U78 Lammania Arcane Trickster Preview 2

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Jasparius

Well-known member
I strongly disagree. Leaving missile spells intentionally useless as compensation for ambush being overpowered just makes it harder to balance in the future. I'd much rather see ambush nerfed now and missile spells scale properly, rather than have it nerfed later after people have already built characters.

This.

It fixes Archmage at the same time. It is ridiculous that my Maximised non-force spells do more damage than my Empowered and Maximised force spells.
 

droid327

Hardcore casual soloist
Wow....Ambush with the capstone and full force spec is punchy. Getting 3k crits per missile at cap just with Dojo gear (with Paranoia). With lots of healing and reliable CC

Pretty squishy though, especially vs magic

Update: squishy as FUUUUUUU

Of course its not fully optimized, but on R3 content I was getting OHKOed consistently. Burned through like 2000 AS rezzing myself just to complete a couple dailies :D

It was very much a glass cannon - if I could nuke everything in one rotation, I could blast through content. If anything survived past my initial salvo, then I was a soulstone. So in R1-R2, god mode. In R3, fell way off. R4 was throwing myself into a woodchipper.

The new geometry for Chain Missiles meant it was a very high-skill build too, without really having much reward for the extra effort. You dont really have a "room nuke" button, but you do have 2 Chain buttons, 2 Missile buttons, and your Epic Strike, plus whatever other spells/attacks you want to rotate (I had Fan of Shadowknives from FI).

So you had to very conscientiously herd the mobs and target wisely to make use of Chain's small AOE, and use MM to pick off single mobs, all while keeping your Paranoia up, and watching for when you need to hit Heal (because you can easily go from 100% health to dead within one attack cycle). The squishiness meant you cannot just facetank to concentrate mobs for quick CM spam, so its a full-kite build.

Chain's small AOE also fights with CC...if you use something like GCS from FI to stun a pack, odds are they all wont be within radius for CM, which means you need to spend time MMing the extra ones

I like that Chain maintains a multihit still, and the damage is solid, but the small AOE really stunts the ability of this build to compete with other casters.
 
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Jasparius

Well-known member
Wow....Ambush with the capstone and full force spec is punchy. Getting 3k crits per missile at cap just with Dojo gear (with Paranoia). With lots of healing and reliable CC

Pretty squishy though, especially vs magic

What force spellpower, spellcraft, crit chance and crit damage boost are you getting ?

Would be helpful to compare to Archmage.
 
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droid327

Hardcore casual soloist
What force spellpower, spellcraft, crit chance and crit damage boost are you getting ?

Would be helpful to compare to Archmage.

Oh I just closed out the game

Was like ~800 standing char sheet Force power, 75% force crit damage

Archmage isnt going to come close to Ambush damage though. 34 Sneak dice.
 

Jasparius

Well-known member
Oh I just closed out the game

Was like ~800 standing char sheet Force power, 75% force crit damage

Archmage isnt going to come close to Ambush damage though. 34 Sneak dice.

Yeah that has been obvious. All they had to do was have it be 25% force modifier instead of 50% and buffed force spells more.

But that is too obvious and too sensible.
 

Nerosothe

Active member

Hello! My name is Nerosothe and I just spent around 7 hours testing Arcane trickster’s second preview on Lammania!

If for some reason you have never stumbled across one of my posts, my condolences, your streak of luck is over. But let me explain what I do here:

Below in this nearly 3000-word series of posts are my findings on the current state of whatever class changes/ additions find being previewed on Lamm. This time of course, it is the Arcane trickster!

As per usual. I colour-code my comments so for easier skim reading:

Green denotes the subject I wish to address

Orange denotes any “problems” I see need to comment on

Red denotes core design problems or critical bug issues

Teal denotes my own suggestions.

Everything else is my yapping or straight praise so delve into that as you may.

If you are a Dev or someone or just wish to skim: I Bold and Underline what I personally think as vital info/ data for this preview that I have gathered.

