomes one (let's call purple point (pp) for now). life siphon will be changed to recover pp, blue line turns into purple line that tracks pp (need to be reworked to a bit to work with new life siphon but rs can heal with crits and has redline so i think it's fine). heretic is now less squishy at the start but becomes more dangerous to play the longer they go fight, the meta stay practically the same though, like this less than 1 since one of the main issues with heretic is a lack of viable gear.
guys, it should be a unique passive for the whole mage classline, not just heretic
It can't be just to synergy with blue line or depend on life siphon, those 2 things not available on low tier mage class
Transform the heretic's Omnimancy into Omnimancy 5. From Omnimancy 1, 2, 3... To all mages, and let Omnimancy be the identity
But from my point of view, Heretic and mage classes in general don't NEED changes
Also playing the "Ultima exists" card doesn't seem to be helping
Let's ignore this ability
If you need a nerf or buff later, that's the NF's job 🤷
Heretic line mages should focus on elements, and be the best at using spells
Just giving a passive to the entire line doesn't seem to solve all equipment problems
Or for example the inefficiency we have with some skills, like those of Heretic Ara
We also have inefficient skills in the Omnimancer, his skills are good, but they lose when compared to necrosis or surrow
Elements may be disadvantageous in some content such as PvP or raids
And using skills with physical or non-elemental damage causes us to lose bonuses such as weakness, faction, alignment...
@storm gazelle Has NF more or less had a set idea for heretic unique, not sure if we are having a futile session here?
deity also has omnimancy, that's like their current identity. jack of all.
UNSTABLE Omnimancy*
Little detail there
Don't put us in the same basket
it's the same basket, their is just made in china
Unstable Ominimancy is practically a disease in divinity
Omnimancy in the heretic, speaking of the passive, is the class's main defensive passive and it works very well to the point that I would say it is much stronger than it should be.
Omnimancy simply makes you immune to 8 of the 11 damage types I can remember
At a rate high enough to be reliable
And as far as I remember, it also overlaps with the alignments
omnimancy 1 is 50% immune to 4 basic elements, omnimancy 2 is 8 elements iirc
haven't try Heretic origin or Ara for a while now, i forgot how strong it is 🥴
So, I was giving this way too much thought and felt the need to put it somewhere. The first half is my reasoning for the suggestions that follow. It touches on Deity & Heretic/mages, but not the celestials.
Point 5 is my suggestion for mages overall if you (understandably) don't want to read a wall of text:
Considering lore and gameplay, it feels like Deity and Heretic should have been the other way around.
Gaia, Ifrit, Leviathan, & Taranis leading up to Deity as master of the primary elements w/Omnimancy while Heretics possess Unstable Omnimancy would make more sense, subjectively speaking.
Heretic could instead be a master of the secondary elements (might need to create some new spells here), perhaps with a focus on Arcane since it seems like a distortion/perversion of the four primaries.
Heretics were also followers of Apollyon, known for unorthodox magic, so abandoning the traditional elements makes far more sense for Heretics than Deities (again, subjectively speaking).
With that said, I would make the following amendments:
-
Omnimancy II (now a Deity ability) gains a damage bonus to attacks that use the primary elements (stacks with the Faction bonus).
-
Unstable Omnimancy (now a Heretic ability) no longer causes weakness, but may cause a resistance (from faction, gear, or buffs) to be treated as neutral instead.
-
[Physical] is removed from both forms of Omnimancy. -
Iconoclast now increases the power of secondary elemental attacks and physical spells, while mitigating the damage reduction granted by resistances.
-
The Mage line takes old Iconoclast/bluelining as its "thing" starting at T6/T7 (this is when Mystic Feather/Bestial Bonds are first available, for comparison). Higher tier versions increase effectiveness sooner and also increase hit rate as mana nears depletion.
I also considered a buff to Def/Res while mana is full/close to max but that seemed excessive. I just don't know what else to give Heretics that's on par with the Ward shenanigans that everyone else can use more effectively.
physical was never in any omnimancy
Yeah...I crossed that out, myself.
Omnimancy II's text is also somewhat misleading then, since Physical is considered an element and it says any element.
