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drauz
09-23-2016, 12:10 AM
http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20Spells/view/3062


I fully support the idea of a group of you (definitely across all level ranges, even though the vocal majority on these forums are capped players - even if it's to say there are no issues for wizards between levels X - Y) getting together and working on your version of the "State of Wizards" (if you wanted to limit it to one topic at a time, that's fine, but I'd be interested in a list of concerns and/or quality of life improvements), preferably prioritized in terms of want/need or ability to quickly implement ("quick wins"). I will then review and respond to it, even if it's to say "not at this time" (for specific points) (which is never my preference, but is sometimes the reality).

Post your thoughts on what you feel needs to be address concerning wizards specifically in order of urgency. Lets try to keep it to lets say 5 items max, but if you feel its important feel free to add more than that.

Try to keep explanations short and sweet for why you think each point needs to be addressed.

drauz
09-23-2016, 12:37 AM
1. Give immolate some of its damage back
2. Make bolts great again
3. Have familiars offer some kind of combat advantage
4. Make enchanting take less time
5. Rearrange spell list so that attack spells are in one circle like other pures, I would prefer the wizard circle.

Astray
09-23-2016, 12:46 AM
Wizards? Isn't that a fancy word for 'bitch'?

Tgo01
09-23-2016, 12:46 AM
Wizards suck now and if you disagree with me you're an asshole and should quit the game.

SashaFierce
09-23-2016, 12:53 AM
#1. Provide fun and viable warding abilities.
#2. Make bolting not so horrible and boring.
#3. Allow 513 to add to melee/ranged AS in the same manner as bolt AS. (Warmage AS is too low - Other pures can generate a far higher AS but the "warmage" is supposed to be an actual subclass.)
#4. Change spell bonuses to provide greater spiritual TD.
#5. Add a new spell that prevents (mass and single) dispel in the same way 319 blocks all attacks.

These would be my wants. I think these would allow for very versatile combat capabilities.

Warriorbird
09-23-2016, 12:55 AM
Aim bolts.

Mogonis
09-23-2016, 12:55 AM
Can we at least stop using ward incorrectly?

Gelston
09-23-2016, 12:56 AM
Aim bolts.

That'd be the most bestest thing.

SashaFierce
09-23-2016, 01:03 AM
That would probably be the quickest solution, but Estild will never let it happen.

Androidpk
09-23-2016, 01:09 AM
Can we at least stop using ward incorrectly?

No.

Warriorbird
09-23-2016, 01:15 AM
That would probably be the quickest solution, but Estild will never let it happen.

I think some of the changes were driven by microtransactions and fears about the highly diverse selection of viable wizard builds (which I find silly.) I don't see why what used to be forbidden couldn't come about now that wizards have eaten serious diversity nerfing.

Bolt aiming allows a lot of neat variation between attunements in DR. It's been there for ages.

SashaFierce
09-23-2016, 01:24 AM
I think some of the changes were driven by microtransactions and fears about the highly diverse selection of viable wizard builds (which I find silly.) I don't see why what used to be forbidden couldn't come about now that wizards have eaten serious diversity nerfing.

Bolt aiming allows a lot of neat variation between attunements in DR. It's been there for ages.

I think it's silly not to allow it. If you look at everyone who can 1-shot creatures, it's pretty much everyone at this point.

Archers go for eye shots.

Ambushers (UAC or Melee) can go for head shots.

Mstrikers can put out a lot of damage in one shot.

The previously mentioned 717, 720, 1030 hits...


Not to rehash it all, but Wizards seem to be the only class that was knocked down a peg.

Astray
09-23-2016, 01:32 AM
I think some of the changes were driven by microtransactions and fears about the highly diverse selection of viable wizard builds (which I find silly.) I don't see why what used to be forbidden couldn't come about now that wizards have eaten serious diversity nerfing.

Bolt aiming allows a lot of neat variation between attunements in DR. It's been there for ages.

Balance was the main scapegoat. I honestly don't see how Wizards were so OP when you can basically just kill yourself when fighting a Necromancer.

