U78 Lamannia Arcane Trickster Preview

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Oliphant

Well-known member
Would be cool if the imbue were treated like sneak dice so this would be the tricky sneakster DPS option.
 

Zuldar

Well-known member
Instead of more spell points from spell theft in the capstone, how about a chance to reset the cooldowns on your SLA's
 

woq

Well-known member
After playing with it and seeing it played, I think giving it much more dmg would be a mistake. Not because it does any dmg (the dmg feels anemic and falls off fast, but we'll know more in next lama) but because it should be an utility support sneaky shenanigan class - but it doesn't have stealth speed, and has low amount of ac (but extreme amounts of dodge).

More in the favour of instakill/cc/stealth actions, debuffs and support: less "more" damage (though it probably still needs some, especially if you want to melee/range anything at all). If damage is given, it should be in the utility format too (in a way that gimps the enemy to be weaker to you, or buffs you and others - not in a way that increases your damage dealt to everything).

One example I considered - reasoning should be obvious (force imbues, force spells):
  • Mage Hand - Meddle with Reality: Any creature you target with mage hand Slap or Eye Poke is no longer immune to sneak attacks, their fortification is reduced by 25% they are now 20% more vulnerable to force damage and their will saves are reduced by 4. The creature type changes to fey for purposes of immunities. This lasts 30 seconds. This can apply to bosses. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
 

pirotessa

Well-known member
After playing with it and seeing it played, I think giving it much more dmg would be a mistake. Not because it does any dmg (the dmg feels anemic and falls off fast, but we'll know more in next lama) but because it should be an utility support sneaky shenanigan class - but it doesn't have stealth speed, and has low amount of ac (but extreme amounts of dodge).

More in the favour of instakill/cc/stealth actions, debuffs and support: less "more" damage (though it probably still needs some, especially if you want to melee/range anything at all). If damage is given, it should be in the utility format too (in a way that gimps the enemy to be weaker to you, or buffs you and others - not in a way that increases your damage dealt to everything).

One example I considered - reasoning should be obvious (force imbues, force spells):
  • Mage Hand - Meddle with Reality: Any creature you target with mage hand Slap or Eye Poke is no longer immune to sneak attacks, their fortification is reduced by 25% they are now 20% more vulnerable to force damage and their will saves are reduced by 4. The creature type changes to fey for purposes of immunities. This lasts 30 seconds. This can apply to bosses. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
Problem with this is that raids are built around DPS. You'll have a character that will serve no purpose in raids as is.

They need to go all in on debuffs or buffs in a way to bring something to the table that other classes dont do better with bringing more options and other things.

They really made a mistake with how (arguably) well and versatile they made DL. When you give one class an archetype that can do it all, a one trick pony thats not as good is meh?

Probably somethings TBD but from playing with it so far on Lam. Not impressed.
 

woq

Well-known member
Problem with this is that raids are built around DPS. You'll have a character that will serve no purpose in raids as is.
Nah, there are plenty of builds I can think of that can do various niche **** in raids with AT - none those have much to do with damage though. You could give raid damage AT purpose by giving multiselector to Presto, which instead of flicking the weak enemy instead flicks the boss enemys' MRR to the magical land of Nope - or flick the edges of their teeth, claws & spears away that reduces their damage dealt. Or just have it be a multi-effect that flicks enemies to neverneverland if weak or if too strong, then instead flicks their defences/offenses away. Similar to Meddle with Reality in t3.

Problem with raid dps minded thinking in design is that there will always be the best for that and others will accept their place. DDO doesn't have enough classes bringing everyone up properly (or the enemies down that matter - the red & purple named enemies).
 

pirotessa

Well-known member
Nah, there are plenty of builds I can think of that can do various niche **** in raids with AT - none those have much to do with damage though. You could give raid damage AT purpose by giving multiselector to Presto, which instead of flicking the weak enemy instead flicks the boss enemys' MRR to the magical land of Nope - or flick the edges of their teeth, claws & spears away that reduces their damage dealt. Or just have it be a multi-effect that flicks enemies to neverneverland if weak or if too strong, then instead flicks their defences/offenses away. Similar to Meddle with Reality in t3.

Problem with raid dps minded thinking in design is that there will always be the best for that and others will accept their place. DDO doesn't have enough classes bringing everyone up properly (or the enemies down that matter - the red & purple named enemies).
100% agree that they need debuffs unique to them or something useful to bring in their kit if not DPS.

I would give them a debuff at least on par with jade strike somewhere to increase damage by 10%.
 

Smokewolf

Frequently banned member.
After playing with it and seeing it played, I think giving it much more dmg would be a mistake. Not because it does any dmg (the dmg feels anemic and falls off fast, but we'll know more in next lama) but because it should be an utility support sneaky shenanigan class - but it doesn't have stealth speed, and has low amount of ac (but extreme amounts of dodge).