Heretic doesn't need a good new passive, tbh, it's already in a good state. We just need a simple and interesting passive, no need to a whole rework for current passive of heretic and another class
All of the stuff you said are very hard to implement, kinda confuse and doesn't thought about balancing stuff
Omnimancy is strong, i agree but it's not brokenly OP, it make you immune to elements (50%) chance. So what? Other classe have 100% immune to something, Gilga immune to arcane, Beo immune to dragon, RS immune to holy and dark. We don't really need to rework omnimancy. In PvP, people rarely use elements spell anyway, in raids, all Ultimate spells are non elements
We also don't need something to increase elemental damage. Why? It would make Ultima so broken. I love Ultima but everyone already complaint how OP it is, we don't need to make it more OP
I like the idea about make omnimancy 1/2/3/4/5, it could be good, endgame heretic need no more buff, lower mage deserve some love
Or maybe just make a mini The Old Gods passive with only def, res but a bit more chance (like 20% getting t.def+, t.res+)
The key point is to give heretic something unique, just like avidity, CD, bestial bond
Something like old god passive is not unique lol
We also don't need something to increase elemental damage. Why? It would make Ultima so broken.
For what it's worth, there's ways to increase elemental damage without boosting Ultima.
For instance, a buff to single-element damages.
Also it sucks that there's so many things that "can't change" because of that one silly skill.
Yeah, if Odie can make increase single element damage, it'd be great. I miss the old days using water element spells and omnimancy spells 😉
How hard to impliment silence and disarm debuff?
Silence = can't use magical spells
disarm = can't use physics skills
🤐
Personally i will prefer an active unique (apex gauge for diety) than passive one (i.e. avidity)
I will prefer to shift away from one button mashing that passive unique dont quite address
"This should be about the entire mage line"
conversation returns to being about heretic
lmao
Instead of thinking about 14 classes in the wizard line, it is more useful to think about one
As it will be something for everyone, it will only need to be adjusted for the tier
I'd argue heretic is the wrong one to think about then because it has the most stuff already
Heretic is the end of the magical line, any change that makes something of the magicians will interfere with it
Unless a heretic passive just gets expanded
Heretic unique feature?
It still seems to affect him
If the analogous features are cd, bb, and avidity it's gonna be a classline thing
Honestly what makes heretic unique is it's the only class that can't use celestial axe..that's it's true power.
Depending on how we look at it, for example, greed was made for RS and mirrored it for his entire line in a weaker way
lmaooooo the cursedness of c.bow chained shield
We can also say that it was made for the initial classes and spread across RS
? If the other mage classes get something like idk more effective crits, I don't see how that affects heretic
If they get improved critical they will probably gain critical abilities
New skills for heretic to use (?)
Don't worry about a mage only passive
But again, this isn't unique, RS has improved crit
Concentration on Heretic
I agree that it should be mage line and not just Heretic 👀
we need more defining of endgame playstyles in early and midgame tbh, we see that a bit more with Collateral Damage in warriors and Avidity to a degree, but you anticipate nothing walking into Heretic
Mana walking 🤡
moona walking : your spell generate mana instead of consuming it (because...backward you know 🤡 )
Just to chuck some ideas out there...
What's currently common across the mage line?
- Charge moves. Sorrow, Nekrosis, Fey unstables, Ultima (yoink). There are some melee equivalents, but historically DV's never been asked about as much as Sorrow.
Idea: Maybe charge moves could get a bonus based on charging duration. More damage, quickcast chance, charging a gauge (think Limit Breaks from FF), reducing incoming damage/statuses, for example. - Large mana pools.
Idea: something that charges with mana spent, and has an effect when you hit some threshold. Distinct from blueline, spending 500 then potioning back up would still count as 500 spent.
Effect could be to buff your next spell, or use a bonus spell, or go Super Sonic mode for a bit (draining mana each turn and disabling mana regen til you run out?)
What other options could we lean into that aren't as unique to mage atm?
- Multhits. We get the elemental ones, Magic Strikes/Chakram for physical, the worst AV for nonelemental. Melee do have things like WD/WP, Swordplay, Ultimastrikes.
Idea: something that cares how many hits were done. Additional damage beyond the first hit, a stacking [de]buff, make On Hit stuff proc each hit. - Elemental interaction. Up to T8 we get various spells, but melee gets similar skills. T9 gives us 2-element omnimancy, T9 celestials get 4, then T10 forgets about that and goes back to singles. Deity classes get the big ones, and Nyx Hercules gets some too.
Idea: something to benefit using varied elements. Maybe using a spell gives you a mini Alignment for another element.
The effect would need to be strong enough to outdo faction bonus, and ideally not just be another Ultima boost. But it also shouldn't overly penalise using non-Ultima omnimancy.
