Arcanum Class Pack v2.3
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- Archmage
- Posts: 362
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Re: Arcanum Class Pack v1.2
Maybe cutting the cooldown of Ghostly Blade by half to 3 turns would improve the usage ability of the talent.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Arcanum Class Pack v1.2
Arcanist:
1st lvl of Arcane Defiance reqs 44 magic to skill....for an extremely lack 10% resist to silence and a minor spell save.
Consider considerably buffing this skill, as i dont think anyone will ever bother to skilling it to 4+. Defiance to me means that having this skill should give me a *considerable* power swing...like mmm...
15/30/45/60/85 silence resist, 10/15/20/25/30 spells saves, and another spellshock bonus that can stack with Spellcraft
Frayed Edges Area of effect isnt listed in the spell descrip, needs to have a listing along with any increase with further investment.
Cloak of Nothing Consider changing name Cloak of Unmaking, Cloak of Negation or Cloak of Dispersal. Also, needs to state that "all adjacent units take x damage per turn" And additional radius on skill up, if any, should be listed as well.
Spell Acceleration There are a total of 4 spells, in the entire kit, that this passive would have any meaningful effect on...Consider adding Spell cooldown talent reduction approximately half that of quicken spells per point invested....And if not that, then *something* else to make it worth 5 points.
Mind Spike Should list the duration that it Brainlocks for each talent level.
Phantasmal Mirror Is it activated? or is it sustained? as of right now its both, and it shouldnt be activated AND sustained. Also, is has a 33% coefficient compared to Phantasmal Shield....that is WAY to low for a talent that requires 46 magic and lvl 22. consider a 50 or 60% coefficient.
Sever Magic should only effect negative effects on the player, and positive effects on a target.
Shield Overload has a spacing error between the first sentence and the second. Also, the damage potential is completely confusing....There should be some way to display it.
Crumble consider adding a stun effect to stoned targets that are Crumbled. This spell should really hit stoned targets hard, stunning them for a decent while if they arent outright shattered.
Morph is a great spell line..for a melee magic user, which doesnt fit here. Consider just dropping it from the Arcanists line. They dont need it, and wont miss it.
Thats it for today, will try and hit Enchanter tomorrow. So far (lvl 20) Elementalist is fairly balanced, but ill go over it this week:)
1st lvl of Arcane Defiance reqs 44 magic to skill....for an extremely lack 10% resist to silence and a minor spell save.
Consider considerably buffing this skill, as i dont think anyone will ever bother to skilling it to 4+. Defiance to me means that having this skill should give me a *considerable* power swing...like mmm...
15/30/45/60/85 silence resist, 10/15/20/25/30 spells saves, and another spellshock bonus that can stack with Spellcraft
Frayed Edges Area of effect isnt listed in the spell descrip, needs to have a listing along with any increase with further investment.
Cloak of Nothing Consider changing name Cloak of Unmaking, Cloak of Negation or Cloak of Dispersal. Also, needs to state that "all adjacent units take x damage per turn" And additional radius on skill up, if any, should be listed as well.
Spell Acceleration There are a total of 4 spells, in the entire kit, that this passive would have any meaningful effect on...Consider adding Spell cooldown talent reduction approximately half that of quicken spells per point invested....And if not that, then *something* else to make it worth 5 points.
Mind Spike Should list the duration that it Brainlocks for each talent level.
Phantasmal Mirror Is it activated? or is it sustained? as of right now its both, and it shouldnt be activated AND sustained. Also, is has a 33% coefficient compared to Phantasmal Shield....that is WAY to low for a talent that requires 46 magic and lvl 22. consider a 50 or 60% coefficient.
Sever Magic should only effect negative effects on the player, and positive effects on a target.
Shield Overload has a spacing error between the first sentence and the second. Also, the damage potential is completely confusing....There should be some way to display it.
Crumble consider adding a stun effect to stoned targets that are Crumbled. This spell should really hit stoned targets hard, stunning them for a decent while if they arent outright shattered.
