RDPS patch - BW thoughts
Posted: Sun Feb 01, 2026 10:04 pm
Hello,
With the rumored RDPS patch pending and being worked on, after the MPDS patch.
I just wanted to share some thoughts and some feedback about the overall direction balancing has taken lately
First of all, when I look at what the balancing team did with the class mechanics on Shammy/AM changing it from Dmg/Heal to Instant/Casted. I kinda like that more and think it was a good idea! Same for the changes to RP/Zealot with the granted ability effects, with the ritual overhaul.
And latest with the Slayer/Choppa changes to middletree or Yellow or Red builds. I like the overall approach to give classmechanics that could be rushed from zero to hundred more engaging. Which naturally fits perfect into BW/Sorc and maybe even Engineer/Magus for that matter.
For the Brightwizard,
I think Scorched Earth in AoE build is close to what might match what slayer and the previously mentioned classes above have in terms of a more active classmechanic spending gameplay loop. It is almost there, but I think if SE was made to be able to trigger combustion and allow for Explosive Force and procs like Funnel Power / Flames of Rhuin to proc. Then it would naturally fit into an aoe filler role of Flamebreath into Scorched Earth. Where as right now, SE is barely worth using instead of pressing Flamebreath twice. That would be nice to see a small improvement to that gameplay.
In terms of what still makes Brightwizard feel rewarding, engaging and FUN to play. It pretty much ties down to target selection for Aoeing. Picking the right target to cleave with FireballBarrage, picking a healerstack and aoe silencing. Tracking and using Flashfire proc with either a Fireball to finish a lowtarget, or cleaving a Fieryblast on a MPDS and not a shield tank both for the area of effect location, but also disrupt chance create a skillceiling that the build needs. And its the only thing personally making me continiously logging on, to practise and use Flashfires.
As for unused tactics, morales, abilities what I am hoping to see would be changes to make Flame Shield more of a worthwhile buff. If you check any pve lostvale kills or any skirmish kills and track how much damage Flameshield does, its absurd how low impact it is. Turning Flameshield into something better would be a big hope for me to see changing to the class. A strikethrough buff for the group? A resist debuff buff? Setback reduction buff? There are options I feel.
Heart of Fire M3 seem severely undertuned. 485 HoT over 15seconds, on a morale 3. Old outdated stuff like this would be cool if it got looked at and made into viable options. Same for Closequaters not only being a PvE dungeon tactic, but instead somehow fitted into the aoe righttree. It could be with %dmg when nearby but penalty when outside of 45ft like on Live now that damage is way turned down compared to live TTK. It could add mobility to Annihilate channel and bonus dmg to Scorched earth, abit like how Slayer Accuracy difined their channel and aoe build.
Also abilities like Backdraft seem like they are counter intuative for the right tree, having an aoe punt with a strong dot when the rest of the build you wanna stay close range.
For singletarget timestamping, I wish you best of luck honestly. The timestamping gotta be the hardest to narrow down without making it a nothing-burger or a pugstomping monster. I kinda hope the RDPS patch will give an alternative to Timestamping and maybe having more of a Channeling Ramping mechanic where each time of Withering heat/ Hand of Rhuin Ramps up in damage, giving counterplay of standing still unloading but easy to pushing or taunt to prevent.
Maybe a tactic could also make it so hardcasting Fireballs/Doombolts are actually more viable for consistant ranged pressure and not only about timestamping.
Some of the changes the balancing team did to the Mage archtype M4 and removed the aoe punt and made it a better morale drop + utility showed you guys understand the class, its weakness, its advantage and I have faith in you guys dont destroy the class but keep it relevant. Brightwizard is a class with low mobility, some utility (spec dependant) but more than anything is a fragile damagedealer. I hope this stays true to its nature and concept. And we see more engaging player choice like with the current Flashfire and Scored earth. Build uppon that, and dont remove the player choice please!
I hope it will be a balanced class, but honestly with the direction introducing Movementspeed on other classes in plenty, Anticrit for the whole group on healers, I am fearful of what might become of the fireclown and his class mechanic and concept.
