Anorothil reworking
Posted: Sun Jun 19, 2011 4:50 pm
I've been playing Anorithils now for about two weeks and they are very hard to play once you hit the new [b28] prides.
Their biggest problem is defence:
1. Against similar characters (luminous horrors etc) they quickly get fried
2. Against invisible master assasins etc they get smasehd by physical damage
3. Against wyrms they get smashed
This is even with Circle of Warding level 5, shielding runes, Providence, Bathe in Light, etc. They struggle to dish out enough damage before major damage gets them. Once their hps start to drop, valuable turns spent in attacking are taken up with healing talents, totality, etc. Alternatively, one can cast totality FIRST, to reduce npcs defences against damage, but then an option for a quick reset of healing talents is lost.
They are like archmages with regard to defence, but don't have the new Aegis tree to help.
Mind you, they do have some impressive attack options, such as:
1. Casting Shadow simulcrum at talent 5 and maxxed CUN against elite multi-hued wyrms. These are friendly wyrms who don't spray the character. They can clean out a room in no time. Even better IMHO is orc mage summoners, who quickly supply you an army of friendly critters. Most NPCs are weak at defending against their own attacks, so this works great.
2. In certain battles I switch to Chant of Light, which gives 40% plus light damage alone at t5. When combined with other damages I can get light to 80% or higher. Then this criticals and wham, 2,000 damage can pop out.
Here are my suggestions for improving the class:
1. The BIG problem with Shadow Simulcrum, in addition to endless LUA errors duly submitted, is the 5 range. It should be 7-10 in my view. Anorithils work by staying still and casting lots of spells, but getting to 5 range is often hopeless. For example, you have to step outside your radius 4 circles to get to many critters.
2. Corona and Hymn of Moonlight together are great, but when maxed out they drain up to 36 energy per turn, and socan't be replenished in time. So they both get deactivated and you have to rebuild again. Either reduce cost or stop them deactivating. Hymn of Moonlight also ranges from 1 to 60 or so at lvl 50 char, but why 1? It's not very satisfying to see an elite go for 1 damage at lvl 50!
3. Circle radius could be increased to 5 for talent 5. Having 3 ciricles at once at this radius would make the tree worth investing in heavily. The damages should be slightly increased as well.
4. Can they be given an Aegis tree or equivalent, to help with defence?
5. They have no detection (Hymn of Detection is useless) and no speed talents and no teleport talents! So they can't be sped up except with infusions and gear (whoopee!), and can't be teleported ior phase door. So compared to mages or even shadowblades they suffer a lot. You have to then use phase door, teleport, and movement slots, reducing shielding and regen, and forcing extra talent points to go to making up 5 slots.Why is it that compared to mages, they get none of these? Can we give them conveyance at least? (If only DG loved playing Anorithils as much as Archmages!!!)
6. They are normally heavily dependent on their blinding and stunning and confusing spells working, but because they never invest in willpower, their mindpower is much lower, and so at high levels, bosses and elites mostly resist, making them useless.
7. The invisibility talent (I can't remember the name) has low invisibility lvl at talent 5 even, and plenty of critters see you. Also, with Moonlight and Corona, it is near impossible to keep this going for long.
8. Glyphs seem almost useless. To get them to high enough levels requires compromising on too many other vital talents. I've experimented in the Arena with them and the results are UGLY!
9. A great option would be to allow hymns and chants to stack, but at reduced power, or a particular talent could allow stacking of a combination of hymns and chants. So lvl 1 would allow 3 in total, 2 would allow 4, and 5 would allow 7. This way, you could get damage and resists happening for chants and the same for hymns. The additional sustain cost would be a penalty in itself, and perhaps these extra hymns/chants could take a reduction in effectiveness.
10. The circles are great, provided you stay in the centre! But knockbacks and teleports often move you out of them. Can one of the circles, perhaps Warding, provide increased knockback and teleport resistance during the circle, in 20% increments? Then lvl 5 would guarantee that you can't be displaced. This is what was killing me in high level vaults and prides. I would set up, pop shield, movement, then set off 3 circles of defence, light, and warding, and then presto, I'm relocated elsewhere, surrounded by fast hitting physical attacks, dead in one or two rounds!!
