Spitt-Balln ideas for an Archmage revamp

Smokewolf

Frequently banned member.
After some input from others and some fleshing out...
(Last updated 24 August 2026)
Summary: This revamp transforms Archmage from a collection of passive bonuses and Spell-Like Abilities into a cohesive tree built around generalist magic, metamagic mastery, and sustained offensive spellcasting.

Core Abilities

Archmage (AP 1, Requires Wizard Level 1): All cores, including this one, provide +1 Evocation DC, +1 Spell Penetration, +5 Universal Spell Power.

Arcane Bolt (AP 1, Requires Wizard Level 3): SLA: (SP Cost: 4, Cooldown: 4 seconds.) You fire a bolt of raw energy from your finger that deals 1d6+2 (3 to 8) points of Force Damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, with no MCL. This damage scales with 100% Force Spell Power. Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.

Tactical Bond (AP 1, Requires Wizard Level 6): SLA: (Activation Cost: 5 SP. Cooldown: 12 seconds.) You form an arcane bond with a willing ally. While active, 33% of the threat you generate is transferred to your bonded ally. This effect ends if either character dies, rests, or moves too far away. Only one bond may be active at a time.

Arcane Blast (AP 1, Requires Wizard Level 12): SLA: (SP Cost: 6, Cooldown: 6 seconds.) You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+5 (5 to 11) points of Force Damage per caster level to all within its radius. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell, with no MCL. This damage scales with 100% Force Spell Power. Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.

Forceful Magic (AP 1, Requires Wizard Level 18): Spell Imbue Toggle: Your direct-damage spells and SLAs gain one 1d6 Force Spell Imbue Die for each Metamagic feat you possess. This effect may trigger once per target, per spell or SLA cast. This damage scales with 100% Force Spell Power.

Master of Magic (AP 1, Requires Wizard Level 20): Gain +4 Intelligence, +20 Universal Spell Power, and reduce the Spell Point cost of all Metamagic feats by 1. (Heighten Spell costs 1 fewer Spell Point per level of heightening.) Additionally, Tactical Bond now transfers 66% of the threat you generate to your bonded ally.


Tier One (Wizard Level 1)

Energy of the Scholar (AP 1, Ranks 3): Your studies have increased your maximum Spell Points by an additional [30/60/100]. Rank 3: You gain the Mobile Spellcasting feat.

Inertia (AP 1, Ranks 3): Whenever you cast a damaging spell or SLA, gain +3 to your Universal Spell Power for 6 seconds. This stacks up to [1/3/5] times.

Somatic Mastery (AP 1, Ranks 3): You have mastered the gestures required for spellcasting, reducing the chance of Arcane Spell Failure by 5%/10%/15%.

Subtle Spellcasting (AP 1, Ranks 3): Toggle: Your damaging spells generate [10/20/30]% less hate than they normally would, making enemies less likely to attack you.

Traditionalist Caster (AP 2, Ranks 1): Your Wizard can now wield a Staff in one hand simultaneously with an Orb in the other. Passive: +3% Spell Critical Chance while wielding both a Staff and an Orb.


Tier Two (Wizard Level 2, 5 APs spent on tree)

Deep Thought (AP 1, Ranks 3): You slowly regenerate your spell points at a rate of 1 every 2 seconds, for 30/60/120 seconds. Cooldown: 20 seconds, 5 Charges per rest. Each spell or SLA cast has a 2% chance to restore one charge. Passive: You gain +1 Spell Point Regeneration for each Mental Toughness feat you possess.

Efficient Metamagic (AP 1, Ranks 3): Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you [1/2/4] fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you [1/2/4] fewer Spell Points.
Efficient Metamagic (AP 1, Ranks 3): Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.

Efficient Metamagic (AP 1, Ranks 3): Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.

Spell Expertise I (AP 2, Ranks 1): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.


