Shaman/Archmage suggestions
Posted: Mon Jun 07, 2021 5:18 pm
The class mechanic, remains clunky imo.
Further, there are too many abilities, that simply don't use it.
Shaman, Path of Mork:
None of the three abilities in the tree itself, use it.
The +group resistance buff, doesn't use it either.
So right there, that's half of the Path's total abilities.
With Archmage, for funnel essence it does apply... so it's 'only' 3/8 that don't use the class mechanic.
DPS tree:
okay, Shaman has 'Ere we go', and it's the only 1.
For Archmage it's all. Of course, they all build the same thing.
3rd tree:
Shaman:
3/8 don't use the class mechanic.
Archmage is 'better' again with 'only' 2/8.
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1) ALL Shaman/Archmage spells, especially those tied to a tree, should use the class mechanic.
2) Class mechanic overhaul suggestions:
Make your Gork/Mork Force/Tranquility stack up to 4, and each ability uses up 2 stacks instead of 1.
Stacks consumed reduce cast time, and convert part of your willpower/intelligence to the other type, for that single cast.
Now: making each stack convert 25% of your stats would be OP I reckon; we could try 15% per stack?
For DPS, increasing disrupt (/block) strikethrough would be nice for the healers;
For Healing, I'm thinking reduced action point cost.
Another overhaul, would be to make the distinction between Casted, and instant abilities, for Gork/Mork & Force/Tranquility.
e.g. : all insta-casts, build tranquility. All cast timed abilities, build force.
That would allow any 'pure' healer or 'pure' DPS to alternate, and have a class mechanic.
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3) 3rd tree is a bit lacking.
'Scuse me & Storm of Cronos really seem like they should be DPS abilities.
Sticky Feetz & Mistress of the March seem like they should be in the 3rd tree.
So: 'Scuse me goes to DPS tree.
In return for 'Ere we go' (still 'class learned', which now gets a life-steal effect (lower the damage, standard 150% life gain. First 'path of da green' tactic gives double 'Ere we go).
Sticky Feetz gets swapped with the silence.
Then: I'll take that, becomes undefendable, gets a 5s cooldown, and also inflicts a lifetapping DoT for 5s. (reverse 'Gork'll fix it). I'll take that was nerfed a bit; this is an undo, but with a resulting timer to prevent abuse. The extra healing also comes from a DoT, so is not instant.
We remove the Toughness debuff, in favor of an AoE shield ability (first ability on Green tree); something like 5s duration, 15s cooldown, could be tied to your party, or just cast on an ally, and covers a number of nearby allies. This gives 3rd tree an extra 'Mork' ability. It also gives Shaman more group 'healing'.
(I'd have Yer a Weakling, Don Feel Nuthing & this AoE shield as 'Mork' abilities within the 3rd tree. Sticky Feetz too perhaps)
Second tactic in Path of da Green, could then lower the cooldown of the two 'shield' abilities, to 10s.
Waagh Frenzy tactic, now gives +10% damage & healing (healing: ->done AND received?) bonus, to anyone protected by your shields.
Archmage to get similar changes; Radiant Gaze moves over to 3rd tree as it has debuff effects.
For both, remove the cooldown of 'Bleed for me'/'Transfer Force'; lower the damage, reduce the duration, and allow it to stack up to two times.
DPS tree:
tactics wise:
Touch of Gork/Khaine's Touch is really harsh in the downside.
This is the top tactic in the tree, in a class that has a mechanic suggesting alternating heals/damage, and a class that *already* has a +dmg, less heals tactic.
So I'd either remove the downside completely, or strongly dampen it; something like instead of -20% heals, -10% heal crit chance.
Healing tree:
I'd like to see the 'Group Cleanse' tactic in the middle of the tree.
Just swap them with the current tactic, to be equivalent to DoK/WP.
Shaman: 'Do Something useful': isn't this... underwhelming?
I think it could be a 'super' Gork'll fix it; 10s duration= twice as long; perhaps also give it an initial heal, instead of the Toughness boost.
Archmage's funnel essence: why not increase the cast time. It's only single target after all...