Agh, whatever. Terrible. Terrible changes.

Bolt aim needs to be in.

Warriorbird
09-23-2016, 01:35 AM
Balance was the main scapegoat. I honestly don't see how Wizards were so OP when you can basically just kill yourself when fighting a Necromancer.

Agh, whatever. Terrible. Terrible changes.

Bolt aim needs to be in.

Yeah. There's been cool stuff brought in to make up for some of the losses but it's all had a heavy anti scripting flavor... which is sort of silly in a game that's mostly reliant on Ruby scripting at this point.

Gelston
09-23-2016, 01:48 AM
Heck, bolt aim would be something for every class too. Wizards would be the biggest benefactor, as they have the most bolt spells, but empaths, clerics, sorcerers... They'd benefit too.

Obviously wizards should get a class bonus to it, like rangers with skinning or rogues with hiding.

Androidpk
09-23-2016, 01:57 AM
I think it's silly not to allow it. If you look at everyone who can 1-shot creatures, it's pretty much everyone at this point.

Archers go for eye shots.

Ambushers (UAC or Melee) can go for head shots.

Mstrikers can put out a lot of damage in one shot.

The previously mentioned 717, 720, 1030 hits...


Not to rehash it all, but Wizards seem to be the only class that was knocked down a peg.

Who has a lower TTK, monks or wizards?

SashaFierce
09-23-2016, 02:26 AM
Who has a lower TTK, monks or wizards?

Does it matter? Do people actually play monks?

drauz
09-23-2016, 02:27 AM
Does it matter? Do people actually play monks?

Rogues do, lol

Androidpk
09-23-2016, 03:03 AM
Does it matter? Do people actually play monks?

Yes.

Vagabondbard
09-23-2016, 03:32 AM
SHORT TERM Goals
1. 502 should combo with CS and 917 spells of the same element.
2. Instant Damage to 514 Stone Fist. Further Damage as is by Grip with 502 being able to combo with it for extra damage or critical rank.
3. 512 should have a 150+ when channeled warding instant freeze higher for incorporeal creatures 175+
4. 519 damage should be increased along with 502 combo adding a crit damage line.
5. Increase interactions between bolt spells and seccondary effect to bolts.
6. Extend 930 range to ring areas with lores.
7. Remove the downtime of 515 at 202 EMC to 0 seconds.

LONG TERM Goals
1. Combination of bolt spells to 5 Element Bolt Spells with each element unlocked at 10 lore. With combo elements like Acid requiring two lores at 10. Random Assigned element/or attuned element if not. Extra lore damage would be the same as it currently is. With interactions between bolts percentage increased as higher damage bolt spells are used 10-30percent.
1A-Low mana bolt ie 901
1B-Medium mana bolt ie 904
1C-High Damage bolt ie 910/510
1D-Splash Damage bolt ie907/908
1E-Mass Major Damage Bolt spell ie 518
1F=901 903 904 906 907 908 910 510 518 turns into 901, 903, 907, 910, 518 opening up 904 906 908 510 spell slots.
2. Move 504 to 510 increase its effectiveness and base creatures hit.
3. Make 514/519 all elements.
4. Make 914 a heavy damage low crit Elemental MA attack. Each element unlocked with lores. Should also work with 502 adding seconday effects depending on element.
5. Open spell slot 504/904/906/908/ to address ease of life issues. IE carry silver, make physical checks easier,
5a-904 levitate/feather fall short duration (1 minute) non stackable climb aid harder to knock down, prevent slipping on ice or falling into pits etc.
5b-504 Reversal cause the next cast by the target to be cast on themselves.
6. Rune/Glyph magic to make the area add certain elemental lore based effects to hostile creatures to empty spell slots including weapon fire (which should be moved to the Arcane Sphere) Get a Stone of some sort and its consumed in the making of the rune.
6A=906 Glyph of Movement Allows the caster to move in any direction even while prone without RT. (short duration 5 minutes)
6B=Glyph of Protection 908 Any creature engaging the Wizard in combat takes CS elemental damage. Effect last until you move or per use according to lores in said element.