Tier Three (Wizard Level 3, 10 APs spent on tree)

Elemental Convergence (AP 2, Ranks 1): Your Acid, Cold, Electric, and Fire spells use your highest Spell Power and Spell Critical Chance. Spell-Like Abilities do not benefit from this Convergence.

Intelligence (AP 2, Ranks 1): +1 Intelligence.

Spell Expertise II (AP 2, Ranks 1, Requires Spell Expertise I): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Penetration (AP 1, Ranks 3): You add +1 to your Caster Level check to overcome an enemy's Spell Resistance. Rank 3: Your spells automatically dispel Nightshield and Shield spell effects.

Velocity Squared (AP 2, Ranks 1): While holding a Staff or Orb, you can run 1% faster for each of your Heroic Wizard levels.


Tier Four (Wizard Level 4, 20 APs spent on tree)

Efficient Heighten (AP 1, Ranks 2): Using the Heighten Spell Metamagic costs you [1/2] fewer Spell Points per heightened level.

Intelligence (AP 2, Ranks 1): +1 Intelligence.

Spell Expertise III (AP 2, Ranks 1, Requires Spell Expertise II): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Mastery I (AP 2, Ranks 1): You have attained a higher mastery of magic. The DCs of spells you cast are increased by 1.


Tier Five (Requires Wizard Level 5, Character Level 12, 30 APs spent in tree )

Arcane Supremacy (AP 2, Ranks 1): Clickable effect, +25% Spell Critical Chance, +100% Spell Critical Damage. 15 seconds duration, with 60 second cooldown.

Spell Expertise IV (AP 2, Ranks 1, Requires Spell Expertise III): Gain +1% Spell Critical Chance. Your Evocation spells gain +1 Caster Level and +1 Maximum Caster Level.

Spell Mastery II (AP 2, Ranks 1, Requires Spell Mastery I): You have attained a greater mastery of magic. The DCs of spells you cast are increased by 2.

Unified Theory (AP 2, Ranks 1): Choose one:
  • Blast Wave: SLA: SP Cost: 12, Cooldown: 18 seconds. Release a wave of compressed force that travels forward from you, dealing 1d6+6 (7 to 12) Force Damage per caster level to enemies caught in its path. Enemies that fail a Reflex save are knocked prone. This damage scales with 100% Force Spell Power, with no MCL. Allowed Metamagic: Maximize, Empower, Quicken, Embolden, Intensify.
  • Chain Reaction: Enemies slain by your spells or SLAs erupt in an explosion of magical force, dealing 1d6 Force Damage per caster level to nearby enemies. This damage scales with 100% Force Spell Power.
  • Shear Force: Repeated Force impacts strain a creature's physical structure, increasing the Force Damage it takes by 2% for 10 seconds. This effect stacks up to 10 times.

@Tonquin

Constructive comments are welcome.

-Smoke
 
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Upvote 2

Phaedra

Well-known member
Core Abilities

Archmage
(AP 1, Requires Wizard Level 1): All cores including this one provide +1DC, +1 Spell Penetration, +3 Universal Spell Power.

Arcane Bolt (AP 1, Requires Wizard Level 3): SLA: (SP Cost: [8/6/4], Cooldown: [15/10/5] seconds.) You fire a bolt of raw energy from your finger that deals 1d6+2 (3 to 8) points of force damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell, with no MCL.

Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.

Forceful Magic (AP 1, Requires Wizard Level 6 ): Spell-Imbue Toggle: Enhance your offensive spells with magical force. Gain one additional Spell Imbue Die for each Archmage Core Ability you possess. These Spell-Imbues are applied to your offensive spells and SLA’s, while scaling using 50% of the Wizards spell-power.

Arcane Blast (AP1, Requires Wizard Level 12): SLA: (SP Cost: [12/8/6], Cooldown: [18/12/6] seconds.) You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+4 (5 to 11) points of force damage per caster level to all within its radius. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell, with no MCL.

Allowed Metamagic: Maximize, Empower, Quicken, Heighten, Embolden, Intensify.

