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  1. #1
    Community Member knightgf's Avatar
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    Default Magister ED needs a overhaul

    Plain and simple, the Magister ED does not do enough for arcane casters, and certainly does very little for other classes, especially when compared to other ED's. It needs a overhaul, and im gonna start by suggesting what abilities should be removed:


    • All four sigil spells
    • Fade into the weave


    Why remove these abilities? They are not only highly situational, but also weak. Some of them may be useful, sure, but movement is key in this game, and you are changing positions all the time. Having only one sigil per caster is good, but having a small, stationary AoE, a 30 second cooldown and a 20 sp cast for a minor buff is not worth it. I say remove it but don't get rid of it entirely; these sigils may make for a interesting clickie item if done right. Also, fade into the weave is inferior compared to Imperceptible Casting because even if it does work, it does not lower threat effectively; it certainly does a poor job of trying to remove threat. It also has a longer cooldown and lasts shorter than Imperceptible Casting.

    Now for the meat and potatoes: The abilities that should be added will cater not only to those who are not a arcane caster, but also to those who are. The main set of abilities that will be added are spell research abilities. Three groups of these abilities will focus on taking most existing arcane spells from levels 2-9 and making them better. One of these groups are focused on EPIC spells. The spell research abilities start at tier two, and goes up to tier five, with a minimum and maximum of one group of spell research abilities for tiers 2-5. Each tier has three ranks and cost one point per rank. The general idea of how spell research abilities work is like this:


    • At tier 1, you are automatically given the spell if you do not have it. The spell is not subject to arcane spell failure and does not require components. If you are capable of casting it on your own (Meaning that as long as you have the caster level in the appropriate class to cast it with or without the spell memorized or prepared), you may use metamagics on this spell at no additional cost. Those who cannot will still need to spend additional spellpoints to apply metamagics, as normal.
    • At tier 2, the spell is given a ability to try and cater to those who cannot the spell, unless the spell itself is more practical for arcane spellcasters to use, like meteor swarm, or the spell benefits everyone regardless if they can or cannot cast it. When I say cater, it does not mean only those who cannot cast the spell. Sometimes it may, but usually theres also a thing or two in it for spellcasters.
    • At tier 3, the spell is given a ability to try and cater to arcane spellcasters, although some benefits try to reach their way to those who cannot cast it. If a noncaster really likes a researched spell and wants to invest in it, they have some incentive to do so. Otherwise, they're not missing out on anything big by not investing fully into it.


    Ill give you a example of a tier 2 spell research ability:

    Spell Research, Low Level

    Rage, Tier 1

    You can now cast rage. Additionally, if you are capable of casting rage, you may use any applicable metamagics on it at no additional cost.

    Rage, Tier 2

    Rage has double the morale bonuses. Additionally, if you are hit while raged, you have a chance of entering a blood rage (Same as the effect but without the drawback)

    Rage, Tier 3


    Rage no longer causes penalties of any kind, and its duration increases by 25%. It also causes you to regenerate 4d20 hitpoints per 30 seconds (As per FotW ability, stacks and is amplified based on FORCE spellpower)

    End of example


    Note that there may be a few exceptions to these rules; one noticable example is that Spell Research, Epic Level only has two tiers as opposed to three, though at the same rank cost. Also, Spell Research, Epic Level tends to cater to casters at the first rank and gives some slack to non-casters at the second rank. Some spells may also have a few quirks here and there, but for the most part, they try to follow the general rules listed above.

    Spell research is not the only thing that I would like to see added in. Two additional things I would like to see in will are:

    Spell Transfer (Tier one)

    Description: Energy has a source definable to you. You now know the secret of transferring this energy to another person. Activate this ability to transfer your own spell points to another person at a cost to you.

    Cost: 1 point per rank

    Cooldown: 10 seconds

    Rank 1: Transfer 50 SP to a ally at the total cost of 75 SP.

    Rank 2: Transfer 100 SP to a ally at the total cost of 150 SP.

    Rank 3: Transfer 200 SP to a ally at the total cost of 300 SP. Cooldown is also reduced to 5 seconds.

    And:

    Enchanted Defense (Tier two)

    Description:
    Your study of the arcane arts grants you additional defense against magical attacks, which is further refined if you are a arcane caster.

