Lamannia Update 68 Preview 2 - Wild Mage Archetype

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rabidfox

The People's Champion
Okay, but I didn't ask to remove savant. ?

I asked to give the archetype three trees like every other class. Sorc is in the unique position of having two enhancement trees, so replacing one of them and not granting a third like the rest of the archetypes is weird. If they don't want EK for whatever reason that's fine, but at least give us something else to play with that might be thematic or fun.
Sorc is an odd duck out in the 1st place as it has more trees than any other class with its 5 trees. If they left EK (and savants) then it'd be the same as normal sorc but with an extra tree. Wild mage has 5 trees, so it too has more trees than other classes and other archetypes.
 

Ethril

Well-known member
There still hard capped with a flat damage cap on top how is that huge
What specifically is still capped at flat damage? My question was related to all spells and spell like abilities.

I know I'd lose capstones, but I've had a flavor build idea for a couple of years that, if it increases damage, DCs, and duration of all spells (and SLAs), and DCs of eldritch blasts, it would actually make the flavor build feasible without being totally gimped.
 

rabidfox

The People's Champion
What specifically is still capped at flat damage? My question was related to all spells and spell like abilities.

I know I'd lose capstones, but I've had a flavor build idea for a couple of years that, if it increases damage, DCs, and duration of all spells (and SLAs), and DCs of eldritch blasts, it would actually make the flavor build feasible without being totally gimped.
EB DC's are 19 + charisma modifier + evocation; so it wouldn't be effected any. As for other multiclass combos, you're still limiting them to reduced spell books, not having lvl 9, or lvl 8, or etc. spells will hurt damage a ton. Sure someone can buff for a full 20 minutes or pull off some fun multiclass combos, but I wouldn't expect too many builds that suddenly hit extra hard with that loss of high end spells.
 

Ethril

Well-known member
EB DC's are 19 + charisma modifier + evocation; so it wouldn't be effected any. As for other multiclass combos, you're still limiting them to reduced spell books, not having lvl 9, or lvl 8, or etc. spells will hurt damage a ton. Sure someone can buff for a full 20 minutes or pull off some fun multiclass combos, but I wouldn't expect too many builds that suddenly hit extra hard with that loss of high end spells.
True, but I had a couple of flavor builds in mind that didn't have past about level 6 spells anyway. For instance, PK is only a 4th level spell, so if the DCs are increased that makes it viable to not have many levels in wizard. The same with death aura if the DCs, healing/damage, and time (which is already pretty short at max caster level) would count as a level 20 wizard if cast as a level 20 character.

For some reason, even though I've played a lot of warlocks, somehow I've missed that the DC of EB was constant. I'm not sure why I thought it scaled, but thanks for pointing that out.
 

Edrein

Well-known member
Mixed magic seems incredibly overpowered for a tier 4 enhancement, doesn't it?
In heroics sure. Depending on the spell in epics though it's looking more like a handicap to me, unless I'm misunderstanding it.
 

Dendrix Deathblade

Well-known member
Mixed magic seems incredibly overpowered for a tier 4 enhancement, doesn't it?

What you aren't think about is the opportunity cost of Mixed Magic
You need 4 levels of Wild Mage to take the ability.

That means a maximum of 16 levels of the other class, which means you cannot have the lvl 18 or lvl 20 cores for that class whihc are often impactful.
No level 9 spells.
one (ish) level 8 spells

if you go for a 7/9 wizard/cleric split, then you have level 4/5 spells only. OK, limited to 20th, but the caster limit of most of those spells that do damage is 10 or 15, not 20. Having 5-6 ways to do max caster level 15 spells (15D6) is worse than 1 way to do max caster level 20, (20D6), because you can only do 1 thing at a time.
 

Lotoc

Well-known member
How would it be a handicap in epics? Am I missing something?
taking 4 levels in another class will often deny you of your highest level spells, 9th level spells do almost double the damage of eigth level spells.

one of the strongest use cases for this is actually incinerating wave for sacred fist, both with the bugged no cap version and the cl20 version.
SF incinerating wave is 3(d6+3) per caster level (22.5 on average) but lacks spell crit for regular builds because both henshin and sf lack any, with WM you can dip into fire savant and angel of vengeance to get some crit chance.
 