Force Perfected (AP 1, Requires Wizard Level 18): Forceful Magic now scales using 100% of the Wizards spell power.

Master of Magic (AP 1, Requires Wizard level 20): Through extensive training and decades of study, you have mastered the application of metamagic feats to your spells. You gain +4 Intelligence, +5 Spellcraft, +2 Spell Imbue Dice and all metamagic feats cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
Giving Archmage +6 DC and spell pen in cores plus 2 more in the tree (plus 2 more from being able to use a staff with exceptional plus an orb) is great for Archmage, but it's going to make it a nightmare to improve casting in general, especially with the way the new caster feats are designed/redesigned. Don't tie viable DC casting to a single class tree.
-Suggestion pt1: reduce and backload this to +1 each at 12, 18, and 20 And fix DC casting outside of Wizard/Archmage separately!
-Suggestion pt2: increase Spellpower in cores to 5
-Suggestion pt3: +1 CL and MCL to level 1 spells

Arcane Bolt: You copied a 3-tier enhancement into a Core slot, this is gonna need more work.
-Suggestion: Multiselector (+1 INT OR +1 CL and MCL to level 1 and 2 spells OR +1% spell crit and 5 USP)

Forceful Magic is a pretty good idea, but what if...
-Suggestion: Force Feedback - When a target successfully saves against or resists an Archmage's spell, they instead take 1d6 per spell level untyped damage (affected by 50% force spellpower), as the raw magic warps reality around them.

Arcane Blast: Another tiered enhancement copied to a core.
-Suggestion: Force Majeure - Force Feedback deals damage in small area are each target as the reality distortions ripple outwards, closely packed targets can be affected by multiple instances of this damage.

Force Perfected is pretty good, possibly too good to be at 18
-Suggestion pt1: Move Force Perfected into the capstone like Arcane Trickster's; +1 DC goes here, +1 CL and MCL to all spells
-Suggestion pt2: Select a 9th level spell to add to your spellbook (multiselector)*

Master of Magic as suggested is pretty good, but needs a small change if we swapped Forceful Magic for Force Feedback. Also add +1 DC, CL, and MCL
-Suggestion: We removed spell imbue, and pushed the 100% spellpower on Force Feedback/Force Majeure here from 18

*Expanded 9th level spells from Core 18:
  • Abjuration: Imprisonment - Restrain a creature with multiple layers of magic. Creature must succeed on Will, Fortitude, and Reflex saves or be rendered immobilized and helpless
  • Conjuration: Gate - Connect two planes, dealing damage across a wide area (Fernia - Fire/Syrania - Electric/Rysia - Cold/Shavrath - Physical)
  • Enchantment: Mass Hold
  • Evocation: Implosion
  • Illusion: Weird
  • Necromancy: Wail of the Banshee
  • Transmutation: Perfected Body - Transform your body into it's ideal form; gain a +4 Untyped bonus to Str/Dex/Con, Reflex and Fortitude saves, +20 PRR/MRR/MRR Cap
 

Smokewolf

Frequently banned member.
Giving Archmage +6 DC and spell pen in cores plus 2 more in the tree (plus 2 more from being able to use a staff with exceptional plus an orb) is great for Archmage, but it's going to make it a nightmare to improve casting in general, especially with the way the new caster feats are designed/redesigned. Don't tie viable DC casting to a single class tree.
-Suggestion pt1: reduce and backload this to +1 each at 12, 18, and 20 And fix DC casting outside of Wizard/Archmage separately!
-Suggestion pt2: increase Spellpower in cores to 5
-Suggestion pt3: +1 CL and MCL to level 1 spells

Arcane Bolt: You copied a 3-tier enhancement into a Core slot, this is gonna need more work.
-Suggestion: Multiselector (+1 INT OR +1 CL and MCL to level 1 and 2 spells OR +1% spell crit and 5 USP)

Forceful Magic is a pretty good idea, but what if...
-Suggestion: Force Feedback - When a target successfully saves against or resists an Archmage's spell, they instead take 1d6 per spell level untyped damage (affected by 50% force spellpower), as the raw magic warps reality around them.

