01-30-2019, 07:08 PM
I like many of the things here but I think some of the things might be overtuning it a bit. You have stated that outside of invocations their damage potential is low, which is only half true. With CM they still hurt alot, its just about being able to pull them off.
So if we add the passive Synaptic Precison, which already lowers the chance to trigger evasion by a shit ton and another modifier of 50% together(so another part in the chain calculation) with a realistic chance of free casting with spell cadence and the abillity to cast mage basic spells (I assume the 50% modifer goes there to), I think its maybe too much. Even though I reaaaally love the idea of it turning you into a glass canon, as earth evokers I find quite unfitting as Evokers as they can become quite the doomwalls with one hit potential, I digress though.
One of the main flaws stated is how they lack crowd control and barely ever manage to pull off their skills or manage to play the kiting game (which I only partly agree with.) and yet the suggestion is half about Invocations that take even longer to pull off? How does that fix the issue? I love the idea of the spells but I think the issue would be better adressed by giving them tools to "quick cast", no? So maybe utility spells that are focused on being low momentum spells that either increase or decrease the space between you and the target and give you some breathing room?
I didn't put much thought into them and am on mobile so not really wanting to make a too big post, but to clarify what I mean would be stuff like this:
-MIGHTY PUSHUtility skill to gain some space to cast)
Wind Spell, 1M, range:1, 3-4 turn cooldown to prevent spamming.
Push your adjected target for 5+Rank tiles away.
-STONE COFFINTactical Crowd control, that can give you time to cast against certain enemies)
earth Spell, 3M, range:Rank-1 (min1)?, 5 turn cooldown
Capture the target in stones and hold them at bay, inflicting them with immobilize for 3 turns.
-FLAMING AURAA skill that helps you being a bit more defensive and reliably fight able against basic attackers. even when silenced and limited to base spells)
Fire Spell, 3M, enchantment.
Souround yourself with a flaming aura, dealing 10+Rank*5% fire damage on being hit.
Yada, Yada... I think that spells like that might come more in handy, than even longer invocations that you probably never use anyway cause everyone and their mother will chase you down when they see you chant one of those up.
So if we add the passive Synaptic Precison, which already lowers the chance to trigger evasion by a shit ton and another modifier of 50% together(so another part in the chain calculation) with a realistic chance of free casting with spell cadence and the abillity to cast mage basic spells (I assume the 50% modifer goes there to), I think its maybe too much. Even though I reaaaally love the idea of it turning you into a glass canon, as earth evokers I find quite unfitting as Evokers as they can become quite the doomwalls with one hit potential, I digress though.
One of the main flaws stated is how they lack crowd control and barely ever manage to pull off their skills or manage to play the kiting game (which I only partly agree with.) and yet the suggestion is half about Invocations that take even longer to pull off? How does that fix the issue? I love the idea of the spells but I think the issue would be better adressed by giving them tools to "quick cast", no? So maybe utility spells that are focused on being low momentum spells that either increase or decrease the space between you and the target and give you some breathing room?
I didn't put much thought into them and am on mobile so not really wanting to make a too big post, but to clarify what I mean would be stuff like this:
-MIGHTY PUSHUtility skill to gain some space to cast)
Wind Spell, 1M, range:1, 3-4 turn cooldown to prevent spamming.
Push your adjected target for 5+Rank tiles away.
-STONE COFFINTactical Crowd control, that can give you time to cast against certain enemies)
earth Spell, 3M, range:Rank-1 (min1)?, 5 turn cooldown
Capture the target in stones and hold them at bay, inflicting them with immobilize for 3 turns.
-FLAMING AURAA skill that helps you being a bit more defensive and reliably fight able against basic attackers. even when silenced and limited to base spells)
Fire Spell, 3M, enchantment.
Souround yourself with a flaming aura, dealing 10+Rank*5% fire damage on being hit.
Yada, Yada... I think that spells like that might come more in handy, than even longer invocations that you probably never use anyway cause everyone and their mother will chase you down when they see you chant one of those up.