Archmage 1.6 review and some ideas UPDATED
Posted: Tue Dec 17, 2019 10:39 pm
I've been toying with the archmage again since the changes in 1.5 and 1.6.
Wildfire is still king. Lightning is a clear second, and much improved. Aether has been curiously, though mildly, nerfed. Earth is much improved and I think viable even on Nightmare. Cold is a pure support skill.
The only stand alone category on Insane is Wildfire. I don't really consider Madness. Aether used to be but I'm finding it harder to manage now. Lightning is much, much improved and I think a clear #2 in terms of power. Earth is also improved but is still a support category primarily, though you can win with it on normal for sure. Cold is also winnable on normal but is also a support category but only half of it. Ice is not worth the unlock if you aren't focused on the water category but the water category only has one skill worth investing more than a point into and that's the Shivgoroth form. Tidal wave gets one automatically and it's worth the one but no more. Glacial vapors and ice shards still have very limited utility.
Meta is still a great but expensive category. Temporal is all the rage but I only use it on a wildfire build. I just can't justify the investment when running another build as they all require help, though perhaps not lightning. Phantasm is a complete waste of a category. There's not a single skill worth the investment in the category except maybe illuminate.
So what's to be done without simply overpowering the already strong archmage? Here are my suggestions:
1. You have this great skill in aegis that can affect a lot of shields but you'll never have more than three up at any given time and with the changes to Disruption Shield, there are only two different shield effects. Displacement and damage. Yes, it has an effect on Disruption Shield not a very good one.
Thus, I propose three more shields with distinct effects.
Phastasmal Shield - this one already exists but it sucks. I say let it counter at range. Also I propose making the aegis skill increase the damage from the shield's counter-attack.
Conversion Shield - sustain convert x% of incoming damage into the damage type of your choice (chosen when activated). Increase the % with aegis. This would be really nice with the cold mage as you already have Shivogorth Form and this would allow you to have a really solid defense. I would get rid of metaflow and add this. Now you have another shield.
Ice Shield - active skill that provides a thin layer of ice to surround you. Flat damage reduction for damage. Have shielding and aegis both increase the amount. I'd replace the shatter skill with this BUT make it so that additional cold damage (only) has the chance of producing the shatter effect. The point here is to make the cold mage more survivable at close range.
2. Restore aether/arcane to high damage with high volatility/risk.
Get rid of the cap on hits per turn on aether beam and allow it to be placed on walls again but get rid of the silence effect.
Change Manathrust to cause a radius 1 eruption when it hits or passes through an enemy. This, and the aether vortex explosion should damage you if you're close. Then buff the damage of all of the aether/arcane skills just enough to make them truly dangerous to you and enemies both.
Then, add up to 25% arcane affinity to aether avatar and get rid of the access to temporal magic as it's anti-thematic in my opinion.
And finally, arcane power... replace the arcane resistance bonus with a buff to the cap. No bonus resistance but a higher max cap, say 15%. This, along with the AA affinity, is nicely thematic with the risk of the build before you get Meta (or don't, which I've managed to do successfully once and still beat the game... nearly killed myself many, many times). It would work with that damned aether permeation prodigy and my proposed conversion shield.
Thoughts?
EDIT: To address the problem of mana cost on arcane/aether build, I offer this idea:
1. Pure Aether 1.6 now removes a magic effect when Aether Avatar is cancelled. Compared to the Ice Block penetration of Cold or the Daze bonus for Lightning or self-damage reduction for Fire, this is an extremely mediocre secondary bonus. The other secondary bonus skills are critical to the build's efficacy and help define the play style. This is just a slapped on bonus and so I propose...
Mana cost reduction. At active talent level 5, have it reduce mana costs for arcane and aether skills only by a significant amount. I'd say 80%. You only have four damage skills (setting aside the offensive utility of Disruption Shield) and optimal play involves layering them over and over, and they used to be relatively expensive, though now I think only Aether Breach is...
So... increase the cost of the four offensive skills, Manathrust, Arcane Vortx, Aether Beam, and Aether Breach. Perhaps another 50% and increase their damage slightly as well. Aether really should have the highest normal damage of any of the Archmage elements. Then offer a significant reduction in that mana cost and with Avatar, you'll be able to layer those skills over and over and over again without worrying about shutting down Disruption Shield.
And I really do think the mana cost should drop a LOT. The Arcane/aether spells should have the longest cool downs and highest costs to start but with Pure Aether and Aether Avatar, they should have the shortest cool downs and lowest mana costs all while doing the highest damage. The down side should be their volatility and inaccuracy as well as no status effects.
