01-25-2019, 01:51 AM
In light of how underrepresented the rail gun magi are right now, I wanted to make a few possible suggestions to help put Evoker in a better spot -- or at least generate productive discussion about other ways to do so. Strap into your seats and channel your inner Megablues, because it's time to buff Evokers.
Before I list off any suggestions at all, I believe it's helpful to identify the strengths and weaknesses of the class. Even if the later suggestions themselves seem distasteful to you, keep in mind that the core topics I'm trying to address can be found in the below list. This is the heart of the discussion at hand.
Perceived Weaknesses:
Perceived Strengths:
Of the weaknesses listed, I think it's a safe assumption to make that low damage output should not be present, nor should minimal variety of spell choice.
With all of that in mind, I've made an attempt at creating or reworking abilities to try and help address these. Feel free to critique my ineptitude with game design, but, keep in mind that the goal is ANY solution to the weaknesses that aren't supposed to be inherent to the class, not these abilities exclusively.
The last couple of abilities are all ridiculously high ranking invocations. I can't fathom these seem fair, but I would imagine the steep cost of even trying to cast them would err them on the side of unusably weak, instead of overpowered. Nonetheless, it's difficult to gauge power level with a tier of spell that quite literally doesn't yet exist.
If you stuck through this unending wall up to this point, good on you. I appreciate you taking the time to read my criticisms.
Before I list off any suggestions at all, I believe it's helpful to identify the strengths and weaknesses of the class. Even if the later suggestions themselves seem distasteful to you, keep in mind that the core topics I'm trying to address can be found in the below list. This is the heart of the discussion at hand.
Perceived Weaknesses:
- Low damage output, outside of invocations
- Difficulty with High Mobility
- Lack of utility/crowd control
- Lack of meaningful defensives
- Few spells to pick from
Perceived Strengths:
- Invocation damage
- Spacing
Of the weaknesses listed, I think it's a safe assumption to make that low damage output should not be present, nor should minimal variety of spell choice.
With all of that in mind, I've made an attempt at creating or reworking abilities to try and help address these. Feel free to critique my ineptitude with game design, but, keep in mind that the goal is ANY solution to the weaknesses that aren't supposed to be inherent to the class, not these abilities exclusively.
Quote:Synaptic Precision:
Ranks: 3
Type: Passive
Your empowered spells cast faster than the eye can see. Increases the accuracy of spells amplified by Charge Mind by (100/200/300).
Quote:Evocation (REWORKED):
Ranks: 5
Type: Innate
Main Class Only
Harness the destructive currents of magic, increasing the damage of your non-invocation Evoker spells by (8/16/24/32/40%) while you are wearing an Unarmored torso.
Quote:Pure Power (REWORKED):
Ranks: 5
Type: Innate
Fully embody the reckless appeal of magic, at great personal cost. Increases all spell damage dealt while wearing an unarmored torso by (10/20/30/40/50%), but your physical damage reduction %, magical damage reduction %, critical evade, status resistance, and evade can no longer exceed (40/30/20/10/0).
Quote:Spell Cadence:
Ranks: 1
Type: Passive
When your opponent takes damage from elemental augment, gain 1 stacking level of Spell Cadence. Your next Mage or Evoker spell refunds X (Spell Cadence level) momentum, stacking up to a maximum of 6 times. This cannot refund more than the spell costs to cast. (For example, Wind Slasher can only refund up to 3 momentum. The initial cast of Isenshi can refund up to 6.)
The last couple of abilities are all ridiculously high ranking invocations. I can't fathom these seem fair, but I would imagine the steep cost of even trying to cast them would err them on the side of unusably weak, instead of overpowered. Nonetheless, it's difficult to gauge power level with a tier of spell that quite literally doesn't yet exist.
Quote:Cataclysm:
Main Class Only
This skill requires a Rank A Invocation (see the Invocation talent for more details). The caster must be enchanted with Nerhaven to cast this abiliity.
Call down a meteor from the heavens, ravaging the area with molten stone. Deals fire damage to all enemies on the map. It will also create Cinders for 3 rounds across the entire battlefield, with a LV equal to 100% of your Fire ATK.
Rank 1: 50 FP (200 to fully cast), 400% Fire ATK, 250% Scaled WPN ATK
Quote:Absolute Zero:
Main Class Only
This skill requires a Rank A Invocation (see the Invocation talent for more details). The caster must be enchanted with Kraken to cast this abiliity.
Obliterate all traces of heat from the battlefield, dealing Ice magic damage to all enemies on the map. It will also create Ice tiles for 3 rounds across the every tile. Enemies hit are inflicted with Frozen for 2 rounds.
Rank 1: 50 FP (200 to fully cast), 400% Ice ATK, 250% Scaled WPN ATK. Frozen Level: 1,000.
Quote:Terracide:
Main Class Only
This skill requires a Rank A Invocation (see the Invocation talent for more details). The caster must be enchanted with Galren to cast this abiliity.
Sunder the earth with arcane upheaval, dealing Earth magic damage to all enemies on the map. Enemies hit are inflicted with Stun. It will also destroy all special effect tiles in the area of effect. Additionally, it will Pillage all tiles on the map.
Rank 1: 50 FP (200 to fully cast), 400% Earth ATK, 250% Scaled WPN ATK.
Quote:Sylphid's Spiral:
Main Class Only
This skill requires a Rank A Invocation (see the Invocation talent for more details). The caster must be enchanted with Talvyd to cast this abiliity.
Conjure up a harrowing windstorm, dealing Wind magic damage to all enemies on the map. Enemies hit are knocked Airborne, knocked back 20 tiles, then Knocked Down.
Rank 1: 50 FP (200 to fully cast), 400% Wind ATK, 250% Scaled WPN ATK.
Quote:God Bolt:
Main Class Only
This skill requires a Rank A Invocation (see the Invocation talent for more details). The caster must be enchanted with Redgull to cast this abiliity.
Call down a column of lightning from the heavens, dealing Lightning magic damage to all enemies on the map. Enemies hit are inflicted with Blind for 3 turns, and have up to 10 beneficial status effects removed.
Rank 1: 50 FP (200 to fully cast), 400% Lightning ATK, 250% Scaled WPN ATK.
If you stuck through this unending wall up to this point, good on you. I appreciate you taking the time to read my criticisms.