Arcane Blast: Another tiered enhancement copied to a core.
-Suggestion: Force Majeure - Force Feedback deals damage in small area are each target as the reality distortions ripple outwards, closely packed targets can be affected by multiple instances of this damage.

Force Perfected is pretty good, possibly too good to be at 18
-Suggestion pt1: Move Force Perfected into the capstone like Arcane Trickster's; +1 DC goes here, +1 CL and MCL to all spells
-Suggestion pt2: Select a 9th level spell to add to your spellbook (multiselector)*

Master of Magic as suggested is pretty good, but needs a small change if we swapped Forceful Magic for Force Feedback. Also add +1 DC, CL, and MCL
-Suggestion: We removed spell imbue, and pushed the 100% spellpower on Force Feedback/Force Majeure here from 18

*Expanded 9th level spells from Core 18:
  • Abjuration: Imprisonment - Restrain a creature with multiple layers of magic. Creature must succeed on Will, Fortitude, and Reflex saves or be rendered immobilized and helpless
  • Conjuration: Gate - Connect two planes, dealing damage across a wide area (Fernia - Fire/Syrania - Electric/Rysia - Cold/Shavrath - Physical)
  • Enchantment: Mass Hold
  • Evocation: Implosion
  • Illusion: Weird
  • Necromancy: Wail of the Banshee
  • Transmutation: Perfected Body - Transform your body into it's ideal form; gain a +4 Untyped bonus to Str/Dex/Con, Reflex and Fortitude saves, +20 PRR/MRR/MRR Cap
My Clarification: I'm not able to predict what changes SSG will bring for Casters other than 100% maintaining the status-Que, while further increasing the monetization of Caster problems. (Engineered-Inconvenience) That being said, I did want to keep the parts of the Archmage tree that people are most familiar with, so It could still largely be identified as being an Archmage. Keep in mind that the other Wizard trees provide for healing, negative casting and some limited melee ability. So I didn't want to recreate any of that, just provide some synergy with what already is in place to make the class better.

Suggestion pt1: The DC spread is fine at the moment considering that all the recent updates have only made significant changes to gearing to boost DCs. Sure there are new feats and some changes here as well but not enough for anyone to really notice a big change in Caster performance. If anything the updates are more about pushing the goal-posts a little closer to offset to increases mob in stat-bloat. While naturally placing most of these desirable changes behind a paywall to be able to attain them.

Suggestion pt2: I had done "5" initially till I realized that 30 Universal Spell power at capstone was a lot. Which Is why 3 per core was a better choice as this limits the capstone to 18, which is still a good amount. Edit: Will likely bring it back to 5 as that's what the tree had originally.

Suggestion pt3: CL and MCL are in there but they're further up the tree. Assuming you've read the update and not the rough draft portion of the original post.

Arcane Bolt / Arcane Blast: I left these as is, as they're some of the key traits players would identify as being part of the Archmage tree. Only difference is that It's been moved into the cores, as the defining traits should be reserved for the cores. (If possible)

Forceful Magic: I'm using or abusing SSG's idea for ATr and simply applying it to a real Arcane caster. No, IMHO ATr isn't a real caster, it's nothing more than a one-shot wonder, a gimmick. One that's totally dependent on SLA's and its ED abilities to do damage. If you don't believe me, just realize that ATr's don't have a spell book till 3rd level. Even then its not really possible to play an ATr as anything other than a Shiradi-Nuker or Ranged due to the lack of synergy the tree has with everything else in the game.

Suggestion Force Feedback: I had considered making a new ability where enemies explode on death after being hit from force damage. However I realized that the mechanics of this may prove too cumbersome for SSG to implement. (Not like SSG ever listen to players)

Force Perfected: Placing too much into the capstone, makes the penalty for multi-classing pretty harsh, so I've opted not to add much more there as the capstone wasn't really that bad.