Morph is a great spell line..for a melee magic user, which doesnt fit here. Consider just dropping it from the Arcanists line. They dont need it, and wont miss it.
Thats it for today, will try and hit Enchanter tomorrow. So far (lvl 20) Elementalist is fairly balanced, but ill go over it this week:)
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- Sher'Tul Godslayer
- Posts: 2000
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Re: Arcanum Class Pack v1.2
Gimmick builds are fun builds! Melee archmage was a gimmick obsession of mine, and I already see several ways to pervert arcanist into '****ed off wizard with a stick' and make it work. Morph isn't bad at all, and would certainly help with that.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Arcanum Class Pack v1.2
Arcane Defiance: Slightly buffed.
Frayed Edges/Cloak of Nothing: That information is on the tooltip. Its called radius.
Mind Spike: I have no idea how long the brain lock is. However it appears that it will use Mindpower regardless of the Spellpower being fed in as an arguement, so I guess I'll have to change that.
Phantasmal Mirror: Looks like the mode fell off, and could do with a buff.
Sever Magic is not supposed to be used on self.
Shield Overload: Its only an enter between the first two sentences. Amount is either how much the shield has left to absorb (damage and displacement), or how much it has absorbed (disruption and time). As it picks the shield at random, there is no easy way to determine the amount before hand.
Crumble: If the target is stoned, why do you need to stun it?
Frayed Edges/Cloak of Nothing: That information is on the tooltip. Its called radius.
Mind Spike: I have no idea how long the brain lock is. However it appears that it will use Mindpower regardless of the Spellpower being fed in as an arguement, so I guess I'll have to change that.
Phantasmal Mirror: Looks like the mode fell off, and could do with a buff.
Sever Magic is not supposed to be used on self.
Shield Overload: Its only an enter between the first two sentences. Amount is either how much the shield has left to absorb (damage and displacement), or how much it has absorbed (disruption and time). As it picks the shield at random, there is no easy way to determine the amount before hand.
Crumble: If the target is stoned, why do you need to stun it?
My feedback meter decays into coding. Give me feedback and I make mods.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Arcanum Class Pack v1.2
HousePet wrote:Arcane Defiance: Slightly buffed.
Frayed Edges/Cloak of Nothing: That information is on the tooltip. Its called radius.
Mind Spike: I have no idea how long the brain lock is. However it appears that it will use Mindpower regardless of the Spellpower being fed in as an arguement, so I guess I'll have to change that.
Phantasmal Mirror: Looks like the mode fell off, and could do with a buff.
Sever Magic is not supposed to be used on self.
Shield Overload: Its only an enter between the first two sentences. Amount is either how much the shield has left to absorb (damage and displacement), or how much it has absorbed (disruption and time). As it picks the shield at random, there is no easy way to determine the amount before hand.
Crumble: If the target is stoned, why do you need to stun it?
Crumble is a finisher for the previous talent. Assuming your stoned targets arent immediately killed with the increased damage, or shattered, they should take some stun surviving the experience. As it is now, it has very limited utility as a rare/boss finisher..ie instakill resist. Most of the higher end bosses have tons of stun resist as well, but at least its a chance.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Arcanum Class Pack v1.2
Morph doesnt make sense in the talent line. If housepet added the Druid staff combat line, then maybe.Crim, The Red Thunder wrote:Gimmick builds are fun builds! Melee archmage was a gimmick obsession of mine, and I already see several ways to pervert arcanist into '****ed off wizard with a stick' and make it work. Morph isn't bad at all, and would certainly help with that.
Re: Arcanum Class Pack v1.2
You appear to be looking at one talent in Morph and then deciding it should be for melee characters.
All four talents are reasonably useful for a caster or a melee character.
And it is available for Enchanter, should anyone want to go arcane staffwhacking.
Still not sure why you want to stun something that is already stoned. Its stoned, it can't do anything anyway!
