Hey! Thanks for checking out Eldritch Knight in Preview 2. A few responses to things:
I wouldn't say that there was consensus on the opinion that "Knight's Transformation's range reduction is bad and should not be in this tree". While the subject of a large percentage of
post count, it's an opinion expressed by ~15 people across both feedback threads, in a pool of 50+ people that gave feedback in those threads. It's not been that common of an opinion in the other platforms we've gathered feedback through either.
There were several who didn't like it because the bonuses weren't strong enough, which was fair - We've made strides to fix that in Preview 2. We have no plans to remove it from this tree. We understand some people will not like that ability; if that's the case, it is thankfully not mandatory, and there are some great builds out there that do not rely on it.
While many have expressed a desire for INT/CHA to damage, I'm sorry to say we don't have plans to add it to Eldritch Knight.
That'd be interesting! Possibly in the future.
The later levels are very intentionally weighted in Spellsword Dice;
- You're heading up the difficulty ramp in Upper Heroics and then on into Epics
- It offsets the DPS you'd gain by 1-8 levels of another class where you'd be able to pick up greater DPS. If the last Core isn't strong, there's no reason to not splash 2 levels of something else every time.
- It prevents splashes from ramping up too high on Spellsword Dice.
This is working as intended. This is a melee tree that happens to have some ranged synergy; it is not meant to be a big gain on Ranged builds, but something where you could find a weird build that makes use of it.
Builds like this are going to require a lot of stats, and it's going to require a careful balance of gearing. There are definitely level ranges where it'll be harder to find relevant gear, something that Cannith Crafting can help with and that we hope to offset through named items in the future. Over the last few years, we've put out fewer hybrid-centric items as there was no demand for them; I'd expect that to change going forward.
This seems to have missed the notes, I'll make sure it gets there for Live.
- The Arcane Warrior Feat's buffs now last 12 seconds per stack (previously 6)
- Each stack of Arcane Warrior: Magical now grants +2 Universal Spell Power (previously 1).
Not a massive buff, but should make the feat easier to keep up/stack up, and doubles the available Spell Power.
That's a good use of that skill!
Whoops. Thanks for the catch, will fix.
This is working as designed. Not every build's optimal gear layout is going to be identical, and neither the Belts nor Silent Avenger are going to be in vogue forever, at least in Epics.