I also gotta say it every time: I am just a Bozo who yaps too much on a forum for a 20-year-old game. My opinions are just that: Opinions. I’m not here to tell the readers or any of the devs how to make an architype or how to objectively balance a game. I just wanna share my two cents in a constructive way in case that is of any help or to give those who don’t have the time to check out the preview a glance into what’s going down.

This is the second and possibly last iteration of Arcane trickster we will have access to before live release. Because of this, I will be treating the general design, gameplay, and balance numbers in this preview as much more of a “Final Draft”. Because of this I have divided my findings into two separate posts to account for this more in depth look at balance numbers. The first post here will be a more design and “vibes” opinion piece on Arcane Trickster. My second post will be more numbers and balance focused.

What this boils down to is:

  • If you care about how Arcane Trickster plays and its overall power fantasy, read post one.
  • If you’re a slave to power gaming/METAs, read post two
With all that done and said, let’s get into it.



I’m gunna be real with y’all, I think this is the best archetype SSG has made.

Now hold your horses you Meta Marks, I know Dragonlord is crazy strong, and I know how you’re so clever for scaling Ki bolt caster Sacred Fist to hit for hundreds of thousands. And you slow your roll there too you Roleplay Ricks; telling me about how your Acolyte of the Skin or Dragon Disciple is so cool that he could take my dad in a fight. I’m not saying Arcane trickster is the end-all-be-all archetype for power or unique class design. But this second draft of Arcane Trickster just feels so damn good to play and feels fully realized in how it is supposed to be distinct and fun. From a balance and a unique design viewpoint, this is the most complete archetype SSG has made in my opinion.

So, what makes this version of Arcane trickster so good?


-The near instant casting of Mage hand spells makes them way more approachable in combat situations and easier to put into rotations.

-“Sharp Spells” in t4 gives an amazing boost in power once you get Magical Ambush at lvl 8.

-Force damage being affected by MRR is a crazy boost in damage in epics.

-Splashing Archmage wizard for Illusion DC’s with Phantasmal Killer or starting Deep gnome makes an insanely good DC caster (thank you VERY much for the -10 cd on Presto).

- From lvl 8-34 You have a distinct class identity in stolen spells, mage hand, and Magic missile casting.

-Genuine props to the team for the changes they’ve done over the past week. The new reworked chain missiles is good aoe damage throughout the leveling experience and a welcome bit of accessible AOE for force casters in general. Though the tool tip for Chain Missiles only states that it does 4-5 force damage, not its scaling, so a run though on that for clarity would be lovely.

- If there’s one complaint to be made in general, I feel as if t5 of the tree is still too expensive by 1-2 points. I think “Extra Hand” in T5 of the tree may be better suited as a lvl 12 or 18 core, even that one point save makes it feel a lot better than spending 44 points in the tree just to get the essentials if you are a pure 20 ATR. The Problem of enhancement point economy is less of an issue for a pure 20 ATR caster, but attempting any martial build or multiclass and taking t5 of this tree becomes a little too costly.

Mixed magics works now, so this baby is a multiclassing dream

As the heading says, with mixed magics working, the concept of splashing Wizard for, well any of their trees, opens up a lot of build craft for AM force casters, PM wraith sneak attack casters, or possibly some imbue EK/ATR combos. I’m sure someone will find a way for Arti/ATR or Warlock/ATR to work (Sneak attack warlock is not my cross to bear this time, I’m sorry). I’d say similar to when Wild Mage and Dragonlord first came out, this is a very exciting time for Multiclass buildcraft. The only complaint I have here is the 21 Dex requirement on Improved Sneak Attack. 12 Levels in Rogue is enough of a prerequisite in my opinion. I would love to see the 21 Dex requirement dropped so that this niche epic feat gains a little more prevalence without its very straining dedication.



Overall, I think this is just a genuinely amazing update on the preview for ATR.



There is, of course, one major caveat to all this praise: Arcane Trickster is most definitely a caster not a hybrid right now.