Master of Magic: This biggest issue players have with Master of Magic is that its completely random, followed by a very long cool-down. Making this a clickable ability means that player now have control of the situation. IMHO, this is a very much overdue change.

Expanded 9th level spells from Core 18: Historically when spells are added into a tree (even as an SLA) isn't a good idea. Often the SLA's don't scale well and may have extra restrictions added to them just to balance them as viable SLA's. Mind you, Wizards have one of the largest spell books in the game so an extra SLA isn't going to mean much past Heroics, once that SLA stops scaling up. In effect this isn't the fault of the enh-trees per say but its SSG's "plan" to restrict Heroic caster power that doesn't work for Epic leveling. Its why 90% of Heroic spells are abandoned / ignored as players near 20th level and more into Epics. Which IMO is a huge loss for Casters and for the game as a whole.
 
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l_remmie

Well-known member
The build looks solid on its own. The powerlevel increase is very high compared to what it's now though. We all agree casters should get MAJOR buffs in every aspect it's hard to predict the outcome though the more levers and buttons you push. Also i'd like to see even more of those levers be pushed within the some scope of update like epic support, reworked and new spells. It needs a holistic approach and i think that's why SSG never bothered to work on casters since ever. It takes time and effort and seems hard to monetize.

For now though i'd be very glad if all caster trees got a way to make use of imbue dice.
(though that probably shouldn't stack with trickster magic....)
 

Smokewolf

Frequently banned member.
The build looks solid on its own. The powerlevel increase is very high compared to what it's now though. We all agree casters should get MAJOR buffs in every aspect it's hard to predict the outcome though the more levers and buttons you push. Also i'd like to see even more of those levers be pushed within the some scope of update like epic support, reworked and new spells. It needs a holistic approach and i think that's why SSG never bothered to work on casters since ever. It takes time and effort and seems hard to monetize.

For now though i'd be very glad if all caster trees got a way to make use of imbue dice.
(though that probably shouldn't stack with trickster magic....)
It shouldn't stack as one is sneak dice and the other imbues. And with how ATr is currently setup, multiclassing one comes with far to many penalties for a splash to be worth it.
 

Phaedra

Well-known member
It shouldn't stack as one is sneak dice and the other imbues. And with how ATr is currently setup, multiclassing one comes with far to many penalties for a splash to be worth it.
I think that if you examined build potential, you'd find that 8ATr/12Wiz with this Arch-Evoker tree could be quite powerful.

I'd probably go 25ATr/38AM, picking up Synergy and Sharp Magic to double up on dice from all of our metamagic (all the metamagic)
We'd play more like an ATr than a real wizard, but with Chain Lightning and Shout with 2 force riders for room clearing and MM/ssMM/FM/Scorching Ray/Frost Lance for single target, and we even get disintegrate with a very respectable DC for those pesky golems.
 
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Smokewolf

Frequently banned member.
I think that if you examined build potential, you'd find that 8ATr/12Wiz with this Arch-Evoker tree could be quite powerful.
But the lack of the ATr capstone would be huge in Epics.

Edit: Is this your way of suggesting that an exclusion is needed?
 
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Phaedra

Well-known member
But the lack of the ATr capstone would be huge in Epics.
Losing the ATr capstone hurts less when we're also getting 50% force spellpower on nearly as many imbue dice and we don't need the SP steal as much with a wizard SP pool, and also solved our AoE problem outside of stolen spells.
 

Dalsheel

Well-known member
The level 6 Imbue is very abusable. From the top of my head:
6 Wizard / 1 Sorcerer / 13 Arcane Trickster Magic Missile spammer with 4 different Magic Missiles (Wiz spell, Sorc spell, AT spell, AT SLA) and Mixed Magics to make them all max caster level.

