Help with caster trees and conundrums

woq

Well-known member
I've played only a little bit of casters in the past and I've now been looking at all the various caster trees trying to find stuff that would... spark joy or curiosity. The only ones that look even remotely interesting are Stormsinger, Spellsinger and Palemaster and ... yeah, no thats it. There are a few standouts/cores:

- Apotheosis sorc capstones, Wind Dance in air tree for wings
- Tainted Scholar spell crit dmg in cores
- Soul Eater Devour the Soul + Consume
- Summon Archon and Cometfall in Angel of Vengeance (Cometfall actually gets a MCL of 20 wowwowowow like Word of Balance in Seasons Herald)
- Feydark tree has some nice things in it

But all of the other stuff in those trees is just bland/boring/outdated... I want to use angrier words here. Downright disgusting like 1d8 eldritch blast damage in a t5 for 2 points...? SLA's at t5 (lvl 12+) that cap at 10mcl that cost multiple enhancement points to be usable in the first place? The wiki has to be wrong here?

Why are all the slas and spells in this game kneecapped by MCL ? How does MCL as a concept make the game better? Lower tier spell = lower cost, less damage scaling; why does it need a MCL at all? Higher tier spell = more intricate effect, better AoE/Higher damage, at a higher cost => limited uses if you keep blasting, further exacerbated by the mandatory metamagics. I don't understand why the caster isn't allowed to determine which they'd like to use instead of this arbitrary MCL cap that puts an early expiration date on them.

The CL you get from cores don't matter unless they're accompanied by MCL when the spells are bottled up by a MCL cap so they don't exactly excite me as bonuses, so again what purpose does the MCL serve?

To me it seems like its almost all carried by the spellbook and that works all fine and dandy leveling up until lategame and then I just don't see it. They're lacking a multiplier like Doubling that martials have - it's all just spellpower. Just spellpower, spellcrit, crit dmg, base damage via Caster Level (but fun is ended by MCL) and... no, that's it. No sneak dice. No imbue dice. No doubleshot/strike. Just spellpower and more spellpower and more spellpower and the fun has two ceilings: SP and MCL. SP I get as resource management, but why MCL too?

Can someone tell me where the intrigue and fun is? Why isn't there more Spell Crit Damage in the trees like there is crit multi for weapons? Where's the joy of hitting a certain level and putting points in "finally I got X" ? Why is spellcraft/repair/... just another source of +1 spellpower instead of doing something interesting or adding another layer of multiplication? Where is the scaling?

Can some caster enthusiasts enlighten me? To me it seems like melee/ranged/healer/tank/hybrid trees are all vastly more exciting than the purely caster ones. Better numbers, better "this is a fun fighting button to press" -buttons, better action boosts, better everything.
 

Raedier

The Druid
Correct me if i'm wrong, i think the logic behind the lack of fun/strong options in caster enhancement trees lies in the fact that they get a lot of stuff, mostly spells, passively as they level up.

Most of the caster enhancement trees are terribly outdated, they did not age well at all, dps casters are entirely being carried by their lvl 9 spells, pumping as much spellpower/crit as possible and making the right ED choices.

Yes, most (if not all) spells should have their MCL removed or at least set to a cap of 20/25 with epic strikes and epic SLA's capping out at MCL 30 or so, this would also be the perfect way to buff casters without giving them more unneeded power in heroics.

My optimism causes me to think the devs will eventually do something about all the problems with casters, they're just too busy working on the lag to do have time left to update the game to match modern standards/meta.

Or they are simply out of touch.
 
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Wini

Well-known member
My optimism causes me to think the devs will eventually do something about all the problems with casters
This could be cool. A complete rework of the system: dices, MCL, CL, DC, spell revision, epic strikes, item focuses, arcane augmentation...

Too much work, I think this is not gonna ever happen and perhaps everyone who wants to endgame shall just TR out of caster and call it a day.

EDIT: energy immunities bypasser for all!
 

magaiti

Well-known member
I'd say Archmage is interesting: Arcane Supremacy and Master of Knowledge (which isn't like the other "Master of" Feats)
 

woq

Well-known member
I'd say Archmage is interesting: Arcane Supremacy and Master of Knowledge (which isn't like the other "Master of" Feats)
True: those are nice. The way I thought of using it was spamming arcane spells to fuel healing spells though, as force damage unfortunately is kinda lackluster: we lack tools to scale force damage and the tree outside that combination for 90 sp and 60 spell crit damage fails to impress.

I suppose the goal there is to build it up in order to scale something else such as the Draconic Mantle and Energy Vortex damage? But that sort of highlights my dilemma: even something as basic as spell critical damage is behind terrible hurdles, while melee/ranged get crit bonuses on most active attacks and in just about every t5 or core line.
 

woq

Well-known member
... I suppose I could try a 17 wizard 3 stormsinger build that is draconic mantle + draconic t5 for 5 stacks of niacs on full master of knowledge stacks and combined with master of water that amounts to potentially a relevant amount of damage over time... I hate the idea of not being able to use magus epic strike and magus t5 for free intensify & timestop though

Wish it wasn't so expensive to try out builds in this game (all the filigree, augs, gear acquisition, etc)
 

DBZ

Well-known member
They all need sprint boost spell just to keep up in todays game thats just quality of life
 
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