Joined: Mon Jun 09, 2014 3:47 pm
Part of the issue with many of the wildmage spells are the horrific inconsistencies. I understand that by design there are meant to be downsides and upsides to the spells, but it’s all so disjointed and lacks a form to tie it together that there’s very little going for the class. From this, I’d like to change some of the most used spells, and make them start to work together in a specifically consistent way.
First of all, the downsides for Wild Shield, Enhance, Heal and Aura need to be significantly changed. Let me start spell by spell for specific proposals. Bear in mind that at the end, the spell ‘levels’ that I refer to will come into play–
Wild Shield currently varies from ADDING ac to your total, to subtracting varying amounts, in addition to your standard armor / shield / stone skin spells. As it is an actual, lasting buff, I propose that we change it and simplify the probabilities into one of three levels: level one would be a 25% chance to have /no/ effect (0 AC modifier, but still count as a buff on your list), level two would be a 50% chance to give you a -35AC buff, and level 3 would be a 25% chance to have a -50 AC buff.
Wild Enhance, being the other lasting self-buff would also be changed to eliminate a NEGATIVE value downside. This would also be split into three levels: Level one would be a 15% chance to add 0 hit/dam, level two would be a 70% chance to add +4 hit/dam and level three would be a 15% chance to add 6 to 8 hit dam. Again, this eliminates a NEGATIVE downside, and merely makes the spell a buff for 0.
Wild Aura is theoretically a very powerful spell because of where it works onto the damage formula. Per Kes, Wild Aura is the FINAL modifier that the game uses to calculate damage going to a player, including after magic ward and sanc, so I’m not completely eliminating the downside (as you still take less than full damage when you factor in magic ward and sanc), but I’m severely reducing it. I want there to be five levels of possibilities when incoming damage hits: level one (black aura) is a 5% chance to take 10% more damage, level 2 (grey aura) is a 15% chance to take 5% more damage, level 3 is a 25% chance for the aura to flicker and do nothing, level 4 (yellow aura) is a 35% chance to take 20% less damage, and level 5 (white aura) Is a 20% chance to take 50% less damage.
So, to tie these four abilities back together, Wild Shield and Wild Enhance each have three levels of effectiveness, Wild Heal has five levels that change each time the player casts a spell and Wild Aura has five levels that change each time the player takes incoming damage. Now, I want to tie each of these abilities to the Wildfire spell.
Wildfire will gain a new modifier to the pure damage (no resist or vuln hits to it) that the spell does based upon the current effect level of Wild Shield, Enhance, and Aura. The value of each of these spells modifier is a simple 2% * level, making it so that a wild mage who has cast all four of these spells will gain a 4% -> 26% damage modifier, based on variables they can control (buff levels and frequency of wild heal casts) as well as a variable beyond their control (incoming damage based on wild aura).
I would like to believe that the damage buff to Wildfire while coupled with the downside reduction to several of their spells would give Wild Mages a new starting point to consider from a usefulness point of view, and could then be further tweaked, balanced or have additional spell considerations after that point.
I’ve included an excel chart at the bottom to try and simplify the spell changes I’ve talked out above.
What are your thoughts?