Just some thoughts & ramblings.
Further, there are too many abilities, that simply don't use it.
Shaman, Path of Mork:
None of the three abilities in the tree itself, use it.
The +group resistance buff, doesn't use it either.
So right there, that's half of the Path's total abilities.
With Archmage, for funnel essence it does apply... so it's 'only' 3/8 that don't use the class mechanic.
DPS tree:
okay, Shaman has 'Ere we go', and it's the only 1.
For Archmage it's all. Of course, they all build the same thing.
3rd tree:
Shaman:
3/8 don't use the class mechanic.
Archmage is 'better' again with 'only' 2/8.
---------------------------------------------------------------------
1) ALL Shaman/Archmage spells, especially those tied to a tree, should use the class mechanic.
2) Class mechanic overhaul suggestions:
Make your Gork/Mork Force/Tranquility stack up to 4, and each ability uses up 2 stacks instead of 1.
Stacks consumed reduce cast time, and convert part of your willpower/intelligence to the other type, for that single cast.
Now: making each stack convert 25% of your stats would be OP I reckon; we could try 15% per stack?
For DPS, increasing disrupt (/block) strikethrough would be nice for the healers;
For Healing, I'm thinking reduced action point cost.
Another overhaul, would be to make the distinction between Casted, and instant abilities, for Gork/Mork & Force/Tranquility.
e.g. : all insta-casts, build tranquility. All cast timed abilities, build force.
That would allow any 'pure' healer or 'pure' DPS to alternate, and have a class mechanic.
--------------------------------------------------------------
3) 3rd tree is a bit lacking.
'Scuse me & Storm of Cronos really seem like they should be DPS abilities.
Sticky Feetz & Mistress of the March seem like they should be in the 3rd tree.
So: 'Scuse me goes to DPS tree.
In return for 'Ere we go' (still 'class learned', which now gets a life-steal effect (lower the damage, standard 150% life gain. First 'path of da green' tactic gives double 'Ere we go).
Sticky Feetz gets swapped with the silence.
Then: I'll take that, becomes undefendable, gets a 5s cooldown, and also inflicts a lifetapping DoT for 5s. (reverse 'Gork'll fix it). I'll take that was nerfed a bit; this is an undo, but with a resulting timer to prevent abuse. The extra healing also comes from a DoT, so is not instant.
We remove the Toughness debuff, in favor of an AoE shield ability (first ability on Green tree); something like 5s duration, 15s cooldown, could be tied to your party, or just cast on an ally, and covers a number of nearby allies. This gives 3rd tree an extra 'Mork' ability. It also gives Shaman more group 'healing'.
(I'd have Yer a Weakling, Don Feel Nuthing & this AoE shield as 'Mork' abilities within the 3rd tree. Sticky Feetz too perhaps)
Second tactic in Path of da Green, could then lower the cooldown of the two 'shield' abilities, to 10s.
Waagh Frenzy tactic, now gives +10% damage & healing (healing: ->done AND received?) bonus, to anyone protected by your shields.
Archmage to get similar changes; Radiant Gaze moves over to 3rd tree as it has debuff effects.
For both, remove the cooldown of 'Bleed for me'/'Transfer Force'; lower the damage, reduce the duration, and allow it to stack up to two times.
DPS tree:
tactics wise:
Touch of Gork/Khaine's Touch is really harsh in the downside.
This is the top tactic in the tree, in a class that has a mechanic suggesting alternating heals/damage, and a class that *already* has a +dmg, less heals tactic.
So I'd either remove the downside completely, or strongly dampen it; something like instead of -20% heals, -10% heal crit chance.
Healing tree:
I'd like to see the 'Group Cleanse' tactic in the middle of the tree.
Just swap them with the current tactic, to be equivalent to DoK/WP.
Shaman: 'Do Something useful': isn't this... underwhelming?
I think it could be a 'super' Gork'll fix it; 10s duration= twice as long; perhaps also give it an initial heal, instead of the Toughness boost.
Archmage's funnel essence: why not increase the cast time. It's only single target after all...
Just some thoughts & ramblings.