    Cost: 1 point per rank

    Rank 1: Gain 3 MRR, or 6 MRR if you are a wizard, sorcerer or warlock.

    Rank 2:
    Gain 6 MRR and 2 PRR, or 12 MRR and 4 PRR if you are a wizard, sorcerer or warlock, and the ability to cast enchant armor as a SLA.

    Rank 3:
    Gain 9 MRR and 4 PRR, or 18 MRR and 8 PRR if you are a wizard, sorcerer, or warlock, and you personally gain shield as a permanent self spell.

    And finally, I would like to see certain abilities buffed, or fixed, if you will. A few examples:


    • Piercing Spellcraft should gain at least 2/4/6 instead of 1/2/3 to your SR check.
    • Variable resistance should not have a stack cleared if you take a different source of elemental damage.
    • Call Kindred Being should allow a summoned monster's stats to scale based on a persons Epic Character Level to keep it in check.
    • Arcane Tempest needs a buff, as well as a reduction in rank cost to 1.
    • Arcane Adapt needs a different type of bonus, as well as a reduction in rank cost to 1.
    • Arcane Spellsurge needs a lower cooldown, preferribly 1 minute instead of 4.


    I hope that one day, the Magister Epic Destiny will rise from the ruins it currently sits in and becomes a great Epic Destiny for arcane casters and a good choice for other classes to consider investing in. Your thoughts?

  2. #2
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    I am currently maxing out magister - on a paladin life. Not many abilities to spend ED points on. I'd get rid of some prereqs, so that I could at least play with the summons or something. Nullmagic guard procs quite often when soloing, I'd like if the tier 5 ability procced also on attacks, not only offensive spells.

  3. #3
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    It would be neat if you could cast Wall of Force. Basically a temporary wall. Could block doors and passages for a brief reprieve. Don't know if that would break the mechanics of the game though.

  4. #4
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    Quote Originally Posted by knightgf View Post
    • At tier 1, you are automatically given the spell if you do not have it. The spell is not subject to arcane spell failure and does not require components. If you are capable of casting it on your own (Meaning that as long as you have the caster level in the appropriate class to cast it with or without the spell memorized or prepared), you may use metamagics on this spell at no additional cost. Those who cannot will still need to spend additional spellpoints to apply metamagics, as normal.
    • At tier 2, the spell is given a ability to try and cater to those who cannot the spell, unless the spell itself is more practical for arcane spellcasters to use, like meteor swarm, or the spell benefits everyone regardless if they can or cannot cast it. When I say cater, it does not mean only those who cannot cast the spell. Sometimes it may, but usually theres also a thing or two in it for spellcasters.
    • At tier 3, the spell is given a ability to try and cater to arcane spellcasters, although some benefits try to reach their way to those who cannot cast it. If a noncaster really likes a researched spell and wants to invest in it, they have some incentive to do so. Otherwise, they're not missing out on anything big by not investing fully into it.
    I don't think that would be possible the way you describe it. Afaik enhancements (and epic destinies) can add spells to either the spellbook or as an SLA, but if it goes into the spellbook metamagics alwas increase the SP cost, and if it's an SLA they never do. It might be possible if it's added as a feat, but I'm pretty sure all the ones we already have (Hellball, Ruin, etc) have their SP costs increased by metamagics, and this would probably mean adding it as one feat at tier 1, removing this feat and adding it as another at tier 2, and possibly again at tier 3.

    Also, do you intend this to be a multiselector and possible for ANY spell? If so it would probably take a prohibitively long time to code, but it's not entirely clear to me how you intend this.

    Also also, what would the differences be for a caster learning a spell and a non-caster learning a spell that way?
    Last edited by Sunnie; 03-02-2016 at 10:49 AM.

  5. #5
    Scourge of Slayers FAQ's Avatar
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    Yes, Magister is a a weaksauce destiny. I especially have issue with the so called magister "epic moment". I don't know anyone who even uses it.
    Keepers of Khyber - Proud Guild Leader

    Quote Originally Posted by Flavilandile View Post
    This is how it should scale: Random loot < Named Loot < Raid Named Loot.
    The Trophy Room A great idea. Please do this devs!

