U68 Preview 1: Wild Mage Sorcerer Archetype

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The Nameless One

What can change the nature of a man ?
I saw that happen in EQ1 where they decided that it was OK to make some raid bosses totally immune to magic as a way to increase difficulty. It backfired horrifically.
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Abilities​

Phaerimms had a degree of natural resistance to nearly all effects and spells. Additionally, they also had the natural ability to absorb or deflect any spell cast on them.[4]

[4] Ed Greenwood (November 1991). Anauroch. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 94. ISBN 1-56076-126-1.
 

Fisto Mk I

Well-known member
Lantern Ring and by proxy the similar sonic effect haven't had a real good use since the internal CD was added to them.
Your casting animation faster than 0.25 sec for any spell? ICD for Sounding is 0.25. DwM not have a real good use too because OMG 1 sec ICD? Really? ?
 

Bar Bar Jink

New member
I think this class really adds a unique element to the game with the randomness of the Wild Magic. I have a recommendation for a mechanic that I think would be a cool addition for the class.

Most spell casters in DDO are spec their characters to excel in one particular element type. Traditional sorcerers exemplify this with their savant trees which give bonuses to one element at the expense of others. I feel like Wild Mage should be the opposite of this and get bonuses for changing up spell types and damage.

Maybe if a Wild mage casts a acid spell and then a fire spell, they would get a bonus to universal spell power, and then they cast a frost spell and it does an additional burst of chaos damage, and then they cast a lightning spell and it causes a neutral or positive wild magic. However if the Wild mage were to cast two spells of the same type in a row, then they would lose the bonus that they built. This would challenge players to cycle through spells and would encourage players to bypass immunities without an immunity strip effect.

I'll take it one step forward and also suggest a buff to magic missile. Maybe each Missle in magic missile could be a different element type and so firing a magic missile would proc all 4 elements types with one spell. If ever there was a time to give magic missile some love, I feel like the chance based Wild Mage would be the right time to do it.

Im not sure how feasible these suggestions would be to implement but I think they would implement well with what the class is shaping out to be. Thank you for reading.
 

Sormiron

Member
  • Mixed Magics: Your Wild Mage levels count for calculating Caster Levels in other spellcasting classes you have at least 1 level in.

I think this is more of an epic destiny thing for multiclassing. to sacrifice wild mage levels to get low level spells elsewhere seem counterproductive. what do i get? longer buff upptime, sure. but what spells is worth lt on a caster focused build? melee is not the wild mage´s thing so melee damage buffs elsewhere is not great. If any one can see some fun use of this I´d be interested to know.
 

ChaoticDrivel

Well-known member
So first of all- I would like to bring up the usual disgruntlement from these Lamannia previews: They are too brief and occur in the middle of the week; where people just don't have sufficient time to test new things out, and uncover bugs.

----------------------------------------------------------------------

With that out of the way - here are my thoughts on Wild Mage:

Love the concept. Things have gotten too routine in DDO, and this Archetype is great for shaking things up. At this moment in time, I'm not sure it's all that strong. The Good and Very Good effects could be more numerous, prominent and impactful. And the proposed synergies with other classes, don't really manifest. I also think the class needs more spells, to fulfill its promise.

I understand people have concerns about RNG. What I would say to that is: RNG is inherent to D&D. Heck, even in DDO - dice are rolling constantly. Actually, it would have been more fun(and authentic), to have a visible dice roll occur whenever a Wild Surge occurs. D&D is also as enjoyable and memorable as it, precisely because things don't always go swimmingly. That's where laughing it off, and improvising to make the best of it, comes into play. And it's also why I would never shun anyone from joining quests/raids based on their class.

The devs already accounted for this, in fact. And made it so that the Bad and Very Bad surges don't affect party members(very generous of them :p), or yourself - providing you take the appropriate enhancement.

Having said that... I do think there are some improvements to be made for Wild Mage, that would make them - not only more competent by themselves - but also more desirable to have in groups. For example:

This is what I'd change in the Enhancement Tree:

Core 2: Boldness. In addition to what it already provides: Your spells now deal 1d6 damage of a random type between Acid, Cold, Electric, Fire, Force, Sonic(scaling with Chaos spellpower). This can only occur once every 6 seconds.

Core 3: SLA: Riches of Randomness Should provide a unique/stacking bonus to Named Loot chance, as well as Mythic and Reaper bonuses. But results in a fight with a Mimic, on an Epic fail (good idea! @rabidfox).

