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Post by mukluk4 on Jan 6, 2021 14:28:03 GMT -5
In looking at the class make up of those currently flagged and in Tacvi on a regular basis. It seems the entire cloth class has been relegated to the sidelines or AA farming as a necro.
Current Tacvi items for cloth casters really only provide hp/ac upgrades and some potential limited increases in focus effects that are not currently the best in game and only marginally better than the current Type 3 augs
To bring the cloth class up to speed with the gains the melee have gained with Tacvi gear, I propose the following options.
Option 1 - Create Fabled Type 3 Augs that are caster only. These could be combined similar to the Tacvi Type7/8 augs and provide significant focus effect boosts that can be mixed and matched into the various Type 3 slots that Tacvi Jewelry provides (Ex. 60-80% increase in Fire Damage, Magic, Enhanced Dot Duration, etc.) ensuring that the total increase doesn't create another unique imbalance.
Option 2 - Create a caster only clicky that bumps spell damage based on Heroic INT or add the effect to the highest level of the Caster Fury item (similar to the Heroic Str mechanic used to determine melee damage), this would also be set to caster only to provide a needed push for their overall DPS.
Other ideas? - Feel free for anyone to chime in here.
Thank you for your consideration.
T
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Post by Ruckus on Jan 6, 2021 23:43:52 GMT -5
I think that would be a good start. I would even think that having caster only increased Twincast effect would be beneficial as well. Maybe something along the lines of 50-75% or so.
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tysin
Full Member
Posts: 118
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Post by tysin on Jan 7, 2021 19:22:10 GMT -5
I think there's one or two casters only that can get close to a high dps level, Necro and druid are the two I can think of. The rest of the cases can't DPS at all, so they definitely need help. When we used to do time, we'd have instructions that only the necros and druids could dot, as they could get crits at 100k. No one else came close. I'd be interested to see how many casters are in the upper echelons of the Arena, and how many of them have soloed any of the encounters to do it.
As for Nukes, they are generally too slow or too mana intensive (Wizard is basically oom long before a fight is over) for the casters to have any impact.
I think the idea is very valid to help the casters, I know we've essentially had most of our casters prestige to melee / tanks so that they feel they can contribute. Some classes may need a lift to a spell line or two, or an item that helps them lift their crits be it DoTs or nukes. They're good ideas Mukluk.
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sayrn
Fledgling
Posts: 91
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Post by sayrn on Jan 10, 2021 21:48:35 GMT -5
what if either: spells were added with higher damage -or- create a new quested aug that increases damage from a specific direct spell damage for a large amount like 300% or something and you can turn it into greedy goblin to change the elemental type.
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Post by Ruckus on Jan 10, 2021 23:07:28 GMT -5
The increase to damage could also potentially be done with additional ranks to the Imperium's Majiks. Currently it is caster only (INT/WIS casters). Having additional ranks could increase the damage of spells for both direct damage and damage over time. This could potentially be an easy solution for increasing all caster dps without having to create multiple different items, buffs, spells, etc.
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Post by Bupu on Jan 11, 2021 10:54:16 GMT -5
The increase to damage could also potentially be done with additional ranks to the Imperium's Majiks. Currently it is caster only (INT/WIS casters). Having additional ranks could increase the damage of spells for both direct damage and damage over time. This could potentially be an easy solution for increasing all caster dps without having to create multiple different items, buffs, spells, etc. We do not want necro's stronger at this time, so anything done will be Wizard and Magician focus.
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socar
Fledgling
Posts: 72
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Post by socar on Jan 11, 2021 11:01:40 GMT -5
let me way in on this. I have tested all of the caster classes.
The problem with Wizard is to do mass amount of DPS you have to spam rains and big nukes. well the big nuke will run you OOM really fast unless you only use it when you get a radiant mana proc. and rains are not effected by focus effects. Wiz big nuke is ice based and there wasn't alot of ice based focuses before Ftime and FTacvi.
