doctorjazz
R20 Tavern Brawl Advocator
I'm going to keep this one short: Elemental DPS Casters are dead at endgame. The concept of nuking past Isle of Dread is a figment of the imagination. For a DnD IP, feeling pigeonholed at endgame to sacrifice all my spellpower to ensure a finger of death or turn to frog lands is the worst feeling when every other DPS type gets to stack purely damage in their main sentient weapon. Push raiding (r7+) incurs such a penalty to overall DPS for casters that it becomes quickly a wasted raid group slot for a caster to hit a boss due to mana limitations and the extra (and completely unneeded) elemental damage nerf. I do not wish to nerf other DPS specs, simply bring casters up to the bar that Melee and Ranged are setting.
Here's a few suggestions (consider each on their own, not all implemented at the same time):
- Raid fili: +15 USP (rare an additional +15 USP) -- Set 1 stacks DCs, Set 2 stacks USP, crit chance, crit dmg
- Update DC affixes/augments to be line with tactics DC augments: for example, ML32 augments/affixes should be +16 individual school enhancement, +6 all spell school insight bonus, +3 quality bonus -- why is utility getting better treatment than necessary DCs for damage?
- Consider revamping Feydark Illusionist to have a multi selector "Spell Trance" for INT/CHA/WIS. -- Even just purely for DCs with no added damage, this would go miles to solve the DPS caster issue.
- Create opportunities for casters to spike or maintain 100% critical chance. 100% doublestrike exists for melees with way better multipliers, and I don't need to talk about the tomfoolery that comes with uncapped doubleshot
- Augments to dramatically increase or remove Max Caster Level.
- Update Wild Mage +2CL/MCL toggle to be protected by Chaos Control I & II or require a spell point cost increase like a metamagic.
- Remove R7+ Nerf to elemental damage
- Revert Dragon's Breath Nerf
Here's a few suggestions (consider each on their own, not all implemented at the same time):
- Raid fili: +15 USP (rare an additional +15 USP) -- Set 1 stacks DCs, Set 2 stacks USP, crit chance, crit dmg
- Update DC affixes/augments to be line with tactics DC augments: for example, ML32 augments/affixes should be +16 individual school enhancement, +6 all spell school insight bonus, +3 quality bonus -- why is utility getting better treatment than necessary DCs for damage?
- Consider revamping Feydark Illusionist to have a multi selector "Spell Trance" for INT/CHA/WIS. -- Even just purely for DCs with no added damage, this would go miles to solve the DPS caster issue.
- Create opportunities for casters to spike or maintain 100% critical chance. 100% doublestrike exists for melees with way better multipliers, and I don't need to talk about the tomfoolery that comes with uncapped doubleshot
- Augments to dramatically increase or remove Max Caster Level.
- Update Wild Mage +2CL/MCL toggle to be protected by Chaos Control I & II or require a spell point cost increase like a metamagic.
- Remove R7+ Nerf to elemental damage
- Revert Dragon's Breath Nerf
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