Core 4: In addition to what it already provides: You gain the benefits of the Mobile Spellcasting feat and gain a stacking 5% movement speed boost every time you incur a Wild Surge.

Core 5: In addition to what it already provides: SLA: Chaotic Forcefield: Attackers have a chance to be blinded, danced, dazed, slowed, or stunned (Works similar to Radiant Forcefield, in terms of visual and duration. The thinking being: the class has a lot of RNG happening, so having some means of protection, is handy).

Tier 2 Action Boost: Wild Magic. I would replace this, since Rapid Surge already exists in the tree, and casters have enough buttons as is. Surges upon Spell Crits, would be a better effect (and passive).

Tier 4 Student of Chaos IV Revel in Chaos(Toggle): You gain 10% Spell Crit Chance, and 5% Spell Critical Damage, but suffer 15% Arcane Spell Failure

Tier 5 Random Deflector. Do as it says, and sporadically redirect harmful spells at nearby enemies.


Surge Ideas:

- Bubble Bubble, Foil Thy Troubles: Radiant Forcefield to yourself, and nearby allies
- Revitalizing: Divine Vitality type effect to yourself, and nearby allies
- Another Fork In The Road: Your Chaos Bolt, and Orb spells bounce and fork to nearby enemies for 10 seconds
- Can't Touch This: Globe of Invulnerability centred around you
- Gotta Go Fast: You and nearby allies benefit from a 15% Action Boost bonus to movement speed
- Isn't That Cute?: Transforms a random nearby enemy into an adorable critter for 6 seconds
- Now You See Me...: Become Invisible for 8 seconds. Attacking, or casting a spell does not break this effect.
- Slowly I Turned: You, and all nearby enemies move 50% slower


Spell List ideas:

-Chromatic Orb 2nd Edition version! (Level 2). This awesome D&D spell is long overdue in DDO, and would fill out Wild Mages spell repertoire nicely.

-Otiluke's Resilient Sphere (Level 5). This spell would provide a Wild Mage with a more consistent way to deal with baddies, or at least put them in stasis, while having an "episode". Bards, Wizards, Sorcerers, and Artificers should get this spell too.

-Prismatic Wall (Level 6). We already have the VFX for this in game, and it would be perfect for Wild Mage.

-Word of Chaos (Level 7). Insta-kills non-Chaotic targets. Deafens, silences, and/or stuns on a successful save.


Past Life ideas:

You were a Wild Mage in a previous life. You occasionally take a walk on the wild side! Each time you acquire this feat you gain:

+1, +2, +3% Wild Surge Chance. (Maybe for the purpose of this Past Life - it should only be Neutral, Good, and Very Good surges)

Or (more boring):

+5 Chaos spell power, +5 Universal spell power, per stack

Or:

+1% Spell Crit chance, +1 Spell Crit damage, per stack


----------------------------------------------------------------------

Some general points I want to mention:

-The visuals for some of the Chaos spells are very cool looking. But the targeting and trajectory leaves a lot to be desired.

-A lot of the surges don't last very long, at the moment, and feel unsatisfying as a result.

-I would like to see Shiradi, Fatesinger, and future Warlock destiny support for Wild Mage.

-This class can be very amusing for folks who have children. And even works as a fun class they can play as. Thumbs up for that!

-But...I'm a little concerned about game/server performance, when there are several unicorns spawning, and the like.

-Make being Chaotically-Aligned a requirement. Or at least - make those who are, get slightly more out of the tree.

-A bit disappointed that Wizards can't partake in this. They have fallen behind as a class in general, and could really do with some love. I hope there's good news on the horizon for them.

----------------------------------------------------------------------

And finally...I'd like to commend SSG for daring to venture into the realm of chaos. It's not easy to pull off, but they have the makings here of something unique, and awesome. Please take the time to do it right ;)
 
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Tilomere

Well-known member
Tested, didn't really notice the surges one way or the other having any meaningful effect. The 100 spell power and 2 caster levels are noticeable.
It seems appropriately balanced, on par with how stormsinger is an addon tree to spellsinger.

Except in heroics, where sorc is now even more grossly op at level 6.
 
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LurkingVeteran

Well-known member
Has anybody figured out an epic+ build where caster multi-classing actually makes sense? Caster multi-classing is an intriguing concept that DDO has sadly lacked, but just giving the caster levels is not that enticing ever since they made spell damage dice scale with level.

I think you can grab some low-level healing from CLR/FvS/etc and benefit from the caster levels for heroic playthroughs, but I'm really struggling to come up with end-game builds that wouldn't be better off as pure sorc (probably w/ Savant capstone).
 