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ChaoticDrivel

Well-known member
I'm glad to see some feedback was taken into account. It's looking better. But I would still like to see:

  • Mobile Spellcasting granted and/or a movement speed buff, upon incurring a surge
  • More spells, such as Prismatic Wall
  • 1/2/3% Spell Crit rate, instead of Universal Spell Power for the Past Life. Crits are more Wild! And therefore fit better.
  • Riches of Randomness changed to include Named Loot chance, or temporary items in chests(like Tesyus). Or lead to a Mimic battle, depending on roll.



    It would be nice to see an updated comprehensive list of all the possible Wild Surges.​
 

Zuldar

Well-known member
Changed Mixed Magics to "Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items." It now works as described.
If this is a thing now any chance we could get the Practiced Caster feat added to do the same thing?
 

Ethril

Well-known member
taking 4 levels in another class will often deny you of your highest level spells, 9th level spells do almost double the damage of eigth level spells.

one of the strongest use cases for this is actually incinerating wave for sacred fist, both with the bugged no cap version and the cl20 version.
SF incinerating wave is 3(d6+3) per caster level (22.5 on average) but lacks spell crit for regular builds because both henshin and sf lack any, with WM you can dip into fire savant and angel of vengeance to get some crit chance.
Ah, yeah. I was thinking they meant something about the raising the level cap of the heroic spells would somehow negatively impact epics. That didn't make sense to me.
 

Shao Kahn

Active member
Posting on behalf of Steelstar:
  • Tier 3
    • SLA: Chaos Sphere: Launches a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half. This SLA uses the highest of your INT, WIS, and CHA in its DC calculation, and uses the higher of your Evocation and Conjuration DCs for its spell school.
  • Tier 4
    • Mixed Magics: Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items. (Known Issue: The limit of 20 is not working in this preview.)
The SLA of Chaos Sphere is still using CHA to calculate DC regardless if WIS or INT is higher.
I like the change to Mixed Magics that no longer uses Wild Mage levels for caster levels with individual class levels and is instead based on character level. That said there is an issue with this in terms of multiclassing individual classes that would still use their spellcasting stat for DCs i.e. Sorc - CHA, Cleric - WIS, Wiz - INT.

For example if you're doing a Cleric with Wild Mage levels to get a few extra offensive spells from it and using WIS for your main casting stat for Cleric then the DCs from Wild Mage would be much lower due to Wild Mage using CHA for the casting stat. If you use CHA instead for your Wild Mage spells then your Cleric spells would be much lower because those are based on WIS. The only way around this is to multi class into something that synergies with Wild Mage in term of casting stat like Warlock or FvS since they both use CHA.

But why restrict us DC wise unless you synergize with a class that uses CHA? The SLA for Chaos Sphere tries to accommodate other casting stats but it's simply not enough.

What will open up alot more builds with Wild Mage is to make Mixed Magics use the highest of your INT, WIS, or CHA in terms of calculating DCs. I believe that this wouldn't be over powered as you are still bound to spell level limits from multiclassing.

Example: With 12 levels of Sorc the highest level spells you can cast is level 6 spells. However you can only cast one spell from that level due to having only 12 levels of Sorc. Now adding 8 levels of Cleric to it, the highest you can cast for cleric is 4 level 4 spells.
 
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in4theride75

Well-known member
This I've noticed since the change.
  • Chaos Spell Power from cores still does not apply to chaos spells.
  • Max Chaos Spell level is no longer working.
  • Prismatic Ray and Prismatic strike seem to be functioning as AOE spells.
  • Channel Entropy SLA still has targeting issues that appear to be elevation affected. See attached video. (Pardon the flickering, that was introduced in this new Lamannia preview)
  • Wild magic action boost and rapid surge feel much better with the added luck boost.
  • Power in Chaos is no longer an enhancement that feels worth taking.
  • Unpredictable consequences is still a useless enhancement. I'd remove the damaging effects and only have debuffs or scale the damage so it's actually useful.
Overall the class feels less powerful now but overall plays smoother.
 
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