GBB

Castleon
09-23-2016, 04:56 AM
LONG TERM Goals
1. Combination of bolt spells to 5 Element Bolt Spells with each element unlocked at 10 lore. With combo elements like Acid requiring two lores at 10. Random Assigned element/or attuned element if not. Extra lore damage would be the same as it currently is. With interactions between bolts percentage increased as higher damage bolt spells are used 10-30percent.
1A-Low mana bolt ie 901
1B-Medium mana bolt ie 904
1C-High Damage bolt ie 910/510
1D-Splash Damage bolt ie907/908
1E-Mass Major Damage Bolt spell ie 518
1F=901 903 904 906 907 908 910 510 518 turns into 901, 903, 907, 910, 518 opening up 904 906 908 510 spell slots


I like the idea of merging the bolts. I'd honestly go one step further and revamp the attune mechanic while we're at it.
-If you aren't attuned to an element, then the bolts/ball/cone cast with generic arcane energy (reduced DF).
-10 ranks of an elemental lore (or 10/10 for hybrid elements) allows a character to attune to that element.
-Allow attunement to be switched on the fly. Attune air, cast a bolt to knock down, attune water, cast a bolt to drench, attune lighting, cast a bolt to shock, or something to that effect.

Other classes would have to invest a decent amount of TPs to attune to a single element while Wizards would be attuning to different elements multiple times during the same hunt. That would fit my vision of class that is the supposed master of elements.
I've never understood why the three defining "thou-shalt-not-be-changed" traits of a character are profession, race, and...elemental attunement?

Also, under this scenario, I would probably flip 518 with 918. It would just seem more consistent.
Put the cone of element bolts in the circle with all the other elemental bolts.
Put the spell that duplicates magic items in the same circle that recharges magic items.

drauz
09-23-2016, 05:09 AM
How do people feel about a LORE verb that would work similar to SHIELD and ARMOR specialization. Would be able to level different specializations within a particular lore based on ranks in that lore.

drauz
09-23-2016, 05:15 AM
I like the idea of merging the bolts. I'd honestly go one step further and revamp the attune mechanic while we're at it.
-If you aren't attuned to an element, then the bolts/ball/cone cast with generic arcane energy (reduced DF).
-10 ranks of an elemental lore (or 10/10 for hybrid elements) allows a character to attune to that element.
-Allow attunement to be switched on the fly. Attune air, cast a bolt to knock down, attune water, cast a bolt to drench, attune lighting, cast a bolt to shock, or something to that effect.

Other classes would have to invest a decent amount of TPs to attune to a single element while Wizards would be attuning to different elements multiple times during the same hunt. That would fit my vision of class that is the supposed master of elements.
I've never understood why the three defining "thou-shalt-not-be-changed" traits of a character are profession, race, and...elemental attunement?

Also, under this scenario, I would probably flip 518 with 918. It would just seem more consistent.
Put the cone of element bolts in the circle with all the other elemental bolts.
Put the spell that duplicates magic items in the same circle that recharges magic items.

I would rather they swapped 519 and 918. That would put all our attack spells in one circle, so that they weren't split up. This would give you more choices with the same build at cap. You could Earthen Fury or Immolate and your bolt spells wouldn't be effected as that is governed by a different skill set. Your call wind would be strong as well as your tremors. You would probably want to swap 915 and 516, so you could still use Leech.

macgyver
09-23-2016, 08:51 AM
I heard things get better once you become the evolved form of Wizard, a Sorcerer.

Whirlin
09-23-2016, 09:14 AM
I want to point out, that by the math, channeling bolts against critters that can be crit-killed ends up increasing the likelihood of something like a base T9 Fire attack from a 28.02% chance of instant death to a 46.15% chance of instant death. The impact of channeling is incredibly substantial, and really goes unnoticed. I think we need to discuss why channeling the bolts is not more viable in many situations, and start to address those underlying problems of why 3 seconds of hard RT = instant death for a wizard.

