Arcane Combat issues
Posted: Tue Jun 25, 2013 2:07 am
Currently Arcane Combat has three issues I can see, in ascending order of how confident I am that the issues are real problems rather than balance compromises.
First, the whole tree is strength unlocked but mostly scales with cunning. There may be balance reasons for this, but it does weaken staff and dual wield builds relative to two handed and shield builds. Apart from Magical Combat and parts of Combat Training everything is either cunning or magic based or based off the maximum of dex and strength.
Second, it only works with three spells. This is worst for adventurers who can't be expected to be balanced, but Pulverizing Auger has the same cooldown as Earthen Missiles and would make the Earth school a more viable path and Channel Staff is available from an unlock. It could also be interesting with Flameshock if not deemed unbalanced, but I'd consider a cooldown 6 limit to match its slowest current spell reasonable.
Third, and most importantly, it's rigid. You cannot set it to not trigger flame when fighting fire resistance (or worse fire healed) enemies without turning it off entirely and putting a point in a new triggerable spell will reduce your damage if you had significant investment in another spell (most obviously at level 10 if you unlock the Stone tree actually putting a point in Earthen Missiles is usually bad). I'd really like to be able to take spells out of Arcane Combat rotation so it won't waste mana against high resistance enemies or on 1 point Earthen Missiles when I have 5 point lightning and/or flame.
First, the whole tree is strength unlocked but mostly scales with cunning. There may be balance reasons for this, but it does weaken staff and dual wield builds relative to two handed and shield builds. Apart from Magical Combat and parts of Combat Training everything is either cunning or magic based or based off the maximum of dex and strength.
Second, it only works with three spells. This is worst for adventurers who can't be expected to be balanced, but Pulverizing Auger has the same cooldown as Earthen Missiles and would make the Earth school a more viable path and Channel Staff is available from an unlock. It could also be interesting with Flameshock if not deemed unbalanced, but I'd consider a cooldown 6 limit to match its slowest current spell reasonable.
Third, and most importantly, it's rigid. You cannot set it to not trigger flame when fighting fire resistance (or worse fire healed) enemies without turning it off entirely and putting a point in a new triggerable spell will reduce your damage if you had significant investment in another spell (most obviously at level 10 if you unlock the Stone tree actually putting a point in Earthen Missiles is usually bad). I'd really like to be able to take spells out of Arcane Combat rotation so it won't waste mana against high resistance enemies or on 1 point Earthen Missiles when I have 5 point lightning and/or flame.