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.
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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
), 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
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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.
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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