The chance to shatter a petrified creature is just a side effect of Crumble. The main effect is the damage and disarm. Last time I checked, insta kill immunity didn't apply to arcane damage.
Oh, and it seems radius isn't on tooltips automagically.
All four talents are reasonably useful for a caster or a melee character.
And it is available for Enchanter, should anyone want to go arcane staffwhacking.
Still not sure why you want to stun something that is already stoned. Its stoned, it can't do anything anyway!
The chance to shatter a petrified creature is just a side effect of Crumble. The main effect is the damage and disarm. Last time I checked, insta kill immunity didn't apply to arcane damage.
Oh, and it seems radius isn't on tooltips automagically.

My feedback meter decays into coding. Give me feedback and I make mods.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Arcanum Class Pack v1.2
HousePet wrote:You appear to be looking at one talent in Morph and then deciding it should be for melee characters.
All four talents are reasonably useful for a caster or a melee character.
And it is available for Enchanter, should anyone want to go arcane staffwhacking.
Still not sure why you want to stun something that is already stoned. Its stoned, it can't do anything anyway!
The chance to shatter a petrified creature is just a side effect of Crumble. The main effect is the damage and disarm. Last time I checked, insta kill immunity didn't apply to arcane damage.
Oh, and it seems radius isn't on tooltips automagically.
So ermmm........Helm of the Slow bro??
Re: Arcanum Class Pack v1.2
been playing a bit of enchanter and the bonus armor/defense on shields doesn't apply to you, you cannot enhance wands, and the shield keeps coming unequipped for no apparent reason
Re: Arcanum Class Pack v1.2
The Shield Guardian bonus isn't applying?
The extra shield will unequip if the sustain is deactivated.
And if I'm going to make artifacts, there are going to be silly ones.

The extra shield will unequip if the sustain is deactivated.
And if I'm going to make artifacts, there are going to be silly ones.

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.2
Correct, I guardian'd a coral spray which is 8/8, buffed up reads as 41/41 currently, however I only get the 8/8 bonus. Also, with the shield equipped I can't right click due to an error however that seems to be caused by a clash on ID500's end.
2 other things that I'm not sure if they're intended or not: Ghostly Blade converts to arcane damage but doesn't mention anything about this and the block talent is also disabled during shield guardian.
2 other things that I'm not sure if they're intended or not: Ghostly Blade converts to arcane damage but doesn't mention anything about this and the block talent is also disabled during shield guardian.
Re: Arcanum Class Pack v1.2
Ghostly Blade not mentioning it converts to arcane in unintentional.
Block not being available is unintentional and weird. I'm guessing it only checks certain slots for the shield.
Hopefully the Shield Guardian bonus is just a redraw issue, but it might not be.
Unless it is an ID500 clash issue?
Block not being available is unintentional and weird. I'm guessing it only checks certain slots for the shield.
Hopefully the Shield Guardian bonus is just a redraw issue, but it might not be.
Unless it is an ID500 clash issue?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.2
Alright so I guess my addons clashed a bit more than I hoped because I can't zone in to the final level of tannen's tower, so heres a brief write up of my thoughts on enchanters.
Ghostly Blade
Completely useless early game, overpowered late game. 59 Accuracy + 127 on the talent and it still misses a good 10-20% of the time even on 10 defense enemies. Would like to see the damage/scaling nerfed with some way to lower the cooldown on it and maybe at level 5 it can't miss similar to blunt thrust?
Shield Guardian
when this starts working properly, needs huge nerfs - with higher spellpower its possible to get over a 1000% increase which with a good shield and hardiness would make you pretty much immune to all weapon attacks
Power Armor
so this effectively just gives a couple points of -fatigue and some insignificant physical save per level? doesn't seem worth points
Staff Blast
only tried 2 elements - physical and fire - fire shape is good, physical seemed useless due to the much much shorter range
Arcane Harmony
pretty much every effect is useless and the ones that aren't are too small to matter
Chaotic Hedgemagic
even with good gear these don't seem worth the points much less a turn to use them due to their random elements - I would suggest making most of them instant cast, then they would have some sort of niche and might be worth points. Or just give the first talent a couple more hits as it levels up.