I think 502 could use a little tweaking, and a little more stress on the debuff aspect... The 2 cast debuff is incredibly short, and keeping that debuff active really breaks up combat continuity a little too much. With the introduction of the elemental debuffs, drenching, immolation flares, acid burn, shock status ailments, I find myself rather just cycling elements rather than sticking to my attuned element. I'd actually recommend further strengthening 502 by looking at total lore ranks, and having a DS pushdown on all bolt attacks, regardless of elements. I think we'd see that serve two purposes of further strengthening bolts, and more utilization of the elemental debuff cycles. I'd also love a mass or open cast version of this spell outside of 950... even if it cost us Stone Fist for the slot (which I think is kind of a wasted spell slot at this time).

And, while I think GBB may have gone a little too far with the long term goals recommendations with #5 and associated Long term goal 5 subsections (I'm game to consolidate and free up spell slots... I'm just not certain I've evaluated the impact of the consolidation enough to determine what we need/should add in those spots)... I like/agree with everything up until that point in both the short and long term goals.

Yesnomaybe
09-23-2016, 10:24 AM
No one has mentioned how ridiculous it is to be limited by 2x lore training with such high requirements spread across four lores to make most of our spells halfway decent. So yeah, adding that.

Gelston
09-23-2016, 10:26 AM
Actually, i kind like GBB's idea.... I think it'd be super awesome if they just made 901 minor bolt and 906 major bolt, and it fired based on either your attune or a modifier in the spell prep... Like prep 901 fire for instance. I suppose it could make some insanity for 950 though.

dez
09-23-2016, 11:03 AM
1. Make enchanting take less time
2. My god bolts help!
3. a fix skill to put it all together again since

I became a wizard after growing pains killed my sorcerer way back when now i'm back to my sorcerer who after GP is again great. I'm optimistic that 15 years down the road i will be able to say the same for my wizard lol.

Whirlin
09-23-2016, 11:20 AM
Actually, i kind like GBB's idea.... I think it'd be super awesome if they just made 901 minor bolt and 906 major bolt, and it fired based on either your attune or a modifier in the spell prep... Like prep 901 fire for instance. I suppose it could make some insanity for 950 though.
When I had conversations with Wyrom/Estild super early on... This was kind of one of their visions all along... but had a critical dependency on the EVOKE verb being introduced to add another way to introduce a variable into the cast mechanism.

I think one of the reasons they're asking for this current state is to determine next steps... and if they do consolidate, what to put in its place.

Maerit
09-23-2016, 11:30 AM
I think we need to discuss why channeling the bolts is not more viable in many situations, and start to address those underlying problems of why 3 seconds of hard RT = instant death for a wizard.

I hope the Stone Skin upgrades resolves whatever perception that 3s of hard RT means death. Ambushing rogues still have RT after they ambush, and if they miss - they're sitting there in offensive stance. The only difference is they can have a good chunk of DFRedux and heavy armor, but they also have much lower DS in offensive stance.

I'm a big fan of having all your spells that "require" over-training in the same spell circle for specific professions. Clerics, Sorcerers, Empaths can all easily over-train their profession spell circle because it benefits 90% of the spells they defer to for combat. Wizards generally "under" train their primary spell circle because all of the CS based attacks that matter are in the 500s (502, 512, 519), and 400s (415). The CS based spells in the Wizard circle (which is basically just 915, though 912 is supposedly a hidden CS roll) are not worth casting. This single issue needs to be resolved - IMO. Utility should be in the 500s (like it is in the 200s for Empaths and Clerics), and our powerful attacks and profession defining abilities (920, 925, 930) should be in the profession spell circle.

Gelston
09-23-2016, 11:36 AM
When I had conversations with Wyrom/Estild super early on... This was kind of one of their visions all along... but had a critical dependency on the EVOKE verb being introduced to add another way to introduce a variable into the cast mechanism.

I think one of the reasons they're asking for this current state is to determine next steps... and if they do consolidate, what to put in its place.

Well, there is a lot of wizard flavoring they could create. Maybe something low level that allows a n00b wizard to create a elemental wand (out of thin air) to be used as they need, which then turns to dust after last use... Or perhaps a spell that allows a wizard to bond to a runestaff or something. Or even stuff to help out warmages.