Lotoc

Well-known member
Has anybody figured out an epic+ build where caster multi-classing actually makes sense? Caster multi-classing is an intriguing concept that DDO has sadly lacked, but just giving the caster levels is not that enticing ever since they made spell damage dice scale with level.

I think you can grab some low-level healing from CLR/FvS/etc and benefit from the caster levels for heroic playthroughs, but I'm really struggling to come up with end-game builds that wouldn't be better off as pure sorc (probably w/ Savant capstone).
funnily enough such a feature would be a good fit for a martial archetype tailored towards gish builds rather than a pure caster, stuff like full power buff spells and being able to get caster level bonuses onto sacred fist/monk's incinerating wave.
 

Cesaro - Tandy

Active member
Please devs!! If ur rally wanna make this class a good multiclass for others. Make this adjustment.
This could probably stand to be 1/2/3% Spell crit chance and an additional 1/2/3% crit chance with Chaos if an intent is to fill out with some non chaos spells at higher levels.
 

Cesaro - Tandy

Active member
The only way this could multiclass as good as planned, is to allow the lvls of this arquetype count as the lvls of others classes to get spells too, from both classes. So a lvl 12 cleric and 8 WL for example will still get lvl 9 spells. Maybe not from both classes but from one of them. If this ia already implemented, Sorry, couln'd test yet.
 

Cesaro - Tandy

Active member
So first of all- I would like to bring up the usual disgruntlement from these Lamannia previews: They are too brief and occur in the middle of the week; where people just don't have sufficient time to test new things out, and uncover bugs.

----------------------------------------------------------------------

With that out of the way - here are my thoughts on Wild Mage:

Love the concept. Things have gotten too routine in DDO, and this Archetype is great for shaking things up. At this moment in time, I'm not sure it's all that strong. The Good and Very Good effects could be more numerous, prominent and impactful. And the proposed synergies with other classes, don't really manifest. I also think the class needs more spells, to fulfill its promise.

I understand people have concerns about RNG. What I would say to that is: RNG is inherent to D&D. Heck, even in DDO - dice are rolling constantly. Actually, it would have been more fun(and authentic), to have a visible dice roll occur whenever a Wild Surge occurs. D&D is also as enjoyable and memorable as it, precisely because things don't always go swimmingly. That's where laughing it off, and improvising to make the best of it, comes into play. And it's also why I would never shun anyone from joining quests/raids based on their class.

The devs already accounted for this, in fact. And made it so that the Bad and Very Bad surges don't affect party members(very generous of them :p), or yourself - providing you take the appropriate enhancement.

Having said that... I do think there are some improvements to be made for Wild Mage, that would make them - not only more competent by themselves - but also more desirable to have in groups. For example:

This is what I'd change in the Enhancement Tree:

Core 2: Boldness. In addition to what it already provides: Your spells now deal 1d6 damage of a random type between Acid, Cold, Electric, Fire, Force, Sonic(scaling with Chaos spellpower). This can only occur once every 6 seconds.

Core 3: SLA: Riches of Randomness Should provide a unique/stacking bonus to Named Loot chance, as well as Mythic and Reaper bonuses. But results in a fight with a Mimic, on an Epic fail (good idea! @rabidfox).

Core 4: In addition to what it already provides: You gain the benefits of the Mobile Spellcasting feat and gain a stacking 5% movement speed boost every time you incur a Wild Surge.

Core 5: In addition to what it already provides: SLA: Chaotic Forcefield: Attackers have a chance to be blinded, danced, dazed, slowed, or stunned (Works similar to Radiant Forcefield, in terms of visual and duration. The thinking being: the class has a lot of RNG happening, so having some means of protection, is handy).

Tier 2 Action Boost: Wild Magic. I would replace this, since Rapid Surge already exists in the tree, and casters have enough buttons as is. Surges upon Spell Crits, would be a better effect (and passive).

Tier 4 Student of Chaos IV Revel in Chaos(Toggle): You gain 10% Spell Crit Chance, and 5% Spell Critical Damage, but suffer 15% Arcane Spell Failure

Tier 5 Random Deflector. Do as it says, and sporadically redirect harmful spells at nearby enemies.