Look, I fully understand not wanting to give ATR the best melee or ranged scaling compared to other trees, from the original post, it is clear SSG wants this to be a hybrid tree. But right now, you have to choose whether you get crit multi/range or lose a major source of caster power when choosing from the “Not Half Bad”. This flat-out sucks and is antithetical to making a hybrid. Picking t5 of a tree is commitment enough to the tree, please make it worth being a caster and a martial hybrid by combining “Not bad with a spell” with the other two “Not Bad With” multiselectors. If you feel like this makes the node too strong, nerf the spell crit to +3% or remove the +2 to spell pen (we already gain +3 spell pen in t4). If you’re looking for a comparative point for a good t5 hybrid tree in game, Knight’s Arcanum and Force’s Edge in Eldritch Knight empower both the martial and the magical side of the player character; not force them to choose one.

In short: If the design of the tree is that you can be a hybrid caster/martial, making the player choose between being okay at ranged/melee or good with magic in their t5 enhancements simply means they will just pick magic and forsake the hybrid style.



Overall, the changes done in preview 2 to Arcane trickster have made it a very appealing archetype to play.


I know a lot of people have their gripes like Flash Freeze having a 30 second cd is bad (not really a major issue i.m.o), or how the past lives give illusion dc’s (it’s thematic idk man, not everything has to make your next life directly stronger). I think really though the effort shown in the past week by the team to fine tune Arcane Trickster is amazing and if anything can be taken away from this Yapp-athon of a post: These changes are amazing and any more effort should be focused on bringing the melee/ranged parts of this archetype up to snuff.



Truly, hats off to the team on this one.
 

Nerosothe

Active member
POST 2

YEP, HE’S STILL YAPPING


So here I get more into the nitty-gritty of balance numbers and overall scaling strength of the Arcane trickster, 99% of this will be me talking about its strength as a caster tree.


As I already pointed out in the post above, I do not like how t5 of the tree makes the player choose between +1crit/multi with ranged or melee weapons (plus their other benefits like 15% comp hp or 10% evade bypass) or the only spell crit chance you get in the tree and USP AND spell pen. The “choice” in whether to take “Not Half Bad with a Bow/Blade” stacked against “Not Half Bad With a Spell” is no real choice at all. If you wish to use melee or ranged on your character, you will never go t5 ATR because t5’s of other trees like mechanic//horizon walker// vistani (trees that a pure Arcane trickster gets access to) are just leagues better for scaling your martial strength. This means the only people taking t5 arcane tricksters are more “pure” casters who will always take the +20 spell power, +2 spell pen, and +5% spell crit. Again, this means the multiselector only has one reasonable choice: “Not Half Bad With a Spell”.

I would really like to see this changed as the idea of rolling an elf AA or Eladrin Crossbow Mechanic who uses chain missles as their aoe option and has cc/ Presto is REALLY, REALLY COOL. I also tampered around with making a dodge tank THF staff acrobat ATR who used Magic missile spells for single target. In short there’s some really cool stuff that’s just teetering outside of the realm of possibility right now because the hybrid potential of the tree is lacking. I don’t really mind the only 10 melee/ ranged power in the tree: stuff like warforged/ aasimar trees, Horizon walker/ Inqius etc etc have some of that to reinforce what’s lacking in the tree. If anything, I would prefer to see Melee Power in the cores or early parts of Thief Acrobat alongside this update to give melee arcane trickster some love,



Okay so how does Maining this tree do in terms of power for a caster then?


Answer: Really, Really good.

Hot damn does this tree feel strong in heroics and in epics. On the surface, it may seem like there wasn’t much tweaking in numbers to preview one, but man is that not the furthest thing from the truth.

1-8 is a bit of a slog.

-this makes sense, your imbue dice is based on rogue level, and you don’t get magical ambush until 8, so naturally you would suffer from the same weaknesses as base rogues does in the early game. A class has to have its low points anywho or you never appreciate its highs so no comment here really.