Besides this, they are great fun to play, but it is depressing to see a powerful character get to Vor Pride and get creamed at the first room!!
Their biggest problem is defence:
1. Against similar characters (luminous horrors etc) they quickly get fried
2. Against invisible master assasins etc they get smasehd by physical damage
3. Against wyrms they get smashed
This is even with Circle of Warding level 5, shielding runes, Providence, Bathe in Light, etc. They struggle to dish out enough damage before major damage gets them. Once their hps start to drop, valuable turns spent in attacking are taken up with healing talents, totality, etc. Alternatively, one can cast totality FIRST, to reduce npcs defences against damage, but then an option for a quick reset of healing talents is lost.
They are like archmages with regard to defence, but don't have the new Aegis tree to help.
Mind you, they do have some impressive attack options, such as:
1. Casting Shadow simulcrum at talent 5 and maxxed CUN against elite multi-hued wyrms. These are friendly wyrms who don't spray the character. They can clean out a room in no time. Even better IMHO is orc mage summoners, who quickly supply you an army of friendly critters. Most NPCs are weak at defending against their own attacks, so this works great.
2. In certain battles I switch to Chant of Light, which gives 40% plus light damage alone at t5. When combined with other damages I can get light to 80% or higher. Then this criticals and wham, 2,000 damage can pop out.
Here are my suggestions for improving the class:
1. The BIG problem with Shadow Simulcrum, in addition to endless LUA errors duly submitted, is the 5 range. It should be 7-10 in my view. Anorithils work by staying still and casting lots of spells, but getting to 5 range is often hopeless. For example, you have to step outside your radius 4 circles to get to many critters.
2. Corona and Hymn of Moonlight together are great, but when maxed out they drain up to 36 energy per turn, and socan't be replenished in time. So they both get deactivated and you have to rebuild again. Either reduce cost or stop them deactivating. Hymn of Moonlight also ranges from 1 to 60 or so at lvl 50 char, but why 1? It's not very satisfying to see an elite go for 1 damage at lvl 50!
3. Circle radius could be increased to 5 for talent 5. Having 3 ciricles at once at this radius would make the tree worth investing in heavily. The damages should be slightly increased as well.
4. Can they be given an Aegis tree or equivalent, to help with defence?
5. They have no detection (Hymn of Detection is useless) and no speed talents and no teleport talents! So they can't be sped up except with infusions and gear (whoopee!), and can't be teleported ior phase door. So compared to mages or even shadowblades they suffer a lot. You have to then use phase door, teleport, and movement slots, reducing shielding and regen, and forcing extra talent points to go to making up 5 slots.Why is it that compared to mages, they get none of these? Can we give them conveyance at least? (If only DG loved playing Anorithils as much as Archmages!!!)
6. They are normally heavily dependent on their blinding and stunning and confusing spells working, but because they never invest in willpower, their mindpower is much lower, and so at high levels, bosses and elites mostly resist, making them useless.
7. The invisibility talent (I can't remember the name) has low invisibility lvl at talent 5 even, and plenty of critters see you. Also, with Moonlight and Corona, it is near impossible to keep this going for long.
8. Glyphs seem almost useless. To get them to high enough levels requires compromising on too many other vital talents. I've experimented in the Arena with them and the results are UGLY!
9. A great option would be to allow hymns and chants to stack, but at reduced power, or a particular talent could allow stacking of a combination of hymns and chants. So lvl 1 would allow 3 in total, 2 would allow 4, and 5 would allow 7. This way, you could get damage and resists happening for chants and the same for hymns. The additional sustain cost would be a penalty in itself, and perhaps these extra hymns/chants could take a reduction in effectiveness.
10. The circles are great, provided you stay in the centre! But knockbacks and teleports often move you out of them. Can one of the circles, perhaps Warding, provide increased knockback and teleport resistance during the circle, in 20% increments? Then lvl 5 would guarantee that you can't be displaced. This is what was killing me in high level vaults and prides. I would set up, pop shield, movement, then set off 3 circles of defence, light, and warding, and then presto, I'm relocated elsewhere, surrounded by fast hitting physical attacks, dead in one or two rounds!!
Besides this, they are great fun to play, but it is depressing to see a powerful character get to Vor Pride and get creamed at the first room!!