Surge Ideas:

- Bubble Bubble, Foil Thy Troubles: Radiant Forcefield to yourself, and nearby allies
- Revitalizing: Divine Vitality type effect to yourself, and nearby allies
- Another Fork In The Road: Your Chaos Bolt, and Orb spells bounce and fork to nearby enemies for 10 seconds
- Can't Touch This: Globe of Invulnerability centred around you
- Gotta Go Fast: You and nearby allies benefit from a 15% Action Boost bonus to movement speed
- Isn't That Cute?: Transforms a random nearby enemy into an adorable critter for 6 seconds
- Now You See Me...: Become Invisible for 8 seconds. Attacking, or casting a spell does not break this effect.
- Slowly I Turned: You, and all nearby enemies move 50% slower


Spell List ideas:

-Chromatic Orb 2nd Edition version! (Level 2). This awesome D&D spell is long overdue in DDO, and would fill out Wild Mages spell repertoire nicely.

-Otiluke's Resilient Sphere (Level 5). This spell would provide a Wild Mage with a more consistent way to deal with baddies, or at least put them in stasis, while having an "episode". Bards, Wizards, Sorcerers, and Artificers should get this spell too.

-Prismatic Wall (Level 6). We already have the VFX for this in game, and it would be perfect for Wild Mage.

-Word of Chaos (Level 7). Insta-kills non-Chaotic targets. Deafens, silences, and/or stuns on a successful save.


Past Life ideas:

You were a Wild Mage in a previous life. You occasionally take a walk on the wild side! Each time you acquire this feat you gain:

+1, +2, +3% Wild Surge Chance. (Maybe for the purpose of this Past Life - it should only be Neutral, Good, and Very Good surges)

Or (more boring):

+5 Chaos spell power, +5 Universal spell power, per stack

Or:

+1% Spell Crit chance, +1 Spell Crit damage, per stack


----------------------------------------------------------------------

Some general points I want to mention:

-The visuals for some of the Chaos spells are very cool looking. But the targeting and trajectory leaves a lot to be desired.

-A lot of the surges don't last very long, at the moment, and feel unsatisfying as a result.

-I would like to see Shiradi, Fatesinger, and future Warlock destiny support for Wild Mage.

-This class can be very amusing for folks who have children. And even works as a fun class they can play as. Thumbs up for that!

-But...I'm a little concerned about game/server performance, when there are several unicorns spawning, and the like.

-Make being Chaotically-Aligned a requirement. Or at least - make those who are, get slightly more out of the tree.

-A bit disappointed that Wizards can't partake in this. They have fallen behind as a class in general, and could really do with some love. I hope there's good news on the horizon for them.

----------------------------------------------------------------------

And finally...I'd like to commend SSG for daring to venture into the realm of chaos. It's not easy to pull off, but they have the makings here of something unique, and awesome. Please take the time to do it right ;)
Really like almost everything u suggested but the crit chance is to high for them to acept lol. Maybe just crit spell damage for TR and not 10% chance on T4 but 5%
 

ChaoticDrivel

Well-known member
Really like almost everything u suggested but the crit chance is to high for them to acept lol. Maybe just crit spell damage for TR and not 10% chance on T4 but 5%

Thanks for the response. I suggested 15% Arcane Spell Failure as a downside, for that proposed enhancement. But maybe it should be more like 25%-30%. That would fit with the theme of the class doing wildly high damage - whilst having to deal with the some unpredictability.
 

OdinTheGrand

New member
Tier 3 Power in Chaos needs to be re-evaluated. It is at extreme odds with the flavor of the class.

The best use of this Archetype will eschew student of chaos to leave surge chance at 5% and snag the +100 USP stance. You're now either a full Sorc Savant with +100 USP than you were previously or you multiclass to a spell power imbue class and minimally cast spells anyways.

I suggest tying the bonus spell power to a good/very good surge (something like +100/+200). Maybe also giving -100/-200 on bad/very bad surge.
 
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erethizon1

Well-known member
I don't think the random DC will play like you hope it will. I think this is another example of devs designing a feature for a game that we aren't actually playing. DC casting is all or nothing - if you aren't 100% no fail, you aren't ready for that content yet.

There's no real advantage in this if you're already at 100%, there's no bonus for overkill...only a chance at failing. You won't use this to "push" higher content because eventually you'll fail, and that may end up killing you. The theory behind this is called Gamblers Ruin.

This will be a completely ignored mechanic, and I'm sad to say another example of devs wasting their time by not previewing designs earlier in development.
This is why I think they made the right call making wild mage a sorcerer rather than a wizard. Wild mage is not for wizards casting spells that either have an effect or have no effect depending on whether you make a save. Wild mage is for sorcerers casting damage spells that at least do half damage if the opponent makes the saving throw. The -1 to +4 DC's will work well on a dps caster that doesn't have no fail DC's.
 
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