U68 Preview 1: Wild Mage Sorcerer Archetype

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OdinTheGrand

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They could make the DC more like a DC crit. Rather than (-2 +1d6) per cast, something like 25% chance to get +8 to the DC, 75% chance no change to the DC. The expected increase in the DC is only 2, which is on par with other T5, but the actual impact is much more noticeable and workable when it occurs. The Sorc has the potential to "fish" for a strong DC over a few casts.

Or tie it to the surge. +10 DC on good surge; No Save allowed on very good surge.
 
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OdinTheGrand

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T5 Random Deflector is pretty much useless for heroics unless you are absolutely stacked with past lives and gear. This seems more appropriate for a Shiradi talent (maybe core 4 alternative) rather than here.

It would be much more useful to be something like +1d40 MRR rather than +1d100 MRR Cap.

Also, drop the "no armor" requirement if adding straight MRR.
 
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in4theride75

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My initial review

In heroic this archetype seems to play very similar to a traditional sorc with a larger power spike at level 4. It could very well become the default sorc leveler class. The chaos spells here are quite strong and basically no mobs ever save.

The chaos spells seem good damage in heroics but since there are no chaos spells above level 3 (sans chaos hammer added later) the chaos DPS is lackluster causing a transition to another element to be effective in epics.

Things I've noticed
  • T3 core Riches of Randomness is a worthless skill in practice.
  • T2/T3 Chaos Control I and II are never worth taking since you can't use them with T3 Power in Chaos.
  • T4 Unpredictable Consequences have no scaling effects and becomes worthless before finishing heroics.
  • T5 Wild Strike is worthless for debuffing since no mobs live long enough for the debuffs to be worth anything. It's damage is ok but is only single target. It should either do more damage single target or be an AOE debuff but not both IMO.
  • T5 Bend luck is strong and very nice.
  • T5 Random Deflector is ok. Increasing cap without increasing MRR itself is not that practical but has some uses.
  • T5 Tides of Chaos is ok. It is there as a nuker but irrelevant if building a DC caster.
  • I find in testing that the +10 to chaos spell power in the tree's cores is not working.
  • T6 SLA Channel Entropy seems to regularly just not deal damage at all and seems to have a similar problem to what vortex epic strike used to have in Draconic Incarnation.

Practically I find the class plays best sticking with traditional savant trees and taking up to t3 Power in Chaos for the extra 100 USP and otherwise avoid the tree in epics while minimizing the chance for wild surge as much as possible.
 
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Solarpower

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There are 14 pages of feedback already, therefore I'll make it short : I see zero reasons for anybody to spend points in Wild Mage tree.

Aaaaand, BTW, we've all heard "DDO got too many buffs to calculate which is the source of lags" so many time already. ? So... How does it correlate with the new Wild Mage's "new buff each X minutes" ? ? U68 "Lag Machine Full On" coming "soon"™ ? ?
 
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Mary

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Excellent! I was speculating during one of my twitch streams what would be an archetype for Myth Drannor and I landed on Wild Magic Sorc. It thematically fits very well in with the lore of the Mithals and also fits in with any forgotten realms cross overs we do that can reference baldurs gate - since many people trying DDO now have been introduced to D&D via BG3, this makes a lot of sense - excellent! I can't wait to try - my main originally a sorc - maybe I'm going to finally go back to it :)
 

Arcanoidal

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How about turning the whole thing into something like the Alchemist/druid system.... randomly puts you into a "element", while in that element you follow the normal elemental enhancement core ability rules (+1 CL, +20% Fire spells, -1 CL -20% Cold Spells).

Random, but lets the player adapt to it.
 

droid327

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How about a 15% chance per Core that any typed-damage spell you cast will instead be cast as Chaos damage, using your Chaos spellpower and crit?

That's 90% chance at capstone...could be kinda fun tossing out Chaos Meteors and Chaos Wells :)

Or especially if you want to MC it for the split caster levels, and turn some other class' SLAs into Chaos
 

Kritikal

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14 pages, some like it, some don't. So that's about par for teh course, and I think is fine.

But I think everyone agrees, if this is supposed to be an actual tree, there need to be a considerably larger number of Chaos spells.
Having four seems a little weak.

Illusion only has 9; 3 of which are combat oriented - 1 is damage (PK), 2 are Crowd Control (Color Spray, Hypnotic Pattern).

That is why Weird needs to be, rightfully so, a ninth level spell.

I agree there should be more Chaos Spells, as well as more Illusion spells.
 

Khurse

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How about a 15% chance per Core that any typed-damage spell you cast will instead be cast as Chaos damage, using your Chaos spellpower and crit?

That's 90% chance at capstone...could be kinda fun tossing out Chaos Meteors and Chaos Wells :)

Or especially if you want to MC it for the split caster levels, and turn some other class' SLAs into Chaos
The problem is that if they include an immunity strip, this becomes too powerful, if they don't it makes the line kinda worthless. (Imagine fighting demons with a 90% chance your spells won't be able to damage them)
 

Khurse

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Illusion only has 9; 3 of which are combat oriented - 1 is damage (PK), 2 are Crowd Control (Color Spray, Hypnotic Pattern).

That is why Weird needs to be, rightfully so, a ninth level spell.

I agree there should be more Chaos Spells, as well as more Illusion spells.
True, and something I'd like to see.
Bit of a difference though in that the cores of WM are giving 60 "Chaos" spell power, which are almost pointless with only a few spells.

I'd be happy to see more spells for everything though, so..
 

Wini

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WM are giving 60 "Chaos" spell power, which are almost pointless with only a few spells.

Perhaps this archetype is targeted for playing heroics (1-20) and that's all ?‍♂️

Jokes appart, what ED should you choose while running WM 20?
 

Khurse

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Perhaps this archetype is targeted for playing heroics (1-20) and that's all ?‍♂️

Jokes appart, what ED should you choose while running WM 20?
Given they said Wild Magic is part of the MD expansion, I'd assume there's going to be a WM focused ED in that.
(or it might be an ED that let's you turn any mount chonky, who knows)
Until then have to see what the final release is going to be like.
 
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Tilomere

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Can you update the monk and sacred fist spells to be considered fire spells as well? This would open up sorc-monk/sacred fist synergy.
 

droid327

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The problem is that if they include an immunity strip, this becomes too powerful, if they don't it makes the line kinda worthless. (Imagine fighting demons with a 90% chance your spells won't be able to damage them)

Or a 10% chance it does

Wild mage!!!
 

droid327

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Can you update the monk and sacred fist spells to be considered fire spells as well? This would open up sorc-monk/sacred fist synergy.

Apparently, SF Wave and Explosion are Fire spells, at least for some intents and purposes (such as +CL/MCL to Fire)

You could try to build up a 14 SF/6 WM, and pick up a few MCLs in Fire Savant...but then you pretty much just have those two buttons and an Epic strike, and the rest is just Ki-building filler
 
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