Fortify Enchantment
doesn't work on wands
Firestorm
would be nice if this could be replaced with inferno instead to synergize with cleansing flames
Defensive Posture
definitely not worth the points due to small dexterity scaling, maybe change to willpower scaling to make that sort of a secondary stat?
All in all, the early game felt extremely weak with the best strategy being heat + rest spam and the late game felt a bit on the strong side with absolutely massive runes/infusions and ghostly blade destroying everything and killing bosses in 2 hits.
Also, a lot of the artifacts added seem to be useless wastes of artifact slots.
Ghostly Blade
Completely useless early game, overpowered late game. 59 Accuracy + 127 on the talent and it still misses a good 10-20% of the time even on 10 defense enemies. Would like to see the damage/scaling nerfed with some way to lower the cooldown on it and maybe at level 5 it can't miss similar to blunt thrust?
Shield Guardian
when this starts working properly, needs huge nerfs - with higher spellpower its possible to get over a 1000% increase which with a good shield and hardiness would make you pretty much immune to all weapon attacks
Power Armor
so this effectively just gives a couple points of -fatigue and some insignificant physical save per level? doesn't seem worth points
Staff Blast
only tried 2 elements - physical and fire - fire shape is good, physical seemed useless due to the much much shorter range
Arcane Harmony
pretty much every effect is useless and the ones that aren't are too small to matter
Chaotic Hedgemagic
even with good gear these don't seem worth the points much less a turn to use them due to their random elements - I would suggest making most of them instant cast, then they would have some sort of niche and might be worth points. Or just give the first talent a couple more hits as it levels up.
Fortify Enchantment
doesn't work on wands
Firestorm
would be nice if this could be replaced with inferno instead to synergize with cleansing flames
Defensive Posture
definitely not worth the points due to small dexterity scaling, maybe change to willpower scaling to make that sort of a secondary stat?
All in all, the early game felt extremely weak with the best strategy being heat + rest spam and the late game felt a bit on the strong side with absolutely massive runes/infusions and ghostly blade destroying everything and killing bosses in 2 hits.
Also, a lot of the artifacts added seem to be useless wastes of artifact slots.
Re: Arcanum Class Pack v1.2
Ghostly Blade: I've just realised that the number is states doesn't take into account the diminishing returns on accuracy. What sort of damage multiplier did it get to? and how much damage were you doing?
Shield Guardian: The soft cap is at 1000%, I didn't think that was easily achievable.
Power Armour also increases your str so you can qualify for item/talent requirements.
I suspect it is giving the physical power even though I didn't want it to. XD
My original idea was to reduce the requirements for strength on items and talents, but it was too fiddly.
Staff Blast: Oh, range 3 is a bit small for a cone. Upping to 5.
Arcane Harmony: At least tell which effects were useless and which ones were too small.
Chaotic Hedgemagic: Making things instant is done too much. Will likely increase the shots on Wild Bolts. Since it fires 4 bolts but only costs one turn, its already better than being instant. Scatter could be instant though...
How did you find Chaos Armour and Arcana Unleashed?
Fortify Enchantment: I know.
Firestorm: It does synergise with Cleansing Flames, if you have Burning Wake active. Except I made a typo that breaks that at the moment.
Defensive Posture: What is wrong with dex as a secondary stat?
Artifacts: I'm not convinced there are a limited number of artifact slots. Did any in particular seem overly bad?
Shield Guardian: The soft cap is at 1000%, I didn't think that was easily achievable.

Power Armour also increases your str so you can qualify for item/talent requirements.
I suspect it is giving the physical power even though I didn't want it to. XD
My original idea was to reduce the requirements for strength on items and talents, but it was too fiddly.