8-15 is a Blast.

-The addition of “Sharp Magic” in t4 is amazing for power. Again, hats off to the Team for that one cause MAN does that enhancement feel good to take. By the time you hit 9 and have Maximize/Quicken you are already at 7d6 sneak attack dice which makes for a crazy burst in power similar to when alchemist gets its aoe spells and multivial. The new Chain Missile hits very well on r1, it is not 1-shotting healthier mobs but deals with trash packs well (I’m not running lamordia gear for the purpose of unbiased power scaling). Most noticeable here is the no animation for the mage hand skills: for quick cc with slap or the panic heal from Helping hand these are way better to use in combat flow now.

15-20 is SO MUCH BETTER.

-I don’t think I’m shocking anyone when I say once you hit sharn, mob HP balloons and that can be a problem for some builds. Thankfully now with the updated chain missiles, the addition of Hold Monster as a stolen spell (not my personal choice but it does the job), and roughly 11-14 sneak attack dice depending on race at lvl 15, you are more than suited to carry on throughout the rest of heroics without falling behind other builds.

I know Torc said they were thinking of putting Greater Colour Spray into the level 4 spellbook, but I think maybe that’s not warranted and maybe something like an aoe confuse or Greater Command would be better suited. I think if you’re going ATR, you’re already thinking of dipping 10-20 points into Feydark, and gnome already has some nice synergies here so maybe it’s redundant? I like the idea though so maybe I’m just being picky.



Epics

Hey look, I don’t think I need to tell you that once you get your hands on shadowdancer’s wonky 8 Sneak attack dice and additional hit damage on spells from paranoia that this ramps your damage. Improved sneak attack is just the cherry on top. So when I say Past life Wizard Magic missiles are trucking epic reapers, believe me, I mean it. I rolled up to R1 Legendary Sharn and blasted part one solo at level 26. Possibly the best part about this Archetype is that you still play the same way in epics as you do heroics. It is my personal bane that when I play a caster, I drop almost all my heroic spells by the time I hit 28 than my heroic character is wildly different from my epic one. Here, Arcane Trickster’s missile blaster gameplay is still pumping its damage and being its own fresh and unique playstyle. I spent a fair amount of time running around Legendary Grim and Berret on R4 on a 13ATR/6Wiz/1Fvs and man, master of the arcane weaving between MM and Chain Missile spam is really one of my new favorite ways to play. If you make use of mixed magics and go AM illusion Deep gnome with t5 ATR you also have a very competent DC caster in epics with no shortage of Instakills. Really, this archetype one of the few that keeps its power and unique identity in epics and that is something to commend the team for.

End Game.

So lets talk numbers: Running shadowdancer and t5 Draconic, with shadowlance and paranoia upkeep, Pure ATR force caster went from a ttk on boss kobold of 56.8 seconds on preview one to 19.3 seconds this preview. Now the bulk of this spike in dps comes from the now functional capstone giving 100% spellpower scaling on magical ambush, but the ~5 more sneak attack dice from “Sharp Magic” in the tree is a sizable boost when using Wizard Past life MM or just MM in general. The gear I used was all pre-Lamordia, non raid items and I had no sentient jewel/ filigrees equipped. I’m sure with an epic completionist and a fully upgraded sentient weapon, a ATR can hit 40-50kdps.

More importantly, I sat in the dojo for 4 minutes strait rolling my keyboard and spamming spells, I lost only half of my 3.4k sp. Stolen spells’ next to no mana cost is a godsend for mana economy and this is a caster I can very much see being usable in endgame raids for dps and DC casting.