Whirlin
09-23-2016, 11:42 AM
Well, there is a lot of wizard flavoring they could create. Maybe something low level that allows a n00b wizard the create a elemental wand to be used as they need... Or perhaps a spell that allows a wizard to bond to a runestaff or something. Or even stuff to help out warmages.
Going back to your 950 comment... 950 uses whatever Incant/evoke default you have set with the incant verb... so if we did align all of the bolts, we wouldn't be able to dynamically shift elements like 950 906 water 906 lightning 906 air 906 fire 906 heart.

I think Warmages are actually in a relatively good place right now... The introduction of EVOKEd 902 to give an enhancive AS buff helps alleviated any TP concerns that were introduced by increasing the amount of air lore training required to hit the 1s mark. And the final design of no cooldown on 506 when self-cast helped us dodge another bullet... and decouping 506 with the introduction of quickstrike also gave us the ability to expend stamina in a way outside of GOS, so that stat isn't completely useless.

Gelston
09-23-2016, 11:43 AM
Going back to your 950 comment... 950 uses whatever Incant/evoke default you have set with the incant verb... so if we did align all of the bolts, we wouldn't be able to dynamically shift elements like 950 906 water 906 lightning 906 air 906 fire 906 heart.
.

On that, if all the bolts were 1 item, yeah it'd default. That is fine, if you wanted to use two different elements in the string though, that is where it get different. Right now it is easy, you just put in the two different spell numbers. If they combined them all into one though, that is where I could see it becoming a bit of a mess.

As far as warmages, there is always room for improvement... For every class.

Malisai
09-23-2016, 12:31 PM
Actually, i kind like GBB's idea.... I think it'd be super awesome if they just made 901 minor bolt and 906 major bolt, and it fired based on either your attune or a modifier in the spell prep... Like prep 901 fire for instance. I suppose it could make some insanity for 950 though.

Dont have any skin in the wizard game.....

But the 901 and 906 minor/major bolt idea sounds nice. I would purpose that instead of attunement deciding what bolt you use, it uses a mechanic like Curse. That way everyone could use all the elemental bolts regardless of attunement, Their attuned element would get a bonus (in addition to lore benefits).

Maybe...you have to be attuned to aim a bolt? That would represent the fine control?

Anyway, feel free to tell me to stop sticking my nose in other people's business.

Gelston
09-23-2016, 12:32 PM
Dont have any skin in the wizard game.....

But the 901 and 906 minor/major bolt idea sounds nice. I would purpose that instead of attunement deciding what bolt you use, it uses a mechanic like Curse. That way everyone could use all the elemental bolts regardless of attunement, Their attuned element would get a bonus (in addition to lore benefits).

Maybe...you have to be attuned to aim a bolt? That would represent the fine control?

Anyway, feel free to tell me to stop sticking my nose in other people's business.

I'd say it is every player's business, whether you play a wizard or not, really. You might play one one day, and heck, you don't pay more to play a wizard.

Mogonis
09-23-2016, 12:43 PM
Let wizards 3x lore and warriors 3x CM!

tiggereye
09-23-2016, 01:14 PM
Aim bolts or otherwise address the issues with bolts.
3x lores or address the issue with our lore split.
And the spell circle split.
Also gimme back the old immolation :(

macgyver
09-23-2016, 01:24 PM
Aim bolts or otherwise address the issues with bolts.
3x lores or address the issue with our lore split.
And the spell circle split.
Also gimme back the old immolation :(

How about giving wizards the ability to craft their own custom made spells; we'll call it spell forging!

Gelston
09-23-2016, 01:26 PM
How about giving wizards the ability to craft their own custom made spells; we'll call it spell forging!

That'd be a cool thing as a guild skill... I don't necessarily think it should be confined to wizards.

Vagabondbard
09-23-2016, 02:02 PM
Most of those ideas were not mine originally since they were cobbled together from what I liked on the wizard forums on the officials but any ideas you didn't like were probably mine.

