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Arcanist playtest
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<blockquote data-quote="brehobit" data-source="post: 5632430" data-attributes="member: 12032"><p>My 2 cents (I'll send on to Wizards after I get others feedback):</p><ul> <li data-xf-list-type="ul">I'm I missing something, or can a level 5 wizard prepare two level 5 dailies as the spellbook power now reads? I'm assuming this is an error.</li> <li data-xf-list-type="ul">Wand of Accuracy needs to be made clear when you add the bonus. Before you roll? After you know if you hit? </li> <li data-xf-list-type="ul">Force orb really needs a miss effect. Half damage maybe?</li> <li data-xf-list-type="ul">Flaming sphere was too powerful, now it is too weak. Perhaps have it cause damage to anyone that enters a square next to the sphere or ends their turn next to it? That leads to push/pull abuse though (which could be fixed per Stinking cloud). But right now it will very (very) rarely cause damage. Too much of a nuke. Perhaps remove the sustain minor? Perhaps keep the sustain but allow it to move the sphere 3 spaces? </li> <li data-xf-list-type="ul">Fireball needs something more. Big areas can be helpful, but for an "each creature" attack they are a mixed blessing. I'd prefer 5d6 and 5 on-going fire damage (save ends). </li> <li data-xf-list-type="ul">Scorching burst needs some love. At it sits it's really weak compared to the mage's option (freezing burst). Maybe dex mod damage on a miss?</li> </ul><p></p><p>Another problem is that this class is almost entirely weaker than the mage. The mage class abilities are generally much better, they get a free at-will, and their spellbook applies to encounter powers (a non-trivial benefit). A Wizard gets ritual caster, which varies quite a bit in usefulness from table to table (and a mage can take it with a single feat in any case). </p><p></p><p>So what makes sense to "pump up" the wizard without making it too much? I'd suggest two things:</p><ol> <li data-xf-list-type="ol">My sense is that an arcanist is to be a generalist. I'd just give them additional at-will selections. Say at level 1, 5, 15, 25 an arcanist may select an additional at-will power. You'd have to add a few more at-will choices to the "base" class, but that's trivial. </li> <li data-xf-list-type="ol">Also, they should just be better at general magic stuff. Give them a +2 bonus to arcana at level 1, increasing to +3 at 11 and +4 at 21. </li> </ol><p></p><p>Neither bonus should have too much of an impact on the power of an arcanist, but it does make them look like a better option compared to a mage.</p></blockquote><p></p>
[QUOTE="brehobit, post: 5632430, member: 12032"] My 2 cents (I'll send on to Wizards after I get others feedback): [LIST] [*]I'm I missing something, or can a level 5 wizard prepare two level 5 dailies as the spellbook power now reads? I'm assuming this is an error. [*]Wand of Accuracy needs to be made clear when you add the bonus. Before you roll? After you know if you hit? [*]Force orb really needs a miss effect. Half damage maybe? [*]Flaming sphere was too powerful, now it is too weak. Perhaps have it cause damage to anyone that enters a square next to the sphere or ends their turn next to it? That leads to push/pull abuse though (which could be fixed per Stinking cloud). But right now it will very (very) rarely cause damage. Too much of a nuke. Perhaps remove the sustain minor? Perhaps keep the sustain but allow it to move the sphere 3 spaces? [*]Fireball needs something more. Big areas can be helpful, but for an "each creature" attack they are a mixed blessing. I'd prefer 5d6 and 5 on-going fire damage (save ends). [*]Scorching burst needs some love. At it sits it's really weak compared to the mage's option (freezing burst). Maybe dex mod damage on a miss? [/LIST] Another problem is that this class is almost entirely weaker than the mage. The mage class abilities are generally much better, they get a free at-will, and their spellbook applies to encounter powers (a non-trivial benefit). A Wizard gets ritual caster, which varies quite a bit in usefulness from table to table (and a mage can take it with a single feat in any case). So what makes sense to "pump up" the wizard without making it too much? I'd suggest two things: [LIST=1] [*]My sense is that an arcanist is to be a generalist. I'd just give them additional at-will selections. Say at level 1, 5, 15, 25 an arcanist may select an additional at-will power. You'd have to add a few more at-will choices to the "base" class, but that's trivial. [*]Also, they should just be better at general magic stuff. Give them a +2 bonus to arcana at level 1, increasing to +3 at 11 and +4 at 21. [/LIST] Neither bonus should have too much of an impact on the power of an arcanist, but it does make them look like a better option compared to a mage. [/QUOTE]
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