It is because of this I cannot STRESS ENOUGH that Shiradi casting does not need to come back for the purpose of making this build “viable”. I Know that there are people that want to see the RNG number-fest of Shiradi Magic missile spamming come back

Whats more Is the multiclassing builds for endgame as well. As mentioned above, my most successful multiclass was a 13ATR/6WIZ/1FVS at cap. Archmage t5 Arcane supremacy coupled with master of knowledge weaving magic missiles is a deadly dps build as far as casters go. It is competitive with Pure Atr in Dps (in the same gear it had a ttk on boss kobold of 21.0)



....
....
....
.... Is it over?
... HAS HE STOPPED YAPPING?!
Yes, It's done, In the time it took for me test and to write this post I literally turned 30, I'm going to bed now so I can celebrate tmo. If you have any questions about what exactly I tested, how I do my testing, or just want clarification, feel free to dm me, reply to this post, or msg me in the official discord @Nerosothe
 
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glass_jaws

Well-known member
Just a couple of notes:
The Trickster capstone still doesn't grant the 2 imbue dice.

Mage Hand Bluff seems to function differently than regular bluff in that you have to be in stealth to bluff enemies from a group. While not a huge deal, it is a deviation of the current gameplay. Just figured I would ask if this is intentional?
 

droid327

Hardcore casual soloist
Trickster/Feydark with missile spam like Shiradi casters of old is probably the most viable option. But Shiradi doesn't have a functional epic moment for casters, which is a huge let down.

Shiradi isn't worth much past Double Rainbow and the low hanging fruit. Shadow T5 offers Weird, which maybe you can get decent Illusion DC between that tree and AT and FI, and the epic moment is slightly more relevant and lets you just focus on single target boss nuking while any adds self destruct.
 

Rull

Well-known member
Core 2: Stolen Spell SLA Multi Selector:

  • Stolen Magic Missile 2SP 6sec CD (wiz/sorc theft)
Seems to be 4 seconds instead of 6.

Also, the spell itself seems to have a 3 second cooldown instead of the 2 in it's description.

I tested the single target damage of the trickster as missile spammer; with 40 sneak dice it's quite strong. Rotation includes Nightmare Lance with paranoia, SLA MM, spell MM, SLA fire seeds and SLA force missile.

SLA chain missile isn't good enough, but single target was never it's purpose, I guess. With the small AoE I don't think it'll be good against multiple targets either, but oh well.

Kobold times were 16 seconds stars aligned. That's fast, but for a single target only build it's not spectacular. I don't think it should be faster, but it could have better AoE options.

Final thing to say: I absolutely hated playing it. Having 6 different spells that are all about equal in damage makes it such that not-casting for a second really hurts your DPS. A thunderstroke/greater ruin caster has a pleasant balance of *having* to keep your big ones on cooldown to sustain good dps, but between them you have a choice of either moving around or throwing lower damage spells. You can even go as low as chain lightning / lightning bolt SLA, if you want to to fill your rotation, but you can also use that time to reposition yourself of clump up enemies, heal up, etc. With an AT missile spammer, you are just pushing out this endless stream of missiles like a ranged character, but at least they have a single button to keep pressed. Going 1,2,3,2,4,2,5,2,3,2,1,2,3,etc all the time is just... tedious?

I'm sure some will like it I guess.

Edit: oh, and:
  • Mage Hand abilities are now "extra" actions" and don't interrupt what your doing. They are no longer considered spells and don't interact with meta magics. They still work with magical ambush. All offensive mage hand abilities share a 1 second cool down
that didn't seem to work. They don't interrupt a melee/ranged attack, but they can't be used while casting spells. Any spell will put them on a 1second cooldown (and when that's gone you are going to cast your next spell instead).
 

EinarMal

Well-known member
Oh that note is missing in the under review section. Will fix.

So the short answer is no, and the longer answer is NOTHING about the basic force spells scales correctly right now really.

We are looking at refactoring magic missile, chain missile and force missile because they don't scale with the additional caster levels you get in epics (or else where) cause their damage doesn't increase per level, and they don't interact with master feats which bring other SLAs up to caster level 20 like say savants fireball. It's a bit wonky since we don't wanna make spells that spam 10-15 missiles for perf reasons, and also, don't wanna make something like magic missile seem completely unfamiliar to a new player.

