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Posted

There simply is no reason to use any of them at the moment and the disadvantages are too great. For example, why does the Conjurer Familiar cost a spell slot? It should be an instant cast ability instead. That would be an idea or increasing the chances of an Evoker's double spell to hit. If any of you have suggestions I would love to hear them. Cheers.

Posted (edited)

Evokers and Trasmuters are p. good. Even without meh ogre form, Transmuters have good spells so they work alright.

 

But in general, I think specialist wizards are just wizards who have +power on one spell per level, and for that pay with half of spells available to them; generally defeating the point of a generalist class of a wizard.

 

The bonuses are just bad and not worth it to lose so many spells; spell selection is very small, and picking grimoires is a total bitch. If not for annoying excel grimoire work with checking what spells to pick due to no grimoire suiting you ever, specialists could have been a good choice to dual with other casters though.

Edited by Shadenuat
  • Like 1
Posted (edited)

They could.

Fessina sidekick could be wizard generalist for time being. More useful.

For time being subclass penalty could be -PL +20% recovery for other 4 schools.

Could have better grimoires, like dedicated to one subclass, or specific elements (or no elements but raw and physical damage).

Summoned weapons are definetly not OP, well done, now what?

New spells: Shadow-Magic, like fireball but targeting will since it is all phantom pain. Shadow Tentacles with high Penetration.

New spells: more summons minions, summon Nemok, summon Modwyr thirsty for blood

New Spells: enchant ally with awesome weapon and armour

 

Evoker:

+Many good spells

+some top tier spells

+ benefit from PL

+ Still access to ilusion, enchantment, both dont care about recovery

+ perk useful for what we want

 

Transmuter

+ some good spells, but less

+- top spells less impressive

+ still access to enchantment, but no ilussion

- fearsome brute, not fearsome, lose legendary weapon,  armour, gear, casting, but gain gimped summoned weapon.

 

COnjurer

+ some good spells

- familiar not so useful

- how many summon weapon we need?

- weapon master without ilussion

- how many conjure summon we need

 

Ilussionist

- some nice spells, but dont care about PL

- no top tier spells

+ perk is nice

- no conjure nor enchant so no battle mage route

 

Enchanter

- very situacional and specific perk

- no illusion, so battle mage worse

- no top dog spells

- generally less good spells

 

Generalist

+ Good selection of spells

+ Some top tier spells

+ still access to ilussion and enchantiing and conjure weapon and evocation

+ no gimped perk

+ full benefit from all books

Edited by evilcat
Posted (edited)

Specialist need some generic passive that is useful both low level and high level. Evoker’s echo is an good example.

The rest specialists has abilities that is good in low level, but their usage drops dramatically when leveling up.

My suggestion:

  • Conjurer, summon familiar -> 0.5sec/0sec casting time.
  • Illusionist, passive ability: chance to proc double image when being hit/critical hit.
  • Enchanter, passive ability: casting enchant keyword spells on self has a chance to get an extra random inspiration.
  • Tramsuter, ogre form as a modal like Druid, ogre form get passive fear aura like drake on high level.
Edited by dunehunter
Posted

Only single class wizards need buffs, otherwise people will still go subclass for their passives, such as enchanter/any. This is overall hard to balance, I'm not sure devs will give this special treatment to wizards, usually they just leave it be.

Posted

Transmutation spells are great...however, the Ogre form is super lazy...if you notice, they use the Ogre model that holds two clubs, and then removes the clubs. But they are still "there" and it looks absurd lol.

  • Like 1

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