I do agree that, like Avidity and CD, it should be something that goes through the whole mage line, not just slapped on Heretic only
Super Sonic mode sounds kinda fun tbh.
Mana Conduction
Spending mana in battle gives you stacks of Conduction.
At 100 stacks, changes Attack to Release.
While Released, mana cannot be restored and will drain each turn, but your spells will do additional damage. Conduction stacks cannot be gained.
Effects like Iconoclast will consider you to be 0 mana while Released.
Release ends when at 0 mana.
We need a passive that can work at anytime, not all battle last 100 turns like Arisen Waygate 😂
100 stacks is not 100 turns, in that example
charges based on mana used
could be 1%=1 stack, could be 2%, whatever. Exact numbers aren't important really
point just being use mana -> get buffed state for a bit -> burn mana -> repeat
I really like the idea of limit break from FF. Perhaps mages gain 1 stack per round? maximum stack ranged from 3 -5 depends on the tier of mage.
at 3 stack or 5 stack, you can use unique spells which goes more powerful, the more stack it cost
As for how stacks can be gained, it can be from mana used per turn or whatever mechanics imagined
It still gonna take a long time to be active, not fit for so many content of the game while other class line passive is helpful in any mode
Like PvP, tower, you're not gonna make it active before battle end
We're talking about a unique passive for mage class line, like avidity for thief, CD for warrior
Unique passive
or is it not 'needs buffs' but more like 'can we put a bow on this?'
kinda like that but for earlier tier as well
like how thief got avidity, how warrior got colleteral dmg
talking about life siphon, is there any other class line have life siphon now?
nyx, and ruby gems
Nyx and some other classes have recharge passive, also can recover HP but not life siphon
goals for me would be
- something interesting
- that works at lower tiers
- and with non-Ultima heretic
- that doesn't powercreep Ultima heretic much if at all vs other options
I wouldve liked if archdruid, necro had leaned further away from the basic 8 element skills
omnimancer and hera have alt classes, and with hints like "stargazer" and "chronomancer" spec, it would be nice to see the alt classes lean into something like that
i guess Ara does, but are the rune skills not used at all?
Never
rarely
I've heard they get some use against the pegasi in towers
if you can't reliably one-shot them
or..
what if necro learned all the fey skills, and then Omni, Hera got a passive skill that, like summoner mastery, just boosted dmg for magic spells
we doesnt need More damage
flat damage boost fails the "something interesting" check at least
and the "don't powercreep Ultima" one
so... no net difference?
What about " Every third spell, the damage dealt to a unit is splitted aoe" if Is only one enemy "maintain the effect until aoe"
yes, the idea being to free up skills learned slots at higher tiers for more interesting options than just "element 6"
and the side effect being non magic classes are not gonna be as effective at fey elemental magic
(unless it's like a god class of the same element)
maybe there should be a Mage guild that you can build after unlocking sorceror, that lets you specialize your mage class with different passives
That sounds too uhhhhh involved
it would be a problem if, like specialization, players felt compelled to pick different things for different content
How about a passive that make mage class get bonus when use off-hand scrolls? 2 birds with 1 stone
Off hand scrolls are pretty much useless right now, this will make them usable
Furthermore, this can help we create more build for the class, we can also add more scroll type drop for new content
cool idea. scrolls are free design space since they're ~not used and also show up starting from very early in the game too.
Feels weird to tie the new classline feature to a single gear type. Seems more like a spec kinda thing to me
i feel like scrolls in general should be reworked
like a little mana restore and negative ward isnt exactly very useful, and the ward hurts
you could get different types of bonus whether you're using double staffs, staff + scroll, staff + shield, 2H staff.
like double staff gives you a little bump to fastcast, scroll gives you crit chance and or mana related passive, staff shield convert a fraction of your mag to def/res, 2H staff gives you chance to hit multiple targets. Those are just examples.
you mean the off-hand spell or a new spell that give to player from gear like beastfelled gear give follower new spell?
like a better unique offhand spell, well tbh just something better than "read scroll"
if it was unique spell not obtained in any other way it would be cool but technically even having fey spark on it makes it much better than it currently is
Hmm.. ignoring some % elemental res passive if using 1 or 2 element spell?