  6. #6
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    nothing wrong with sigil of battering spellcraft
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  7. #7
    Community Member knightgf's Avatar
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    Quote Originally Posted by alexrcotter View Post
    nothing wrong with sigil of battering spellcraft
    It is useful, I agree. However, I would argue that it's current effects belong to a clickie item more than a epic destiny ability.

    Quote Originally Posted by Sunnie View Post
    I don't think that would be possible the way you describe it. Afaik enhancements (and epic destinies) can add spells to either the spellbook or as an SLA, but if it goes into the spellbook metamagics alwas increase the SP cost, and if it's an SLA they never do. It might be possible if it's added as a feat, but I'm pretty sure all the ones we already have (Hellball, Ruin, etc) have their SP costs increased by metamagics, and this would probably mean adding it as one feat at tier 1, removing this feat and adding it as another at tier 2, and possibly again at tier 3.

    Also, do you intend this to be a multiselector and possible for ANY spell? If so it would probably take a prohibitively long time to code, but it's not entirely clear to me how you intend this.

    Also also, what would the differences be for a caster learning a spell and a non-caster learning a spell that way?
    I think the developers are smart enough to give two versions of the spell: One that has no metamagic cost and one that does. In both cases, the spell is given without taking up any spellslots, which is great for both casters and non-casters.

    All of the spell research abilities are multi-select but I dont think every spell will have it, especially since first level spells are not on the list (And I would argue too primitive to improve through research). Some spells may not be worth it, like contagion or flaming sphere. It would also be a tease if it did include every spell since you can only pick one spell per category. The spells included in spell research is up to the devs, and I can only hope the spells chosen are ones that could use a buff in epics or improve upon good spells. Spells chosen would always be in the arcane category and can include spells from the bard, wizard/sorcerer, warlock and artificer spellbooks.

    Caster level is a good question. There are a couple ways caster level can be addressed in the Magister destiny:


    1. Add a 3rd rank ability that sets the base caster level of the spell equal to your character level. This allows any to benefit from item effects that increase your arcane casting level. This would go against the idea that your not missing out on big things as a spellcaster, since caster level tends to be a big deal. It would address the problem though.
    2. When you reach the 5th level of Magister, you gain a passive ability to use your character level as your base caster level. Again, it allows you to benefit from effects that increase your arcane casting level. This benefits both casters and non-casters, but is a high level rank and does not really benefit people who twist the spell research abilities, especially non-casters. Also, I feel that divines would need to have a similar ability for their divine spell levels.
    3. Add a tier one ability that sets your base arcane caster to your character level if it is higher, and the ability to use your INT modifier instead of your CON modifier to your fortitude saves if it is higher. Imperceptible Casting can be moved to tier two so there is room for the tier one ability. This ability attempts to appease both non-casters and/or casters by giving them abilities to help them; however, the amount of power granted is questionably high and not all arcane casters may find the ability to use your INT modifier for fortitude saves instead of con if it is higher to be useful, especially sorcerers. Of course, the INT -> CON save perk can be swapped out for something else.
    4. I don't know.


    That's what I got. Hopefully something can be done about it.

  8. #8
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    Please leave Warlocks out of Magistrate ED's.

  9. #9
    Community Member FranOhmsford's Avatar
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    In addition to what the Cores currently give....Add:

    +20 USP, +1 DC to all Spells and +1 Spell Pen to each!


    Then add:

    Draconic - +40 Spell Power to Main Element, +20 Spell Power to Secondary Element, -20 Spell Power to Opposition Element. Per Core.

    Fatesinger - +20 Devotion/Sonic Spell Power and +1 Enchantment/Evoc DC Per Core.

    Exalted Angel - +20 Devotion, +1 Enchantment/Evoc/Necro DC and +1 Spell Pen Per Core.

    Divine Crusader - +20 Fire/Light/Alignment Spwr Per Core.

    Unyielding Sentinel - +20 Devotion Spwr and +1 Melee Power in addition to the +4 currently given Per Core.

    Primal Avatar - +20 Devotion Spwr and +1 Evoc/Conju DC, +1 Spell Pen Per Core.

    Shiradi Champion - +20 Devotion Spwr and +1 Ranged Power in addition to the +4 currently given Per Core.

    Fury of the Wild - +20 Devotion Spwr and +1% Doublestrike/shot Per Core.
    Last edited by FranOhmsford; 03-08-2016 at 02:24 PM.

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