#Swap Arcanics around to be more logical with Classes themes and Virtues scaling

1 messages · Page 1 of 1 (latest)

merry radish
#

With Prisms and Attunement, forcing player to cater to some specific Weapons and Armor set according to their choices of Virtues, it seems logical to me that some Arcanics are out of place and should be swapped around to make all Pacts more synergistic with each possible classes' fantasies.

Here are the proposed changes, with the reasoning behind it, following the ideas that :

Courage (Warrior) should be played with defensive buffs and healing
Spirit (Wizard) with damaging spells and Area of Effect
Grace (Rogue) with damage buffs, crowd-control, and stealth

All-in-all making duals-stats users :

Courage+Spirit (Paladin) benefit from both healing and damage from Arcanics
Spirit+Grace (Ranger) combo both damaging spells and damage buffs
Grace+Courage (Assassin) benefit from both resistance and damage increase

Bromius :
Put Rump Thump (1) in 2 : It's a damaging spell
Put Wevetroot (2) in 3 : It's a crowd-control ability
Put Song of Growth (3) in 1 : It's an armor buff that should be for, and scale with, Courage builds

Garren Rood :
Swap Behest (2) with Stampede (3) ; Behest is a crowd-control ability that also increase damage, fitting with the Grace theme, while Stampede is an AoE damage spell

Mora's Hand :
Swap Ignus Wroth (2) with Ember (1) ; Ignus Wroth is an ability that deals damage when you get hit, being logical for Courage tanks instead of being contradictory with Spirit weaknesses, and Ember is an AoE damage spell

Ode Tempest :
Put Seismor (1) in 2 : It's an AoE damage spell
Put Astra Sphere (2) in 3 : It allows stagger when attacking
Put Atmos Sphere (3) in 1 : It's a resistance buff

Oscelda :
Put Bestone (1) in 3 : It's a damage multiplier and crowd-control ability
Put Elderbloom (2) in 1 : It's a healing ability
Put Phantom Flock (3) in 2 : It's a damage and crowd-control spell

Tethren
Swap Fellust (1) with Call of the Ancients (2) : Swap taunt and damage buff

#

Sirin and Orengall feel great as they are.

worthy oracle
#

I believe some things are inverted in certain pacts, damage skills should be Grace (since rogue is focused on damage), and control skills should be Warrior (Courage). After all, in games, warriors are usually the ones meant to have crowd control and survivability.

Spirit abilities shouldn’t be damage focused the “mage” concept in this game is to be a support, so they could be focused on control.

Courage = survivability
Spirit = control
Grace = damage

merry radish
#

That's why I separated damage spells and damage buffs ; because I believe Mages should at least have spells that do damage and scale with Spirit, resulting in increasing their damage output through scaling and cooldown reduction, as they already suffer from a low damage output through a weaker arsenal and a weaker virtue. I disagree that Spirit users should only be "support", if that was the case, they should feature stronger stats, be it health, resistances, or team buff, which is not the case at all and many buffs are actually on the Grace side.

While Rogue using only Grace already have plenty of damage output through a potent arsenal, extra damage from innate Grace attunement, and headshot/finisher/stealth multipliers ; so adding damage spells on top of it is clearly overkill and unnecessary ; but damage buffs do fit and synergize with Grace builds, and else, control also fit if the damage spells are already taken by the mage aspect.

And Assassins build, using both Virtues Grace and Spirit, end up having the best of both worlds ; damage buffs and damage spells to combo.

But as of now, a full Grace Rogue throws better Fireball than a mage, and that's stupid.

idle perch
# merry radish **Sirin** and **Orengall** feel great as they are.

Orengall is not great, useless first ability and str, you can play him spirit/grace hybrid cuz of passive, loosing a lot of damage with a range build ( which the kit is seemingly built for ). Also game crashes for the whole psrty when more than 2 wolves are around so yourr best at 12 spirit and all grace w melee. Myb stealth

tame basalt
#

Rump Thump is the same as Seismor and Garren Rood in that it is an AoE damage spell. Seismor is similar to Wevetroot in that it is a crowd-control ability. Too much overlap, that even DE is not sure where to put them.

Courage is supposed to be about Might. Spirit Arcanics/Magic. Grace Stealth and Critical Hits. DE decides we already have multiple abilities in the same area, but one is more A than B, so they opt to take B into the remaining slots to compensate, which is apparent with Bromius. 2 Courage abilities, but one of them is more Might than the other with its flashy move, so they move the other into Grace despite having nothing to do with boosting defense or buffing survivability.

mellow acorn
#

the bigger problem with bromius is the damage of rump thump doesn't actually scale with courage, it scales with defense, which you get from grace

#

so you have 2 courage spells, neither of which scales with courage

tame basalt