More in the favour of instakill/cc/stealth actions, debuffs and support: less "more" damage (though it probably still needs some, especially if you want to melee/range anything at all). If damage is given, it should be in the utility format too (in a way that gimps the enemy to be weaker to you, or buffs you and others - not in a way that increases your damage dealt to everything).

One example I considered - reasoning should be obvious (force imbues, force spells):
  • Mage Hand - Meddle with Reality: Any creature you target with mage hand Slap or Eye Poke is no longer immune to sneak attacks, their fortification is reduced by 25% they are now 20% more vulnerable to force damage and their will saves are reduced by 4. The creature type changes to fey for purposes of immunities. This lasts 30 seconds. This can apply to bosses. Passive: Gain 30 Spell Points. Requires previous mage hand enhancement.
Sorry but the last thing DDO needs is yet another casting class to be shunned by Reaper / Raid groups due to poor DPS. Unfortuenately though, this is exactly what we're going to receive once the update drops. With most doing the TR dance for about a month in heroics before ignoring the Archetype completely.
 
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woq

Well-known member
Sorry but the last thing DDO needs is yet anothet casting class to be shunned by Reaper / Raid groups due to poor DPS. Unfortuenately though, this is exactly what we're going to receive once the update drops. With most doing the TR dance for about a month in heroics before ignoring the Archetype completely.
That's a destiny / general / reaper problem, not an arcane trickster design problem. Trying to fix the problem of casting and hybrid classes in general with arcane trickster is a terrible idea and if arcane trickster is released as a good caster dps then fixing the rest will be nigh impossible without making that hypothetical arcane trickster op.
 

EinarMal

Well-known member
The extra long cooldown on these compared to the normal spells (Sounds burst 20s vs 3s and Flash Freeze 30s vs 6s) is going to make these abilities pretty meh for anyone that runs higher skull content. The 3s/6s normal cooldowns work well with the reductions to durations that CC get; down to 6s in r10. Without shorter cooldowns , they'll be mostly just there for leveling/easy difficulties. It'd be nice if the cooldowns were brought down.
I get it, but if you are going to use disable device as the DC, I don't think you can give them short cool downs, or it will be completely broken with no fail DCs.
 

Smokewolf

Frequently banned member.
That's a destiny / general / reaper problem, not an arcane trickster design problem. Trying to fix the problem of casting and hybrid classes in general with arcane trickster is a terrible idea and if arcane trickster is released as a good caster dps then fixing the rest will be nigh impossible without making that hypothetical arcane trickster op.
Current caster issues such as Reaper penalties are not even a concern here yet...

AT hasn't a physical DPS option, just Bigbies-Hand like abilities and bonus force damage. Nothing to care about, and certainly nothing to carry a player past Heroics, much less high Reaper and Raids.

Best we can hope for is 2-3 months till Mage-Hand and Ambush get nerfed into the ground. -And then what, play it as a Rogue?
 

Zuldar

Well-known member
Remove the Shiradi mantle timer on procs for Magic Missiles. Make Magic Missiles great again. Probably would be competitive with ranged DPS at that point?
If the servers can handle the procs now, than a common system in games is to have each extra proc do slightly less damage. Tweaking the level of diminishing returns would be a good lever for balancing it and make the multi-hitting, but otherwise weak spells, get more value.
 

rabidfox

The People's Champion
I get it, but if you are going to use disable device as the DC, I don't think you can give them short cool downs, or it will be completely broken with no fail DCs.
They could do Soundsburst 6s cooldown (double the 3s other classes get) and FF 12s (double the 6s alch gets) and it would make both spells viable while not as good as other casters.
 

Svirfneblin

Well-known member
Remove the Shiradi mantle timer on procs for Magic Missiles. Make Magic Missiles great again. Probably would be competitive with ranged DPS at that point?
Make Magic Missles Great Again!

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l_remmie

Well-known member
They really made a mistake with how (arguably) well and versatile they made DL. When you give one class an archetype that can do it all, a one trick pony thats not as good is meh?
Everything sucks compared to dragonlord.
AT doesnt need to compete on the same metrics though.
They should focus on fun and support. If heroic 1-20 is a lot of fun and legendary raids suck a€€ that's still a success.
If they make playing it boring in order to make it just barely playable at endgame it's all a huge fail.
 

Monicle le Blair

Well-known member
So after years mage hand is finally in DDO.

Now about the class... I really didnt like the multiselector thing and the lack of new illusion spells. I rather see a shared cooldown there. Why the trickster must be forced to only have one trick up his sleeve?
Also the cooldowns are kinda too long... but thats one me I guess? Anything above 10sec is too much.
 
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