Imbue working with spells is very easy to abuse. Even the Warlock ES one only works with EB and not spells in general even though it's tier4. Definitely needs to be higher tier or higher level core. Level 18 core seems alright. No danger of combining it with level 8 Arcane Trickster nonsense.
 

l_remmie

Well-known member
It shouldn't stack as one is sneak dice and the other imbues. And with how ATr is currently setup, multiclassing one comes with far to many penalties for a splash to be worth it.
Yea it would stack. Might be underwhelming, honestly no idea, but it looks like it would be a hell of a magic missile if it all stacks multiplicative and what not. Like 5 ki bolts in 1 shot.
 

Smokewolf

Frequently banned member.
Ok, will look at pushing up Forcefull magic. Not sure where as some swapping will be required.

Edit: could also be possible to set the base spell power lower, to say 25% and the use the later cores to further boost it as the player progresses. Could also add an exclusion where its not compatible with Magical Ambush.
 
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Phaedra

Well-known member
Took all of the recent suggestions and updated the original post best i could.

Awaiting your further feedback.

-Smoke
You still have tiered enhancements in the cores. There's more precedent for a 2-point core (the stat bumps in FDI) than a tiered one. Or since they're supposed to be cores now, and the only SLAs in the tree, just give the best version at 1 AP.

Typo in Tier V: "Tier Five (Wizard Level 12, 20 APs spent on tree)" Should be Wizard 5, min level 12, 30 AP spent in tree"

I still think you're giving away way too much DC in the tree. No other caster will be able to hit DC targets set with this tree in mind unless they all get an extra 6-ish DC. (This tree has 8 raw, and effectively 10 in legendary levels because you can use a dinobone/lamo staff with +2 exceptional and still use an orb)

Also I don't think there's any way, mechanically, for the summoned sentinel to take metamagics. (Flame Turret and FvS Archon don't either)
 

Smokewolf

Frequently banned member.
You still have tiered enhancements in the cores. There's more precedent for a 2-point core (the stat bumps in FDI) than a tiered one. Or since they're supposed to be cores now, and the only SLAs in the tree, just give the best version at 1 AP.

Typo in Tier V: "Tier Five (Wizard Level 12, 20 APs spent on tree)" Should be Wizard 5, min level 12, 30 AP spent in tree"

I still think you're giving away way too much DC in the tree. No other caster will be able to hit DC targets set with this tree in mind unless they all get an extra 6-ish DC. (This tree has 8 raw, and effectively 10 in legendary levels because you can use a dinobone/lamo staff with +2 exceptional and still use an orb)

Also I don't think there's any way, mechanically, for the summoned sentinel to take metamagics. (Flame Turret and FvS Archon don't either)
Ahh good catch... No matter how many time i ready the Arcane Bolt / Blast I never noticed the tiered stuff. Will look at the DC's per level too.


Edit: Addressed the things you noticed. Also the core provided DC's aren't Universal but are for Evocation.

Archmage Breakdown
  • Evocation specialist
  • Force-based offensive caster
  • Metamagic expert
  • High sustained damage
  • Lower reliance on DC insta-kills
 
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Dalsheel

Well-known member
I don't think there's a problem with Archmage having the highest DCs of all casters. This is exactly the point of Wizard, DC.
If someone wants pure DPS they should play Sorc.
Bard Spellsinger had +1 Universal DC to all cores for years and nobody thought of it as a problem (I believe they recently fixxed it to be only Enchant, Evocation, Illusion as described, not sure though. Someone with a Bard please confirm 🧐 )

By the way, @Cordovan we need Bigby's spells for our Archmages! Maybe the Bigby's should be the new AM SLAs... just brainstorming!

Also, the idea of Staff + Orb is really growing on me. It would be great if Wizards get to have something unique to them like this.
It would also make the Staves useful 'cause nobody is going drop the abilities of a 2nd stick or an orb for a measly +1 DC.
 
