Arcanist playtest

Wizard spells that automatically kill minions?! They must be nerfed!
Heh, yeah. I think nerfing something because it auto-kills minions is a bad idea, simply because so much out there already auto-kills minions.

I can understand how having minions be virtually ignored by some builds and some parties can be a bad thing for the game, but... honestly, guys, that ship has long since sailed. And Wizards are hardly the main culprit. Certain auto-damaging PP features and Epic Destiny features essentially make a character immune to minions (see Archlich, just off the top of my head. "Come within 3 squares of me, you're dead").
 

log in or register to remove this ad

In LFR I've personally seen Flaming Sphere and Stinking Cloud dominate encounters. They're very easy to build around. Having not read the article, I'm just glad to hear that it's got a lot of nerfs. Wizards always struck me as more competent strikers than some striker classes (and sadly still might have been true if it weren't for the Class Acts Assassin article a couple weeks ago). Wizards remain a strong choice either way compared to almost any other controller, save for Invokers.
 

Stinking cloud was stinking powerful. Once it's out there, You hit a creature with a push/slide power, it takes damage from your attack, and you push it into stinking clout, it takes damage, then it starts its turn in there, it takes damage. It's not twin strike, it's triple strike, with two of the damage rolls not even requiring a to hit roll. You start building a party around it so everyone has a push/slide power, and it gets crazy.

I thought this was the whole purpose of the controller?
 

EDIT: I initially misread Wall of Fire. It seems the 'adjacent' damage has no limit, which is nice, and which helps. I'm still worried that an enemy can get pushed through the Wall of Fire, take its damage, and then on its own turn, waltz right through it without taking damage again. It just breaks immersion apart for me. I'd feel a lot better if it was once per round instead of once per turn, I think.

Think you have Turn and Round backwards.
 

Stinking cloud was stinking powerful. Once it's out there, You hit a creature with a push/slide power, it takes damage from your attack, and you push it into stinking clout, it takes damage, then it starts its turn in there, it takes damage. It's not twin strike, it's triple strike, with two of the damage rolls not even requiring a to hit roll. You start building a party around it so everyone has a push/slide power, and it gets crazy.

Does anyone realize that enemies and push, pull and slide PC's? I have had instances where enemies were pulling, pushing, and sliding us into our own zones.
 

Just a reminder: this is a Playtest article. If you don't like something about it, send your feedback to WotC! That's the whole point of it being a playtest!

Just wanted to remind everyone of Klaus' reminder. Send in those reports!

By the way... how many of you are still sending in reports from the Scoundrel playtest? I know that usually when one of these articles gets posts there's like 4 days of furious ranting... but these playtests are still active past that. If you really care about the functionality of these powers, make sure you continue to look at them being used and send WotC your reports. Otherwise, your complaints here on the boards accomplish nothing.
 


Just wanted to remind everyone of Klaus' reminder. Send in those reports!

By the way... how many of you are still sending in reports from the Scoundrel playtest? I know that usually when one of these articles gets posts there's like 4 days of furious ranting... but these playtests are still active past that. If you really care about the functionality of these powers, make sure you continue to look at them being used and send WotC your reports. Otherwise, your complaints here on the boards accomplish nothing.
I barely remember what changed with the Scoundrel. Very little IIRC?
 

Of course. But you do realise that in these cases

1: You get to decide whether to bring out the zones.
2: You get to decide where the zones are.

Thing is this has the old lob the fireball in the middle of the party scene. Creatures don't all hang out in the back and set themselves up for zone spells.
 

I thought this was the whole purpose of the controller?

No, the purpose of the controller is to control the enemy, not turn your party into triple striking rangers. Things that push, pull, daze, immobilize, etc. exert control. Zones also exert control by making it less attractive to remain in an area. The objective of the controller is supposed to be more utilitarian than striking. But with the zones the way they were, people just got too used to using their wizards as strikers, and now everyone is going to complain. It's to be expected, but I'm glad for the changes.
 

Remove ads

Top