Mage is a little better as you can buff your pet to be a huge part of the DPS and water form to avoid OOM but you are still just spamming rains and big nukes and can still barely touch what is good DPS. 200k dps is about average I have seen on most DPS classes. Wiz/Mage is hard to do this. Mage epic buff for pet don't seem to do alot with the dragons or summoned pets i don't see much difference between when Im a mage or necro
so IDK if we can buff rain spells to add even a partial bonus to focus effects. like 1/4 of the effect would help 15% instead of 60 would still be huge. lower the mana cost of the big nukes or add some AAs to make Rains/DDs do more damage for those 2 classes. adding more levels of the Destructive fury AAs. to make mage better i would say find a way to increase PET dps since that should be there main damage anyway. Wiz some how fix the mana cost or increase over all Nuke damage for them.
This is just my thoughts on those 2 classes and my experience in spending time testing all 3 of the big DPS casters
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Post by corpus on Jan 11, 2021 12:32:53 GMT -5
These are some really great suggestions... don't forget about the wis casters tho
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Post by mukluk4 on Jan 11, 2021 14:11:49 GMT -5
The problem with Wizard is to do mass amount of DPS you have to spam rains and big nukes. well the big nuke will run you OOM really fast unless you only use it when you get a radiant mana proc. and rains are not effected by focus effects. Wiz big nuke is ice based and there wasn't alot of ice based focuses before Ftime and FTacvi. I'm going to not be popular and say that a INT caster should go OOM on a full burn, similar to a Warrior going all out with Brutal/Neck/Epic (SK, Ranger, Pal, etc), there needs to be a negative/down time for that type of focused damage. But as a cloth caster I would think that a normal DPS would be somewhere near the other classes all out and then the "full burn" DPS should be at least 150% of that number to account for the lack of survivability (cloth armor, etc). So I think from that standpoint there needs to be 2 solutions. 1. Increase to normal DPS (perm focus effects, unlocked static AA's, etc) 2. Increase to a full burn type style (Timed AA, damage clicky, etc.) corpus. I would not touch the Wis casters at this time as they've got heals, slows, buffs that still provide value to the entire population.
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tysin
Full Member
Posts: 118
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Post by tysin on Jan 12, 2021 1:09:47 GMT -5
These are some really great suggestions... don't forget about the wis casters tho I'm not going to be too popular, but I think Druids are really good fun and not a whole lot wrong with them, they've very underrated. They seem to have decent survivability and can do a fair chunk of DPS with their DoTs. Nukes on the other hand I'm not so sure. They have a good balance of heals too imho. Clerics are pretty good, but it seems odd (for a solo server) that they need to melee to get some real good DPS. I only played one a little bit, but their nukes didn't seem to do a hell of a lot, but they were robust little tanks for a non-tank. Ruckus and some others could probably say something more credible here. Shaman - I get they are a bit jack of all trades, masters of none, but they're poor healers (too slow mostly) and really poor dps. I think they should get a lift to one of their DoT lines, so that they can lift up to 90-100k on a crit (similiar to druids). The Pocus line can get to about 80k on a crit, and that's whilst using the clicky amulet from Fabled Tacvi. An upgrade on the AE dot wouldn't hurt either (it's lvl 15), as opposed to more DD spells. A Fast heal, that isn't as efficient as the druid/cleric fast heals would be appreciated too (given they can slow mobs). I make this suggestion because the thread is about improving casters, not exclusively DPS of casters. Again in the context of soloing - the long heal can be difficult to get off at times with interupts, and the HoTs don't keep you up long enough at times to land it. It would be nice to have a quick get-out-of-jail heal, so that you can try rescue a situation, rather than just watch you or a group member die and say "sorry, the heal was coming, it was 2 seconds away still". Int Casters - Necros don't need any help. Enchanters could really use some assistance. They are so situational (which is really just Ashengate and one or two other places), some zones you just sit their casting Fay. Their DPS without a charmed pet really needs some love. Agree with the mage and wiz feedback.