It avoids ultima coz he use more elements and be work on any grade
I like the idea of using Sigils, they are kinda forgotten and overshadowed by blights
I was about to create a thread to discuss about The Heretic rework and brainstorming over a possible unique feature, but I saw this thread already existed
**Heretic **
Iconoclast
✅ +100% all stats when at low Mana
Blue lining, powerful in extended fight after spending much mana
Omnimancy II
✅ 50% to be immune from the element of an incoming attack
Strong survivability passive against elemental foes, not much against physical ones
Steadfast II
✅ +50% status protection
Excellent survivability and comfort passive
Mana Rush
✅ 50% to survive at 1 HP and lose 50% of actual mana
Situational but strong survivability passive as it synergizes well with Iconoclast, giving extra stats for retaliation
Life Siphon
✅ 50% to heal 10% from damage inflicted
Good healing and survivability passive
Weaved Elements II
❌ Use the 8 elements for the next spell to be doublecasted, each distinct element increase damage of the next distinct element by +20% until end of effect
Using 8 turns (or 6 using omnimancy spells) and as much spell slots to increase more and more the damage output doesn't feel very appealing
I don't know how specific mage gear could be made to help mage with this passive ...
The Heretic
❌ -25% mana cost
🛠️ +5% missing mana regeneration
Decreasing mana cost slows down the Iconoclast scaling, you want actually increase and use as much mana possible
Added the missing mana regen to help Heretic to stay at low mana and exploit its main passive better
I would recommend using Sigils, Alignments, Quickcast or Doublecast as tools to define Mage's identity
WE also boosts damage by up to 1,2^7
I don't understand what you are refering
Weaving multiple elements increases your damage by 20% multiplicatively
Not saying that it's a good passive but people seem to forget about that part
each element weaved multiply by 1.2 the damage until you weaved the 8 elements ?
Yes
Does it reset after the weaved doublecast ?
Yes
Essentially a full weaved elements combo deals 1,2^7*2 damage should be arround 7,1x
Okay, but if you don't complete the weaved elements collection, do you keep all boosts from weaved elements ?
Like you are missing 1 element, do you have 1.2^6 damage increase ?
I presume the identity is already created as it's coming soonish
Each subsequent hit deals 20% more damage than the last
Yes
And you can spam Ultima with 1.2^6 multiplier ? 
Weaved elements doesn't work with omnimancy so no
When I say Ultima, it's any spells actually
Meaning that breaking the weaving spells doesn't remove the damage multiplier
so it's more interesting to actually NOT complete the Weaving ritual 
What?
Misunderstanding ?
Imagine an Heretic that weaved all element but Dark
He use Magic Strikes, does it benefits of the Weaved multiplier ?
Ok so it only applies to element weavable
It's Fire, Water, Earth, Lightning, Dark, Holy, Dragon, Arcane
#811254572042420245 message
So if it uses Light, does Weaved multiplier applies ? Or only on not-yet-weaved elements ?
If you use an element that you've already weaved it resets the chain
okay, that's what I wanted to know
thanks
Corrected the Weaved Elements Passive
I don't know how specific mage gear could be made to help mage with this passive [Weaved Elements]
There is a crapton of low tier 'elemental' scrolls, for example. Equipping them could make an element automatically weaved.
Interesting
There is definitely potential to make Weaved Elements less clunkly through gear, both low and high tier ones
But I still puzzled on the unique feature being pure damage increase
isn't heretic identity big blue numbers already? 
It's still meant to be a mid-tier passive though
Thief gains extra turn he can use to increase damage, buff, heal or anything else
Warrior deals an extra tick of damage that can hit another enemy than the initial target
Valhallan gains extra stats and even abilities from specific follower, giving more versatility
God collect power to unleash specific abilities with overpowered effects, not just damage
I like the idea to use different elements, but using them like a chain just for damage increase is kinda a boring design
I would prefer a passive that inflict a random elemental sigil to a monster, using an ability with the corresponding element to this monster will make this ability non-missable and increases the weakness damage bonus
I will make my vision of Heretic variants with those ideas, tell me what you think
I'm not against opening or reopening any topic about wizards, I just realized that I didn't see some here in the thread that generated the most discussion recently about wizards, that's why I'm sending the link
https://discord.com/channels/448527960056791051/1251460045078528020
I will see that once I proposed my 2 versions of Heretics
WE still has some restrictions that bother me, for example not allowing to use physical and non-elemental damage without breaking the chain
Sometimes I just want to use drain 3 and fully recover my HP, and I can't, as I would have to restart from the first element
And I'm not even asking for weaving to increase physical/non-elemental damage
For me it's more like something focused on QoL
Id like something that's definitely passive. I don't want to have to check I'm using the right spells in the right order for the passive to work.