GBB

Methais
09-23-2016, 03:16 PM
Can we at least stop using ward incorrectly?

http://vignette2.wikia.nocookie.net/batman/images/5/59/Batman_'66_-_Burt_Ward_as_Robin.jpg/revision/latest?cb=20140322174122

Methais
09-23-2016, 04:00 PM
Who has a lower TTK, monks or wizards?

Who can take a hit and have a higher chance of survival? Monks or wizards?

Wrathbringer
09-23-2016, 04:19 PM
Who can take a hit and have a higher chance of survival? Monks or wizards?

depends. Joint or bong?

Methais
09-23-2016, 04:26 PM
depends. Joint or bong?

Trick question, no one dies from pot.

Except Latrin.

Parkbandit
09-23-2016, 04:59 PM
Trick question, no one dies from pot.

Except Latrin.

https://thechickentenders.files.wordpress.com/2015/01/laugh.gif

Winter
09-23-2016, 08:29 PM
#5. Add a new spell that prevents (mass and single) dispel in the same way 319 blocks all attacks.

Tne new 520 water version does this.

mighty1u2
10-03-2016, 12:12 PM
Copied and pasted from officials, my thoughts/issues:

My percieved problems/fixes:
Problem: CS and Bolt spells are spread over multiple circles

solution: Move the CS spells to one circle (900's), so that we can properly train. 900's would be preferable since it is our primary circle. Currently 415 is, in my opinion, the best warding spell. It's ridiculous that a wizards best warding spell is available to warriors.

Problem: Disparity of damage factor for different elements of bolt spells

Solution: 3 bolt spells (bolt/ball/mass bolt) with a way to determine the spells element. My suggestion is to have a slight bonus (AS or DF)for the attuned element, with the penalty to the opposing element, but all elements available. With, possibly, the hybrid elements (steam/lighting/lava?) requiring multiple lore combinations to unlock.

Problem: four lores, with a max of 202 ranks to split between them

Solution: condense lores to three, or increase max ranks and decrease training cost

Problem: Enchanting takes FOREVER.

Solution: Allow enchanting to happen similar to ensorceling (charge, then one time cast), or allow enchanting projects to be used while enchanting. Also, would it break the game to allow alchemy masters to brew 8x potions? Possibly with a cool down of only one every few months...

Problem: Lackluster damage from bolt spells

Solution: You named the skill spell aim, let it be used to....AIM spells. I know it has been mentioned that hitting the head every shot with 906 would be quite overpowered, but I don't think it is more lethal than hitting something in the head with a maul, or mace, heck even a broadsword has a pretty serious chance of a crit kill with a head shot. It adds 1 or more seconds to aim a weapon, it should add time and/or mana to aim a spell.

Problem: Survivability. It's a fact that wizards have to hunt in a more offensive stance than other pures.

Solution: allow wizards to effectivly use bolts in guarded (like every other pure hunts), or bring back the instant kill options (915/519). We didn't use those because we were abusing the system, we used them because it allowed us to hunt safe. You see a big critter? Kill it before it can kill you. Without them, our survivability went way down.

Problem: everyone keeps saying that pre-cap wizards are fine. We arn't. I'm near cap, but my exp per hour went to less than half what it was before the nerfs. I die a lot more. I'm disarmed a lot more (lost multiple expensive runestaves). Before the nerf, when i entered a room with a critter, it was instantly stunned or killed about 95% of the time. If I failed to stun or kill it, that was my fault. Now, the chances of me stunning or killing with one shot are about 85%. I'm hunting Minotaurs, that 15% chance that they get to act means that I get gored by some horns nearly every hunt.

Solution: help all wizards. Stop whining only about post-cap.

Problem: 915 got 2 nerfs (1 second RT instead of 0, and cooldown), it's nearly useless now

Solution: remove 1 nerf. I feel that the 1 second RT was enough of a nerf, removing the cooldown would not overpower it. I don't mean allow 200 ranks of air lore remove it. I mean remove it. Do not allow the spell to stack, it should refresh, and it should be self cast only. It adds to the mana expendature to hunt, but improves the chances that I can stun a critter before it maneuvers me to an early grave.