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Post by Grease on Jan 17, 2021 1:33:18 GMT -5
I have spent years considering this very topic. Unfortunately not much can be done. DD Damage caps seem to be hard coded. Maybe due to progression throttling, or flat out client/server limitations. That being said, I may have something sturm/bupu might be interested in exploring.
1. Mage/wiz legends quest. After lvl 80++, let's say epic 3.0 obtained, mage and wiz can embark on an adventure to acquire an off hand item, let's call it quetzocotl's quill. Equipping this item allows the caster to remove all damage caps on all spells allowing use of their entire library of spells to perform fantastical amounts of damage for little to no mana. Functionally, their damage limit would still be capped based on basic math, so nukes for 1 million Wouldn't happen... usually.
2. Burn mode needs to exceed 1 million per cast. If I cant purposefully steal aggro from the tank and take a 0% summon. Why do I exist? Maybe even manaburn for 10mill, or 10k damage per mana point spent
3. Twincast capped at 33%. Hardcoded too. Add tricast, and tetra cast in the same form as mana resurgence. (33% to twincast, 3.3% to tricast, .33% to tetra cast) if tricast triggers adds lingering rain of (spell that was just cast). If tetracast triggers, elemental maelstrom triggers, every impact of damage has a diminishing chance to recast the same rain.
4. Encounters need to be designed around mages and wizards. Bring disintegrate back to life, let air pets stun everything, force us to shadow step through lavaportals to destroy adds. Have variable element encounters where only the opposite element works and every 5% they switch elements. Have mobs that CH that go invulnerable to melee/stun at 5%. Force a manaburn!
5. Nerf everyone else so they seem better.😋 Anyway hope all is well!
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Post by Bupu on Jan 17, 2021 12:37:56 GMT -5
I have spent years considering this very topic. Unfortunately not much can be done. DD Damage caps seem to be hard coded. Maybe due to progression throttling, or flat out client/server limitations. That being said, I may have something sturm/bupu might be interested in exploring. 1. Mage/wiz legends quest. After lvl 80++, let's say epic 3.0 obtained, mage and wiz can embark on an adventure to acquire an off hand item, let's call it quetzocotl's quill. Equipping this item allows the caster to remove all damage caps on all spells allowing use of their entire library of spells to perform fantastical amounts of damage for little to no mana. Functionally, their damage limit would still be capped based on basic math, so nukes for 1 million Wouldn't happen... usually. 2. Burn mode needs to exceed 1 million per cast. If I cant purposefully steal aggro from the tank and take a 0% summon. Why do I exist? Maybe even manaburn for 10mill, or 10k damage per mana point spent 3. Twincast capped at 33%. Hardcoded too. Add tricast, and tetra cast in the same form as mana resurgence. (33% to twincast, 3.3% to tricast, .33% to tetra cast) if tricast triggers adds lingering rain of (spell that was just cast). If tetracast triggers, elemental maelstrom triggers, every impact of damage has a diminishing chance to recast the same rain. 4. Encounters need to be designed around mages and wizards. Bring disintegrate back to life, let air pets stun everything, force us to shadow step through lavaportals to destroy adds. Have variable element encounters where only the opposite element works and every 5% they switch elements. Have mobs that CH that go invulnerable to melee/stun at 5%. Force a manaburn! 5. Nerf everyone else so they seem better.😋 Anyway hope all is well! number 5 it is. LOL
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Xayn
Noobie
Posts: 40
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Post by Xayn on Jun 22, 2021 15:27:46 GMT -5
Has this changed much recently? Still don't really see many wizards/mages running around, are changes for them being considered?
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Post by merloc on Jun 27, 2021 14:57:49 GMT -5
Nope, Casters still suck unless you are a Necro.
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Post by Bupu on Jun 28, 2021 8:25:19 GMT -5
No we have not changed anything yet, there are things in the works. Though I have to admit I do not believe these classes suck, they offer great DPS in group settings, solo end game yea they are casters not sure they will ever do well in that regard.
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