Cd just procs without having to do any thing. Even works on mage dance
Same with avidity
(same with transfer, I just want to regain guard before using a 3 turn skill so it's not a suicide
Heretic Ara
Iconoclast
✅ +100% all stats when at low Mana
Same as base Heretic
Omnimancy II
✅ 50% to be immune from the element of an incoming attack
Same as base Heretic
Steadfast II
✅ +50% status protection
Same as base Heretic
Mana Rush
✅ 50% to survive at 1 HP and lose 50% of actual mana
Same as base Heretic
Weaved Elements II
❌ Use the 8 elements for the next spell to be doublecasted, each distinct element increase damage of the next distinct element by +20% until end of effect
Same as base Heretic
Scribe of sigils
🛠️ 25% to cast a random sigil ability each turn
🛠️ +50% Assassin
Casting a spell of the same element than the sigil applied on an enemy will never miss
I like the idea of a class dedicated to sigils and exploiting them, but not using elemental ones is a wasted potential.
I propose to add sigil abilities to this class (and pre-t10 ones too) so we can use them more freely and with more flexibility
Ara
✅ +400% damage limit
❌ +15% damage to celestial marked enemies
✅ +25% mana cost
🛠️ +5% missing mana regeneration
With high burst damage, damage limit increase is mandatory
Mana cost increase is helpful for faster Iconoclast scaling
Hidden Passive
❌ +50% critical damage
🛠️ +50% elemental weakness damage
NOTES:
Celestial Sigils and spells related to them are removed and replaced by new sigils that have various elements and effects upon using the right element.
Exemple : an exploding rune that deals AoE damage, a life stealing rune, etc ...```
Wouldn't making corvus a class with sigils be a better option here? Corvus has access to rogue items that have the assassin passive
I don't know many items that Thief only and with Assassin
I know Arisen Genius and Medusa's Head, Nag belt
Autumna's entire set
There's also Finesse's katana which gives 30% assassin while Medusa's shield gives about 20% (or 15%, I don't remember)
The set also increases the damage of statuses, I don't know, maybe this could work to increase the damage of the ability that would burst the marks?
good idea
I don't know, because for Heretic Corvus, I was going to focus on Dex and Crit
The fomor king set really gives 1% more on some pieces, but it doesn't have the damage increase like the 200% of the Autumna cuirass which could be something to explore, and I personally don't like the wintara set, it's made for GS, Until today I have not seen any use in heretics
Ah yes, the buff duration and ally effect chance
they could have add also Buff Success chance +20%
It could have be nice to have 100% Wyvern's Speed, Wyrm's Song, or even making Battle Dance more viable
Yeah never touched the wintara. Seems useless for heretic
Wintara is made for Summoners
Heretic Corvus
Iconoclast
✅ +100% all stats when at low Mana
Same as base Heretic
Steadfast II
✅ +50% status protection
Same as base Heretic
Mystic Feather
❌ +60% dodge chance when low HP
Lowering HP doesn't synergize with Iconoclast, you're just gambling with your life for no real gain
Ethereal Feather
🛠️ +60% dodge chance when low mana
Better synergy
Weaved Elements II
❌ Use the 8 elements for the next spell to be doublecasted, each distinct element increase damage of the next distinct element by +20% until end of effect
Same as base Heretic
Inverted Recharge
🛠️ -25% actual mana and +33% max HP regen on crit
Allows a fast Iconoclast scaling and a strong healing factor
Corvus
🛠️ +50% buff duration -> Dexterity increases the Buff Duration, Buff Success chance, Quickcast chance and Doublecast chance
Encourage building Dex to convert it in utility and more firepower
Wouldn't mana nullifier make it quite difficult to blue line in the first place
There are many expensive abilities that doesn't crit
What useful abilities are there that are expensive and don't crit
"Useful" I don't know
Well then why would I use the ability
Spamming Ward of Balor maybe ? 