Staff Blast: Oh, range 3 is a bit small for a cone. Upping to 5.
Arcane Harmony: At least tell which effects were useless and which ones were too small.

Chaotic Hedgemagic: Making things instant is done too much. Will likely increase the shots on Wild Bolts. Since it fires 4 bolts but only costs one turn, its already better than being instant. Scatter could be instant though...
How did you find Chaos Armour and Arcana Unleashed?
Fortify Enchantment: I know.
Firestorm: It does synergise with Cleansing Flames, if you have Burning Wake active. Except I made a typo that breaks that at the moment.

Defensive Posture: What is wrong with dex as a secondary stat?
Artifacts: I'm not convinced there are a limited number of artifact slots. Did any in particular seem overly bad?
My feedback meter decays into coding. Give me feedback and I make mods.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Arcanum Class Pack v1.2
Arcane Harmony: Even the wilders Harmony is mostly considered bad. Out of AH, the most useless are mana regen, stealth, accuracy and see invis and stealth. Temporal and Blight are universally useful in most instances.HousePet wrote:Ghostly Blade: I've just realised that the number is states doesn't take into account the diminishing returns on accuracy. What sort of damage multiplier did it get to? and how much damage were you doing?
Shield Guardian: The soft cap is at 1000%, I didn't think that was easily achievable.![]()
Power Armour also increases your str so you can qualify for item/talent requirements.
I suspect it is giving the physical power even though I didn't want it to. XD
My original idea was to reduce the requirements for strength on items and talents, but it was too fiddly.
Staff Blast: Oh, range 3 is a bit small for a cone. Upping to 5.
Arcane Harmony: At least tell which effects were useless and which ones were too small.![]()
Chaotic Hedgemagic: Making things instant is done too much. Will likely increase the shots on Wild Bolts. Since it fires 4 bolts but only costs one turn, its already better than being instant. Scatter could be instant though...
How did you find Chaos Armour and Arcana Unleashed?
Fortify Enchantment: I know.
Firestorm: It does synergise with Cleansing Flames, if you have Burning Wake active. Except I made a typo that breaks that at the moment.![]()
Defensive Posture: What is wrong with dex as a secondary stat?
Artifacts: I'm not convinced there are a limited number of artifact slots. Did any in particular seem overly bad?
Btw, If it says Arcane Harmony, the elements that should give a bonus on taking them should coincide with all the elements that are availible via talents to your Arcanist class.
Actually...now that i think of it, this skill belongs much more to the Arcanist then the Enchanter. Id consider replacing it with some other defensive talent.
Powered Armor is fine, if it gives you phys power that doesnt come from the increased STR. Id make it so that it added a set amount of phys power, that scaled reasonably off spellpower. Otherwise, its a 1 pointer to get to the next skill and reduce a little fatigue. Great skill for bump enchanter if it added phys power.
Chaotic Hedgemagic...I actually liked Wild Bolts as a melee Enchanter. However, i wouldnt say no to a buff as i didnt skill it passed 2 to see the progression.
Scatter....ugh...I can see what you were trying to do, but this skill mostly makes your position worse...Positioning is HUGE on TOME, and i cant imagine anyone ever using Scatter.. Theres much talking about uncontrolled Phase Door just being bad, and is upgraded to UTP as soon as possible. Perhaps making it controllable, for you only, with investment of skill points and institute the rest of the Phase Door defensive buffs-on-use(defence, new status effect reduction, etc) for it, scaling with spellpower.
Chaos Armor, moderately scale the evasion off willpower. Instead of a random resist, change it so that when cast you get 1 scaling to 5(with talent investment) random elements that it will resist for 10 turns. Moderate scaling on the resists with spellpower. Drop the total damage absorb entirely.
Arcana Unleashed having the ability to self silence makes it so that i never bothered to take it on any toon. Silence = death for a caster/hybrid caster. Is the Arcane damage you take reduced by your own resists?