What is in this build for chain missile is just how the missiles work physically which is important because the only example a 3 missiles of small aoe was fire seed which has been bugged but is fixed in this build, so try it out along with chain missile.

Now that we've ironed out most of the trickster bugs, we're looking to expanded into a "fix things about force spells", though trickster, with enough sneak attack dice, may not care how badly these spells scale as much as other classes. Regardless we're looking at it.

-T
I would suggest looking at Shirdai proc rates, and making casters proc at the rate as ranged (which fire faster).
 

canicus

Well-known member
Preview 2 Change Log - Things that have changed


Things not in this build....
  • Greater Evolution SLA still not fixed
  • We are looking at refactoring making the 3 basic force damage spells magic missile, chain missile and force bolt scale with caster level better.

    Things we are still reviewing and probably doing while the preview is running...
  • Merging some of the caster stats with some of the melee/range selectors in the tree to help the hybrid angle a little more
  • Moving around mechanic a little so improved detect can be reached for less AP
  • Acrobatic defensive roll upgrade will either get a selector or do something useful even if you don't have defensive roll.
  • Probably adding greater color spray to level 4 trickster spells
Please do all of these things.
 

Lotoc

Well-known member
  • force damage now interacts with MRR normally
So at the moment it doesnt interact, which means we get smashed by Force spells while resisting other elemental spell damage? Which is a great change overall.
But this now means that force damage we do to mobs is going to take a hit?

So Archmage will become even more useless? And the buffs for AT are somewhat reduced by MRR now reducing force damage?
Actually its a buff to players against force and a buff to players using force.
Because the amount of enemies in the entire game that actually have MRR can be counted on one hand and for all of them except psionic thralls that MRR is entirely conditional.

Force casting was actually underpowered relative to other elements because it couldn't benefit from debuffing putting enemies lower than -100MRR. Yes MRR goes into negatives.
 

justin credible

Well-known member
Oh that note is missing in the under review section. Will fix.

So the short answer is no, and the longer answer is NOTHING about the basic force spells scales correctly right now really.

We are looking at refactoring magic missile, chain missile and force missile because they don't scale with the additional caster levels you get in epics (or else where) cause their damage doesn't increase per level, and they don't interact with master feats which bring other SLAs up to caster level 20 like say savants fireball. It's a bit wonky since we don't wanna make spells that spam 10-15 missiles for perf reasons, and also, don't wanna make something like magic missile seem completely unfamiliar to a new player.

What is in this build for chain missile is just how the missiles work physically which is important because the only example a 3 missiles of small aoe was fire seed which has been bugged but is fixed in this build, so try it out along with chain missile.

Now that we've ironed out most of the trickster bugs, we're looking to expanded into a "fix things about force spells", though trickster, with enough sneak attack dice, may not care how badly these spells scale as much as other classes. Regardless we're looking at it.

-T
A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. Unlike most spells, magic missile can pass through other monsters to reach your intended target.

change it to 1d2 (+1 damage per caster level, max of 10), leave the amount of missiles the same
Master of whatever feat to raise it to 1d2+20 per missile
 

justin credible

Well-known member
So increase the damage that a level 10 arcane skeleton casting magic missile does to characters by 155%?
it should be a little stronger than it is, but only a little. its a lvl 1 spell afterall

enemy casters will do less because force is now effected by MRR
 
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glass_jaws

Well-known member
It's hard to tell if Mage Hand Bluff is actually using intelligence or not. Unlike regular bluff, we don't see the dice roll with the mage hand bluff. Any chance we can get that on there like a regular skill use?

Mage hand disable does the show the roll as expected.
 

glass_jaws

Well-known member
Looks like if you have any "eye" symbols on your character when you do the mage hand bluff, it pulls the whole group no matter what. I can see the bluff symbol landing on the enemies, and it's not breaking stealth when I bluff, so it's much worse than regular bluff in that regards.
 
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