Wildfire is still king. Lightning is a clear second, and much improved. Aether has been curiously, though mildly, nerfed. Earth is much improved and I think viable even on Nightmare. Cold is a pure support skill.
The only stand alone category on Insane is Wildfire. I don't really consider Madness. Aether used to be but I'm finding it harder to manage now. Lightning is much, much improved and I think a clear #2 in terms of power. Earth is also improved but is still a support category primarily, though you can win with it on normal for sure. Cold is also winnable on normal but is also a support category but only half of it. Ice is not worth the unlock if you aren't focused on the water category but the water category only has one skill worth investing more than a point into and that's the Shivgoroth form. Tidal wave gets one automatically and it's worth the one but no more. Glacial vapors and ice shards still have very limited utility.
Meta is still a great but expensive category. Temporal is all the rage but I only use it on a wildfire build. I just can't justify the investment when running another build as they all require help, though perhaps not lightning. Phantasm is a complete waste of a category. There's not a single skill worth the investment in the category except maybe illuminate.
So what's to be done without simply overpowering the already strong archmage? Here are my suggestions:
1. You have this great skill in aegis that can affect a lot of shields but you'll never have more than three up at any given time and with the changes to Disruption Shield, there are only two different shield effects. Displacement and damage. Yes, it has an effect on Disruption Shield not a very good one.
Thus, I propose three more shields with distinct effects.
Phastasmal Shield - this one already exists but it sucks. I say let it counter at range. Also I propose making the aegis skill increase the damage from the shield's counter-attack.
Conversion Shield - sustain convert x% of incoming damage into the damage type of your choice (chosen when activated). Increase the % with aegis. This would be really nice with the cold mage as you already have Shivogorth Form and this would allow you to have a really solid defense. I would get rid of metaflow and add this. Now you have another shield.
Ice Shield - active skill that provides a thin layer of ice to surround you. Flat damage reduction for damage. Have shielding and aegis both increase the amount. I'd replace the shatter skill with this BUT make it so that additional cold damage (only) has the chance of producing the shatter effect. The point here is to make the cold mage more survivable at close range.
2. Restore aether/arcane to high damage with high volatility/risk.
Get rid of the cap on hits per turn on aether beam and allow it to be placed on walls again but get rid of the silence effect.
Change Manathrust to cause a radius 1 eruption when it hits or passes through an enemy. This, and the aether vortex explosion should damage you if you're close. Then buff the damage of all of the aether/arcane skills just enough to make them truly dangerous to you and enemies both.
Then, add up to 25% arcane affinity to aether avatar and get rid of the access to temporal magic as it's anti-thematic in my opinion.
And finally, arcane power... replace the arcane resistance bonus with a buff to the cap. No bonus resistance but a higher max cap, say 15%. This, along with the AA affinity, is nicely thematic with the risk of the build before you get Meta (or don't, which I've managed to do successfully once and still beat the game... nearly killed myself many, many times). It would work with that damned aether permeation prodigy and my proposed conversion shield.
Thoughts?
EDIT: To address the problem of mana cost on arcane/aether build, I offer this idea:
1. Pure Aether 1.6 now removes a magic effect when Aether Avatar is cancelled. Compared to the Ice Block penetration of Cold or the Daze bonus for Lightning or self-damage reduction for Fire, this is an extremely mediocre secondary bonus. The other secondary bonus skills are critical to the build's efficacy and help define the play style. This is just a slapped on bonus and so I propose...
Mana cost reduction. At active talent level 5, have it reduce mana costs for arcane and aether skills only by a significant amount. I'd say 80%. You only have four damage skills (setting aside the offensive utility of Disruption Shield) and optimal play involves layering them over and over, and they used to be relatively expensive, though now I think only Aether Breach is...
So... increase the cost of the four offensive skills, Manathrust, Arcane Vortx, Aether Beam, and Aether Breach. Perhaps another 50% and increase their damage slightly as well. Aether really should have the highest normal damage of any of the Archmage elements. Then offer a significant reduction in that mana cost and with Avatar, you'll be able to layer those skills over and over and over again without worrying about shutting down Disruption Shield.
And I really do think the mana cost should drop a LOT. The Arcane/aether spells should have the longest cool downs and highest costs to start but with Pure Aether and Aether Avatar, they should have the shortest cool downs and lowest mana costs all while doing the highest damage. The down side should be their volatility and inaccuracy as well as no status effects.