Dear Turbine…Please bring back spell casting and spell books.
There have been several changes to the game lately involving spell casting that have frustrated me. It feels like the minute I hit level 20 my spell book is abandoned for SLA (spell like abilities). The problem has several origin points.
1) Damage caps on spells. The level cap of the game has gone up to 28, but spells are still capping out at level 20 or lower. This divides them into two categories when trying to cast in epic quests. Use instant death spells or drinks lots of pots because your DPS is ****.
The use of instant death spell has also gone by the way side recently because the saves of mobs has been elevated so much that even on my Necro caster (Drow, Pure Wizard, All necro feats, Completionist, Highest Int gear) still fails most of the time unless using energy drain. This method costs WAY too much sp.
Turbine may claim that the Draconic tree opens up the spell caps and gives addition spell power. I will once again say the difference it makes is ****. The number of hit points mobs have starting around lvl 19 jumps at an absurd level. Melee get to continually build on their abilities regardless of level, but the casters are left in the dark. Once you are over level 20 forget your spell book and just use the SLA of the epic destinies. It seems that Turbine is forgetting that the Spell books are the source of the casters power, it is why we like playing casters!
The problem of with SLA at epic levels is that they all required you to be in close range. As casters we have no armor, we have little to no doge. The only thing we really have going for us is blur and displacement. One cast of true seeing and we have no defense at all. WE DO NOT LIKE GETTING CLOSE TO MOBS. WE ARE SQUISHY!
The current solution to the high sp demands and pathetic damage of caster at epic levels is to go Shiradi, hope for procs and spam Magic missile. DID YOU READ THAT? MAGIC MISSLE IS CURRENTLY THE BEST SPELL IN OUR SPELL BOOKS! What is the point of being a lvl 10, 12 or 20 wizard if your best spell you get at level 1? A caster gives up much to reach level 20, to fill their spell books with high powered spells. I think something should be done to make powerful spells powerful again.
The Sorcs have had it the worst. Their PRE SLA are useless in high end content since they only hit once and therefore have fewer procs. They are suppose to be the nukers, able to rain down obscene damage, but they can’t. They made many sacrifices for this ability. They are casters so the amount of damage they can do is limited to their spell points. (I know people have complained that melee can’t do as much damage as caster and I think they forget that casters have Spell points. At some point we become useless or have to drink a pot. Melee can swing away all day long.) They have also given up the variety of spells that wizards have in exchange for greater nuking power. I know I speak for everyone one them when I say, this power has been denied them at epic levels and it should be returned.
2) The second problem is that the saves of mobs are currently being calculated based on a Wizard in the Magister line fully focused in his school. This means that my Necro can’t really use any crowd control spells, everything saves. It is useless. Part of the fun of being a caster is the variety. We know the mobs, what saves are weak and we can change our spell books to fit them. It requires the player to understand the game more. It creates a greater tactical experience, and is a lot more enjoyable than spamming 5 buttons over and over hoping for procs ( SLA mm, SLA chain missile, mm, chain missile, and meteor swarm).
The saves issue is also another reason why so many casters have abandoned the arcane sphere for Shiridi. The frost and nerve venom effect are far more useful at controlling mobs than our crowd control spell, because the saves are so high and there is no save on these abilities.
3) Temporary Spell points. We hate them! We hate them! I understand where you are coming from. It was not the most fun to stand around while caster got shot to pieces so could torc up on SP. I also see them as Turbine’s solution to the overwhelming demands of Epic level content. I will tell you right now ( I have a torc, I have the boots) that it is not nearly enough. There are multiple times in a raid, or quest when you are standing around for a while (e.g. the boss is delivering his soliloquy) and then you lose all your temp SP. Temp SP doesn’t stack so multiple procs don’t help at all. Do you realize the cost of casting a level 9 maximized empowered spell? This spell doesn’t’ clear the field. It doesn’t even do a lot of damage. The concept of SP management is gone. The solution is to just go Shiradi and spam those magic missiles
Proposed Solutions:
• Master of Magic (Magister Epic Tree): use your highest DC school of magic for all schools of magic (e.g. If your Necro school is 67 then it will be used for conjuration, evocation etc…)
The problem, nullifies past lives in Sorc and Cleric.
• Introduce a Proc systems for Magister and Draconic with a spell stacking component (e.g. A level 8 spell has 8 chances to proc)
This would really change things. We would start to see chain lighting and fire balls again. The casters would start casting again!
• Master of Opposition: a meta magic that allowed you to switch the damage of a spell to its polar opposite (e.g. Polar Ray would do fire damage). This would give a lot more options for damage to specialists such as Sorcs.
• An imbue option: such as imbue the weapons of nearby allies with a spell such as Soul Trap (granting a 7% chance to trigger when they attack) or Delayed Blast Fire Ball imbue. This would generate more team work and encourage greater variety in parties. It would also grant the Melee something from the tree they might want to twist in. And if the imbue toggle is turned on it adds the effect to all spell cast by the caster (e.g. I cast Black Dragon Blot and the target is hit by a black dragon bolt and a delayed blast fire ball). The caster would start casting again!
• Procs that would double/triple/quadruple spell damage in the Draconic tree.
A few other things I think would be fun:
Abilities:
Sacrifice the Willing: A 20% hp penalty is inflicted on an ally for 2min (you can target yourself) you gain 300sp.
Sacrifice the Unwilling: Upon killing a mob with an arcane spell or SLA there is a 7% chance that you will drain its life force and gain 300sp.
Draconic Fury: Every time you cast an evocation spell there is a 15/20/25% chance that it will cost 0sp. This effect is triggered before the systems checks if you have enough sp to cast so even at 0sp you can still cast evocation spells 25% of the time.
While in an Arcane Destiny you gain 1d6 of your choice of elemental damage per character to be added to your existing spell damage. This would mean all caster would benefit from the arcane sphere and because it would add to existing damage there would still be a reward for having more caster levels. (This idea is based on something Shorslice wrote.)
Also we could add addition DCs based on character level while in the Arcane Sphere.
In general I hope they do something, being a Wizard used to be a lot of fun. Now I Just spam Magic Missile.
If you have any suggestion to help bring back spell casting I'd love to hear them.