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Smokewolf

Frequently banned member.
I don't think there's a problem with Archmage having the highest DCs of all casters. This is exactly the point of Wizard, DC.
If someone wants pure DPS they should play Sorc.
Bard Spellsinger had +1 Universal DC to all cores for years and nobody thought of it as a problem (I believe they recently fixxed it to be only Enchant, Evocation, Illusion as described, not sure though. Someone with a Bard please confirm 🧐 )

By the way, @Cordovan we need Bigby's spells for our Archmages! Maybe the Bigby's should be the new AM SLAs... just brainstorming!

Also, the idea of Staff + Orb is really growing on me. It would be great if Wizards get to have something unique to them like this.
It would also make the Staves useful 'cause nobody is going drop the abilities of a 2nd stick or an orb for a measly +1 DC.
What do ya think of the most recent changes? Tried my best to adjust Forceful Magic to prevent its abuse.
 
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Dalsheel

Well-known member
What do ya think of the most recent changes? Tried my best to adjust Forceful Magic to prevent its abuse.
I like it a lot. Core 18 is the perfect spot for a big payoff ability such as this. And it's perfectly safe from abuse.

The sentinel thing seems a bit too much, imho. It's a nice idea borrowed from AoV, but AFAIK the FvS Archon uses 50% of the caster's Spellpower/Spell Crit chance.

What happened to the "shared threat" ability btw? I think it's a brilliant idea for something new and unique. Give half your threat generation to the tank and go all out with Ruins and Force spells!

edit: Thinking about it, 50% shared threat might be too much as it guarantees you will never under any circumstances get aggro. Let's make it 33%.
 

Smokewolf

Frequently banned member.
I like it a lot. Core 18 is the perfect spot for a big payoff ability such as this. And it's perfectly safe from abuse.

The sentinel thing seems a bit too much, imho. It's a nice idea borrowed from AoV, but AFAIK the FvS Archon uses 50% of the caster's Spellpower/Spell Crit chance.

What happened to the "shared threat" ability btw? I think it's a brilliant idea for something new and unique. Give half your threat generation to the tank and go all out with Ruins and Force spells!

edit: Thinking about it, 50% shared threat might be too much as it guarantees you will never under any circumstances get aggro. Let's make it 33%.
I'm in the lab currently and cant't do anything. Do you mind writing a quick Core ability for the shared agro?

BTW the reason i backed away from this is that the Arcane Archer revamp i wrote does something similar. Whats wanting to duplicate that work, so I'm hoping your version can put a new spin to this.
 

Dalsheel

Well-known member
I'm in the lab currently and cant't do anything. Do you mind writing a quick Core ability for the shared agro?

BTW the reason i backed away from this is that the Arcane Archer revamp i wrote does something similar. Whats wanting to duplicate that work, so I'm hoping your version can put a new spin to this.
Oh gawd, I'm not good at this! Let's see:

Arcane Coalescence (AP 1, Requires Wizard level ?): You form an arcane link with a willing ally. While the link persists, 33% of all threat you generate is attributed to that ally instead of you. The link is broken if either participant becomes incapacitated. Duration 3min. (SP cost 100, Cooldown 3min)
 

Smokewolf

Frequently banned member.
Oh gawd, I'm not good at this! Let's see:

Arcane Coalescence (AP 1, Requires Wizard level ?): You form an arcane link with a willing ally. While the link persists, 33% of all threat you generate is attributed to that ally instead of you. The link is broken if either participant becomes incapacitated. Duration 3min. (SP cost 100, Cooldown 3min)
Looks good...Here is what i wrote for the AA revamp.

Shared Enmity (AP 1, Ranks 3): Target willing ally gains 20/40/60% of the threat you generate. Ends on Death, Rest, or if you are more than 60 meters apart. Only one Shared Enmity may be active at a time. Castable only outside of combat. (Activation Cost: 5 SP. Cooldown: 12 seconds)
 
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