Give a ton of creative suggestions to make Archmages more interesting and less bland numbers and worthless SLAs...since its "in development" and taking ages...clearly they are stuck for ideas.
Out of sheer boredom at work, and because the devs said they were still working on "archmage design".
Here is a revamped tree that might inspire some new ideas for the poor devs working on such a "massive" tree.
The Key focuses here are:
> Making your entire school of spells more efficient and less reliant on SLAs,
> Giving AMs a unique(ish) SLA and spell proc effects.
> Increasing the roll INT, spellcraft, and concentrate plays in the build,
> Giving a thematic school twist to each specialisation
> Having a nuking route and a DC caster route.
> Being less about numbers, adding some debuffs, defense, and spell point options,
> Trying (terribly) to make the trees equally viable (Abjuration and Transmutation, I tried)
*Numbers totally up for debate!
CORES
Core 1: 2 Spell Points + 1 Universal Spell Power + 0.5 Force Spell Power per point invested in the Archmage tree.
Core 2: For chosen school: -5% spell cost & -10% cast speed and cooldown. 1st SLA
Core 3: For chosen school: -10% spell cost & -20% cast speed and cooldown. 2nd SLA
Core 4: For chosen school: -20% spell cost & -40% cast speed and cooldown, 3rd SLA
Core 5: Knowledgeable Mind - You can use your INT for will saves and gain elemental resistance equal to 10% of your INT, 4th SLA
Core 6: +4 INT. Ability: Epiphany - Until your next spell cast, gain a bonus to Spell DC equal to Half your INT modifier and a bonus to Spellcraft equal to your INT ability score.
*4th SLAs are unique new spells (mostly).
SLAs
Abjuration:
1 > Resist All (as per warlock T2 ES)
2 > Stone Skin
3 > Globe of Invulnerability (shame dispels don't work)... or a no-save dispel?
4 > Aegis : A SHORT term aoe party buff that casts a (workable) break enchantment + Haste / FoM / Shield / Radient Forcefield / Spell Resist / small buff to MRR/PRR/dodge/AC/saves/Ele resists.
Conjuration:
1 > Web
2 > acid rain, cloudkill, incinerate (maybe stink cloud, sleetstorm, BDB, whatever) but make sure the spell given isn't broken or useless!
3 > Evards Black Tentacles (or use another one from above if you want to keep it warlock only)
4 > Summon Fiend! Yes, give us gate, require protection from magic, make it awesome, a conjurer should be summoning!!!
Enchantment:
1 > Crushing Despair
2 > Charm Monster
3 > Hold Monster
4 > Mass Confuse (as per the TS warlock ability)
Evocation:
1 > Magic Missiles
2 > Chain Missiles or Prismatic Ray (better since you left shiradi casters to die)
3 > Prismatic Spray
4 > Magic Missile Surge : Untargeted, crazy amounts of magic missiles flying everywhere hitting enemies in range at random... enlargable
Illusion:
1 > Invisibility
2 > Displace
3 > Phantasmal Killer
4 > Mirror Image: As per Baldurs Gate and NWN, multiple images, split chance of hitting an image or you, aoe hits them all, images disappear on hit.
Necromancy:
1 > Fear
2 > Circle of Death or Undeath to Death
3 > Enervation... or Energy Drain if your feeling generous.
4 > Decay: An AoE disease that causes stacking vulnerability and stat/save/hp/neg resist/etc damage over time.
Transmutation:
1 > Haste
2 > Flesh to Stone
3 > Disintegration
4 > Disintegration Spray : Obvious what it is, or make it flesh-to-stone, or have an AoE ability called Geas that utterly curses a pack of mobs with lots of debilitating effects, inc slow.
T1:
Energy Drain (3): Every spell leeches energy from enemies and returns 1/3/5 temp spell points.
Energy of the Scholar (3): You gain 30/60/100sp and 1/2/3 Spellcraft.
Subtle Spellcasting (3): Spells generate 10/20/30% less threat.
Wand & Scroll Mastery(3): The usual...
Spell Critical I: 1% Universal Critical Chance, additional 1% force/physical/untyped Critical Chance.
T2:
Elemental Redirection (3): Each time your hit with Fire/Cold/Earth/Lightning attacks, gain a stacking 1/2/3 resist to that element and 2/4/6 to the opposing spellpower (fire-cold, earth-lightning). Stacks up to 3 times.
Efficient Metamagic: meh...
Efficient Metamagic: overkill... but meh...
Debilitating spells(3): Multiselector - Your spells reduce the WILL/REFLEX/FORT saves of enemies by 1/2/3.
Spell Critical II: 1% Universal Critical Chance, additional 1% force/physical/untyped Critical Chance
T3:
Specialist Twist: Requires Debilitating Spells. Your spells debuff the enemy and have a chance to proc an effect based on your specialisation:
Abjuration > Your spells lower spell resist of targets and have a chance to proc a dispel magic with no save.
Conjuration > Your spells lower elemental resistance of targets and has a chance to proc Trap the Soul.
Enchantment > Your spells cause the weaken will effect and have a chance to proc confuse.
Evocation > Your spells lower elemental resistances of targets and have a chance to cause a force explosion (EK force effect)
Illusion > Your spells cause the weaken will effect and have a chance to proc Nightmare (PK).
Necromancy > Your spells cause the shaken effect and have a chance to kill (or maybe negative level) the target.
Transmutation > Your spells lower spell resistance of the target and have a chance to proc Flesh-to-Stone.
Arcane Bolt: As usual...
Efficient Metamagic: As usual...
INT: As usual...
Spell Critical III: 1% Universal Critical Chance, additional 2% force/physical/untyped Critical Chance
T4:
Renowned Scholar: +1 to Spell DC and Spell Pen, An additional +1 to Spell DC and Spell Pen of your chosen School.
Force Escape: Requires Arcane Bolt. EK-type force explosion, triggers a diplomacy effect based on spellcraft and puts you into stealth mode using spellcraft for hide/move silent for X seconds.??? needs work.
INT: As Usual...
Secondary School: Pick a secondary specialisation. You gain the 1st SLA of that school and get -5% spell cost and -10% cast speed and cooldown for that school of magic.
Spell Critical IV: 2% Universal Ciritical Chance, additional 2% force/physical/untyped Critical Chance
T5:
Renowned Sage: Requires Renowned Scholar. +1 to Spell DC and Spell Pen, and additional +1 to spell DC and Spell Pen for your chosen school and your Secondary School if you have one.
Arcane Blast: As usual...
Improved Secondary School: Requires Secondary School. You now Unlock your chosen 2nd school's 2nd SLA and gain -10% spell cost and -20% cast speed and cooldown.
Supremacy: Multiselector - An active ability version of the current supremacy OR a DC version equivalent.
??? Deep/Thought/knowledge/understanding/something??? (3): 1/2/3 times a day, you can enter a helpless state as you force yourself to regain energy. You regain spell points equal to your spellcraft value times your wizard levels (or int) every second for X seconds (based on your concentration, perhaps divided by 10)? Numbers need tweaking... but duration and amount based on your skills/level/INT/etc... that give a reasonable amount.
Thoughts?
Any good ideas out there?