That would take forever to blue line esp on high AL
yikes true
Also not sure you need to encourage full crit? Most heretics build for full crit alr
I don't want to make another +5% missing mana regen to this class too :x
It's kinda weak otherwise I feel but also I noob so maybe I'm wrong
Look for the original Heretic Corvus, you will see the definition of weakness
It's a possibility, but I'm still a little suspicious about whether I would want to use it or not, going a little off topic... There are 2 points that I don't like about this set, the first is the negative Def, which accentuates one of the Heretic's problems, and the other is the buff that has little use... BUT it may gain some use after the nerf to the corvus passive
Ah as in heretic playing without crit is kinda weak otherwise
Yes, and it's so strange, because summoners have their own house (Nocturna)
Which isn't particularly useful for us :p
But I digress, not the point of the thread
Nocturna is just "cancel the fun for pet players"
For some reason MF was 60% after NF revealed the numbers
#1251460045078528020 message
(There have been many different threads about heretic rework. So just sharing what I would love to see as a gameplay for H Ara, with a combination of the weaved and sigil to have a new way to deal with anguish dungeons)
Considering that due to Iconoclast and Ethereal Feather already both insetivise being at Low mana, I don't feel like staying at low mana is as much of an issue as getting to low mana
I think people would rather instead appreciate if the passive drained a percentage of your current mana whenever you crit or something
oh
I don't know if it's useful (low penetration), but the most expensive skill I remember is multi [elemental] 3
Inverted Recharge
-25% actual mana on crit
+33% max HP regen on crit
This kind of passive ?
Agree, if iconoclast stay, it's better to have burning many abilities (but opportunity to stay low mana more easely too maybe. Like when you re low mana spell cost is reduced but not sure it would work easely)
Yeah, that sort of passive would make getting to passive much easier, but harder to maintain it.
Whereas your proposed suggestion to base heretic made getting to passive harder, but easier to maintain it.
It'd be a nice mirror effect
100% cost reduction

We just need to have decent access to the mana burn skill
It also needs to be 1 turn
Use Zwei-fencer
A combination of a T mana burn skill (for exemple a skill that doesn't cost a turn and create a +% of mana cost) with a passive that tend to recude mana cost on low mana ? Not sure it's easy again
Or this skill could simply be turned on/off with no turn cost?
A physical spec for mages, without even mentioning that it's a bad decision for dps
Even North Star is a bad decision for dps
I m really hoping for this auto-sigil mechanic with a semi ara AOE triggering weaved for a big ara AOE each 2/3 dungeons floors 🤞
Mana burn turn 1 guarantee +50% all stats from Iconoclast, right ?
not to mention.blue line even harder the way u gain more al
Yep, isn't it the same for quad-edge with RS? Which in addition to increasing status also increases dodge...
Since spell has fixed mana cost but your manapool grow up
Blueline is less worth it the more ALs you have anyway so it balances out 
Resurgence start at 50% HP
Iconoclast at 100%
That is why d ara lost their line for another op apex line one
Also Quad-Edge is -40% HP
When they take the second hit they will be at the redline, and without worry, but as mages, we will still need mana to land a hit, we can't spend it all (not yet, not without changing)
U can requiem 3 for 0 mana cost
Or "normal atk"
👀 this is easily deductible, but yes we can still use these
Magic thinblade is a choice too nearly 0 mana cost
While RS will not have limitation while maintaining 100%
It's an option, but it's far from being the best.
But iirc it has low pen anyway so still better use atk in endless for effective
Yeah i know
For reference, it has a bigger pen than chakram, but lower DMG than seal 3
Realm's downside compared to heretic's is that their health has to be low.
They need to have 100% ward absorption and be either immune to every status condition or be VERY attentive not to take a single dot
A bluelined Heretic has none of that going on - not to mention it's a steadfast class
There's no risk to being in blueline - therefore it should be harder to reach/maintain
The Current Problem: It's Not Difficult to "Fully" Achieve, But It's Impossible to Maintain
Yeah with mana regen per %
It will mess up if your al gain or gear wise so spell cost and regen not neutral each other
... what? How is a 100% boost to all stats ever less relevant?
Do you mean because content can be cleared without it? Or...?
All stat passives are additive with ascension, not multiplicative
If you have 1000 Base magic, and are AL 0, blueline puts you at 2000 magic.
If you have 1000 Base magic, and are AL 100, meaning you have effectively 2000 magic, blueline puts you at 3000 magic, not 4000. This means that at AL100, blueline is effectively a 50% stat boost, not a 100% stat boost.
This is the case for blueline, redline, bastille, Hydrus' souls, (...)
Ok. Thank you for the clarification
But Hybrid Monster takes Base + ALs stats ?
I do not know the answer to that question. It's not an in-combat stat passive, so I have no expectations on if it works like that or otherwise
I suspect it takes all stats but I could be wrong. The suspicion mainly being from the fact that it is available through selene hands and amities as well, and those are all great at high ascensions as well as low ascensions.
Brye seems to say yes
I agree