Arcanist playtest

OnlineDM

Adventurer
I've just started leafing through the Arcanist playtest article that just went up. The main thing that jumped out to me is that Flaming Sphere now deals damage to enemies that END their turns adjacent to the sphere, rather than those that BEGIN their turn adjacent. So much for auto-killing minions!

I don't mind, though; Flaming Sphere is still a ton of fun.

What other changes are of interest in the article?
 

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I don't mind, though; Flaming Sphere is still a ton of fun.

The thing I don't like about this change is that it's completely altered the functionality of the spell. I don't mind balance nerfs but this has turned the spell on its head rather than just tweaking it for balance purposes.

I'd actually argue that the change has more of a controller feel to it now since you can put it somewhere and everyone will most likely move away from it, whereas moving away from it was a secondary concern given that the damage has already been done. All it's really good for now is clearing areas you want access to as few enemies will ever want to end their turn next to it.

They've also added school keywords to more spells. This, for me at least, spells the death of the wizard. The mage was already (IMO) a superior option and this just adds insult to injury.
 

They've also added school keywords to more spells. This, for me at least, spells the death of the wizard. The mage was already (IMO) a superior option and this just adds insult to injury.

The base spell lists mostly just added 'evocation' onto everything. So, sure, Evokers are walking away grinning madly.

But... for the most part, it depends on your build. If you're a wizard specializing in pushing, you'll go enchanter. If you're not specialized in a particular group of effects, wizard's still the better choice. And Staff of Defense is still really good.

And enchanters can't orbizard, whereas orbizards can Sleep, Deep Slumber, and Legion's Hold now at epic.

Wizards can choose four cantrips now instead of just having four cantrips. Nice quality of life change.

They cleared up completely how power replacement works for wizards at higher levels.

Wand of Accuracy still sucks, but hasn't it always sucked?
 
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I can't say I'm entirely surprised that Prismatic Beams got nerfed - it did seem to overshadow the other choices for level 15 dailies - but it was so nice imagining a Close burst 6 attack against enemies with that kind of firepower via Resounding Thunder and damage keyword shenanigans. Oh well, at least the update reminded me I have Shunt Between Worlds to look forward to.

Also, they cleaned up Arcane Gate's keywords - no longer is it a teleportation power that does not teleport.

The thing I don't like about this change is that it's completely altered the functionality of the spell. I don't mind balance nerfs but this has turned the spell on its head rather than just tweaking it for balance purposes.
To be fair, most spell effects seem to have changed to end of turn - even the zone made by Cloud of Daggers hits at the end of the turn, not that you needed less of a reason to take Cloud of Daggers anyways. It's more like turning the class on its head if anything.

My PH isn't handy, but is chill strike (Encounter 1) new?
The power itself isn't, but it didn't have a Miss: line in PH1. The new rider doesn't change much anyways, it was already a fantastic power beforehand.
 

The base spell lists mostly just added 'evocation' onto everything. So, sure, Evokers are walking away grinning madly.

I hadn't looked through all the spells. But I'm assuming that eventually they're going to have all the schools covered at which point the mage, no matter their specialisation, is pretty clearly the winner.

The orbizard will still be a powerful option, no doubt, but it is also a very specific build with very little variation making it, quite frankly, a little boring. It also requires an Int/Wis split which is exceptionally rare for racial bonuses, leaving ones choices again, limited.

But with the mage, secondary stats are pretty much up to the whim of the player. At most you need to qualify for whatever feats you want in the future, and even then, there are numerous feat paths you can take for quite a bit of variety.

And even then, the orbizard only has one schtick (at least this was the case last time I looked, which admittedly was a long time ago), usually only viable once a day. One of the most powerful features of the wizard (spell choice on resting) is maximised as a mage, making any school choice a winner.

On the whole, I think the mage is a far more versatile and powerful choice than any build of wizard and once all the schools are represented in the powers, I see little to no reason to make a wizard over a mage.
 


The main thing that jumped out to me is that Flaming Sphere now deals damage to enemies that END their turns adjacent to the sphere, rather than those that BEGIN their turn adjacent. So much for auto-killing minions!

As a DM with a wizard player, that spell always annoyed me. The minions, although perfectly healthy and of sound mind, stand there knowing they are only seconds away from fiery death. What is going through their heads? Are they regretting the decisions that led them to this point? Do they wish they had a chance to make peace with their loved ones? Do they ever consider just walking away from the flaming sphere?

I like the flavor of this rules change. No longer is the giant ball of fire strutting its stuff next to a bunch of goblins going, "I'm going to DESTROY you...pretty soon!" Now there's a ball of fire in the way, and any goblins with a lick of sense will go around it, possibly into the path of the twin-striking ranger. The goblins die either way, but at least they go out with dignity.
 

I hadn't looked through all the spells. But I'm assuming that eventually they're going to have all the schools covered at which point the mage, no matter their specialisation, is pretty clearly the winner.

Unless you're not specialized. The upside of schools is that their effects are focused. The downside of schools is that their effects are focused. If your controller philosophy is 'Push all the things' then mage is superier. If your controller philosophy is 'Grab-bag of effects' then arcanist is superior.

If you're not specializing in pushes and forcing attacks, then does bonuses to pushing and forced attacks actually matter? No. But that extra defense DOES.

The orbizard will still be a powerful option, no doubt, but it is also a very specific build with very little variation making it, quite frankly, a little boring. It also requires an Int/Wis split which is exceptionally rare for racial bonuses, leaving ones choices again, limited.

Int/Wis isn't exactly hard to come by. And for defensive players, neither's Int/Con. And last I checked, the absense of Int/Wis hasn't exactly made orbizard less mighty since the game was released.

But with the mage, secondary stats are pretty much up to the whim of the player. At most you need to qualify for whatever feats you want in the future, and even then, there are numerous feat paths you can take for quite a bit of variety.

That's an unfair comparison. Comparing the mage to one build of wizard is deceiving. Both the mage and the arcanist have the same requirement for attributes. But an invoker and a staff wizard are equally as beholden to constitution.

And even then, the orbizard only has one schtick (at least this was the case last time I looked, which admittedly was a long time ago), usually only viable once a day. One of the most powerful features of the wizard (spell choice on resting) is maximised as a mage, making any school choice a winner.

If you're going for (you suck, save ends) abilities, there's Sleep, Deep Slumber, Legion's Hold right there off the top of my head, which is three encounters reduced to nothing by the Orbizard builds.

Those are the enchanter dailies, which enchantment specialization does absolutely nothing for. Do they force movement? No. Do they force an attack? No. School bonuses are doing absolutely positively NOTHING here. Orb does something.

On the whole, I think the mage is a far more versatile and powerful choice than any build of wizard and once all the schools are represented in the powers, I see little to no reason to make a wizard over a mage.

If, and ONLY if, you specialize in a type of effect supported by your schools. If you're looking to generalize, the school bonuses only help one or two of your powers at best, and that's not going to help you as much as, say, Staff of Defense, which is always on. Or Tome of Readiness, which is versatile as hell.

As well, mage schools have no feat support, whereas wizard implement mastery does.

And even in some specialized cases it's not so easy. Mage illusionists are better debuffers, but orb illusionists get their effects to hit something more often. Is getting brutal on your evocation spell more DPR than being able to make a miss a hit?

The comparison is not as simple as you make it out to be.
 


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