With the rumored RDPS patch pending and being worked on, after the MPDS patch.
I just wanted to share some thoughts and some feedback about the overall direction balancing has taken lately
First of all, when I look at what the balancing team did with the class mechanics on Shammy/AM changing it from Dmg/Heal to Instant/Casted. I kinda like that more and think it was a good idea! Same for the changes to RP/Zealot with the granted ability effects, with the ritual overhaul.
And latest with the Slayer/Choppa changes to middletree or Yellow or Red builds. I like the overall approach to give classmechanics that could be rushed from zero to hundred more engaging. Which naturally fits perfect into BW/Sorc and maybe even Engineer/Magus for that matter.
For the Brightwizard,
I think Scorched Earth in AoE build is close to what might match what slayer and the previously mentioned classes above have in terms of a more active classmechanic spending gameplay loop. It is almost there, but I think if SE was made to be able to trigger combustion and allow for Explosive Force and procs like Funnel Power / Flames of Rhuin to proc. Then it would naturally fit into an aoe filler role of Flamebreath into Scorched Earth. Where as right now, SE is barely worth using instead of pressing Flamebreath twice. That would be nice to see a small improvement to that gameplay.
In terms of what still makes Brightwizard feel rewarding, engaging and FUN to play. It pretty much ties down to target selection for Aoeing. Picking the right target to cleave with FireballBarrage, picking a healerstack and aoe silencing. Tracking and using Flashfire proc with either a Fireball to finish a lowtarget, or cleaving a Fieryblast on a MPDS and not a shield tank both for the area of effect location, but also disrupt chance create a skillceiling that the build needs. And its the only thing personally making me continiously logging on, to practise and use Flashfires.
As for unused tactics, morales, abilities what I am hoping to see would be changes to make Flame Shield more of a worthwhile buff. If you check any pve lostvale kills or any skirmish kills and track how much damage Flameshield does, its absurd how low impact it is. Turning Flameshield into something better would be a big hope for me to see changing to the class. A strikethrough buff for the group? A resist debuff buff? Setback reduction buff? There are options I feel.
Heart of Fire M3 seem severely undertuned. 485 HoT over 15seconds, on a morale 3. Old outdated stuff like this would be cool if it got looked at and made into viable options. Same for Closequaters not only being a PvE dungeon tactic, but instead somehow fitted into the aoe righttree. It could be with %dmg when nearby but penalty when outside of 45ft like on Live now that damage is way turned down compared to live TTK. It could add mobility to Annihilate channel and bonus dmg to Scorched earth, abit like how Slayer Accuracy difined their channel and aoe build.
Also abilities like Backdraft seem like they are counter intuative for the right tree, having an aoe punt with a strong dot when the rest of the build you wanna stay close range.
For singletarget timestamping, I wish you best of luck honestly. The timestamping gotta be the hardest to narrow down without making it a nothing-burger or a pugstomping monster. I kinda hope the RDPS patch will give an alternative to Timestamping and maybe having more of a Channeling Ramping mechanic where each time of Withering heat/ Hand of Rhuin Ramps up in damage, giving counterplay of standing still unloading but easy to pushing or taunt to prevent.
Maybe a tactic could also make it so hardcasting Fireballs/Doombolts are actually more viable for consistant ranged pressure and not only about timestamping.
Some of the changes the balancing team did to the Mage archtype M4 and removed the aoe punt and made it a better morale drop + utility showed you guys understand the class, its weakness, its advantage and I have faith in you guys dont destroy the class but keep it relevant. Brightwizard is a class with low mobility, some utility (spec dependant) but more than anything is a fragile damagedealer. I hope this stays true to its nature and concept. And we see more engaging player choice like with the current Flashfire and Scored earth. Build uppon that, and dont remove the player choice please!
I hope it will be a balanced class, but honestly with the direction introducing Movementspeed on other classes in plenty, Anticrit for the whole group on healers, I am fearful of what might become of the fireclown and his class mechanic and concept.