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Suggestion: Additional Evoker Skills and Buffs
#12
Shujin post_id=35178 time=1548875314 user_id=135 Wrote:You have stated that outside of invocations their damage potential is low, which is only half true. With CM they still hurt alot, its just about being able to pull them off.

This is an easy misconception to fall into. All things equal, using Charge Mind and then casting a spell will net you less damage than just casting that spell three times, which is the same momentum investment. The reason Charge Mind is still good, however, is because it can be used before an engagement has fully broken out (during the spacing phase, which I mentioned is usually one of their strengths), and because it's compatible with invocations.

Shujin post_id=35178 time=1548875314 user_id=135 Wrote:So if we add the passive Synaptic Precison, which already lowers the chance to trigger evasion by a shit ton and another modifier of 50% together(so another part in the chain calculation) with a realistic chance of free casting with spell cadence and the abillity to cast mage basic spells (I assume the 50% modifer goes there to), I think its maybe too much. Even though I reaaaally love the idea of it turning you into a glass canon, as earth evokers I find quite unfitting as Evokers as they can become quite the doomwalls with one hit potential, I digress though.

I'm having trouble parsing your thoughts here. The chances of you being able to hit someone three times with basic attacks while running the suggested alternative to Pure Power is a pipe dream at best. Not to mention, you are by no means required to take the passive that strips all of your defenses away in this circumstance. An earth mage is plenty capable of being ran as a tank with a tank-based Main/Subclass.

Shujin post_id=35178 time=1548875314 user_id=135 Wrote:One of the main flaws stated is how they lack crowd control and barely ever manage to pull off their skills or manage to play the kiting game (which I only partly agree with.) and yet the suggestion is half about Invocations that take even longer to pull off? How does that fix the issue? I love the idea of the spells but I think the issue would be better adressed by giving them tools to "quick cast", no?

Correct, but, I'm not sure you read my points very carefully. The lack of crowd control is a flaw I mentioned that seems very much intentional to the class. The identity presented to us based on the skills Evoker currently has is enormous spell damage at the detriment of most other attributes. I did not suggest powerful crowd control for a reason -- it doesn't seem to fit what the class is trying to be. Hexer has access to those controlling elements, and is extraordinarily well off for it.

Furthermore, the higher level invocations do not fix the difficulty Evokers have casting invocations in the first place. They add class flare. Being able to counteract invocations is an important part of keeping everyone from dying to Isenshi and Exgalfa, and the power of Invocations was quite clearly labeled as a strength of the class -- not a weakness. All of the other abilities (besides the Invocations) are meant to assist with the problems they have, while the Invocations are meant to be very niche options that flex class identity.

Shujin post_id=35178 time=1548875314 user_id=135 Wrote:Yada, Yada... I think that spells like that might come more in handy, than even longer invocations that you probably never use anyway cause everyone and their mother will chase you down when they see you chant one of those up.

The criticism I have of your suggested abilities are that they aim to pad what I believe are intentionally lacking portions of the class. That's certainly a fast way to make them viable, but, it's an even quicker way to lose track of what Evokers are meant to be. The invocations are not trivial to cast, but nor are they entirely impossible. With a team to properly support you, it's feasible to become immune to -- or dispel -- the crowd controls as they come, and eventually get the abilities off. This becomes an interesting dynamic to consider in a fight, if a team took that approach.

If I had the game sense, time, and creativity to think up three more basic spells for each of the four elements in Evoker's tree, I would have. Unfortunately, that isn't the case, so I'm working with what I could think of.
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