Archmage Rework/Changes
Posted: Fri Mar 04, 2016 6:33 pm
Everyone is aware that Archmages are waaaaaay too strong (and boring IMO) right now. Here's what I'd suggest to change that.
- Air: increase the min damages on Air to make it more consistent; make Feather Wind give way more movement speed and drain mana and change Thunderstorm to be an active that creates a thunderstorm on the target area; striking x enemies for lightning damage every turn. Also make it so you can target Thunderstorm on yourself and then have the effect follow you.
- Arcane: keep as is
- Earth: remove Stone Skin; move all exisiting skills one up; reduce the CD of Pulverizing Auger by 2 to make it more competetive as a beam; change Mudslide to create temporary stone walls on random spots; change Stone Wall to create a linear stone wall instead (similar to the Wyrmic ice wall); add new skill (I am bad at names) that makes it so whenever you destroy a wall you inflict a little damage, bleed and blind to all enemies near that wall. Probably instant-cast
- Fire: reduce stun duration on Flameshock, it gives an alreaedy strong build too much CC; change Inferno or nerf Inferno/Harmony/Elemental Surge madness. This gives Wildfire-mages WAY too much survivabilty and global speed.
- Phantasm: slightly increase damage of Illuminate; remove Blur Sight, replace it with an ability that summons a decoy. That decoy then taunts all enemies in an AoE; move Defense bonus to Phantasmal Shield.
- Water: increase damage of Glacial Vapour, reduce duration, increase freeze chance slightly; make Tidal Waves targetable (small conveniance); make Shivgoroth Form instant-cast.
- Aegis: keep or slightly decrease all values
- Conveyance: keep
- Divination: keep
- Aether: make Aether Beam be considered a trap
- Ice: Increase the duration of Frozen Ground's pin to 5 or 6; have Shatter stun targets
- Meta: keep
- Stone: make Earthquake targetable (same as Thunderstorm), also add wall-destruction that works like Tidal Waves (slowly extending)
- Storm: increase damage of Nova; increase damage of Shock slightly
- Temporal: reduce values of Time Shield or make it cost a turn
- Wildfire: nerf Burning Wake/Harmony/Elemental Surge madness; make cleansing flames only remove magical effects (similar to the fire salve)
Some of these changes might be going too far but honestly, Archmages have been on the top for so long, they could use some time in a lower tier
- Air: increase the min damages on Air to make it more consistent; make Feather Wind give way more movement speed and drain mana and change Thunderstorm to be an active that creates a thunderstorm on the target area; striking x enemies for lightning damage every turn. Also make it so you can target Thunderstorm on yourself and then have the effect follow you.
- Arcane: keep as is
- Earth: remove Stone Skin; move all exisiting skills one up; reduce the CD of Pulverizing Auger by 2 to make it more competetive as a beam; change Mudslide to create temporary stone walls on random spots; change Stone Wall to create a linear stone wall instead (similar to the Wyrmic ice wall); add new skill (I am bad at names) that makes it so whenever you destroy a wall you inflict a little damage, bleed and blind to all enemies near that wall. Probably instant-cast
- Fire: reduce stun duration on Flameshock, it gives an alreaedy strong build too much CC; change Inferno or nerf Inferno/Harmony/Elemental Surge madness. This gives Wildfire-mages WAY too much survivabilty and global speed.
- Phantasm: slightly increase damage of Illuminate; remove Blur Sight, replace it with an ability that summons a decoy. That decoy then taunts all enemies in an AoE; move Defense bonus to Phantasmal Shield.
- Water: increase damage of Glacial Vapour, reduce duration, increase freeze chance slightly; make Tidal Waves targetable (small conveniance); make Shivgoroth Form instant-cast.
- Aegis: keep or slightly decrease all values
- Conveyance: keep
- Divination: keep
- Aether: make Aether Beam be considered a trap
- Ice: Increase the duration of Frozen Ground's pin to 5 or 6; have Shatter stun targets
- Meta: keep
- Stone: make Earthquake targetable (same as Thunderstorm), also add wall-destruction that works like Tidal Waves (slowly extending)
- Storm: increase damage of Nova; increase damage of Shock slightly
- Temporal: reduce values of Time Shield or make it cost a turn
- Wildfire: nerf Burning Wake/Harmony/Elemental Surge madness; make cleansing flames only remove magical effects (similar to the fire salve)
Some of these changes might be going too far but honestly, Archmages have been on the top for so long, they could use some time in a lower tier