Problem: we still have a totally useless spell, 525. Potentially, it is the most powerful spell in the game. Realistically, it's completely useless.
Solution: Allow a focused version. Heck, move it to a bolt based spell. Wizards are the best bolters? Give us an uber bolt. I shiver with the thought of casting a swarm of tiny meteors at an unsuspecting Rozy...I mean critter.



Anyway, I don't speak up of often on the boards, and this will be buried under the dozens of other people ideas/complaints/solutions/thoughts. I hope something positive comes from all of this controversy. I haven't enjoyed playing my wizard in a year. He was my main, and my first. Now he enchants, when i remember to log him on.

Rumbletum. Gnome powa...

Mogonis
10-03-2016, 12:36 PM
That's a lot of input from someone appearing to script everything.

Methais
10-03-2016, 01:53 PM
solution: Move the CS spells to one circle (900's), so that we can properly train. 900's would be preferable since it is our primary circle. Currently 415 is, in my opinion, the best warding spell. It's ridiculous that a wizards best warding spell is available to warriors.

Just in case you're not aware, Estild said that 415 double casting vs. a single target is a bug and is going to be "fixed" once 950, 550, 520, and 917 go live.

950 and 550 are already live, so 415 won't be good for much longer. :(

My suggestion for a reliable instant kill, which is what we're lacking at cap that other pures aren't since the nerfs...

http://forums.play.net/forums/GemStone%20IV/Wizards/Developer's%20Corner%20-%20Wizards/view/4464

Just a rough draft off the top of my head. I'm sure there's room for some improvement.

Maerit
10-03-2016, 02:04 PM
My suggestion was to revamp 525 to be a single-target version of 518 with the number of bolts increasing based on EMC training with a minimum of 2 bolts and maximum of 5 bolts simultaneous. Add in a flat +3 mana cost for every bolt over the initial 2 bolts for a maximum cost of 34 mana to cast 5 bolts at a single target with one spell.

Added lore training benefits to be able to cast two different types of bolts (based on the same casting syntax as 518, but you can specify two elements).

Each bolt should be considered an individual "cast". That would allow 513 with fire lore would add AS for each bolt in the single cast until the target dies as one of the benefits.

This allows for a ton of synergy and playstyle options with a single spell:

502 + 525 element (attuned element would get the DS reduction benefit)
512 + 525 water fire (would hit them with major cold then fire + steam flare)
525 water lightning (chance to soak and electrocute in a single cast)
525 cold fire (earth based creatures receives extra damage cycle)
525 steam - high HP / heavy armor targets (5 steam bolts will likely do a lot of damage)

There's likely a lot more to list out.

macgyver
10-04-2016, 10:11 AM
How about giving Wizards an extreme form of invisibility; something that will allow them to cast offensive spells while still invisible and let them stay invisible afterwards.

"Dimensional Cloak"
Availability: Wizard Only
Cost: 100 Mana, 100,000 silvers in materials per cast.
Duration: Permanent until dispelled or user ends spell.

Ragz
10-04-2016, 11:21 AM
902 evoke while holding a runestaff: works like a "focus" spell for wizards. Hard rt when evoked on a runestaff, reduced by 535. Causes the next bolt cast, if it's the wizard's attunement, to bypass ebp, provide a lore threshold AS bump, and cast as if channeled

919 wizard shield: provides a lore-equivalent TD bonus for its duration: Spirit, mental, Sorc

Those two changes address all the relevant major concerns of the capped wizard bolting* community as I understand them.

That provides a bolting-relevant boost to effective one-shotting power and opens up 303 more relevant lore training ranks for post-cap training at great TP expense without changing any values to the cost or max value of the skills.

I've enjoyed being a wizard. I enjoy reading the forums and loosely following the proposed changes by many wizards in the community, but many of the proposed changes seem too far-reaching in their scope. New spells are nice, time stop is relevant once a day. Sorry to all those I killed in the recent scuffle with Drangell, that was my first time using the spell!

Cheers